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ZachFix v0.2.3
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