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pushdwordptrss:[ebp+0x10]; Optimized original codeshrecx,0x0candecx,00000001pushecxpushdwordptrss:[ebp+0x0c]pushdwordptrss:[ebp+8]pushdwordptrds:[th13.font_spell]; Spell card alignmentpushdwordptrss:[ebp-0x8c]call[GetTextExtentForFont]addeax,8pusheaxfilddwordptrss:[esp]popeaxjnsshort+6; gensokyo.orgfadddwordptrds:[th13.4aeab0]fsubpst(1),st
Player data
Remove spell "alignment" in the result screen
(result_spell_align)
Description
When kept short, it also works with gensokyo.org's patch.
Address
Code
31c0
xoreax,eax
Compatibility
Remove English patch font creation
(unpatch_fonts)
Description
At this position, the English patch jumps to its font creation code, located in th13e.dll. Since we don't patch the import table of this DLL, its CreateFontA calls are still mapped to the actual system function, effectively ignoring thcrap's own font settings.
This hack simply re-inserts the original game code from that position.
Address
Code
68 e4cc4a00
6a 11
6a 04
pushth13.04acce4push11push4
Remove English patch replacement for the resolution dialog
(unpatch_dialog)
Description
Come on. You could have just replaced the pointer directly instead of ripping out the original function call and replacing it with your dummy function that... replaces the pointer. -.-
Address
Code
ff15 f8214a00
call[DialogBoxParamA]
Remove English patch text formatting tag parsing
(unpatch_layout)
Description
It's not because we don't like your formatting tags, it's because you don't give us any chance to parse our own... which requires the exact absence of any binary hacks jumping into a different module.
And well, pixel definitions are just not the way to go for an open, multilingual system.