Havok Engine SDKs

Information and research into the KoA: Reckoning game files and main game executable.
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atom0s
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Havok Engine SDKs

Post by atom0s » Thu Apr 12, 2018 8:24 pm

Here is a collection of a ton of the Havok engine SDKs from the past years.

Code: Select all

https://drive.google.com/drive/folders/0B8SgSQGjqypSaUxIT2ptUVVwVVk
https://drive.google.com/drive/folders/0B-85OBEi6SEkV2RhTTl0bzliZ28
https://drive.google.com/drive/folders/0B3SZOCCKd7Ipb2w2SkN4bjJwSzg
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Kender
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Re: Havok Engine SDKs

Post by Kender » Wed Jun 20, 2018 10:11 am

Amalur uses hk_2010.1.0-r1

I've created a rudimentary FLIRT signature for IDA from it.
To use:
  1. extract the attached .sig file to the sig/pc folder in your IDA installation.
  2. use File->Load file->FLIRT signature file.. to load the "havok" library.
Attachments
havok.zip
IDA sig file
(690.34 KiB) Downloaded 59 times
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Kender
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Re: Havok Engine SDKs

Post by Kender » Wed Jun 20, 2018 10:30 am

The Havok SDK\hk2010_1_0_r1\Tools\VisualDebugger\hkVisualDebugger.exe actually connects to the game at port 25001 but it doesn't do anything else. Probably needs some ini setting or flag enabled.
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Kender
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Re: Havok Engine SDKs

Post by Kender » Sat Jun 23, 2018 8:16 am

I was wrong. The game already exports all the debugging info. I just needed to enable the viewers in the vdb. Which I learnt when I read the fm.

I have attached the stand-alone debugger and the corresponding chapter from the user manual in a zip.

It is frigging awesome!

Here's a screenshot of the tool in action:
Viewer.zip
(2.13 MiB) Downloaded 64 times
Attachments
screenshot.png
screenshot.png (227.19 KiB) Viewed 2034 times
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