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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
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:
Media Showcase
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:
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?
Core Architectural Changes
- Modern Glass UI — Transparent panels with cyan accents and high-precision selection bars.
- Dual-Window Engine — A restructured navigation flow for faster sub-menu access.
- Optimized Arsenal — Complete pages including Pack-a-Punch weapons, Wonder Weapons, and specialized equipment.
- 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.
— 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
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?