Compare commits

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133 Commits

Author SHA1 Message Date
Skyth 762dbe0419 Update version milestone to Release Candidate 3. 2025-02-25 23:59:03 +03:00
Skyth (Asilkan) 0128377ad9 Implement installer music. (#463) 2025-02-25 23:00:51 +03:00
ĐeäTh 98daa27c14 Added exceptions for specific hint messages being allowed/blocked by the Hints option (#462)
* Fix Windmill Isle Act 1 (Night) chip 'hint' not being shown

* code style adjustments

* Fix Apotos entrance gate first time Chip hint appearing with hints disabled

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-02-25 18:34:57 +03:00
ĐeäTh 0b16633ee1 fix options menu reset to default logic getting executed when setting is already default (#461) 2025-02-24 17:17:47 +01:00
Skyth (Asilkan) 388a86e866 Fix shader recompiler not depending on the patched executable. (#453) 2025-02-23 18:07:11 +03:00
Skyth fef357062d Update version milestone to Release Candidate 2. 2025-02-22 17:04:46 +03:00
Darío 03ef34ffe8 Dpi fixes (#449)
* Potential fix for DPI scaling.

* Show window size in pixels while in Fullscreen mode.
2025-02-22 16:12:56 +03:00
Darío c90d1fcb7b Fix typo in Spanish translation. (#447) 2025-02-21 22:14:00 +03:00
Hyper ae3dfb12df options_menu: append inaccessible reason to description (#446) 2025-02-21 21:10:00 +03:00
Skyth db76ffa5b3 Update version milestone to Release Candidate 1. 2025-02-21 18:23:07 +03:00
SuperSonic16 7e51a00e3a Updated flatpak file sources for the new file requirements (#441) 2025-02-21 18:13:28 +03:00
Michael b3d5cdbe3b Update remaining thumbnails (#442)
* Implement Vibration & Background Input thumbnails

* Disable Resolution Scale and Subtitle Thumbnails

* Remove unused thumbnails & redirect original shadow resolution thumbnail to 1024x.

* Fix else if chain.

* Update resources submodule.

---------

Co-authored-by: RadiantDerg <9061202+RadiantDerg@users.noreply.github.com>
Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-02-21 17:38:00 +03:00
Hyper 8ff365cbaa button_guide: fix LB/RB prompt clipping 4:3 aspect ratio (#439) 2025-02-20 22:48:06 +03:00
Hyper d812c12d06 options_menu: remove LT/RT input for switching tabs (#440) 2025-02-20 22:47:35 +03:00
Skyth (Asilkan) 27d4af12ad Fix lack of space before "Add Files". (#438) 2025-02-20 22:14:48 +03:00
ĐeäTh 82f81dc7f9 Options menu fixes for Japanese (#436)
* fix options menu descriptions

* add explanation for special gylph characters

* update resources submodule
2025-02-20 21:51:42 +03:00
Skyth (Asilkan) 5f5517977a Fix SDF font outline sizes. (#435) 2025-02-20 21:14:32 +03:00
ĐeäTh b101e016cf Japanese localization (#415)
* translate most option names and setting names

* add most header/button guide japanese localizations

* include furigana usage guidance for japanese localization

* remove os message window furigana note

* fix incorrect kana usage for 'lock'

* add more option localization

* translate achievement notification option

* remove english battle theme description from japanese

* fix compilation errors

* Japanese localization 1st pass

* Revert JP localization taken from in-game

* Use "Window Size"

* add support for zero width line break hints

* add dirty hack for kana being clipped at the right edge of the info panel

* Changed line to original meaning

* Added zero width spaces to option descriptions

* Japanese localization 2nd pass

* Remove furigana from Video_BackendError

* add more japanese specific hacks for installer_wizard description

* locale small fixes

* Update config_locale.cpp

* options menu scroll fixes, minor localization touchups

* adjust installer wizard text spacing

* fix installer wizard text positioning when a line starts with a normal kana in japanese

* Installer adjustment

* option fixes

* Added missing line break on introduction

* do touchups to message window annotation drop shadow

* adjust spacing in TitleMissingDLC text to fit furigana properly

* add brianuuuSonic to credits

* change capitalization of xbox in xbox color correction

* remove usage of temporaries

* tweak cutscene aspect ratio description

* add missing credit for german translation

* update resources submodule

---------

Co-authored-by: brianuuu <38166666+brianuuu@users.noreply.github.com>
2025-02-20 20:20:49 +03:00
Darío de7148772b Spanish translation. (#314) 2025-02-20 19:30:47 +03:00
ĐeäTh 4d4eba693f French Localization (#414)
* add french localization

* change installer introduction line breaks

* brightness and control tutorial localization touchups

* remove translation for Werehog from descriptions

* change quit message for consistency with in-game text

* add spaces between characters and question marks for consistency

* add spaces between characters and exclamation marks for consistency

* add spaces between characters and colon for consistency

* more spacing fixes

* ensure available space doesn't break at 10tb+ storage

* change localization for gibibyte acronym to proper unit

* update to new localization for InstallFailed

---------

Co-authored-by: LJSTAR <31629427+ljstarbird@users.noreply.github.com>
2025-02-20 19:05:53 +03:00
NextinHKRY 08c791f2cf Italian Localization (#380)
* italian: Redid localization files, again

* italian: Update Hints and Button tutorials

* italian: Update Control Tutorial text

* italian: Updated locale

* italian: Added language desc. and added deliberate mistake

Why did they add a space before the question mark...
2025-02-20 17:46:05 +03:00
Kitzuku 07ad85b7bb German localization (#423)
* Update locale.cpp for most German localization

* Adding the rest of German localisation

Additionally changed phrasing on a few lines to be more in line with official terminology used in other games and software respectively.

* Add German Localization to Config

Adds all strings to the German localization for the options menu.

* Change installer wizard space check page text spacing

* Update locale.cpp as per review

Removed line break for welcome message.
Shortened installer prompts.
Adjusted lines breaks across the board.
Improved consistency with game.

* address line breaks

* add missing controller icon strings

* correct line breaks for Installer_Page_InstallFailed

---------

Co-authored-by: DeaTh-G <hatvongeorge@gmail.com>
Co-authored-by: Michael <15317421+ActualMandM@users.noreply.github.com>
2025-02-20 17:43:54 +03:00
Skyth (Asilkan) ba522c0e42 Draw low quality text for custom UI that is directly part of the game. (#434) 2025-02-20 17:18:27 +03:00
Skyth (Asilkan) 0afd01ff7e Cleanup some of the unordered_map usage. (#432) 2025-02-19 20:32:11 +03:00
Skyth (Asilkan) 5ba4e927ab Port XEX patcher to XenonRecomp. (#433)
* Port XEX patcher to XenonRecomp.

* Update XenonRecomp submodule.
2025-02-19 20:31:01 +03:00
Skyth (Asilkan) f123ec7083 Fix logic for the grind booster HFR fix. (#431) 2025-02-19 01:54:38 +03:00
ĐeäTh b8ae355915 Remove separator empty line between error and error message (#430)
* remove separator empty line between error and error message

* remove trailing line breaks too
2025-02-18 21:06:03 +01:00
Skyth (Asilkan) 14faa17cd8 Implement workaround for Mesa triangle strip bug. (#428)
* Convert restart indices to degenerate triangles for Mesa.

* Check for Mesa to enable the triangle strip workaround.

* Remove _WIN32 ifndefs.
2025-02-18 21:15:50 +03:00
Hyper 4aeee49561 object_patches: fix rail booster sounds overlapping at HFR (#427) 2025-02-18 11:54:37 +03:00
Hyper 49cc504ced sdl2_driver: log errors from SDL_InitSubSystem and SDL_OpenAudioDevice (#425) 2025-02-17 20:01:43 +00:00
Hyper 91f874cbad Implemented max width for button guide strings for localisation (#421)
* button_guide: implemented max width for localisation

* button_guide: implemented max width for dual icon strings

* button_guide: scale max width internally
2025-02-17 19:30:33 +00:00
Skyth (Asilkan) df8234ab3b Fix append archives sometimes failing to replace files. (#420) 2025-02-17 00:00:49 +03:00
Skyth (Asilkan) c68b5247c7 Fix Select/Back in message window not getting localised correctly. (#418) 2025-02-16 20:59:29 +03:00
Hyper 910d043f19 Disable Chip hints for shoe upgrades (#413) 2025-02-16 13:29:04 +03:00
Hyper beac8339c2 Fix D-Pad support for bosses with 2D or overhead sections (#411) 2025-02-16 13:27:58 +03:00
Hyper 02c23384f3 Update Control Tutorial description to add notice about the Werehog critical attack prompt (#412) 2025-02-15 17:52:11 +00:00
Skyth (Asilkan) 868e0f922a Update PSO cache. (#410) 2025-02-14 23:42:30 +03:00
Skyth 95c044299e Set version milestone to Beta 3. 2025-02-14 02:09:47 +03:00
Hyper b04d9e683c options_menu: fix info scroll marquee fade (#404) 2025-02-14 02:04:49 +03:00
Skyth (Asilkan) 5e8d15e334 Implement options menu TV static animation. (#403) 2025-02-14 01:41:18 +03:00
Hyper 8f8b574e56 Added debug view codes (#402)
Co-authored-by: RadiantDerg <9061202+RadiantDerg@users.noreply.github.com>
2025-02-13 19:55:08 +00:00
Hyper c8feff3f8d Moved Eggmanland loading transition fix to a code (#401) 2025-02-13 21:19:26 +03:00
Hyper 414ccb3637 Moved callbacks to config.cpp, fixed Subtitles option not applying to stages (#400) 2025-02-13 20:30:12 +03:00
Skyth (Asilkan) 431a6d9841 Fix shadow map values getting lost on resize. (#399) 2025-02-13 20:30:03 +03:00
Hyper 7a5cfe55f5 mod_loader: implemented file logging (#392) 2025-02-13 19:07:19 +03:00
Skyth (Asilkan) 4f3144472a Fix model explosion in Temple Entrance cutscene. (#395) 2025-02-13 18:25:42 +03:00
Skyth (Asilkan) e9f510e8c9 Comment out PSO_CACHING. (#394)
* Comment out PSO_CACHING.

