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Undetected [Release] CoD: Black Ops 1 Chronicles V2 — Offhost Zombies Remaster

byte_corvus

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Tired of the same old "solid block" UI in old-school Zombies? Chronicles V2 is a complete visual overhaul designed to ditch the legacy rectangles for a modern glass-style interface. This is an offhost remaster for Black Ops 1, providing a professional dual-window system where navigation stays locked on the left while options populate the right.

Core Architectural Changes
  1. Modern Glass UI — Transparent panels with cyan accents and high-precision selection bars.
  2. Dual-Window Engine — A restructured navigation flow for faster sub-menu access.
  3. Optimized Arsenal — Complete pages including Pack-a-Punch weapons, Wonder Weapons, and specialized equipment.
  4. Console Stability — Rewritten draw calls to mitigate common hanging and memory leak issues on RGH hardware.
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Technical Implementation & Memory Patches
For those digging into the memory, this build patches restricted Dvars to allow commands normally blocked on retail/unmodified environments. Testing confirms the following patches for Dvar unlocking:
Code:
Memory Patched: 0x823e2368
Memory Patched: 0x823e2350

Engine & Porting
— Patched memory for restricted RGH command access.
— Optimized rendering hooks to prevent entity-based crashes during high-round gameplay.

Visuals & UI
— Sin-Wave Rainbow News Bar integration.
— Multiplayer-style pulse fade effect on watermarks.
— Fixed sub-menu rendering issues where pages would occasionally go invisible.

Gameplay Logic
— Rewritten Time Changer: Night and Morning modes now force immediate exposure updates.
— PC Visual Port: Forced rendering for occluders, shadows, and specular highlights even on console builds.
— SV_GameSendServerCommand implementation for color-coded toggle notifications.

Media Showcase
EIZKJ5e.jpeg

kQvYH7K.jpeg



Open Source Base (C++)
If you are looking to build your own dual-window layout, here is a clean, shortened base to study the logic and button monitoring for XInput controllers:

Code:
#include "main.h"

float white[] = { 1.0f, 1.0f, 1.0f, 1.0f };
float cyan[]  = { 0.0f, 1.0f, 1.0f, 1.0f };
float glass[] = { 0.0f, 0.0f, 0.0f, 0.6f };

bool MenuOpen = false, MenuOpenBtns = false;
int ScrollIndex = 0;

const char* MainMenu[] = { "Example Category" };
const char* SubMenu[] = { "Example Option 1", "Example Option 2", "Example Option 3", "Example Option 4" };

void ButtonMonitoring() {
    XINPUT_STATE state; ZeroMemory(&state, sizeof(XINPUT_STATE)); XInputGetState(0, &state);
    if ((state.Gamepad.bLeftTrigger > 0x10 && state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) && !MenuOpenBtns) {
        MenuOpen = !MenuOpen; MenuOpenBtns = true;
    } else if (!(state.Gamepad.bLeftTrigger > 0x10 && state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB)) MenuOpenBtns = false;

    if (!MenuOpen) return;
    if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) { ScrollIndex--; Sleep(120); }
    if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) { ScrollIndex++; Sleep(120); }
    if (state.Gamepad.wButtons & XINPUT_GAMEPAD_B) { MenuOpen = false; Sleep(120); }
   
    if (ScrollIndex > 3) ScrollIndex = 0;
    if (ScrollIndex < 0) ScrollIndex = 3;
}

void main() {
    while (true) {
        if (XamGetCurrentTitleID() == 0x41560855) { /* Rendering Logic Here */ }
        Sleep(33);
    }
}

Future Research & Roadmap
The dev is currently porting MP assist-math for a Zombie Silent Aim (head-tags) and testing "Z-Magnet" coordinate mapping to snap AI entities to a single point. Expect 2D Box ESP and entity glow in the next build.

Anyone tested the stability of this on RGH 3.0 during high-round entity spikes?
 
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