Binary Defender

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Windows Defender – Binary Files

Windows Defender (“WD”) has identified an Excel file with a Trojan:Script/Foretype.A!ml . The file had a lot of ordinary VBA code I wrote for myself. WD removed from the file all the code (vbaProject.bin ?). Where the code or the original file was quarantined ? I need to recover at least the VBA modules.

Thank you in advance for the help.

P.S. – The s ame file is not considered a threat on other computers running Windows Defender.

Question Info

Replies (4) 

Follow these steps. I hope it helps.

1.- Open Windows Defender
2.- Go to the Anti-virus and anti-threat protection tab
3.- Open Exam History
4.- Enter Quarantine Threats
5.- Click on one of them and click on Restore

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Thank you for your reply. I had done that partially, because you don’t really have a chance to restore. You can “Allow” the Trojan:Script/Foretype.A!ml. It doesn’t say anything about restoring a specific file or allowing a specific file to run. It sounds very risky to allow a Trojan with no specification of what files would be affected by it. What if you could be allowing some other file with a real Trojan ?

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You could do the following to discard a Trojan on your computer, go to free “Avira” downloads, install and update and then scan your computer and then restore the files in Windows Defender.

Note: This is a non-Microsoft website. The page appears to be providing accurate, safe information. Watch out for ads on the site that may advertise products frequently classified as a PUP (Potentially Unwanted Products). Thoroughly research any product advertised on the site before you decide to download and install it.

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Binary Defender

So after much digging around. turns out. there are 2 distinct type of emulators you can use.

One, that requires 3 files — namely:

  • dinput8.dll
  • x360kb.ini
  • xinput1_3.dll
    • In addition to this it also replaces your UDKInput.ini with a custom UDKInput file containing bindings associated with the command XboxTypeS_Back=”ActivateCrystal”, i.e. Back/Select XB360 button readies up your character from anywhere and a few other keybindings.

Other, that requires only 1 file — namely:

  • xinput1_3.dll

Yes, the “xinput” files are both named the same!

So loading of these emulators is what primarily sets them apart from each other. Lets go over the details.

  • The TF-Emu will load for you if you are using the “-nosplash” parameter set in your DD launch options.
  • This parameter basically skips the “DDLauncher.exe” and throws you straight into the game. I.E. You don’t see the “Configure” window when you start the game.
  • So if you have the UDKInput.ini file and the xb360kb.ini file properly configured, you will hear a “ting/beep” when the game launches, implying that the controller loaded up normally and is working fine.
  • If you do not hear the beep, make sure to check the “xb360kb.ini” file as it has a configuration “UseInitBeep=1” which can be set to 0 to disable the “beep”, I recommend not setting it to 0 as that way you can’t figure out whether the emulator loaded up correctly or not.
  • So to summarize you have to basically do nothing other than ensure your config files are properly configured and placed in their appropriate locations(more about this in the “Download” and other sections below)and you are good to go.
  • Skip to the “New/Alternate loading method for SF-Emu.” section below for a better and much less hassle free method to load the SF-Emu.
  • Stuff written in this section below this line is in reference to the “old” loading method for the SF-Emu.

  • The loading for SF-Emu is a bit complicated.
  • For it to load up you need to remove the “-nosplash” parameter from the game properties(if you have it set that is).
  • Then, when you start the game you will have to go into the “Configure”, EVERY TIME.
  • Then you will have to run the game, in “Full Screen”, EVERY TIME.
  • Only and only then will this emulator load up for you.
  • Now, once you are in game, you can go absolutely back to windowed mode for the duration of that particular play session.
  • However, everytime you launch the game fresh, you have to go through the above procedure, every-single-time, exact same procedure.
  • If in a case it didn’t load up properly, it will mess up your mouse sensitivity(only in-game), that way you can tell it didn’t load up properly and you’d have to quit and do the proper loading procedure again.
  • So in summary, its a bit of task to get this emulator to run, can’t really provide a summary for it other than — follow the procedure!

  • In my experience TF-Emu is the easiest emulator to get setup and running among the two.
  • SF-Emu requires a bit of set procedures you have to follow, else it won’t load up properly and you have to do it again to get it right.
  • There are also no side-effects if the TF-Emu didn’t load properly, it just won’t work, that’s all. Your mouse sensitivity will be just fine.
  • However, having said that, don’t let the loading procedure put you off from using the SF-Emu just yet. It has it benefits, good ones at that.

Thanks to [Mugi] Mari for informing about this loading method for SF-Emu in the comments.
This makes getting the SF-Emu to load properly about as easy as the TF-Emu. You just have to set it up once for the first time, after which you are good to go.