* Comment out PSO_CACHING further.
2025-02-13 16:05:13 +03:00
Hyper a54f850425 Added more D-Pad hooks (#390) 2025-02-13 15:43:23 +03:00
Hyper ab382deb04 video: fix profiler not revealing mouse cursor in fullscreen (#391) 2025-02-13 15:43:03 +03:00
Hyper 8df3e0e440 Added hooks to disable voice hints (#389) 2025-02-13 15:42:48 +03:00
Skyth (Asilkan) fe083f0eed Fix loading arrow texture filtering. (#386) 2025-02-12 23:13:49 +03:00
Michael a8e78c21d1 imgui_utils: Make text shadows thicker for Original 4:3 (#385) 2025-02-12 22:35:44 +03:00
Skyth (Asilkan) 9ec6bd95e1 Account for control tutorial option in Dark Gaia boss. (#384) 2025-02-12 21:51:50 +03:00
Skyth (Asilkan) 771c2626b8 Fix the gauges in Dark Gaia boss. (#381)
* Apply offset scaling to Dark Gaia boss gauges.

* Hide boss gauge in Inspire cutscenes.
2025-02-12 21:19:40 +03:00
Hyper 54a63e857a Added empty locale entries for untranslated languages (#379) 2025-02-12 16:40:48 +00:00
Hyper a13fdc136b fps_patches: fix Egg Dragoon drill missile rotating incorrectly (#378)
Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-02-12 18:40:12 +03:00
Darío 86b346e037 Add maximum size to tabs in options menu. (#376)
* Add maximum size to tabs in options menu.

* Simplify squash ratio computation.

* Allow room for less padding if the text can't fit to the fixed width.

* Stretch every tab instead of individual ones.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-02-12 15:19:06 +03:00
Darío 3081aec7c1 Collect samples over one second for FPS counter and average. (#377) 2025-02-12 00:25:03 +00:00
Skyth (Asilkan) dd294a30d4 Fix achievement sound not playing in certain conditions. (#373)
* Fix achievement sound not playing in cutscenes.

* Prevent achievement overlay from showing if sounds cannot be played.
2025-02-11 23:50:24 +03:00
Hyper 99d6cebf92 Update Battle Theme description to mention "Exorcism missions" instead of "Rescue missions" (#372) 2025-02-11 18:18:59 +00:00
Hyper e86922b2b2 Fix Rooftop Run barrels rolling backwards at HFR (#368) 2025-02-11 15:15:43 +00:00
Hyper a07610fb7a Implemented FPS overlay (#361) 2025-02-11 15:15:28 +00:00
Skyth (Asilkan) db4974a9ca Fix text bars in result screen moving at ultrawide. (#367) 2025-02-11 17:25:25 +03:00
SuperSonic16 4b09a22041 Add Linux CI for Debugging (#366)
* Attempt 0

* Attempt 1

* Attempt 2

* Attempt 3

* Removed push event

* L
2025-02-11 17:04:15 +03:00
Skyth (Asilkan) 989bf85986 Fix arrows in item result title for ultrawide. (#365) 2025-02-11 17:03:35 +03:00
Darío 0194c372e9 Replace the default value when applying low end defaults so reset button works properly. (#359)
* Replace the default value when applying low end defaults so reset button works properly.

* Update video.cpp
2025-02-11 15:13:43 +03:00
Hyper 854d7412fa Fixed Werehog battle theme returning after defeating bosses when disabled (#360) 2025-02-11 14:22:18 +03:00
Darío 0441845f2a Add Auto Graphics API option, add AMD driver workaround. (#358)
* Add Auto Graphics API option, add AMD driver workaround.

* Remove unused line.
2025-02-11 14:22:03 +03:00
Darío f6d820faae GPU Profiling functionality. (#363)
* Added profiling timestamps to Vulkan. Added more profilers in general.

* Add timestamps to D3D12.

* Add update director to the profiler.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-02-11 14:21:43 +03:00
Hyper a7063dc118 Added code to use arrow transition for Time of Day Transition (#362) 2025-02-11 14:21:30 +03:00
Hyper fb55ac1087 Adjust credits logo position in installer wizard dynamically to fit text (#357) 2025-02-10 22:25:53 +00:00
Hyper e76cbff3ea achievement_menu: added minimum header size, improved separators
(and some extra junk I was researching)
2025-02-10 21:42:54 +00:00
Darío d2a3818700 Add support for preferred device to configuration. (#355)
* Preferred device support.

* Add GraphicsDevice option and fix error in Config class to accept strings.

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-02-11 00:01:12 +03:00
RadiantDerg 3285ad045f Thumbnails for options menu (#45)
* Rebase options-thumbnails branch

* Modify brightness locale

* Implement Antialiasing and Control Tutorial thumbnails

* Finish rebase

* Added vsync and channel thumbnails

* Modify time of day transition thumbnails

* Implement UI Scale Thumbnails

* Update UnleashedRecompResources

* Update DDS naming

* Update UnleashedRecompResources
2025-02-10 19:20:31 +03:00
Skyth (Asilkan) c687d87126 Apply offset scaling to Tornado Defense hit counter. (#354) 2025-02-10 18:02:04 +03:00
Skyth (Asilkan) 4502a9efee Fix boss name arrows for ultrawide. (#351) 2025-02-10 14:23:29 +03:00
Hyper fc99db7c97 Fixed village camera receiving input in options menu, replaced extra nav inputs in achievements menu with fast scroll (#344)
* options_menu: prohibit right stick input to prevent camera moving in villages

* achievement_menu: remove extra nav inputs, implemented fast scroll

* achievement_menu: replicate skills menu fast scrolling
2025-02-09 21:18:59 +00:00
Skyth (Asilkan) 0b8b243404 Disable primitive 2D pixel snapping & enforce linear only above 720p. (#346) 2025-02-09 23:42:30 +03:00
Hyper 8220f6772b CHudPause_patches: fix achievements prompt appearing over PS3 loading 2025-02-09 18:06:16 +00:00
Skyth (Asilkan) b7cee84bda Prevent calling GameWindow::Update() outside the main thread. (#340) 2025-02-09 20:04:13 +03:00
Hyper 073065c6a6 CTitleStateIntro_patches: delay quit input to allow update function to run once 2025-02-09 17:00:54 +00:00
Skyth (Asilkan) ed6f8f082b Replicate the thicker shadows for FCO text at 4:3 aspect ratio. (#341) 2025-02-09 18:43:57 +03:00
Skyth (Asilkan) f23d8ae08e Stretch shop fade in/out to the screen for ultrawide. (#337) 2025-02-09 15:21:08 +03:00
Skyth (Asilkan) f7e660b5d8 Fix NPC talk button cast modifier flags. (#336) 2025-02-09 15:13:52 +03:00
Skyth (Asilkan) 7c1aea4e24 Fix the custom UI drawing in front of ImGui windows. (#335) 2025-02-09 14:25:06 +03:00
Skyth (Asilkan) 138d9b616d Fix the Gaia Temple pedestal flashing black. (#334) 2025-02-09 13:16:03 +03:00
DeaTh-G 7f108285fe Fix clipping detail from the next not visible element on the options list (#321)
* decrease maximum clip rect size for options list

