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Update BGI.cpp
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@ -1151,8 +1151,8 @@ bool InsertBGIDynamicHook(LPVOID addr, DWORD frame, DWORD stack)
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0x0f, 0xbe, 0xc0, // 011d4d35 |. 0fbec0 movsx eax,al
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0x83, 0xc0, 0xfe, // 011d4d38 |. 83c0 fe add eax,-0x2 ; switch (cases 2..8)
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0x83, 0xf8 //, 0x06 // 011d4d3b |. 83f8 06 cmp eax,0x6
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// The following code does not exist in newer BGI games after 蒼の彼方
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// 0x77, 0x6a // 011d4d3e |. 77 6a ja short sekachu.011d4daa
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// The following code does not exist in newer BGI games after 蒼の彼方
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// 0x77, 0x6a // 011d4d3e |. 77 6a ja short sekachu.011d4daa
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};
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ULONG range = min(processStopAddress - processStartAddress, MAX_REL_ADDR);
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@ -1405,8 +1405,20 @@ bool BGI7Filter(LPVOID data, size_t *size, HookParam *)
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return false;
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if (endWith(ws, L".arc"))
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return false;
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if (all_ascii(ws.c_str()) && (ws.find(L"-") != ws.npos) && (ws.find(L"_") != ws.npos))
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if (endWith(ws, L".sud"))
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return false;
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if (all_ascii(ws.c_str()))
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{
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if ((ws.find(L"-") != ws.npos) && (ws.find(L"_") != ws.npos))
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return false;
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if (startWith(ws, L"#"))
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return false;
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if (startWith(ws, L"SG"))
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return false;
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if (startWith(ws, L"bs5"))
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return false;
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}
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if (ws.find(L"[ 0 ]") != ws.npos)
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return false; // 個別アニメーション [ 0 ] の透明度
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//
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