Sekiro practice tool: the architecture

· Reading time: 11 mins

I have recently (well, since forever) been working on a number of practice tools for speedruns. I must have rewritten the Dark Souls III practice tool from scratch no less than three or four times, and not a single time have I been completely satisfied with the results, in terms of features, user experience and reliability. Though, as I've also been working on practice tools for Sekiro, I believe I have finally found a satisfying setup after much experimentation.

I place much value on developing software which is self-contained, has as few external dependencies as possible (zero, ideally), is unobtrusive to the user both in terms of installation and usability. My ideal software project has a single-file output, can be launched from its own folder, creates as little on-screen clutter as possible and fails gracefully (i.e. reverting to sane defaults on exceptions). The last iteration of my practice tool for Sekiro definitely checks all of those marks, hence I decided to talk about its architecture in this blog post.

The most relevant, eye-catching feature is user-experience related: as the tool is meant to be used in-game, no external windows are created, and the UI is simply drawn over the game, in a fashion similar to Steam's overlay. Let us start discussing that.

How does injecting DirectX11 overlays work?

Disclaimer: I'm taking little to no credit for what's going on here, as the idea was sourced from timb3r's excellent, in-depth tutorial. I wanted to re-formulate the concepts because I believe that, at this level of complexity, reading stuff from different sources can help clarify some ideas, and to fill in some blanks for people completely new to the practice. It's what I would have wanted to read when I was trying to figure this out.

In simple terms, our goal is to draw our interface over the game's own rendered output, and show that to the user. Peeling off a layer of abstraction, we want to find a drawable surface and the code where said surface is shown to the user, and there inject code which will be tasked with doing its own rendering and showing the surface. Hopping off another layer of abstraction from there and straight into DirectX11 land, we find the IDXGISwapChain interface and its Present() method.

As per the documentation, the IDXGISwapChain interface "implements one or more surfaces for storing rendered data before presenting it to an output", and the Present() method "presents a rendered image to the user". That is, the Present() method holds rendered data and shows output.

We want to access the rendered data in order to manipulate it, by injecting code right before it is presented. This is accomplished as follows:

  • Find the address of the DX11 function IDXGISwapChain::Present(), and set it aside.
  • Create another function with the same signature, and hook it in place of the aforementioned function; this way, the game will call the new function instead of the old one.
  • In the new function, perform all the UI-related actions and then call the original IDXGISwapChain::Present() function with the same parameters in order to replicate the rendering engine's intended behavior.

In other words, we want to go from this

  .--------.    |    .-----------.    |
  | Sekiro |----`--->| Present() |----'
  '--------'         '-----------'

to this

  .--------.     |       .-----------.    |
  | Sekiro |-.   |       | Present() |----'
  '--------' |   |       '-----------'
             |   |                ^    
             |   |    .---------. |    
             `---`--->| Tool UI |-'

Hooking IDXGISwapChain::Present

Now let's get into the hooking specifics. In order to reroute the Present() function over to our own implementation, we are going to rely on the MinHook framework. The interesting bits of the process follow. First of all, we load the dxgi.dll library, then compute and store the offset of the Present() function.

// Callback typedef
typedef HRESULT(__fastcall *IDXGISwapChainPresent)(IDXGISwapChain *pSwapChain,
                                                   UINT SyncInterval,
                                                   UINT Flags);
// Get a handle to the library
DWORD_PTR hDxgi = (DWORD_PTR)GetModuleHandle(L"dxgi.dll");
// Store IDXGISwapChain::Present()'s address in presentOriginal
LPVOID presentOriginal = reinterpret_cast<LPVOID>(
      (IDXGISwapChainPresent)((DWORD_PTR)hDxgi + 0x5070));