* respect window scaling

* move clip rect fix location
2025-02-09 00:33:49 +03:00
Skyth 97b20742a3 Make scroll bar in options menu more accurate. 2025-02-09 00:29:40 +03:00
Hyper fcd1673cfc Fix localisation not updating in real-time for button guides (#322) 2025-02-08 20:17:53 +00:00
Skyth (Asilkan) fff96a8528 Implement fix for Sparkle locus particle vertex corruption. (#317) 2025-02-08 20:45:14 +03:00
Hyper 2fdd32e889 locale: update localisation notes header 2025-02-08 17:40:36 +00:00
Hyper 54aacf9a1f Implemented codes list reading for mod loader (#315) 2025-02-08 17:12:53 +00:00
Hyper 39272b7975 config_locale: update Channel Configuration description 2025-02-08 13:46:37 +00:00
Hyper d696524dbf Rename UI Scale Mode to UI Alignment Mode 2025-02-08 12:09:15 +00:00
Skyth (Asilkan) e3ac47a797 Fix werehog HUD guide not having correct position at 4:3. (#311) 2025-02-08 14:16:33 +03:00
Hyper 72640c8749 options_menu: reset auto-scroll timer after manual scroll and retain last stick direction 2025-02-08 10:08:08 +00:00
Hyper 1687c65be9 Update resources submodule 2025-02-08 10:01:54 +00:00
Hyper 6dac017d00 Fix mission UI not extending for centred scale mode (#309) 2025-02-07 23:12:58 +00:00
Hyper 2150faed2e game_window: fix mouse cursor flickering after controller input 2025-02-07 20:42:02 +00:00
Hyper 2f1b98c570 game_window: revert window resize fix
This partially reverts commit 70ebdaa685.
2025-02-07 20:31:41 +00:00
Hyper 70ebdaa685 game_window: don't allow resizing until after boot, fix monitor switching 2025-02-07 20:28:57 +00:00
Hyper e1edd5f35d Fix Tornado Defense boss firing missiles too frequently (#306)
Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: Darío <538504+DarioSamo@users.noreply.github.com>
2025-02-07 20:11:25 +00:00
Hyper 88df0e08b7 config_locale: update localisation
Co-Authored-By: Michael <15317421+ActualMandM@users.noreply.github.com>
2025-02-07 13:41:13 +00:00
Hyper 511c670def options_menu: fix inconsistent info scrolling delay 2025-02-07 10:59:44 +00:00
Hyper 16c35b45c2 options_menu: fix info scrolling not resetting if text is too small 2025-02-07 10:46:34 +00:00
Darío b291bdba91 Cherry-pick text changes from thumbnails branch. (#301)
* Cherry-pick text changes from thumbnails branch.

Co-authored-by: RadiantDerg <9061202+RadiantDerg@users.noreply.github.com>

* config_locale: update Aspect Ratio locale

Co-Authored-By: Michael <15317421+ActualMandM@users.noreply.github.com>

---------

Co-authored-by: RadiantDerg <9061202+RadiantDerg@users.noreply.github.com>
Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
Co-authored-by: Michael <15317421+ActualMandM@users.noreply.github.com>
2025-02-07 10:45:01 +00:00
Hyper 727be2b47c Update resources submodule 2025-02-07 10:35:11 +00:00
Hyper 62ad3a1a13 achievement_manager: added UnlockAll method
Because I'm tired of writing this every time I need to debug unlocking achievements.
2025-02-07 10:30:03 +00:00
Darío 6c8dbdb6bc Check for closing during AchievementOverlay::Open (#302) 2025-02-07 10:23:10 +00:00
Hyper 71bb081645 game_window: respect per-monitor DPI scale
Co-Authored-By: Darío <538504+DarioSamo@users.noreply.github.com>
2025-02-07 10:11:06 +00:00
Hyper 871515b3be options_menu: start monitor index from 1 2025-02-07 09:58:39 +00:00
Darío 266d436c28 Block exit button from terminating the installer while it's in progress. (#300)
* Block exit button from terminating the installer while it's in progress.

* Fix quit prompt not appearing when closing the game from the taskbar.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-02-07 01:21:18 +03:00
Darío e7cc5a858e Change progress bar animation on installer. (#299) 2025-02-07 00:38:18 +03:00
Skyth (Asilkan) 9549ba54aa Implement black bar drawing for loading and cutscenes. (#298) 2025-02-07 00:30:08 +03:00
Hyper 47b1f20679 message_window: added selection changed anim to options 2025-02-06 17:19:03 +00:00
Darío ef51f04d4f Add back button functionality to the installer. (#279)
* Add back button functionality to the installer.

* Nuclear exits.

* Adjust error code.

* Rework waiting time into the installer process instead.

* Extra waiting time during quitting.

* Restore button max widths.

* button_guide: set up Esc key texture

* Update installer_wizard.cpp

* Update resources submodule

* installer_wizard: decrease nav button margin

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-02-05 22:36:30 +03:00
Hyper b68dbec612 Update resources submodule 2025-02-05 17:25:41 +00:00
Skyth (Asilkan) 96108e1759 Use a separate upload buffer allocator for the main thread. (#281) 2025-02-05 17:02:27 +03:00
Hyper d3589979e4 imgui_utils: update selection textures 2025-02-05 11:45:49 +00:00
Darío 2db4a9c78c Expand on the text for the installer tutorials (#272)
* Expand on the text for the installer tutorials.

* Make both descriptions share the same paragraph.

* Update locale.cpp

Co-Authored-By: Goalringmod27 <88973067+Goalringmod27@users.noreply.github.com>

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
Co-authored-by: Goalringmod27 <88973067+Goalringmod27@users.noreply.github.com>
2025-02-05 11:13:22 +00:00
Skyth 2d56566924 Remove the yield from the render thread. 2025-02-05 12:59:42 +03:00
Hyper 553e011dad CTitleStateMenu_patches: reset achievements on New Game (#278) 2025-02-05 12:19:18 +03:00
Darío 900ba7c916 Simplify required space text. (#280) 2025-02-05 02:47:31 +03:00
Hyper 66648d550a Implemented vertical scrolling for descriptions (#271)
* options_menu: implemented vertical scrolling for descriptions

* use correct size calculation

* remove empty lines from descriptions without value desc, move fix

* remove calculating the space for the next annotation after the last line

---------

Co-authored-by: DeaTh-G <hatvongeorge@gmail.com>
Co-authored-by: DeaTh-G <55578911+DeaTh-G@users.noreply.github.com>
2025-02-04 17:30:42 +00:00
Hyper c40ffbc70d Implemented fast scrolling on up/down hold for options menu (#275) 2025-02-04 15:29:22 +00:00
Skyth (Asilkan) ee97736d58 Make custom UI a bit more accurate looking. (#274)
* Update spacing for default font & pixel snap 2D primitives.

* Replicate the missing info outline from world map.
2025-02-04 14:53:43 +03:00
Skyth bbb3ebc25d Remove Win32 implementation of SetThreadIdealProcessor. 2025-02-04 12:41:19 +03:00
Hyper 52558a674e installer_wizard: fix source button text and alpha 2025-02-03 22:05:41 +00:00
Skyth (Asilkan) 11d0fd2f9c Implement rasterization path for framebuffer copy operations. (#270)
* Move all copies & resolves to rasterization.

* Fix Vulkan crash.

* Implement hardware resolve path for both color and depth targets.
2025-02-03 23:02:47 +03:00
Skyth (Asilkan) aaad10d797 Implement copy bypass optimization. (#262)
* Initial work on copy bypass optimization.

* Force depth stencil textures to be transient.

* Get rid of texture copying for shadow maps.

* Move barrier populate function.