  1. Right click on Dungeon Defenders from Steam Library and hit “Properties”.
  2. On the Properties pop-up window, click on “Set Launch Options”.
  3. Once you get the text-field for setting launch options/parameters, remove any existing parameters from there, if you have something.
  4. Click “Ok” then “Close” the Properties window.
  5. Now launch the game and click on the “Configure” button.
  6. Under the game configuration panel, go to GFX/Sound and click on “Fullscreen” to enable loading the game in Fullscreen.
  7. Then make sure your resolution is set to your appropriate screen-size.
  8. Now down below on the configuration screen there is a text-field to enter launch commands/parameters. In this text-field enter ” -tcp ” without the quotes and spaces.
  9. Then hit “Save”, and then instead of launching the game, hit “Close”.
  10. Now go to \Steam\steamapps\common\Dungeon Defenders\UDKGame\Config” folder and find the UDKEngine.ini file, right-click on this file and select Read-only.
  11. Now go back to Steam Library and right click on Dungeon Defenders from there and hit “Properties”.
  12. On the Properties pop-up window, click on “Set Launch Options”.
  13. Once you get the text-field for setting launch options/parameters, type ” -tcp ” without quotes and spaces.
  14. Click “Ok” then “Close” the Properties window.
  15. Now launch the game. If done everything correctly, you should not see the Play/Configure launch window and instead the game should load up right away.
  16. In addition to this, when in-game, if your mouse sensitivity is normal, that means the SF-Emu loaded up just right.

  • Step 10 is needed if you switch the game in windowed mode after the SF-Emu is loaded.
  • If you didn’t have the UDKEngine.ini file set as read-only, and if you changed the game resolution from in-game options, then you’d have to go to the Configure window and make the game start full-screen for the EMU to load
  • This is becasue making changes in-game applies those changes to the appropriate config files(s) as well. Resolution and texture settings are saved in the UDKEngine.ini file.
  • Now since in this method we skip going through the configure window from launch itself, you would have to basically perform Step 1, 2 and 3 to get the Configure launch screen.
  • Then you’ll have to redo all the rest of the steps again to get the EMU loaded, which is again an issue because if you again don’t set the UDKEngine.ini file to read-only, then you will again have to do Steps 1, 2 and 3 to get to the configure window!
  • Therefore better just to make the UDKEngine.ini file as “read-only” as directed in Step 10.

Now generally speaking, functionality wise, both are more or less same in that they will get the job done. However, there are some major/minor differences which we’ll go over now. This section also forms the meat of this guide so its rather long.

  • TF-Emu really requires a lot of keybinding if you want to use all 3 emulator controlled characters independently, i.e. none share the same movement keys, or other ability key-binds, etc.
  • So it requires A LOT OF KEYS! And remembering them all can be a bit of a task, as we can see in the below image:
  • Say you are the type of person who has a small-form-factor keyboard, a TKL for instance, then you are mostly out of luck from using this emulator, or at least on the default configuration, as you simply do not have those keys, physically.
  • In such a scenario you will have to use the same key-configuration in your TF-Emu config file —
    “xb360kb.ini” across all 3 pads(or virtual controllers). Which requires tweaking around with the config file, which is fairly easy.
  • So normally IMO this is not a big issue, infact I myself use a custom config which has all the 3 pads assigned with the same configs(including movement) as I simply use the emulator to bring in characters for the extra rewards and have them stand where they spawned.
  • Infact here is my own custom config layout for TF-Emu:
  • As you may notice, between the default config layout and my custom config layout there is no “Camera” movement keys becasue simply put — you are pretty much out of spare keys at that point. So it becomes impractical and impossible to “fully” control characters without any overlapping common key.
  • All the physical limitations aside, where the actual issue of using this sort of configuration(single-mapping for all pads) comes in is when you have to move your characters around for boosting in an area or do some DPS at a particular point in the map.
  • For instance, in my own single-mapped config — having all pads use the same keybind means pressing the movement keys will trigger movement for all 3 characters, simultaneously. This can, and will often result in characters just falling off on the maps sometimes or getting into positions I do not want them to.
  • So as you can understand by now, there is an actual hardware limitation while using TF-Emu, especially if you are using a TKL/SFF keyboard or don’t have enough keys to map the binds for all 3 pads.
  • Either way, enough of that, how this actually works is simple.
    • If you want to bring in a second player, then you press the associated Start button to bring up the character selection menu.
    • Then you navigate using the color coordinated direction keys(if using the default config) and hit the Insert key to select the highlighted character.
    • This procedure is the same for my own config, just the actual keys are changed, which you can refer to in the above image.

