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@adeii
Created February 13, 2026 23:14
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Various games' fixes for Win 7/8
Hades 2
-------
api-ms-win-core-libraryloader-l1-2-0.dll > api-ms-win-core-libraryloader-l1-1-0.dll
api-ms-win-core-version-l1-1-0.dll > version.dll
api-ms-win-eventing-provider-l1-1-0.dll > advapi32.dll
api-ms-win-eventing-classicprovider-l1-1-0.dll > advapi32.dll again
api-ms-win-core-winrt-l1-1-0.dll - no Win7 analog
api-ms-win-core-winrt-string-l1-1-0.dll - no Win7 analog
Elder Ring 1.2.1.0
------------------
WinHttpReceiveResponse -> WinHttpCloseHandle
WinHttpSetStatusCallback -> WinHttpOpenRequest
WinHttpReceiveResponse -> WinHttpCrackUrl...WINMM....e
Constance
---------
UnityPlayer.dll:
SetThreadDescription -> GetLastError
AdjustWindowRectExForDpi -> AdjustWindowRectEx
EnableMouseInPointer ??
IsMouseInPointerEnabled - EnableMouseInPointer ??
GetAddrInfoExCancel -> GetAddrInfoExA or GetAddrInfoExW
GetSystemMetricsForDpi -> GetSystemMetrics
SystemParametersInfoForDpi -> SystemParametersInfoW
RoGetAgileReference -> GetErrorInfo
GetCurrentPackageId -> GetCurrentProcessId
MFCreateDXGIDeviceManager -> MFStartup
GetDpiForMonitor --> GetMonitorInfoW
ole32.dll -> RoGetAgileReference -> CLSIDFromProgID ....
It was not caused by the DLSS feature.
IL2CPP accidentally started using the CopyFile2 API in the runtime on Windows Standalone (Unity 6) -> CopyFile or CopyFileW
Zoeti
-----
baselib.dll:
GameAssembly.dll:
EOSSDK-Win64-Shipping.dll:
SetThreadDescription -> SetLastError
+UnityPlayer.dll:
AdjustWindowRectExForDpi -> AdjustWindowRectEx
GetSystemMetricsForDpi -> GetSystemMetrics
SystemParametersInfoForDpi -> SystemParametersInfoW
RoGetAgileReference -> GetErrorInfo
GetCurrentPackageId -> GetCurrentProcessId
MFCreateDXGIDeviceManager -> MFStartup
GetDpiForMonitor --> GetMonitorInfoW
PreciseAsFileTime -> 41 73 46 69 6C 65 54 69 6D 65 00 00 00 00 00 00 00
Hollow Knight 1.5 (2025)
------------------------
UnityPlayer.exe
49 8B D6 48 8B 01 FF 50 30 85 C0 0F 88 74 02 00 -->
49 8B D6 90 90 90 90 90 90 85 C0 0F 88 74 02 00
(+ api-ms-win-core-synch-l1-2-0.dll + d3d11.dll + dxgi.dll).
SetThreadDescription -> SetLastError
IsMouseInPointerEnabled -> GetLastInputInfo
EnableMouseInPointer -> SetLastErrorEx
AdjustWindowRectExForDpi -> AdjustWindowRectEx
RoGetAgileReference -> GetErrorInfo
GetAddrInfoExCancel -> FreeAddrInfoExW
Hollow Knight - Silksong
------------------------
UnityPlayer.exe
SetThreadDescription -> SetLastError
AdjustWindowRectExForDpi -> AdjustWindowRectEx
RoGetAgileReference -> GetErrorInfo
GetAddrInfoExCancel -> FreeAddrInfoExW
SILENT HILL 2 REMAKE
--------------------
(shproto.exe -DX11)
-delete or rename AkMotion.dll and amd_fidelityfx_dx12.dll
SHProto-Win64-Shipping.exe > kernel32 >
CreateFile2 rename to CreateFileW
GetOverlappedResultEx to GetOverlappedResult,
SetTreadDescription to SetLastError.
SILENT HILL F
-------------
(-DX11 -savetouserdir) delete or rename AkMotion.dll and amd_fidelityfx_dx12.dll
+ fix api-ms-win-core-synch-l1-2-0.dll + patched .exe).
(https://github.com/okt04175/api-ms-win-core-synch-Win7), patch gamename-Win64-Shipping.exe via CFF Explorer
(for example: Import Directory -> Kernel32.dll -> CreateFile2 rename to CreateFileW, and maybe
GetOverlappedResultEx to GetOverlappedResult,
SetTreadDescription to SetLastError.
Use Depency Walker to found missing functions and dlls).
Maybe also need patch amd_fidelityfx_dx12.dll or rename\delete it.
If need api-ms-win-* dll files - download it
(for example from OneCoreApi binaries or ReactOS or Win 8.1, etc).
Some times need add dxvk 1.10.3 or last version from Sarek
Warning! DX11 have bug with leaf foliage glitch, but good fps.
To bypass "dx12 is not supported on your system" need: vkd3d-proton 2.6 patched Toshph (d3d12.dll),
dxvk 1.10.3 or last Sarek version (dxgi.dll). Set environment variable "VKD3D_FEATURE_LEVEL=12_0".
Spoof Windows version to 10 (for example with inject win10verhack64.dll (https://github.com/hejmus/win10verhack) via winmm dll injector or another ways).