* Set viewport/scissor rect explicitly for MSAA depth resolve.
2025-02-02 21:29:47 +03:00
Skyth (Asilkan) 342d696f99 Implement vertical marquee fade. (#261) 2025-02-02 20:09:19 +03:00
Hyper 0426b79094 config: update key bindings enum template 2025-02-02 15:51:16 +00:00
Hyper 3497d9b34b CTitleStateIntro_patches: fixed message inconsistencies (#259) 2025-02-01 13:37:48 +00:00
128 changed files with 6439 additions and 2817 deletions
+73
View File
@@ -0,0 +1,73 @@
name: Build Project (Linux)
on:
workflow_dispatch:
env:
LLVM_VERSION: 18
CMAKE_PRESET: linux-relwithdebinfo
jobs:
build:
name: Build Linux
runs-on: ubuntu-24.04
steps:
- name: Checkout Repository
uses: actions/checkout@v4
with:
submodules: recursive
token: ${{ secrets.ORG_TOKEN }}
- name: Checkout Private Repository
uses: actions/checkout@v4
with:
repository: ${{ secrets.ASSET_REPO }}
token: ${{ secrets.ASSET_REPO_TOKEN }}
path: ./private
- name: Setup ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ccache-${{ runner.os }}
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: |
./thirdparty/vcpkg/downloads
./thirdparty/vcpkg/packages
key: vcpkg-${{ runner.os }}-${{ hashFiles('vcpkg.json') }}
restore-keys: |
vcpkg-${{ runner.os }}-
- name: Install Dependencies
run: |-
sudo apt update
sudo apt install -y ninja-build llvm-${{ env.LLVM_VERSION }}-dev libgtk-3-dev
- name: Cache ccache Directory
uses: actions/cache@v4
with:
path: /tmp/ccache
key: ccache-${{ runner.os }}
- name: Prepare Project
run: cp ./private/* ./UnleashedRecompLib/private
- name: Configure Project
env:
CCACHE_DIR: /tmp/ccache
run: cmake . --preset ${{ env.CMAKE_PRESET }} -DSDL2MIXER_VORBIS=VORBISFILE -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache
- name: Build Project
env:
CCACHE_DIR: /tmp/ccache
run: cmake --build ./out/build/${{ env.CMAKE_PRESET }} --target UnleashedRecomp
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: UnleashedRecomp-Linux
path: ./out/build/${{ env.CMAKE_PRESET }}/UnleashedRecomp/UnleashedRecomp
-6
View File
@@ -7,9 +7,6 @@
[submodule "tools/XenosRecomp"]
path = tools/XenosRecomp
url = https://github.com/hedge-dev/XenosRecomp.git
[submodule "thirdparty/libmspack"]
path = thirdparty/libmspack
url = https://github.com/kyz/libmspack
[submodule "UnleashedRecompResources"]
path = UnleashedRecompResources
url = https://github.com/hedge-dev/UnleashedRecompResources.git
@@ -40,9 +37,6 @@
[submodule "thirdparty/concurrentqueue"]
path = thirdparty/concurrentqueue
url = https://github.com/cameron314/concurrentqueue.git
[submodule "thirdparty/tiny-AES-c"]
path = thirdparty/tiny-AES-c
url = https://github.com/kokke/tiny-AES-c.git
[submodule "thirdparty/magic_enum"]
path = thirdparty/magic_enum
url = https://github.com/Neargye/magic_enum.git
+1 -1
View File
@@ -4,7 +4,7 @@
```
git clone --recurse-submodules https://github.com/hedge-dev/UnleashedRecomp.git
```
2. Decompress and decrypt `default.xex`, apply the title update patch (`default.xexp`), and place the resulting file in `./UnleashedRecompLib/private/`.
2. Place `default.xex` and `default.xexp` in `./UnleashedRecompLib/private/`.
3. Decompress `shader.ar` and place the resulting file in `./UnleashedRecompLib/private/`.
4. Open the repository directory in Visual Studio 2022 and wait for CMake generation to complete. If you don't plan to debug, switch to the `x64-Clang-Release` configuration.
5. Under Solution Explorer, right-click and choose "Switch to CMake Targets View".
+55 -35
View File
@@ -149,7 +149,8 @@ set(UNLEASHED_RECOMP_PATCHES_CXX_SOURCES
set(UNLEASHED_RECOMP_UI_CXX_SOURCES
"ui/achievement_menu.cpp"
"ui/achievement_overlay.cpp"
"ui/achievement_overlay.cpp"
"ui/black_bar.cpp"
"ui/button_guide.cpp"
"ui/fader.cpp"
"ui/game_window.cpp"
@@ -157,16 +158,15 @@ set(UNLEASHED_RECOMP_UI_CXX_SOURCES
"ui/installer_wizard.cpp"
"ui/message_window.cpp"
"ui/options_menu.cpp"
"ui/options_menu_thumbnails.cpp"
"ui/options_menu_thumbnails.cpp"
"ui/tv_static.cpp"
)
set(UNLEASHED_RECOMP_INSTALL_CXX_SOURCES
"install/installer.cpp"
"install/iso_file_system.cpp"
"install/memory_mapped_file.cpp"
"install/update_checker.cpp"
"install/xcontent_file_system.cpp"
"install/xex_patcher.cpp"
"install/hashes/apotos_shamar.cpp"
"install/hashes/chunnan.cpp"
"install/hashes/empire_city_adabat.cpp"
@@ -199,8 +199,6 @@ set(UNLEASHED_RECOMP_THIRDPARTY_SOURCES
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/implot/implot.cpp"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/implot/implot_demo.cpp"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/implot/implot_items.cpp"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/libmspack/libmspack/mspack/lzxd.c"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/tiny-AES-c/aes.c"
"${UNLEASHED_RECOMP_TOOLS_ROOT}/XenosRecomp/thirdparty/smol-v/source/smolv.cpp"
)
@@ -210,11 +208,8 @@ set(UNLEASHED_RECOMP_THIRDPARTY_INCLUDES
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/imgui"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/implot"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/json/include"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/libmspack/libmspack/mspack"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/magic_enum/include"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/stb"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/tiny-AES-c"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/TinySHA1"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/unordered_dense/include"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/volk"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/Vulkan-Headers/include"
@@ -350,10 +345,12 @@ file(CHMOD ${DIRECTX_DXC_TOOL} PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE)
if (WIN32)
target_link_libraries(UnleashedRecomp PRIVATE
comctl32
ntdll
winmm
comctl32
dwmapi
ntdll
Shcore
Synchronization
winmm
)
endif()
@@ -414,7 +411,9 @@ function(compile_pixel_shader FILE_PATH)
endfunction()
compile_pixel_shader(blend_color_alpha_ps)
compile_vertex_shader(copy_vs)
compile_vertex_shader(copy_vs)
compile_pixel_shader(copy_color_ps)
compile_pixel_shader(copy_depth_ps)
compile_pixel_shader(csd_filter_ps)
compile_vertex_shader(csd_no_tex_vs)
compile_vertex_shader(csd_vs)
@@ -427,7 +426,10 @@ compile_pixel_shader(gamma_correction_ps)
compile_pixel_shader(imgui_ps)
compile_vertex_shader(imgui_vs)
compile_pixel_shader(movie_ps)
compile_vertex_shader(movie_vs)
compile_vertex_shader(movie_vs)
compile_pixel_shader(resolve_msaa_color_2x)
compile_pixel_shader(resolve_msaa_color_4x)
compile_pixel_shader(resolve_msaa_color_8x)
compile_pixel_shader(resolve_msaa_depth_2x)
compile_pixel_shader(resolve_msaa_depth_4x)
compile_pixel_shader(resolve_msaa_depth_8x)
@@ -463,7 +465,8 @@ generate_aggregate_header(
set(RESOURCES_SOURCE_PATH "${PROJECT_SOURCE_DIR}/../UnleashedRecompResources")
set(RESOURCES_OUTPUT_PATH "${PROJECT_SOURCE_DIR}/res")
## Miscellaneous ##
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/bc_diff/button_bc_diff.bin" DEST_FILE "${RESOURCES_OUTPUT_PATH}/bc_diff/button_bc_diff.bin" ARRAY_NAME "g_button_bc_diff" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/font/im_font_atlas.bin" DEST_FILE "${RESOURCES_OUTPUT_PATH}/font/im_font_atlas.bin" ARRAY_NAME "g_im_font_atlas" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/font/im_font_atlas.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/font/im_font_atlas.dds" ARRAY_NAME "g_im_font_atlas_texture" COMPRESSION_TYPE "zstd")
@@ -472,9 +475,10 @@ BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/co
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/common/general_window.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/common/general_window.dds" ARRAY_NAME "g_general_window" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/common/hedge-dev.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/common/hedge-dev.dds" ARRAY_NAME "g_hedgedev" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/common/kbm.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/common/kbm.dds" ARRAY_NAME "g_kbm" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/common/select_fade.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/common/select_fade.dds" ARRAY_NAME "g_select_fade" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/common/select_fill.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/common/select_fill.dds" ARRAY_NAME "g_select_fill" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/common/select.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/common/select.dds" ARRAY_NAME "g_select" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/common/light.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/common/light.dds" ARRAY_NAME "g_light" COMPRESSION_TYPE "zstd")
## Installer ##
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/arrow_circle.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/arrow_circle.dds" ARRAY_NAME "g_arrow_circle" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/install_001.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/install_001.dds" ARRAY_NAME "g_install_001" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/install_002.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/install_002.dds" ARRAY_NAME "g_install_002" COMPRESSION_TYPE "zstd")