In my personal experience however all this is still not a deal breaker if you just want the emulator for rewards, which is generally why you want to use emulators 90% of the time.

But having said that, if you do have a SFF or TKL keyboard with less keys, or none at all — IMO really you are just better off using the SF-Emu, speaking of which let’s get to how SF-Emu works.

  • Now for this specific emulator file, there is only 1 set of key mappings, as displayed in the image below:
  • These key-mappings, from my limited knowledge cannot be changed. You can edit your UDKInput.ini file around them but you cannot actually change the XB360 mappings for the emulator itself.
  • How this works is fairly simple, assuming of course the emulator is loaded properly(using the procedure mentioned previously in the “Differences in Loading” section.
  • So to bring in a 2nd character you press F2 key, which sets the current selection to Player 2. At this point, your existing primary character(Player 1) will be uncontrollable.
  • After press F2, you press the ” O ” key which in turn triggers the “XB360 Start” button, there by bringing up the character select screen.
  • Once on the character select screen, you simply use WASD keys to navigate and then press “Space” key to select the highlighted character.
  • Once your character is active, you just control it how you would normally control your main KB/M character.
  • Rest of the things are pretty self-explanatory from the mappings itself.
  • Now to change the active selection of the character back to your primary character, you simply press F1, and viola you can now control your primary character.
  • To bring in a 3rd and 4th character its basically the same thing you just press F3 followed by O for bringing in 3rd player and F4 followed by O for bringing in 4th player and press F1, F2, F3 or F4 to toggle the active selection between either players and you can control them fully.
  • Here is a link to a video someone made which explains all this rather easily. Better just watch the video at least twice two familiarize yourself with the character selection process. Link — https://www.youtube.com/watch?v=Gd8vH9Q72GQ

Third key difference between the two emulators is, customizability.

  • As you can already tell(if you read the previous section) the TF-Emu is faaaaaar more customizable, despite its limitations with regards to requiring lots of keybinds for optimal use.
  • However, you can simply edit the x360kb.ini file and use whatever binds you want based on your requirement.
  • As mentioned in the previous section, I already use a heavily customized layout on my current TF-Emu which serves me just fine.

  • SF-Emu is just not customizable as far as I can tell, since there’s no config file for it.
  • Or at least to my knowledge I couldn’t find any way to customize it.
  • Since it uses an already compiled *.dll file, maybe the software through which it was compiled on can be used to tweak a few keys and re-compile it. But I don’t know which software was used, possibly X360CE, I dunno.
  • However having said that its keybinds are fairly simple and easy to remember, so this isn’t a major issue, but it is a difference worth pointing out.

So now that we are past the technical details and stuff about the emulators, its time for some juicy download links, wait that did not come out right!

Anyways, for this particular TF-Emu section I will split it up in 2 parts, 1st being the default config created by Plane, so credits to her for providing the default config for the TF-Emu and uploading the keymappings in a nice visual(which I totally used for editing my config!).
And 2nd one obviously being my own single-key-mapped configuration.

I’ll say it upfront though — I don’t recommend using my own config as I’ve based it around MY requirements. Moreover, my own UDKInput.ini file is HEAVILY customized and has a lot of keys changed from their defaults(I’ll mention what I have changed below). So using my EMU might require getting used to my own keybinds and hotkeys for the game in general, which IMO is unnecessarily tedious. However if you still want to try it out, the links are there!

Now before installing emulators, a few key reminders I’d like to post:

  • Changing configs, tweaking around with them can mess up your game.
  • So it is ALWAYS recommended that you take backups first and save them somewhere safe.

So with that out of the way lets get to the TF-Emu download links.

  • Simply follow the above link, and it will take you to a quick installation post written by Plane and you can download her the TF-Emu files from there.
  • Or click on this link to download it(its from her own hosting site I’m guessing) — http://www.quarplet.com/DungeonDefendersEmuConfig.zip
  • The zip file contains the three primary files required for TF-Emu to work along with the appropriate UDKInput.ini file to bind some commands to get it running properly.
  • Installation is fairly simple if you have Steam and Dungeon Defenders installed in C:Drive default location, just run the *.bat file and it should install the emulator for you.
  • If you have Steam and/or Dungeon Defenders installed at some other location, then simply copy-paste the provided files to appropriate locations manually.
  • Link — https://drive.google.com/open?id=1knv0C-2eu4l3JJlg8FVZIfcLIZtvFiXE
  • Simply copy-paste the provided files to appropriate locations manually.
  • Now the keys that I have changed are:
    • 4 -> R (Repair)
    • 5 -> Q (Upgrade)
    • M -> V (Drop Mana)
    • Ctrl -> N (Callout)
    • Q -> L (Front-view)
    • – -> Z (Increase Aura/Trap Radius)
    • + -> C (Decrease Aura/Trap Radius)
  • At least those are the ones I remember, you can change them back to the defaults(or your own key preferences) from the DDLauncher.exe.
  • Don’t hit reset to defaults though, that will mess up the emulator as it will reset XB360 bindings as well.

