diff --git a/README.md b/README.md index 0964acb..c7f5ba2 100644 --- a/README.md +++ b/README.md @@ -1,83 +1,93 @@ -# Ultra Wide ASI Core injection for Reshade -
+# ReshadePluginsCore +**Framework modulaire C++ pour injection de comportements et fixes graphiques dans les jeux vidĂ©o** +**Auteur :** Emmanuel AYME -This repository is dedicated on Ultra Wide asi plugins core for Reshade. -It's dedicated on injecting assembly code to modify game's behaviour (FOV, aspect ratio and more in games). -They're intended to be used with my other Reshade project addons. +--- -## Building -Download this repository. Open the .sln provided. Build the solution for release. -The solution has an x64 folder with Release ini it. .asi files shoud be found there. +## đŻ PrĂ©sentation -An extra dll is necessary to be used with my injection dll plugins. -Its name is zydis.dll (assembler/disassembler). -The zydis project can easily be found on github. -You have to build it first in order for my plugins to work. -You will also need zydis core project in addition to zydis. +**ReshadePluginsCore** est un framework de plugins C++ permettant dâinjecter et de contrĂŽler des comportements dans les jeux vidĂ©o, avec une architecture modulable pour diffĂ©rents moteurs (Unreal Engine 4/5, Unity). -## Installation -Once zydis and my project is built, you can drop zydis.dll next to game's executable. Don't forget to drop also the .dll file corresponding to your game. +Il offre notamment : -Prior to this, you would have built the addon project and dropped the respective .addon file into the game's executable folder. +- **Fixes graphiques** : FOV (champde vision), ultra wide, DOF (profondeur de champ), aberrations chromatiques, brouillard, vignettage ... +- **Cheats / outils dĂ©veloppeur** : console rĂ©activĂ©e, time dilation, stealth mode... +- **Instrumentation runtime** : hooks sĂ©curisĂ©s, AOB scans, offset resolution +- **SĂ©paration Core / UI** pour des interfaces modulables via Reshade ou autres overlay -Having done all of this, you can run the game and hit "Home" key when Reshade has successfully hooked game's API (DX10/11/12/Vulkan). -Check the boxes, adjust sliders and see the effects in real time in game. +Le framework est conçu pour ĂȘtre **gĂ©nĂ©rique**, **rĂ©utilisable** et **performant**, permettant lâintĂ©gration rapide de nouveaux jeux ou moteurs. -## Interesting projects -Uncharted LOTC for its cinematics fix. -Wuchang Fallen Feathers for its approach on fixes detours (using VEH debugging). -Cronos: The New Dawn for its implement of Unreal Engine SDK (see code below). -``` -// Devs console re-creation -auto start = std::chrono::high_resolution_clock::now(); // Measure the time to renable console -UEngine* Engine = nullptr; +--- -for (int i = 0; i < 100; ++i) { // gives 10 seconds to find UE Engine - std::this_thread::sleep_for(std::chrono::milliseconds(100)); - Engine = UEngine::GetEngine(); +## âïž Architecture - if (Engine && Engine->ConsoleClass && Engine->GameViewport) - break; -} +### 1. Core DLL -if (!Engine || !Engine->ConsoleClass || !Engine->GameViewport) { - logger->error("Console could not be found in engine."); - return; -} -logger->info("Console found in engine"); +Le cĆur du projet gĂšre : -/* Creates a new UObject of class-type specified by Engine->ConsoleClass */ -UObject* NewObject = UGameplayStatics::SpawnObject(Engine->ConsoleClass, Engine->GameViewport); -if (NewObject) -{ - logger->info("Successfully spawned console object"); - // Set the console viewport so that it will be displayed - Engine->GameViewport->ViewportConsole = static_cast