@@ -485,14 +489,23 @@ BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/in
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/install_007.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/install_007.dds" ARRAY_NAME "g_install_007" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/install_008.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/install_008.dds" ARRAY_NAME "g_install_008" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/miles_electric_icon.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/miles_electric_icon.dds" ARRAY_NAME "g_miles_electric_icon" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/pulse_install.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/pulse_install.dds" ARRAY_NAME "g_pulse_install" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/installer/pulse_install.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/installer/pulse_install.dds" ARRAY_NAME "g_pulse_install" COMPRESSION_TYPE "zstd")
## Options Menu ##
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/achievement_notifications.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/achievement_notifications.dds" ARRAY_NAME "g_achievement_notifications" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/allow_background_input.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/allow_background_input.dds" ARRAY_NAME "g_allow_background_input" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/antialiasing.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/antialiasing.dds" ARRAY_NAME "g_antialiasing" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/allow_background_input_ps.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/allow_background_input_ps.dds" ARRAY_NAME "g_allow_background_input_ps" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/allow_background_input_xb.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/allow_background_input_xb.dds" ARRAY_NAME "g_allow_background_input_xb" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/antialiasing_none.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/antialiasing_none.dds" ARRAY_NAME "g_antialiasing_none" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/antialiasing_2x.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/antialiasing_2x.dds" ARRAY_NAME "g_antialiasing_2x" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/antialiasing_4x.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/antialiasing_4x.dds" ARRAY_NAME "g_antialiasing_4x" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/antialiasing_8x.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/antialiasing_8x.dds" ARRAY_NAME "g_antialiasing_8x" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/aspect_ratio.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/aspect_ratio.dds" ARRAY_NAME "g_aspect_ratio" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/battle_theme.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/battle_theme.dds" ARRAY_NAME "g_battle_theme" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/brightness.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/brightness.dds" ARRAY_NAME "g_brightness" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/control_tutorial.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/control_tutorial.dds" ARRAY_NAME "g_control_tutorial" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/brightness.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/brightness.dds" ARRAY_NAME "g_brightness" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/channel_stereo.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/channel_stereo.dds" ARRAY_NAME "g_channel_stereo" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/channel_surround.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/channel_surround.dds" ARRAY_NAME "g_channel_surround" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/control_tutorial_ps.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/control_tutorial_ps.dds" ARRAY_NAME "g_control_tutorial_ps" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/control_tutorial_xb.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/control_tutorial_xb.dds" ARRAY_NAME "g_control_tutorial_xb" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/controller_icons.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/controller_icons.dds" ARRAY_NAME "g_controller_icons" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/default.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/default.dds" ARRAY_NAME "g_default" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/effects_volume.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/effects_volume.dds" ARRAY_NAME "g_effects_volume" COMPRESSION_TYPE "zstd")
@@ -508,36 +521,43 @@ BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/op
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/motion_blur_off.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/motion_blur_off.dds" ARRAY_NAME "g_motion_blur_off" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/motion_blur_original.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/motion_blur_original.dds" ARRAY_NAME "g_motion_blur_original" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/motion_blur_enhanced.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/motion_blur_enhanced.dds" ARRAY_NAME "g_motion_blur_enhanced" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/movie_scale_mode.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/movie_scale_mode.dds" ARRAY_NAME "g_movie_scale_mode" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/movie_scale_fit.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/movie_scale_fit.dds" ARRAY_NAME "g_movie_scale_fit" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/movie_scale_fill.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/movie_scale_fill.dds" ARRAY_NAME "g_movie_scale_fill" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/music_attenuation.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/music_attenuation.dds" ARRAY_NAME "g_music_attenuation" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/music_volume.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/music_volume.dds" ARRAY_NAME "g_music_volume" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/resolution_scale.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/resolution_scale.dds" ARRAY_NAME "g_resolution_scale" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/shadow_resolution_original.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/shadow_resolution_original.dds" ARRAY_NAME "g_shadow_resolution_original" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/shadow_resolution_x512.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/shadow_resolution_x512.dds" ARRAY_NAME "g_shadow_resolution_x512" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/shadow_resolution_x1024.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/shadow_resolution_x1024.dds" ARRAY_NAME "g_shadow_resolution_x1024" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/shadow_resolution_x2048.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/shadow_resolution_x2048.dds" ARRAY_NAME "g_shadow_resolution_x2048" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/shadow_resolution_x4096.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/shadow_resolution_x4096.dds" ARRAY_NAME "g_shadow_resolution_x4096" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/shadow_resolution_x8192.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/shadow_resolution_x8192.dds" ARRAY_NAME "g_shadow_resolution_x8192" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/subtitles.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/subtitles.dds" ARRAY_NAME "g_subtitles" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/time_of_day_transition_xbox.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/time_of_day_transition_xbox.dds" ARRAY_NAME "g_time_of_day_transition_xbox" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/time_of_day_transition_playstation.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/time_of_day_transition_playstation.dds" ARRAY_NAME "g_time_of_day_transition_playstation" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/time_transition_ps.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/time_transition_ps.dds" ARRAY_NAME "g_time_of_day_transition_playstation" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/time_transition_xb.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/time_transition_xb.dds" ARRAY_NAME "g_time_of_day_transition_xbox" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/transparency_antialiasing_false.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/transparency_antialiasing_false.dds" ARRAY_NAME "g_transparency_antialiasing_false" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/transparency_antialiasing_true.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/transparency_antialiasing_true.dds" ARRAY_NAME "g_transparency_antialiasing_true" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/ui_scale_mode.