Credits to Caimen for posting about this Emulator and providing the download links to it along with its full keymap image. I didn’t knew its existence. Also credits to guys at DDFRBR for actually creating(or at least linking) this emulator on their site(which I’ve been told is inactive).

So the original link is from “Media Fire” website, which steam just disallows posting links of. So I’ve uploaded it to my GDrive, and in any case if the Media Fire link goes bust I have the backup saved on my drive forever.

  • For me personally, I use both of them these days, they both have their uses.
  • On maps like Embermount, WW, ToL, Akatiti etc. where I do often need to move my characters around for actual boosting and buffing at places, SF-Emu is a godsend as it has the best “controlability” over your characters when compared to TF-Emu.
  • However, I do also use the TF-Emu just as often for maps like Moonbase, ToW, King’s Game, Sky City, etc. where I’m only bothered about getting rewards and pressing G(readying up).

  • Say you have the TF-Emu installed, then if you want to use the SF-Emu, you simply rename the “xinput1_3.dll”, “dinput8.dll” and “xb360kb.ini” files from the TF-Emu to something like “1xinput1_3.dll”, “1dinput8.dll” and “1xb360kb.ini”.
  • Following which you can copy paste the SF-Emu “xinput1_3.dll” file in the “\Steam\steamapps\common\Dungeon Defenders\Binaries\Win32” folder and you are good to go.
  • Now if you want to go back to the TF-Emu, you simply rename the current “xinput1_3.dll” file of the SF-Emu to something like “2xinput1_3.dll” and remove the 1 prefix from the “1xinput1_3.dll”, “1dinput8.dll” and “1xb360kb.ini” files from the TF-Emu and you’re back to TF-Emu being active.
  • At least that’s what I do!
  • Or you can just delete and replace them like you would normally, whichever you prefer.

Once again credits to:

  • Plane for providing her TF-Emu setup on the official DD forums.
  • Caimen for linking the SF-Emu setup and its key-mapping.
  • DDFRBR for making(?) the SF-Emu, or at least hosting it on their website.
  • [Mugi] Mari for informing about the alternate loading method for the SF-Emu.
  • The foundation for this guide is from this thread. So credits to everyone who participated in there. It was a learning experience!

If you have any doubts feel free to ask in the comments! Hopefully I covered everything. If there are any typos or grammar errors, please mention those in the comments I’ll fix them.

Стратегия для бинарных опционов Binary Options Trend Detector

Торговая стратегия Binary Options Trend Detector была создана специально для бинарных опционов. Данная стратегия много прибыльных сигналов, и объясняется это тем, что она основана на трендовых индикаторах для бинарных поционов, которые запрограммированы заранее оповещать трейдера, когда зарождается новый тренд. А как вы возможно помните, основное правило любого трейдера — торговать только по тренду.

Преимуществом данных индикаторов является то, что они не перерисовываются.

Применяя эту стратегию с умом, вы сможете начать стабильно получать профит, торгуя бинарными опционами.

Суть стратегии Binary Options Trend Detector

Как уже было сказано, в данной стратегии используются только трендовые индикаторы. Когда все они начинают показывать одни и те же сигналы, можно с максимальной вероятность утверждать, что тренд меняется. Поэтому суть стратегии проста — указать, когда начался новый тренд.

Характеристики стратегии Binary Options Trend Detector

  • Терминал: MetaTrader 4.
  • Тайм-фрейм: М1.
  • Экспирация: М10-15.
  • Типы опционов: Call/Put.
  • Индикаторы: Bbands Stop, Auto Trend Forecaster, Trend Wave.
  • Торговые инструменты: Любые.
  • Время торговли: 9:00-17:00.
  • Рекомендуемые брокеры: FiNMAX, PocketOption, Binarium.

Характеристики индикаторов стратегии Binary Options Trend Detector

Индикатор Bbands Stop помимо тренда показывает возможные уровни поддержки и сопротивления. Скопление точек на одном уровне цен означают сильный уровень поддержки или сопротивления. Это делает индикатор универсальным.

