gbe_fork/post_build/README.experimental.md

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2023-12-27 23:04:28 +08:00
## What is this ?
This build of the emulator:
* Blocks all outgoing connections from the game to non **LAN** IPs
* Lets you use CPY cracks that use the `steam_api` dll to patch the exe in memory when the `SteamAPI_Init()` method is called
* Can load extra dlls in memory via `LoadLibraryA()`
* Mr.Goldberg's note:
> In this folder is an experimental build of my emulator with code that hooks a few windows socket functions. It should block all connections from the game to non LAN ips. This means the game should work without any problems for LAN play (even with VPN LAN as long as you use standard LAN ips (10.x.x.x, 192.168.x.x, etc...)
> It likely doesn't work for some games but it should work for most of them.
> Since this blocks all non LAN connections doing things like hosting a cracked server for people on the internet will not work or connecting to a cracked server that's hosted on an internet ip will not work.
## Why ?
Mr.Goldberg's note:
> I noticed a lot of games seem to connect to analytics services and other crap that I hate.
> Blocking the game from communicating with online ips without affecting the LAN functionality of my emu is a pain if you try to use a firewall so I made this special build.
## Which IPs are blocked ?
**All** IPs *except* these ranges:
* 10.0.0.0 - 10.255.255.255
* 127.0.0.0 - 127.255.255.255
* 169.254.0.0 - 169.254.255.255
* 172.16.0.0 - 172.31.255.255
* 192.168.0.0 - 192.168.255.255
* 224.0.0.0 - 255.255.255.255
## To disable the LAN only connections feature
Create a file named `disable_lan_only.txt` inside the `steam_settings` folder beside the steam api dll.
## How to use a CPY style crack
1. Rename `steam_api.dll` crack to `cracksteam_api.dll`, or `steam_api64.dll` to `cracksteam_api64.dll`
2. Replace the `steamclient(64).dll` crack with the one in this folder.
3. Then use the emu like you normally would with all the configurations
## How to load extra dlls in memory
Put the dll file inside the folder `steam_settings\load_dlls\` and it will be loaded automatically using the `LoadLibraryA()` function