Skip to content

ZachFix v0.2.3

Choose a tag to compare

@h714je h714je released this 27 Sep 01:58
· 22 commits to main since this release

This release focuses on restoring original gameplay behavior, fixing input and New Game regressions, and hardening ZachFix's runtime patching infrastructure.

Highlights

Fixed New Game difficulty selection

  • Fixed the restored native Easy / Normal / Hard difficulty selector being skipped when starting a New Game without an existing save.
  • The native selector now works correctly on both the no-save path and the existing-save overwrite path.
  • Preserves the game's native per-save difficulty state.

Restored original Xbox combat strafe

  • Restored the original Xbox 360 combat-only LB/RB strafe ingress into the preserved PC movement states.
  • Preserves the original capability and player-state gating.
  • Requires Native XInput with the Xbox 360 input profile.
  • Disabled by default and available through Gamepad.RestoreCombatStrafe.

Input and controller fixes

  • Fixed several Native XInput ownership and input-mode transition issues.
  • Prevented Xbox 360 aim deadzone processing from leaking into mouse-look after switching back to keyboard/mouse.
  • Improved vibration state handling when changing input devices.
  • Fixed the analog vehicle-control trampoline to preserve the native x87 instruction sequence and FPU stack behavior.
  • Fixed F10 Reload/Apply handling for RestoreCombatStrafe.
  • Made the F10 vibration diagnostic non-blocking and safer across controller changes.

Runtime stability

  • Hardened MinHook rollback and residual-hook handling.
  • Added validation for the Direct3DCreate9 IAT target before applying known-build patches.
  • Improved validation for world-distance configuration values.
  • Fixed Additional DoF Blur resource handling across D3D9 device reset.
  • Improved screenshot comparison-state restoration and reporting.

Engine research and cleanup

  • Reconciled and expanded the reverse-engineered engine map.
  • Added detailed CEffect / CRdObjectEffect / XWP architecture documentation.
  • Cross-checked the fixed-effect timing path against the original Xbox 360 executable.
  • Removed retired experimental PhysX timing, vehicle cadence, solver telemetry, and player motor/brake runtime code.
  • ZachFix continues to leave native physics timing untouched while the remaining timing questions stay research-only.

Quick Turn and CEffect timing modification remain research-only and are not enabled in this release.

SHA-256

ZachFix-v0.2.3-win32.zip

2D569368A0057FE20A36408B899B782B0F77B73DF1158634C7A4E0B6A7B77AFF