Индикатор Auto Trend Forecaster показывает локальный тренд.

Индикатор Trend Wave показывает, когда начинается микроразворот. Он дает очень много сигналов, в том числе ложных, поэтому его никогда нельзя использовать без подтверждения от других индикаторов.

Установка индикаторов для стратегии Binary Options Trend Detector

Индикаторы устанавливаются стандартно в терминал MetaTrader 4. Настройки оставляем без изменений.

В конце статьи вы сможете скачать индикаторы и шаблон для данной стратегии.

Правила торговли с помощью стратегии Binary Options Trend Detector

После тестирования на разных тайм фреймах было обнаружено, что анализ по данной стратегии лучше всего проводить на М1, а экспирацию использовать М15-60 из-за чувствительности индикаторов. Мы использовали экспирацию М30, и она показала наилучшие результаты.

Как и во всех трендовых стратегиях, нас будут интересовать Европейская и Американская торговые сессии.

Для входа нам нужно дождаться одинаковых сигнала от всех трёх индикаторов, а именно: цена должна пересечь индикатор Bbands Stop снизу вверх для покупки или сверху вниз для продажи, Auto Trend Forecaster должен быть зеленым для покупки и красным для продажи, и должен появится зеленый кружок на индикаторе Trend Wave для покупки, и красный для продажи.

Не забываем, что самый лучшие и точные результаты можно получить лишь при торговле по тренду.

Примеры торговли по стратегии Binary Options Trend Detector

Для примера берем стандартно валютную пару EUR/USD и как обсуждалось выше тайм фрейм М1.

Открытие опциона CALL

На рисунке видим, что образовались все три сигнала на покупку. Соответственно тренд вверх, а значит можно покупать опцион CALL.

Противоположные сигналы от индикатора Trend Wave мы пропускаем, так как нет никаких подтверждений от других индикаторов.

В итоге при 30-минутной экспирации мы бы получили профит.

Открытие опциона PUT

На рисунке видим, что образовались все три сигнала на продажу. Соответственно тренд вниз, а значит можно покупать опцион PUT.

В итоге при 30-минутной экспирации мы бы также получили профит.

Заключение

Даже при малом количестве тестов и не сильной распространённости данной торговой стратегии, уже можно увидеть, что при правильном использовании она может показывать отличные результаты. Скальперам данная стратегия возможно будет не особо интересна, но зато тем, кто не любит находится все время за компьютером, она подойдет идеально.

Не забываем, что наш главный друг в трейдинге — тренд. Сохраняя эмоциональное спокойствие и следуя правилам, вы обязательно добьетесь успеха, чего вам и желаем!

Скачать индикаторы и шаблон для стратегии Binary Options Trend Detector

Не можете разобраться как работает эта стратегия или индикатор? Напишите об этом в комментариях к этой статье, а так же подпишитесь на наш YouTube канал WinOptionSignals, где мы обязательно разберем все ваши вопросы на видео.

Что бы оставить комментарий, необходимо зарегистрироваться или авторизоваться под своим аккаунтом.

Binary Defender

So after much digging around. turns out. there are 2 distinct type of emulators you can use.

One, that requires 3 files — namely:

  • dinput8.dll
  • x360kb.ini
  • xinput1_3.dll
    • In addition to this it also replaces your UDKInput.ini with a custom UDKInput file containing bindings associated with the command XboxTypeS_Back=”ActivateCrystal”, i.e. Back/Select XB360 button readies up your character from anywhere and a few other keybindings.

Other, that requires only 1 file — namely:

  • xinput1_3.dll

Yes, the “xinput” files are both named the same!

So loading of these emulators is what primarily sets them apart from each other. Lets go over the details.

  • The TF-Emu will load for you if you are using the “-nosplash” parameter set in your DD launch options.
  • This parameter basically skips the “DDLauncher.exe” and throws you straight into the game. I.E. You don’t see the “Configure” window when you start the game.
  • So if you have the UDKInput.ini file and the xb360kb.ini file properly configured, you will hear a “ting/beep” when the game launches, implying that the controller loaded up normally and is working fine.
  • If you do not hear the beep, make sure to check the “xb360kb.ini” file as it has a configuration “UseInitBeep=1” which can be set to 0 to disable the “beep”, I recommend not setting it to 0 as that way you can’t figure out whether the emulator loaded up correctly or not.
  • So to summarize you have to basically do nothing other than ensure your config files are properly configured and placed in their appropriate locations(more about this in the “Download” and other sections below)and you are good to go.
  • Skip to the “New/Alternate loading method for SF-Emu.” section below for a better and much less hassle free method to load the SF-Emu.
  • Stuff written in this section below this line is in reference to the “old” loading method for the SF-Emu.

