[PR #2] [MERGED] Field note: Black Myth: Wukong (UE 5.0) - injection works, ReShade render depth does not #51

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opened 2026-10-15 20:53:01 +00:00 by bsakaguchi · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/rehan-remade/universal-modder/pull/2
Author: @waperperp
Created: 10/1/2026
Status: ✅ Merged
Merged: 10/4/2026
Merged by: @rehan-remade

Base: main ← Head: kb/black-myth-wukong-reshade-depth


📝 Commits (2)

  • b5a275d knowledge: Black Myth: Wukong field note + two driving/observing gotchas
  • f83b52d Merge main into kb/black-myth-wukong-reshade-depth and regenerate the kb index

📊 Changes

5 files changed (+283 additions, -11 deletions)

View changed files

📝 knowledge/INDEX.md (+4 -3)
➕ knowledge/games/black-myth-wukong/reshade-depth-dead-end.md (+199 -0)
📝 knowledge/index.json (+43 -4)
📝 knowledge/techniques/driving-real-games-safely.md (+20 -2)
📝 knowledge/techniques/oracles-how-agents-know-a-mod-works.md (+17 -2)

📄 Description

Adds a field note for Black Myth: Wukong and folds two new gotchas into existing technique notes.

New: knowledge/games/black-myth-wukong/reshade-depth-dead-end.md

The load-bearing result is a negative one, recorded with pixel evidence:

  • ReShade 6.8.0 hooks the game's D3D12 cleanly and Denuvo does not block injection — dxgi.dll proxy,
    D3D12CreateDevice and IDXGIFactory::CreateSwapChain redirected, swapchain R10G10B10A2_UNORM.
  • Generic Depth detects a D32S8 buffer at 1708x1068 — but the depth it reads is perfectly flat. With
    both depth-copy options enabled and after a full restart, the depth half of DisplayDepth.fx is a single
    colour across all 2,048,000 pixels. Depth 1.0 everywhere = empty, not faint. So depth-correct compositing
    is not reachable through ReShade on this game; the remaining options are a custom add-on or a present hook,
    both net-new with no prior art.
  • Recon worth having: build 21393610, UE 5.0 (project=b1), IoStore off, 21 .sig files, D3D12-only,
    728 MB stripped exe with plugins statically linked, and the game rendering at 1708x1068 while the
    swapchain is 2560x1600
    (any composite has to match the low internal resolution).
  • The UnrealJS false lead, written up with the one-line falsification test, because the trail looks
    genuinely promising: the log contains JavascriptCmd: Unreal.js started. V8 7.7.299 and Engine.ini
    lists b1/Plugins/UnrealJS. It is a dead end — JavascriptCmd is a log category, the banner survives
    NO_LOGGING so it proves nothing, and the line appears exactly once in the log and never again.
  • Injection routes the community has actually proven: B1CSharpLoader (version.dll -> Mono -> C# with
    Harmony), RE-UE4SS v3.0.1 with its upstream Wukong custom game config, and the WukongMP SDK.

Extended: knowledge/techniques/driving-real-games-safely.md

  • Click coordinates are DPI-virtualised while screenshots are physical pixels (150%-scaled 2560x1600 panel,
    logical screen 1707x1067) — clicks drifted by a constant ~44 px until the scale factor was applied.
  • um win ps dies on a Chinese-locale Windows with a GBK UnicodeDecodeError; PYTHONUTF8=1 fixes it.

Extended: knowledge/techniques/oracles-how-agents-know-a-mod-works.md

  • A screenshot oracle that froze and kept answering: three captures minutes apart were byte-identical
    while the process was clearly rendering. A frozen oracle inverts conclusions — here it would have said
    "the shader is not running" when the truth was "the shader runs fine and the depth it reads is empty".
    Includes how to detect it, and the reverse trap (a legitimately static scene).

Verification

  • um kb check --index -> PASS: 8 notes checked
  • um publish check -> PASS: 290 files, 0 failures, 0 warnings

What is NOT verified

  • Everything was measured at the main menu, because a fresh install has no save. Gameplay is untested;
    that is the first thing the next agent should check.
  • Minecraft was never installed, so the guest half is entirely untested.
  • No attempt was made to bypass Denuvo, anti-cheat or ownership checks, and the note records only that
    injection worked alongside them.

🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/rehan-remade/universal-modder/pull/2 **Author:** [@waperperp](https://github.com/waperperp) **Created:** 10/1/2026 **Status:** ✅ Merged **Merged:** 10/4/2026 **Merged by:** [@rehan-remade](https://github.com/rehan-remade) **Base:** `main` ← **Head:** `kb/black-myth-wukong-reshade-depth` --- ### 📝 Commits (2) - [`b5a275d`](https://github.com/rehan-remade/universal-modder/commit/b5a275d2da8e835b3e43944cb019dae970b44e3b) knowledge: Black Myth: Wukong field note + two driving/observing gotchas - [`f83b52d`](https://github.com/rehan-remade/universal-modder/commit/f83b52d71d2cdfa0c95135fa711bf67b34c91fd3) Merge main into kb/black-myth-wukong-reshade-depth and regenerate the kb index ### 📊 Changes **5 files changed** (+283 additions, -11 deletions) <details> <summary>View changed files</summary> 📝 `knowledge/INDEX.md` (+4 -3) ➕ `knowledge/games/black-myth-wukong/reshade-depth-dead-end.md` (+199 -0) 📝 `knowledge/index.json` (+43 -4) 📝 `knowledge/techniques/driving-real-games-safely.md` (+20 -2) 📝 `knowledge/techniques/oracles-how-agents-know-a-mod-works.md` (+17 -2) </details> ### 📄 Description Adds a field note for **Black Myth: Wukong** and folds two new gotchas into existing technique notes. ## New: `knowledge/games/black-myth-wukong/reshade-depth-dead-end.md` The load-bearing result is a negative one, recorded with pixel evidence: - **ReShade 6.8.0 hooks the game's D3D12 cleanly and Denuvo does not block injection** — `dxgi.dll` proxy, `D3D12CreateDevice` and `IDXGIFactory::CreateSwapChain` redirected, swapchain `R10G10B10A2_UNORM`. - **Generic Depth detects a `D32S8` buffer at 1708x1068 — but the depth it reads is perfectly flat.** With both depth-copy options enabled and after a full restart, the depth half of `DisplayDepth.fx` is a single colour across all 2,048,000 pixels. Depth 1.0 everywhere = empty, not faint. So depth-correct compositing is not reachable through ReShade on this game; the remaining options are a custom add-on or a present hook, both net-new with no prior art. - **Recon worth having:** build 21393610, UE 5.0 (`project=b1`), IoStore off, 21 `.sig` files, D3D12-only, 728 MB stripped exe with plugins statically linked, and the game **rendering at 1708x1068 while the swapchain is 2560x1600** (any composite has to match the low internal resolution). - **The UnrealJS false lead**, written up with the one-line falsification test, because the trail looks genuinely promising: the log contains `JavascriptCmd: Unreal.js started. V8 7.7.299` and `Engine.ini` lists `b1/Plugins/UnrealJS`. It is a dead end — `JavascriptCmd` is a log category, the banner survives `NO_LOGGING` so it proves nothing, and the line appears exactly once in the log and never again. - **Injection routes the community has actually proven:** B1CSharpLoader (`version.dll` -> Mono -> C# with Harmony), RE-UE4SS v3.0.1 with its upstream `Wukong` custom game config, and the WukongMP SDK. ## Extended: `knowledge/techniques/driving-real-games-safely.md` - Click coordinates are DPI-virtualised while screenshots are physical pixels (150%-scaled 2560x1600 panel, logical screen 1707x1067) — clicks drifted by a constant ~44 px until the scale factor was applied. - `um win ps` dies on a Chinese-locale Windows with a GBK `UnicodeDecodeError`; `PYTHONUTF8=1` fixes it. ## Extended: `knowledge/techniques/oracles-how-agents-know-a-mod-works.md` - A screenshot oracle that **froze and kept answering**: three captures minutes apart were byte-identical while the process was clearly rendering. A frozen oracle inverts conclusions — here it would have said "the shader is not running" when the truth was "the shader runs fine and the depth it reads is empty". Includes how to detect it, and the reverse trap (a legitimately static scene). ## Verification - `um kb check --index` -> PASS: 8 notes checked - `um publish check` -> PASS: 290 files, 0 failures, 0 warnings ## What is NOT verified - Everything was measured **at the main menu**, because a fresh install has no save. Gameplay is untested; that is the first thing the next agent should check. - Minecraft was never installed, so the guest half is entirely untested. - No attempt was made to bypass Denuvo, anti-cheat or ownership checks, and the note records only that injection worked alongside them. --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
bsakaguchi 2026-10-15 20:53:01 +00:00
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rehan-remade/universal-modder#51
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