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/ui_scale_mode.dds" ARRAY_NAME "g_ui_scale_mode" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/ui_alignment_centre.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/ui_alignment_centre.dds" ARRAY_NAME "g_ui_alignment_centre" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/ui_alignment_edge.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/ui_alignment_edge.dds" ARRAY_NAME "g_ui_alignment_edge" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/vertical_camera.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/vertical_camera.dds" ARRAY_NAME "g_vertical_camera" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/voice_language.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/voice_language.dds" ARRAY_NAME "g_voice_language" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/vibration.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/vibration.dds" ARRAY_NAME "g_vibration" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/vsync.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/vsync.dds" ARRAY_NAME "g_vsync" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/vibration_ps.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/vibration_ps.dds" ARRAY_NAME "g_vibration_ps" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/vibration_xb.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/vibration_xb.dds" ARRAY_NAME "g_vibration_xb" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/vsync_on.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/vsync_on.dds" ARRAY_NAME "g_vsync_on" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/vsync_off.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/vsync_off.dds" ARRAY_NAME "g_vsync_off" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/window_size.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/window_size.dds" ARRAY_NAME "g_window_size" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/xbox_color_correction.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/xbox_color_correction.dds" ARRAY_NAME "g_xbox_color_correction" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/miles_electric.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/miles_electric.dds" ARRAY_NAME "g_miles_electric" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/miles_electric.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/miles_electric.dds" ARRAY_NAME "g_miles_electric" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/options_static.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/options_static.dds" ARRAY_NAME "g_options_static" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/options_static_flash.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/options_static_flash.dds" ARRAY_NAME "g_options_static_flash" COMPRESSION_TYPE "zstd")
## Game Icon ##
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/game_icon.bmp" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/game_icon.bmp" ARRAY_NAME "g_game_icon")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/game_icon_night.bmp" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/game_icon_night.bmp" ARRAY_NAME "g_game_icon_night")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/game_icon_night.bmp" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/game_icon_night.bmp" ARRAY_NAME "g_game_icon_night")
## Audio ##
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/music/installer.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/music/installer.ogg" ARRAY_NAME "g_installer_music")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_worldmap_cursor.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_worldmap_cursor.ogg" ARRAY_NAME "g_sys_worldmap_cursor")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_worldmap_finaldecide.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_worldmap_finaldecide.ogg" ARRAY_NAME "g_sys_worldmap_finaldecide")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_actstg_pausecansel.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_actstg_pausecansel.ogg" ARRAY_NAME "g_sys_actstg_pausecansel")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_actstg_pausecursor.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_actstg_pausecursor.ogg" ARRAY_NAME "g_sys_actstg_pausecursor")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_actstg_pausedecide.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_actstg_pausedecide.ogg" ARRAY_NAME "g_sys_actstg_pausedecide")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_actstg_pausewinclose.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_actstg_pausewinclose.ogg" ARRAY_NAME "g_sys_actstg_pausewinclose")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_actstg_pausewinopen.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_actstg_pausewinopen.ogg" ARRAY_NAME "g_sys_actstg_pausewinopen")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/sounds/sys_actstg_pausewinopen.ogg" DEST_FILE "${RESOURCES_OUTPUT_PATH}/sounds/sys_actstg_pausewinopen.ogg" ARRAY_NAME "g_sys_actstg_pausewinopen")
@@ -0,0 +1,27 @@
#pragma once
#include <SWA.inl>
namespace Hedgehog::Math
{
class CMatrix
{
public:
be<float> m_M00;
be<float> m_M01;
be<float> m_M02;
be<float> m_M03;
be<float> m_M10;
be<float> m_M11;
be<float> m_M12;
be<float> m_M13;
be<float> m_M20;
be<float> m_M21;
be<float> m_M22;
be<float> m_M23;
be<float> m_M30;
be<float> m_M31;
be<float> m_M32;
be<float> m_M33;
};
}
@@ -0,0 +1,15 @@
#pragma once
#include <SWA.inl>
namespace Hedgehog::Math
{
class CQuaternion
{
public:
be<float> X;
be<float> Y;
be<float> Z;
be<float> W;
};
}
@@ -0,0 +1,16 @@
#pragma once
#include <SWA.inl>
namespace Hedgehog::Mirage
{
class CMatrixNodeListener;
class CMatrixNode : public Base::CObject
{
public:
SWA_INSERT_PADDING(0x60);
};
SWA_ASSERT_SIZEOF(CMatrixNode, 0x60);
}
@@ -0,0 +1,19 @@
#pragma once
#include <SWA.inl>
namespace Hedgehog::Mirage
{
class CTransform
{
public:
Math::CQuaternion m_Rotation;
Math::CVector m_Position;
Math::CMatrix m_Matrix;
};
SWA_ASSERT_OFFSETOF(CTransform, m_Rotation, 0x00);
SWA_ASSERT_OFFSETOF(CTransform, m_Position, 0x10);
SWA_ASSERT_OFFSETOF(CTransform, m_Matrix, 0x20);
SWA_ASSERT_SIZEOF(CTransform, 0x60);
}
+14
View File
@@ -27,7 +27,11 @@
#include "Hedgehog/Base/Type/hhSharedString.h"
#include "Hedgehog/Base/hhObject.h"
#include "Hedgehog/Database/System/hhDatabaseData.h"
#include "Hedgehog/Math/Matrix.h"
#include "Hedgehog/Math/Quaternion.h"
#include "Hedgehog/Math/Vector.h"
#include "Hedgehog/MirageCore/MatrixNode/hhMatrixNode.h"
#include "Hedgehog/MirageCore/Misc/hhTransform.h"
#include "Hedgehog/MirageCore/Misc/hhVertexDeclarationPtr.h"
#include "Hedgehog/MirageCore/RenderData/hhMaterialData.h"
#include "Hedgehog/MirageCore/RenderData/hhMeshData.h"
@@ -55,6 +59,7 @@
#include "SWA/Achievement/AchievementID.h"
#include "SWA/Achievement/AchievementManager.h"
#include "SWA/Achievement/AchievementTest.h"
#include "SWA/Boss/EggDragoon/Object/BossEggDragoonDrillMissile.h"
#include "SWA/CSD/CsdDatabaseWrapper.h"
#include "SWA/CSD/CsdProject.h"
#include "SWA/CSD/CsdTexListMirage.h"
@@ -62,6 +67,10 @@
#include "SWA/Camera/Camera.h"
#include "SWA/Camera/CameraController.h"
#include "SWA/CharacterUtility/CharacterProxy.h"
#include "SWA/ExtraStage/Tails/Enemy/Boss/ExStageBoss.h"
#include "SWA/ExtraStage/Tails/Enemy/Boss/State/StateBase.h"
#include "SWA/ExtraStage/Tails/Enemy/Boss/State/StateBattle.h"
#include "SWA/ExtraStage/Tails/Player/ExPlayerTails.h"
#include "SWA/Globals.h"
#include "SWA/HUD/GeneralWindow/GeneralWindow.h"
#include "SWA/HUD/Loading/Loading.h"
@@ -78,8 +87,11 @@
#include "SWA/Inspire/InspireTextureOverlay.h"
#include "SWA/Inspire/InspireTextureOverlayInfo.h"
#include "SWA/Menu/MenuWindowBase.h"
#include "SWA/Message/MsgRequestHelp.h"
#include "SWA/Movie/MovieDisplayer.h"
#include "SWA/Movie/MovieManager.h"
#include "SWA/Object/Common/DashPanel/ObjDashPanel.h"
#include "SWA/Object/SonicStage/EU/RollingBarrel/ObjRollingBarrel.h"
#include "SWA/Player/Character/EvilSonic/EvilSonic.h"
#include "SWA/Player/Character/EvilSonic/EvilSonicContext.h"
#include "SWA/Player/Character/EvilSonic/Hud/EvilHudGuide.h"
@@ -102,6 +114,7 @@
#include "SWA/System/GameMode/Title/TitleMenu.h"
#include "SWA/System/GameMode/Title/TitleStateBase.h"
#include "SWA/System/GameMode/Title/TitleStateIntro.h"
#include "SWA/System/GameMode/Title/TitleStateMenu.h"
#include "SWA/System/GameMode/Title/TitleStateWorldMap.h"
#include "SWA/System/GameMode/WorldMap/WorldMapCamera.h"
#include "SWA/System/GameMode/WorldMap/WorldMapCursor.h"
@@ -109,6 +122,7 @@
#include "SWA/System/GameParameter.h"
#include "SWA/System/GammaController.h"
#include "SWA/System/InputState.h"
#include "SWA/System/MatrixNodeTransform.h"
#include "SWA/System/PadState.h"
#include "SWA/System/World.h"
#include "boost/smart_ptr/make_shared_object.h"
@@ -0,0 +1,16 @@
#pragma once
#include <SWA.inl>
#include "SWA/System/MatrixNodeTransform.h"
namespace SWA::Boss::EggDragoon::DrillMissile
{
class CMissile
{
public:
SWA_INSERT_PADDING(0xC4);
