Posted: Tue Aug 01, 2017 1:45 am Post subject: Speed hack inspired from Cheat Engine sources
Hi,
I made a Speed Hack dll inspired from Cheat Engine source code.
It is written in C++ and it is basically a DLL injection with hooks of the time APIs exactly like CE does it (GetTickCount64, GetTickCount and QueryPerformanceCounter)
It works BUT when I slow down time the game is not fluid any more at the level of graphics and sounds. (there are cuts in sound and frame per second drop a lot)
At first I found it normal since I am after all braking the time right?
But when I do the exact same thing with CE, it plays smoothly !?
Is there something I overlooked in the CE sources?
How come the Directx graphics and sound rendering can stay fluid while time is slowed down?
Dark Byte, your software is brilliant and you are some sort of legend to me so I would like to tell you how much I am happy to interact with you finally today
I am inspired from your new method of Speed Hack so the "new" one using injection.
I found what the problem was:
The hook functions I wrote obviously have to manage the concurrency (multi threading) and I originally used a stupid mutex for that.
That kind of mutex is too slow because it puts at sleep the threads that failed to gain the lock. Commutation time is really bad.
Now I am using SpinLock mutex which are way way faster and the game is totally fluid and the speedhack works perfectly.
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