ner0 wrote:Sappharad wrote:I'm not sure what approach he took for the Hex patch, I never got around to figuring out why the codebreaker wasn't able to perform the same patch in memory yet. I suspect it's permanently modifying the game logic that calculates the camera parameters.
I may not be remembering correctly some of the stuff but you can patch the game memory to use this hack. Although nullDC was a pain in the ass because of how it emulates the game in a protected memory region, I needed to use kernel-level access to the protected memory in order to change the values, otherwise it would either crash or reallocate the value to another address. DEMUL is straight-forward in that regard because it emulates the DC so amazingly. Anyway, I think that one of the conditions is that you do patch the memory before you start playing, at least one of those addresses must be because it is the one responsible for the mechanism that dynamically adjusts the clipping range - depending on several factors, game level/map being a major one.
This has nothing to do with emulators. This was about Codebreaker - doing a memory patch on actual hardware. The changes get clobbered at some point.