  • The loading for SF-Emu is a bit complicated.
  • For it to load up you need to remove the “-nosplash” parameter from the game properties(if you have it set that is).
  • Then, when you start the game you will have to go into the “Configure”, EVERY TIME.
  • Then you will have to run the game, in “Full Screen”, EVERY TIME.
  • Only and only then will this emulator load up for you.
  • Now, once you are in game, you can go absolutely back to windowed mode for the duration of that particular play session.
  • However, everytime you launch the game fresh, you have to go through the above procedure, every-single-time, exact same procedure.
  • If in a case it didn’t load up properly, it will mess up your mouse sensitivity(only in-game), that way you can tell it didn’t load up properly and you’d have to quit and do the proper loading procedure again.
  • So in summary, its a bit of task to get this emulator to run, can’t really provide a summary for it other than — follow the procedure!

  • In my experience TF-Emu is the easiest emulator to get setup and running among the two.
  • SF-Emu requires a bit of set procedures you have to follow, else it won’t load up properly and you have to do it again to get it right.
  • There are also no side-effects if the TF-Emu didn’t load properly, it just won’t work, that’s all. Your mouse sensitivity will be just fine.
  • However, having said that, don’t let the loading procedure put you off from using the SF-Emu just yet. It has it benefits, good ones at that.

Thanks to [Mugi] Mari for informing about this loading method for SF-Emu in the comments.
This makes getting the SF-Emu to load properly about as easy as the TF-Emu. You just have to set it up once for the first time, after which you are good to go.

  1. Right click on Dungeon Defenders from Steam Library and hit “Properties”.
  2. On the Properties pop-up window, click on “Set Launch Options”.
  3. Once you get the text-field for setting launch options/parameters, remove any existing parameters from there, if you have something.
  4. Click “Ok” then “Close” the Properties window.
  5. Now launch the game and click on the “Configure” button.
  6. Under the game configuration panel, go to GFX/Sound and click on “Fullscreen” to enable loading the game in Fullscreen.
  7. Then make sure your resolution is set to your appropriate screen-size.
  8. Now down below on the configuration screen there is a text-field to enter launch commands/parameters. In this text-field enter ” -tcp ” without the quotes and spaces.
  9. Then hit “Save”, and then instead of launching the game, hit “Close”.
  10. Now go to \Steam\steamapps\common\Dungeon Defenders\UDKGame\Config” folder and find the UDKEngine.ini file, right-click on this file and select Read-only.
  11. Now go back to Steam Library and right click on Dungeon Defenders from there and hit “Properties”.
  12. On the Properties pop-up window, click on “Set Launch Options”.
  13. Once you get the text-field for setting launch options/parameters, type ” -tcp ” without quotes and spaces.
  14. Click “Ok” then “Close” the Properties window.
  15. Now launch the game. If done everything correctly, you should not see the Play/Configure launch window and instead the game should load up right away.
  16. In addition to this, when in-game, if your mouse sensitivity is normal, that means the SF-Emu loaded up just right.

  • Step 10 is needed if you switch the game in windowed mode after the SF-Emu is loaded.
  • If you didn’t have the UDKEngine.ini file set as read-only, and if you changed the game resolution from in-game options, then you’d have to go to the Configure window and make the game start full-screen for the EMU to load
  • This is becasue making changes in-game applies those changes to the appropriate config files(s) as well. Resolution and texture settings are saved in the UDKEngine.ini file.
  • Now since in this method we skip going through the configure window from launch itself, you would have to basically perform Step 1, 2 and 3 to get the Configure launch screen.
  • Then you’ll have to redo all the rest of the steps again to get the EMU loaded, which is again an issue because if you again don’t set the UDKEngine.ini file to read-only, then you will again have to do Steps 1, 2 and 3 to get to the configure window!
  • Therefore better just to make the UDKEngine.ini file as “read-only” as directed in Step 10.

Now generally speaking, functionality wise, both are more or less same in that they will get the job done. However, there are some major/minor differences which we’ll go over now. This section also forms the meat of this guide so its rather long.