VxKex doesn't work, because have d3d12 stub which prevent use vkd3d-proton's d3d12.dll. And patch files manually as for dx11 mode. Run game with command line arguments: " -dx12 -Windowed -ResX=1920 -ResY=1080". Change res if you need. Ingame settings need also select windowed mode. Because most games crash or hung in fullscreen of borderless window modes. Optionally can use also "vulkan-spoofer-for-DLSS" (https://github.com/cdozdil/vulkan-spoofer) to bypass version driver warning or edit ConsoleVariable.ini of game config in appdata folder (Add: r.WarnOfBadDrivers=0 below the [Startup] and remove the ";" or edit dxvk.conf.
SILENT HILL F (-DX12 -savetouserdir -Windowed -ResX=1920 -ResY=1080) (delete or rename AkMotion.dll and amd_fidelityfx_dx12.dll + fix api-ms-win-core-synch-l1-2-0.dll + patched .exe + d3d12.dll(vkd3d-proton toshph) + dxvk + spoof win10(win10verhack64.dll+winmm.dll) + set VKD3D_FEATURE_LEVEL=12_0). No leaf glitch, but low fps.
Win 10 games to Win 7
Open the full file in CFF Explorer, navigate to "import directory", then MFPlat.dll, and change
"MFCreateDXGIDeviceManager" to "MFStartup"
kernel32.dll> SetThreadDescription -> ??? GetLastError
user32.dll> GetDpiForSystem -> ??? GetMonitorInfoW
SetProcessDpiAwarenessContext -> ??? SetProcessDPIAware
---------------------------
.EXE
GetDpiForMonitor
GetDpiForSystem --> GetMonitorInfoW
GetOverlappedResultEx -> GetOverlappedResult
-----
CEF.dll
user32.dll change adjustwindowrectexfordpi to adjustwindowrectex
----
Download HxD or any hex editor of choice. Go to UE_5.2\Engine\Plugins\Media\ImgMedia\Binaries\Win64 and open
UnrealEditor-OpenExrWrapper.dll in your editor. In HxD, you can press Ctrl+R for the replace menu. Replace all instances of
CreateFile2 with CreateFileW and save. That's it, the file is patched and you can run Unreal Engine 5.2. The process works for UE 5.1 also,
if there is any reason for you to use 5.1. Ignore all api-ms-winrt errors, the Unreal Editor lauches no problem. Soon I wil try to get Nanite working via a Vulkan wrapper, and maybe Lumen if someone with an RTX card can test some stuff out.
----------
Instruction how to fix Unreal Engine 5.4.4 on Windows 7
1) Download "api-ms-win-core-synch-l1-2-0.dll" from git okt04175/api-ms-win-core-synch-Win7 and place to UE_5.4\Engine\Binaries\Win64
2) Edit via CFF Explorer or HEX Editor: UE_5.4\Engine\Binaries\ThirdParty\Windows\WinPixEventRuntime\x64\WinPixEventRuntime.dll: KERNEL32.DLL - SetThreadDescription -> SetLastError or get this file from old worked version of unreal engine 5
3) Edit via notepad (change from "true" to "false"): UE_5.4\Engine\Config\BaseEngine.ini:
[Zen]
AutoLaunch=false
4) Edit via notepad: UE_5.4\Engine\Binaries\Win64\UnrealEditor.modules:
delete string " "MetalShaderFormat": "UnrealEditor-MetalShaderFormat.dll","
5) Edit via CFF Explorer or HEX Editor: UE_5.4\Engine\Plugins\Media\ImgMedia\Binaries\Win64\UnrealEditor-OpenExrWrapper.dll: KERNEL32.DLL - CreateFile2 -> CreateFileW or get this file from old worked version of unreal engine 5
6) Maybe need download "api-ms-win-core-path-l1-1-0.dll" from git nalexandru/api-ms-win-core-path-HACK and place to UE_5.4\Engine\Binaries\Win64 or C:\WINDOWS\system32
7) Maybe need xinput1_4.dll: copy xinput1_3.dll from C:\WINDOWS\system32 and rename to xinput1_4.dll (place to UE_5.4\Engine\Binaries\Win64 or C:\WINDOWS\system32)
Optional:
8) To bypass warn of old GPU driver version edit via notepad UE_5.4\Engine\Config\ConsoleVariables.ini
[Startup]
r.WarnOfBadDrivers=0
9) RUN UNREAL EDITOR via cmd with argument or add it to shorcut:
UE 5.4.4:
\UE_5.4\Engine\Binaries\Win64\unrealeditor.exe -ddc=NoZenLocalFallback
UE 5.5.3:
\UE_5.5\Engine\Binaries\Win64\unrealeditor.exe -DDC-ForceMemoryCache
NOTE
1) for UE 5.5 need also disable\delete neural network editor plugin or search solution how to change onnxruntime version from dx12 to gpu\cuda\cpu version.
2) You may try to use Zen but it required fix via CFF Explorer too much files.
3) Create new project with DefaultGraphicsPerformance=Scalable
4) In project settings-platform-windows select only SM5 RHIs and deselect all SM6. Also need to set DefaultGraphicsRHI to dx11 or Vulkan
5) Recommend edit via notepad DefaultEngine.ini of you project:
r.ReflectionMethod=0 ;lumen reflection off
r.GenerateMeshDistanceFields=False
r.DynamicGlobalIlluminationMethod=0 ;lumen global illumination off
r.Shadow.Virtual.Enable=0 ;virtual shadow maps off
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