Hook flags

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Hot patch (obfuscated IAT)

HOTPATCH

The original DxWnd used IAT patching to redirect API calls to the altered routines. This method has its advantages, but fails when not all API are reached because they are located in unconnected dlls, referenced by ordinal number or referenced by programs with obfuscated IAT. IAT obfuscation is a sophisticated but common enough technique to make hacker's life harder: for instance, the game executable of Doom III has an obfuscated IAT.


Checking this flag cause DxWnd to use an alternate patching technique, that is the "hot patching" that creates a detour assembly code right at the beginning of the API implementation.  Once done EVERY SINGLE CALL gets intercepted no matter from where the call is made, but it isn't always possible to apply this technique. Luckily, in the vast majority of cases, they both work.

Hook child WindowProc

HOOKCHILDWIN

By default, DxWnd intercepts the WindowProc routine of the main window, and this is enough for its purposes. In some cases, though, this is not enough and this flag tells DxWnd to intercept and redirect the WindowProc routines of all child windows as well.

Hook all DLLs

HOOKDLLS

The original DxWnd behaviour was limited to search & hook calls made by the main program directly. Checking this flag cause DxWnd to recurse in all  non-system DLLs address space to hook calls there. It's necessary in all cases where the graphic engine is not directly coded in the program, but it's implemented in a separated engine DLL.

Widechar program vs. ANSI

ANSIWIDE

DxWnd uses ANSI versions of several system calls by default. This flag tells DxWnd to use the corresponding WIDECHAR version instead.

No Run

HOOKNORUN

Some applications run several executables. The only game found to run like this so far is Die Hard Trilogy. It has a frontend program that runs one choice of three different executables, each one implementing one single, unique game. In this situation, each individual game needs an individual DxWnd configuration entry, and also needs to be run by the frontend. They cannot be run directly. The "No Run" flag and the corresponding blocking icon prevent the user from trying to run the game from the DxWnd interface.

No hook update

HOOKNOUPDATE

Under certain conditions, the same API or method call may have different memory addresses while the program is running. Unfortunately, there is no universal policy to handle this situation: in some cases, the program only works correctly if the function's original address is updated; in other cases, it is better to stick to the original value. By default, the original address is updated. Check this flag to keep the initial original address instead.