  • TF-Emu really requires a lot of keybinding if you want to use all 3 emulator controlled characters independently, i.e. none share the same movement keys, or other ability key-binds, etc.
  • So it requires A LOT OF KEYS! And remembering them all can be a bit of a task, as we can see in the below image:
  • Say you are the type of person who has a small-form-factor keyboard, a TKL for instance, then you are mostly out of luck from using this emulator, or at least on the default configuration, as you simply do not have those keys, physically.
  • In such a scenario you will have to use the same key-configuration in your TF-Emu config file —
    “xb360kb.ini” across all 3 pads(or virtual controllers). Which requires tweaking around with the config file, which is fairly easy.
  • So normally IMO this is not a big issue, infact I myself use a custom config which has all the 3 pads assigned with the same configs(including movement) as I simply use the emulator to bring in characters for the extra rewards and have them stand where they spawned.
  • Infact here is my own custom config layout for TF-Emu:
  • As you may notice, between the default config layout and my custom config layout there is no “Camera” movement keys becasue simply put — you are pretty much out of spare keys at that point. So it becomes impractical and impossible to “fully” control characters without any overlapping common key.
  • All the physical limitations aside, where the actual issue of using this sort of configuration(single-mapping for all pads) comes in is when you have to move your characters around for boosting in an area or do some DPS at a particular point in the map.
  • For instance, in my own single-mapped config — having all pads use the same keybind means pressing the movement keys will trigger movement for all 3 characters, simultaneously. This can, and will often result in characters just falling off on the maps sometimes or getting into positions I do not want them to.
  • So as you can understand by now, there is an actual hardware limitation while using TF-Emu, especially if you are using a TKL/SFF keyboard or don’t have enough keys to map the binds for all 3 pads.
  • Either way, enough of that, how this actually works is simple.
    • If you want to bring in a second player, then you press the associated Start button to bring up the character selection menu.
    • Then you navigate using the color coordinated direction keys(if using the default config) and hit the Insert key to select the highlighted character.
    • This procedure is the same for my own config, just the actual keys are changed, which you can refer to in the above image.

In my personal experience however all this is still not a deal breaker if you just want the emulator for rewards, which is generally why you want to use emulators 90% of the time.

But having said that, if you do have a SFF or TKL keyboard with less keys, or none at all — IMO really you are just better off using the SF-Emu, speaking of which let’s get to how SF-Emu works.

  • Now for this specific emulator file, there is only 1 set of key mappings, as displayed in the image below:
  • These key-mappings, from my limited knowledge cannot be changed. You can edit your UDKInput.ini file around them but you cannot actually change the XB360 mappings for the emulator itself.
  • How this works is fairly simple, assuming of course the emulator is loaded properly(using the procedure mentioned previously in the “Differences in Loading” section.
  • So to bring in a 2nd character you press F2 key, which sets the current selection to Player 2. At this point, your existing primary character(Player 1) will be uncontrollable.
  • After press F2, you press the ” O ” key which in turn triggers the “XB360 Start” button, there by bringing up the character select screen.
  • Once on the character select screen, you simply use WASD keys to navigate and then press “Space” key to select the highlighted character.
  • Once your character is active, you just control it how you would normally control your main KB/M character.
  • Rest of the things are pretty self-explanatory from the mappings itself.
  • Now to change the active selection of the character back to your primary character, you simply press F1, and viola you can now control your primary character.
  • To bring in a 3rd and 4th character its basically the same thing you just press F3 followed by O for bringing in 3rd player and F4 followed by O for bringing in 4th player and press F1, F2, F3 or F4 to toggle the active selection between either players and you can control them fully.
  • Here is a link to a video someone made which explains all this rather easily. Better just watch the video at least twice two familiarize yourself with the character selection process. Link — https://www.youtube.com/watch?v=Gd8vH9Q72GQ

Third key difference between the two emulators is, customizability.

  • As you can already tell(if you read the previous section) the TF-Emu is faaaaaar more customizable, despite its limitations with regards to requiring lots of keybinds for optimal use.
  • However, you can simply edit the x360kb.ini file and use whatever binds you want based on your requirement.
  • As mentioned in the previous section, I already use a heavily customized layout on my current TF-Emu which serves me just fine.

  • SF-Emu is just not customizable as far as I can tell, since there’s no config file for it.
  • Or at least to my knowledge I couldn’t find any way to customize it.
  • Since it uses an already compiled *.dll file, maybe the software through which it was compiled on can be used to tweak a few keys and re-compile it. But I don’t know which software was used, possibly X360CE, I dunno.
  • However having said that its keybinds are fairly simple and easy to remember, so this isn’t a major issue, but it is a difference worth pointing out.

So now that we are past the technical details and stuff about the emulators, its time for some juicy download links, wait that did not come out right!