xpointer<CMatrixNodeTransform> m_pMatrixNodeTransform;
SWA_INSERT_PADDING(0x68);
be<float> m_Speed;
};
}
@@ -0,0 +1,36 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CExStageBoss
{
public:
class CStateBase;
class CStateBattle;
class CExStageBossStateContext
{
public:
SWA_INSERT_PADDING(0x14C);
be<float> m_SplineProgress;
SWA_INSERT_PADDING(0x0C);
be<float> m_SplineSpeed;
SWA_INSERT_PADDING(0x28);
be<float> m_Field188;
be<float> m_Field18C;
SWA_INSERT_PADDING(0x21);
bool m_IsBattleStart;
SWA_INSERT_PADDING(0x36E);
be<float> m_Field520;
};
};
SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_SplineProgress, 0x14C);
SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_SplineSpeed, 0x15C);
SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_Field188, 0x188);
SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_Field18C, 0x18C);
SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_IsBattleStart, 0x1B1);
SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_Field520, 0x520);
}
@@ -0,0 +1,9 @@
#pragma once
#include <SWA.inl>
#include "SWA/ExtraStage/Tails/Enemy/Boss/ExStageBoss.h"
namespace SWA
{
class CExStageBoss::CStateBase : public Hedgehog::Universe::CStateMachineBase::CStateBase {};
}
@@ -0,0 +1,18 @@
#pragma once
#include <SWA.inl>
#include "SWA/ExtraStage/Tails/Enemy/Boss/ExStageBoss.h"
namespace SWA
{
class CExStageBoss::CStateBattle : public CExStageBoss::CStateBase
{
public:
SWA_INSERT_PADDING(0x08);
be<float> m_Field68;
be<float> m_FramesSinceLastMissile;
};
SWA_ASSERT_OFFSETOF(CExStageBoss::CStateBattle, m_Field68, 0x68);
SWA_ASSERT_OFFSETOF(CExStageBoss::CStateBattle, m_FramesSinceLastMissile, 0x6C);
}
@@ -0,0 +1,35 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CExPlayerTails
{
public:
class CExPlayerTailsStateContext
{
public:
SWA_INSERT_PADDING(0x1F8);
be<float> m_SplineBossStart;
be<float> m_SplineEnd;
SWA_INSERT_PADDING(0x30);
be<float> m_SplineProgress;
SWA_INSERT_PADDING(0x10);
xpointer<void> m_Field244;
SWA_INSERT_PADDING(0x18);
be<float> m_SplineSpeed;
SWA_INSERT_PADDING(0x0C);
be<uint32_t> m_State; // 0 - Intro; 1 - Boss Intro; 3 - Boss
};
class CStateBase : public Hedgehog::Universe::CStateMachineBase::CStateBase {};
};
SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineBossStart, 0x1F8);
SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineEnd, 0x1FC);
SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineProgress, 0x230);
SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_Field244, 0x244);
SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineSpeed, 0x260);
SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_State, 0x270);
}
+8
View File
@@ -9,6 +9,9 @@ namespace SWA
// ms_DrawLightFieldSamplingPoint: サンプリング点をデバッグ表示
static inline bool* ms_DrawLightFieldSamplingPoint;
// N/A
static inline bool* ms_IsAutoSaveWarningShown;
// ms_IgnoreLightFieldData: データを無視する
static inline bool* ms_IgnoreLightFieldData;
@@ -39,6 +42,9 @@ namespace SWA
// ms_IsRenderHudPause: ポーズメニュー 描画
static inline bool* ms_IsRenderHudPause;
// N/A
static inline bool* ms_IsTitleStateMenu;
// IsTriggerRender
static inline bool* ms_IsTriggerRender;
@@ -52,6 +58,7 @@ namespace SWA
{
ms_DrawLightFieldSamplingPoint = (bool*)MmGetHostAddress(0x83367BCE);
ms_IgnoreLightFieldData = (bool*)MmGetHostAddress(0x83367BCF);
ms_IsAutoSaveWarningShown = (bool*)MmGetHostAddress(0x83367BC1);
ms_IsCollisionRender = (bool*)MmGetHostAddress(0x833678A6);
ms_IsLoading = (bool*)MmGetHostAddress(0x83367A4C);
ms_IsObjectCollisionRender = (bool*)MmGetHostAddress(0x83367905);
@@ -61,6 +68,7 @@ namespace SWA
ms_IsRenderGameMainHud = (bool*)MmGetHostAddress(0x8328BB27);
ms_IsRenderHud = (bool*)MmGetHostAddress(0x8328BB26);
ms_IsRenderHudPause = (bool*)MmGetHostAddress(0x8328BB28);
ms_IsTitleStateMenu = (bool*)MmGetHostAddress(0x83367BC0);
ms_IsTriggerRender = (bool*)MmGetHostAddress(0x83367904);
ms_LightFieldDebug = (bool*)MmGetHostAddress(0x83367BCD);
ms_VisualizeLoadedLevel = (bool*)MmGetHostAddress(0x833678C1);
@@ -4,6 +4,15 @@
namespace SWA
{
enum EWindowStatus : uint32_t
{
eWindowStatus_Closed,
eWindowStatus_OpeningMessage = 2,
eWindowStatus_DisplayingMessage,
eWindowStatus_OpeningControls,
eWindowStatus_DisplayingControls
};
class CGeneralWindow
{
public:
@@ -14,5 +23,20 @@ namespace SWA
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcWindow_2;
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcWindowSelect;
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcFooter;
SWA_INSERT_PADDING(0x58);
be<EWindowStatus> m_Status;
be<uint32_t> m_CursorIndex;
SWA_INSERT_PADDING(0x04);
be<uint32_t> m_SelectedIndex;
};
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_rcGeneral, 0xD0);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_rcBg, 0xD8);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_rcWindow, 0xE0);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_rcWindow_2, 0xE8);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_rcWindowSelect, 0xF0);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_rcFooter, 0xF8);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_Status, 0x158);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_CursorIndex, 0x15C);
SWA_ASSERT_OFFSETOF(CGeneralWindow, m_SelectedIndex, 0x164);
}
@@ -0,0 +1,13 @@
#pragma once
#include <SWA.inl>
namespace SWA::Message
{
class MsgRequestHelp
{
public:
SWA_INSERT_PADDING(0x1C);
Hedgehog::Base::CSharedString m_Name;
};
}
@@ -0,0 +1,14 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CObjDashPanel
{
public:
SWA_INSERT_PADDING(0xE8);
be<float> m_FieldE8;
be<float> m_Speed;
};
}
@@ -0,0 +1,35 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CObjRollingBarrel
{
public:
class CElement
{
public:
SWA_INSERT_PADDING(0xEC);
xpointer<void> m_FieldEC;
SWA_INSERT_PADDING(0x20);
be<float> m_Roll;
};
SWA_INSERT_PADDING(0xE8);
be<float> m_GenerationTime;
SWA_INSERT_PADDING(0x09);
bool m_FieldF5;
SWA_INSERT_PADDING(0x0A);
be<float> m_RandomRange;
be<float> m_Field104;
};
SWA_ASSERT_OFFSETOF(CObjRollingBarrel::CElement, m_FieldEC, 0xEC);
SWA_ASSERT_OFFSETOF(CObjRollingBarrel::CElement, m_Roll, 0x110);
SWA_ASSERT_OFFSETOF(CObjRollingBarrel, m_GenerationTime, 0xE8);
SWA_ASSERT_OFFSETOF(CObjRollingBarrel, m_FieldF5, 0xF5);
SWA_ASSERT_OFFSETOF(CObjRollingBarrel, m_RandomRange, 0x100);
SWA_ASSERT_OFFSETOF(CObjRollingBarrel, m_Field104, 0x104);
}
@@ -71,7 +71,8 @@ namespace SWA
boost::shared_ptr<Hedgehog::Mirage::CMatrixNode> m_spMatrixNodeRoot;
SWA_INSERT_PADDING(0x14);
CGammaController m_GammaController;
SWA_INSERT_PADDING(0x1C);
boost::shared_ptr<CLoading> m_spLoading;
SWA_INSERT_PADDING(0x14);
boost::shared_ptr<Achievement::CManager> m_spAchievementManager;
boost::shared_ptr<CDatabaseTree> m_spDatabaseTree;
Hedgehog::Base::CSharedString m_Field10C;
@@ -104,6 +105,7 @@ namespace SWA
SWA_ASSERT_OFFSETOF(CApplicationDocument::CMember, m_Field74, 0x74);
SWA_ASSERT_OFFSETOF(CApplicationDocument::CMember, m_spMatrixNodeRoot, 0x84);
SWA_ASSERT_OFFSETOF(CApplicationDocument::CMember, m_GammaController, 0xA0);
SWA_ASSERT_OFFSETOF(CApplicationDocument::CMember, m_spLoading, 0xE0);
SWA_ASSERT_OFFSETOF(CApplicationDocument::CMember, m_spAchievementManager, 0xFC);
SWA_ASSERT_OFFSETOF(CApplicationDocument::CMember, m_spDatabaseTree, 0x104);
SWA_ASSERT_OFFSETOF(CApplicationDocument::CMember, m_Field10C, 0x10C);
@@ -34,7 +34,9 @@ namespace SWA
SWA_INSERT_PADDING(0x88);
Hedgehog::Base::CSharedString m_StageName;
xpointer<CSoundAdministrator> m_pSoundAdministrator;
SWA_INSERT_PADDING(0x124);
SWA_INSERT_PADDING(0x48);
xpointer<CGeneralWindow> m_pGeneralWindow;
SWA_INSERT_PADDING(0xD8);
SScoreInfo m_ScoreInfo;
SWA_INSERT_PADDING(0x0C);
};
@@ -60,6 +62,7 @@ namespace SWA
SWA_ASSERT_OFFSETOF(CGameDocument::CMember, m_spDatabase, 0x1C);
SWA_ASSERT_OFFSETOF(CGameDocument::CMember, m_StageName, 0xAC);
SWA_ASSERT_OFFSETOF(CGameDocument::CMember, m_pSoundAdministrator, 0xB0);
SWA_ASSERT_OFFSETOF(CGameDocument::CMember, m_pGeneralWindow, 0xFC);
SWA_ASSERT_OFFSETOF(CGameDocument::CMember, m_ScoreInfo, 0x1D8);
SWA_ASSERT_SIZEOF(CGameDocument::CMember, 0x230);
@@ -4,10 +4,36 @@
namespace SWA
{
class CTitleMenu
class CTitleMenu : public CMenuWindowBase
{
public:
SWA_INSERT_PADDING(0x44);
SWA_INSERT_PADDING(0x28);
be<uint32_t> m_Field38;
bool m_Field3C; // Seems to be related to exit transition.
SWA_INSERT_PADDING(0x04);
be<uint32_t> m_CursorIndex;
SWA_INSERT_PADDING(0x0C);
bool m_Field54; // Seems to be related to exit transition.
SWA_INSERT_PADDING(0x0B);
be<float> m_Field60;
SWA_INSERT_PADDING(0x34);
bool m_Field98;
bool m_IsDeleteCheckMessageOpen;
bool m_Field9A; // Seems to be related to cursor selection.
SWA_INSERT_PADDING(0x04);
bool m_Field9F;
SWA_INSERT_PADDING(0x02);
bool m_IsDLCInfoMessageOpen;
};
SWA_ASSERT_OFFSETOF(CTitleMenu, m_Field38, 0x38);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_Field3C, 0x3C);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_CursorIndex, 0x44);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_Field54, 0x54);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_Field60, 0x60);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_Field98, 0x98);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_IsDeleteCheckMessageOpen, 0x99);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_Field9A, 0x9A);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_Field9F, 0x9F);