Update. Supplying the address directly tends to work, as generally everyone is on the same DLL patch; unfortunately, its drawback is that eventually libraries can and will be updated. That's what happened to me just yesterday when, after a Windows update, none of my mods were working any longer. As I immediately suspected, I noticed the dxgi.dll library's timestamp was updated, hence the library itself was overridden by a new version, and the Present() function was displaced by the new compilation. Thankfully, while the Present() method is not directly exported by the DLL, a more future-proof method of finding the function address still exists. The IDXGISwapChain class is, in fact, endowed with virtual methods which can be looked up in its vtable. If we can instantiate a IDXGISwapChain object, we can crawl its vtable until we find our method; to do this, we need to instantiate the class with the correct virtual method implementation. All that is needed is to replicate the way the IDXGISwapChain object is instantiated in real life; that is, allocate and build up all the necessary structs, and call the D3D11CreateDeviceAndSwapChain method. Once obtained, we cast the object as a DWORD pointer, and chain pointer lookups until we find the 8th method, as the OP of this unknowncheats forum post did for his own hook engine, and is outlined in the following:

LPVOID swapchain_present_vtable_lookup() {
  D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
  ID3D11Device *pDevice = nullptr;
  ID3D11DeviceContext *pContext = nullptr;
  IDXGISwapChain* pSwapChain = nullptr;

  ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
  swapChainDesc.BufferCount = 1;
  swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  swapChainDesc.OutputWindow = GetForegroundWindow();
  swapChainDesc.SampleDesc.Count = 1;
  swapChainDesc.Windowed = TRUE;
  swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
  swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
  swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  if (FAILED(D3D11CreateDeviceAndSwapChain(
      NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, &featureLevel, 1,
      D3D11_SDK_VERSION, &swapChainDesc, &pSwapChain, &pDevice, NULL, &pContext))) {
    std::cout << "D3D11CreateDeviceAndSwapChain failed" << std::endl;
    return nullptr;

  DWORD_PTR* pSwapChainVtable;
  pSwapChainVtable = (DWORD_PTR*)pSwapChain;
  pSwapChainVtable = (DWORD_PTR*)pSwapChainVtable[0];
  LPVOID ret = reinterpret_cast<LPVOID>(pSwapChainVtable[8]);


  return ret;

(Updated 2019-08-20).

After that, we want to perform the following actions:

  • Patch the original Present() function with unconditional JMP instructions pointing to our implementation, PresentImpl().
  • Build a trampoline function: write a copy of the original Present() function's initial instructions over to a newly allocated memory block, and append to it an unconditional JMP pointing to the rest of the original Present() function.

Confusing? How about this:

| IDXGISwapChain::Present |
| instruction1            |
| instruction2            |
| instruction3            |
| ...                     |

becomes (simplified):

.----------------------------.       .-------------------------.
| Trampoline                 |       | IDXGISwapChain::Present |
|----------------------------|       |-------------------------|
| instruction1               |       | JMP PresentImpl         |--.
| JMP Present @ instruction2 |------>| instruction2            |  |
|                            |       | instruction3            |  |
| ...                        |       | ...                     |  |
'----------------------------'       '-------------------------'  |
          .-------------.                                         |
          | PresentImpl |<----------------------------------------'
          | ...         |

Basically, when we call our trampoline we will get the same effect that we would've had if we called the non-patched IDXGISwapChain::Present() function, and when we call IDXGISwapChain::Present() we will simply be calling PresentImpl in its stead. Further details can be found in MinHook's codeproject page.

This can be done by relying on MinHook's MH_CreateHook and MH_EnableHook functions. Our trampoline's address will be stored into the presentTrampoline variable, and the IDXGISwapChain::Present() function, previously stored at presentOriginal, will be patched with a JMP to our implementation, the PresentImpl() function.