Anyways, for this particular TF-Emu section I will split it up in 2 parts, 1st being the default config created by Plane, so credits to her for providing the default config for the TF-Emu and uploading the keymappings in a nice visual(which I totally used for editing my config!).
And 2nd one obviously being my own single-key-mapped configuration.

I’ll say it upfront though — I don’t recommend using my own config as I’ve based it around MY requirements. Moreover, my own UDKInput.ini file is HEAVILY customized and has a lot of keys changed from their defaults(I’ll mention what I have changed below). So using my EMU might require getting used to my own keybinds and hotkeys for the game in general, which IMO is unnecessarily tedious. However if you still want to try it out, the links are there!

Now before installing emulators, a few key reminders I’d like to post:

  • Changing configs, tweaking around with them can mess up your game.
  • So it is ALWAYS recommended that you take backups first and save them somewhere safe.

So with that out of the way lets get to the TF-Emu download links.

  • Simply follow the above link, and it will take you to a quick installation post written by Plane and you can download her the TF-Emu files from there.
  • Or click on this link to download it(its from her own hosting site I’m guessing) — http://www.quarplet.com/DungeonDefendersEmuConfig.zip
  • The zip file contains the three primary files required for TF-Emu to work along with the appropriate UDKInput.ini file to bind some commands to get it running properly.
  • Installation is fairly simple if you have Steam and Dungeon Defenders installed in C:Drive default location, just run the *.bat file and it should install the emulator for you.
  • If you have Steam and/or Dungeon Defenders installed at some other location, then simply copy-paste the provided files to appropriate locations manually.
  • Link — https://drive.google.com/open?id=1knv0C-2eu4l3JJlg8FVZIfcLIZtvFiXE
  • Simply copy-paste the provided files to appropriate locations manually.
  • Now the keys that I have changed are:
    • 4 -> R (Repair)
    • 5 -> Q (Upgrade)
    • M -> V (Drop Mana)
    • Ctrl -> N (Callout)
    • Q -> L (Front-view)
    • – -> Z (Increase Aura/Trap Radius)
    • + -> C (Decrease Aura/Trap Radius)
  • At least those are the ones I remember, you can change them back to the defaults(or your own key preferences) from the DDLauncher.exe.
  • Don’t hit reset to defaults though, that will mess up the emulator as it will reset XB360 bindings as well.

Credits to Caimen for posting about this Emulator and providing the download links to it along with its full keymap image. I didn’t knew its existence. Also credits to guys at DDFRBR for actually creating(or at least linking) this emulator on their site(which I’ve been told is inactive).

So the original link is from “Media Fire” website, which steam just disallows posting links of. So I’ve uploaded it to my GDrive, and in any case if the Media Fire link goes bust I have the backup saved on my drive forever.

  • For me personally, I use both of them these days, they both have their uses.
  • On maps like Embermount, WW, ToL, Akatiti etc. where I do often need to move my characters around for actual boosting and buffing at places, SF-Emu is a godsend as it has the best “controlability” over your characters when compared to TF-Emu.
  • However, I do also use the TF-Emu just as often for maps like Moonbase, ToW, King’s Game, Sky City, etc. where I’m only bothered about getting rewards and pressing G(readying up).

  • Say you have the TF-Emu installed, then if you want to use the SF-Emu, you simply rename the “xinput1_3.dll”, “dinput8.dll” and “xb360kb.ini” files from the TF-Emu to something like “1xinput1_3.dll”, “1dinput8.dll” and “1xb360kb.ini”.
  • Following which you can copy paste the SF-Emu “xinput1_3.dll” file in the “\Steam\steamapps\common\Dungeon Defenders\Binaries\Win32” folder and you are good to go.
  • Now if you want to go back to the TF-Emu, you simply rename the current “xinput1_3.dll” file of the SF-Emu to something like “2xinput1_3.dll” and remove the 1 prefix from the “1xinput1_3.dll”, “1dinput8.dll” and “1xb360kb.ini” files from the TF-Emu and you’re back to TF-Emu being active.
  • At least that’s what I do!
  • Or you can just delete and replace them like you would normally, whichever you prefer.

Once again credits to:

  • Plane for providing her TF-Emu setup on the official DD forums.
  • Caimen for linking the SF-Emu setup and its key-mapping.
  • DDFRBR for making(?) the SF-Emu, or at least hosting it on their website.
  • [Mugi] Mari for informing about the alternate loading method for the SF-Emu.
  • The foundation for this guide is from this thread. So credits to everyone who participated in there. It was a learning experience!

If you have any doubts feel free to ask in the comments! Hopefully I covered everything. If there are any typos or grammar errors, please mention those in the comments I’ll fix them.

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