IDXGISwapChainPresent presentTrampoline;
MH_CreateHook(presentOriginal, &PresentImpl,
              reinterpret_cast<LPVOID *>(&presentTrampoline));

Writing the PresentImpl() function

After the hook is in place, we can move on to implement our PresentImpl() function (full code here):

HRESULT __fastcall PresentImpl(IDXGISwapChain *pChain, UINT SyncInterval,
                           UINT Flags) {
  if (!initialized) {
    if (FAILED(GetDeviceAndCtxFromSwapchain(pChain, &pDevice, &pContext)))
      return presentTrampoline(pChain, SyncInterval, Flags);

    ImGuiIO &io = ImGui::GetIO(); // ...

    ImGui_ImplDX11_Init(pDevice, pContext); // ...

    ID3D11Texture2D *pBackBuffer;

    pChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)&pBackBuffer);
    pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);

    initialized = true;

  ImGui_ImplDX11_NewFrame(); // ...

  // --> ImGui rendering code here <--

  pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL);

  return presentTrampoline(pChain, SyncInterval, Flags);

When the function is first run, an attempt is done to retrieve the context from the swap chain. If none is found, we let the original IDXGISwapChain::Present() implementation do its magic without intervening by summoning the trampoline function, until we finally get one. At that point, we run our own ImGui initialization code, which relies on the official Win32 + DX11 sample implementations, and set a flag so we know the initialization has taken place. After that, it is enough to wrap our code in between calls to ImGui::NewFrame() and ImGui::EndFrame(), summon ImGui::Render(), retrieve the data, paint it over our drawing context, and finally yielding control to the original IDXGISwapChain::Present() function via the trampoline so it can present the whole of the rendered data to the user.

Performing DLL Injection

The tool's core functionality is simply about toggling flags and editing numerical values in the game's memory. While, on principle, one could rely on Windows' ReadProcessMemory and WriteProcessMemory APIs in order to completely avoid altering the game's memory space more than is strictly necessary, getting to play with pointer arithmetics directly from inside of it feels much more fun.

In order to do that, most videogame mods out there rely on DLL hooking: that is, the process of crafting a DLL with a name which is renownedly loaded by our target application, and from its entry point (the DllMain exported symbol) load the original library and hook a function in the same way we hooked the Present() function above. Then, put the crafted library in a higher-priority position (most likely the same directory as the target application's executable) so it is loaded in its stead. For most DirectX games, you can override and hook the dinput8.dll library. As an example, see Jiiks' UniversalProxyChain project which is used by some Sekiro speedrunning mods.

This had a couple drawbacks for my project: first of all, the method was already occupied by Jiiks' tool, and second, enabling and disabling the practice tool would've required to manually copy and delete the DLL file every time, and that makes for a rather uncomfy user experience.

To overcome this, I decided to adopt a different method and build an external DLL injector, which is simply an .exe file: you double click it, and the DLL is injected into the game's memory space.

How this can happen is rather easy: it is enough to call the LoadLibrary Windows API into the game's process via the CreateRemoteThread API. LoadLibrary's argument is simply the loaded DLL full path; once called, the DLL's entry point DllMain() function is called, and that is everything we need to get the ball rolling.

// Find process id and open it
DWORD pid = find_process("sekiro.exe");
HANDLE h_process = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pid);

// Remotely allocate memory and write there the full_dll_path
void* proc_dll_path = VirtualAllocEx(h_process, NULL, _MAX_PATH, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
WriteProcessMemory(h_process, proc_dll_path, full_dll_path, _MAX_PATH, NULL);

// Call the LoadLibraryA API with the freshly allocated string parameter
HANDLE h_thread = CreateRemoteThread(
  h_process, NULL, 0,    
  (LPTHREAD_START_ROUTINE) GetProcAddress(GetModuleHandle(__TEXT("Kernel32")), "LoadLibraryA"), 
  proc_dll_path, 0, NULL);


This is it for the core architectural aspects of this small mod. I'm planning to refactor however much reusable code I can from the principles outlined in its own library, with an abstracted UI wrapper over the ImGui library, possibly a scripting language to access the game's underlying memory and factor out all the heavy lifting instead of scattering repeated code around.

In the meantime, if you're curious about the project, check it out!