SWA_ASSERT_OFFSETOF(CTitleMenu, m_IsDLCInfoMessageOpen, 0xA2);
}
@@ -4,14 +4,5 @@
namespace SWA
{
class CTitleStateBase : public Hedgehog::Universe::CStateMachineBase::CStateBase
{
public:
class CTitleStateContext
{
public:
SWA_INSERT_PADDING(0x1E8);
xpointer<CTitleMenu> m_pTitleMenu;
};
};
class CTitleStateBase : public Hedgehog::Universe::CStateMachineBase::CStateBase {};
}
@@ -0,0 +1,17 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CTitleStateMenu : public CTitleStateBase
{
public:
class CTitleStateMenuContext
{
public:
SWA_INSERT_PADDING(0x1E8);
xpointer<CTitleMenu> m_pTitleMenu;
};
};
}
@@ -0,0 +1,17 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CMatrixNodeTransform : public Hedgehog::Mirage::CMatrixNode
{
public:
Hedgehog::Mirage::CTransform m_Transform;
Hedgehog::Math::CMatrix m_WorldMatrix;
};
SWA_ASSERT_OFFSETOF(CMatrixNodeTransform, m_Transform, 0x60);
SWA_ASSERT_OFFSETOF(CMatrixNodeTransform, m_WorldMatrix, 0xC0);
SWA_ASSERT_SIZEOF(CMatrixNodeTransform, 0x100);
}
+19 -2
View File
@@ -28,7 +28,7 @@ void App::Exit()
std::_Exit(0);
}
// SWA::CApplication
// SWA::CApplication::CApplication
PPC_FUNC_IMPL(__imp__sub_824EB490);
PPC_FUNC(sub_824EB490)
{
@@ -60,6 +60,7 @@ PPC_FUNC(sub_822C1130)
}
App::s_deltaTime = ctx.f1.f64;
App::s_time += App::s_deltaTime;
// This function can also be called by the loading thread,
// which SDL does not like. To prevent the OS from thinking
@@ -69,12 +70,28 @@ PPC_FUNC(sub_822C1130)
{
SDL_PumpEvents();
SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
GameWindow::Update();
}
GameWindow::Update();
AudioPatches::Update(App::s_deltaTime);
InspirePatches::Update();
// Apply subtitles option.
if (auto pApplicationDocument = SWA::CApplicationDocument::GetInstance())
pApplicationDocument->m_InspireSubtitles = Config::Subtitles;
if (Config::EnableEventCollisionDebugView)
*SWA::SGlobals::ms_IsTriggerRender = true;
if (Config::EnableGIMipLevelDebugView)
*SWA::SGlobals::ms_VisualizeLoadedLevel = true;
if (Config::EnableObjectCollisionDebugView)
*SWA::SGlobals::ms_IsObjectCollisionRender = true;
if (Config::EnableStageCollisionDebugView)
*SWA::SGlobals::ms_IsCollisionRender = true;
__imp__sub_822C1130(ctx, base);
}
+1
View File
@@ -14,6 +14,7 @@ public:
static inline ELanguage s_language;
static inline double s_deltaTime;
static inline double s_time = 0.0; // How much time elapsed since the game started.
static void Restart(std::vector<std::string> restartArgs = {});
static void Exit();
+11 -1
View File
@@ -1,6 +1,7 @@
#include <apu/audio.h>
#include <cpu/guest_thread.h>
#include <kernel/heap.h>
#include <os/logger.h>
#include <user/config.h>
static PPCFunc* g_clientCallback{};
@@ -29,6 +30,9 @@ static void CreateAudioDevice()
g_audioDevice = SDL_OpenAudioDevice(nullptr, 0, &desired, &obtained, 0);
}
if (!g_audioDevice)
LOGFN_ERROR("Failed to open audio device: {}", SDL_GetError());
g_downMixToStereo = (obtained.channels == 2);
}
@@ -36,7 +40,13 @@ void XAudioInitializeSystem()
{
SDL_SetHint(SDL_HINT_AUDIO_CATEGORY, "playback");
SDL_SetHint(SDL_HINT_AUDIO_DEVICE_APP_NAME, "Unleashed Recompiled");
SDL_InitSubSystem(SDL_INIT_AUDIO);
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
{
LOGFN_ERROR("Failed to init audio subsystem: {}", SDL_GetError());
return;
}
CreateAudioDevice();
}
+24 -1
View File
@@ -2,6 +2,7 @@
#include <apu/embedded_player.h>
#include <user/config.h>
#include <res/music/installer.ogg.h>
#include <res/sounds/sys_worldmap_cursor.ogg.h>
#include <res/sounds/sys_worldmap_finaldecide.ogg.h>
#include <res/sounds/sys_actstg_pausecansel.ogg.h>
@@ -87,13 +88,17 @@ static void PlayEmbeddedSound(EmbeddedSound s)
data.chunk = Mix_LoadWAV_RW(SDL_RWFromConstMem(soundData, soundDataSize), 1);
}
Mix_VolumeChunk(data.chunk, Config::MasterVolume * Config::EffectsVolume * MIX_MAX_VOLUME);
Mix_PlayChannel(g_channelIndex % MIX_CHANNELS, data.chunk, 0);
++g_channelIndex;
}
static Mix_Music* g_installerMusic;
void EmbeddedPlayer::Init()
{
Mix_OpenAudio(XAUDIO_SAMPLES_HZ, AUDIO_F32SYS, 2, 256);
Mix_OpenAudio(XAUDIO_SAMPLES_HZ, AUDIO_F32SYS, 2, 2048);
g_installerMusic = Mix_LoadMUS_RW(SDL_RWFromConstMem(g_installer_music, sizeof(g_installer_music)), 1);
s_isActive = true;
}
@@ -111,6 +116,21 @@ void EmbeddedPlayer::Play(const char *name)
PlayEmbeddedSound(it->second);
}
void EmbeddedPlayer::PlayMusic()
{
if (!Mix_PlayingMusic())
{
Mix_PlayMusic(g_installerMusic, INT_MAX);
Mix_VolumeMusic(Config::MasterVolume * Config::MusicVolume * MUSIC_VOLUME * MIX_MAX_VOLUME);
}
}
void EmbeddedPlayer::FadeOutMusic()
{
if (Mix_PlayingMusic())
Mix_FadeOutMusic(1000);
}
void EmbeddedPlayer::Shutdown()
{
for (EmbeddedSoundData &data : g_embeddedSoundData)
@@ -119,6 +139,9 @@ void EmbeddedPlayer::Shutdown()
Mix_FreeChunk(data.chunk);
}
Mix_HaltMusic();
Mix_FreeMusic(g_installerMusic);
Mix_CloseAudio();
Mix_Quit();
+6 -1
View File
@@ -2,9 +2,14 @@
struct EmbeddedPlayer
{
inline static bool s_isActive = false;
// Arbitrarily picked volume to match the mixing in the original game.
static constexpr float MUSIC_VOLUME = 0.25f;
static inline bool s_isActive = false;
static void Init();
static void Play(const char *name);
static void PlayMusic();
static void FadeOutMusic();
static void Shutdown();
};
-4
View File
@@ -165,11 +165,7 @@ int GetThreadPriorityImpl(GuestThreadHandle* hThread)
uint32_t SetThreadIdealProcessorImpl(GuestThreadHandle* hThread, uint32_t dwIdealProcessor)
{
#ifdef _WIN32
return SetThreadIdealProcessor(hThread == GetKernelObject(CURRENT_THREAD_HANDLE) ? GetCurrentThread() : hThread->thread.native_handle(), dwIdealProcessor);
#else
return 0;
#endif
}
GUEST_FUNCTION_HOOK(sub_82DFA2E8, SetThreadNameImpl);
+5 -11
View File
@@ -5,6 +5,7 @@
#include <kernel/heap.h>
#include <kernel/memory.h>
#include <ui/game_window.h>
#include <patches/inspire_patches.h>
void Game_PlaySound(const char* pName)
{
@@ -14,8 +15,11 @@ void Game_PlaySound(const char* pName)
}
else
{
// Use EVENT category in cutscenes since SYSTEM gets muted by the game.
uint32_t category = !InspirePatches::s_sceneName.empty() ? 10 : 7;
guest_stack_var<boost::anonymous_shared_ptr> soundPlayer;
GuestToHostFunction<void>(sub_82B4DF50, soundPlayer.get(), ((be<uint32_t>*)g_memory.Translate(0x83367900))->get(), 7, 0, 0);
GuestToHostFunction<void>(sub_82B4DF50, soundPlayer.get(), ((be<uint32_t>*)g_memory.Translate(0x83367900))->get(), category, 0, 0);
auto soundPlayerVtable = (be<uint32_t>*)g_memory.Translate(*(be<uint32_t>*)soundPlayer->get());
uint32_t virtualFunction = *(soundPlayerVtable + 1);
@@ -27,13 +31,3 @@ void Game_PlaySound(const char* pName)
g_userHeap.Free(strAllocation);
}
}
void Window_SetDisplay(int displayIndex)
{
GameWindow::SetDisplay(displayIndex);
}
void Window_SetFullscreen(bool isEnabled)
{
GameWindow::SetFullscreen(isEnabled);
}
-2
View File
@@ -1,5 +1,3 @@
#pragma once
void Game_PlaySound(const char* pName);
void Window_SetDisplay(int displayIndex);
void Window_SetFullscreen(bool isEnabled);
+13
View File
@@ -15,10 +15,13 @@
{ reinterpret_cast<GuestShader*>(0x36DB3B40FA419EF6),reinterpret_cast<GuestShader*>(0x4FDE8FFB7DC1D1CE),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0x36DB3B40FA419EF6),reinterpret_cast<GuestShader*>(0xD56D0D7219E51F1D),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x115813F8DBF6CCFF),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x3073F2C856F3333E),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x3382CD5552FAB33C),reinterpret_cast<GuestVertexDeclaration*>(0xB7BBCC93738C9DE4),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x47CDF40D1C605E0D),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x14 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x6563290A54293E7A),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x6563290A54293E7A),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x6563290A54293E7A),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x6563290A54293E7A),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x7A8F23548FF778),reinterpret_cast<GuestVertexDeclaration*>(0xC64D046063DE2F63),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x85E3EE1021089A76),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0x933E17818464BC39),reinterpret_cast<GuestVertexDeclaration*>(0xB7BBCC93738C9DE4),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
@@ -27,6 +30,7 @@
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0xB8F71746F39A1166),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0xF9F82EC882CD3D08),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x3A4537B51DE9818),reinterpret_cast<GuestShader*>(0xF9F82EC882CD3D08),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x40E4064FE517DFD2),reinterpret_cast<GuestShader*>(0x11958CFF684E1F4B),reinterpret_cast<GuestVertexDeclaration*>(0xD452411D3FB80A0D),false,false,false,RenderBlend::ONE,RenderBlend::SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::LESS,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::UNKNOWN,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x4620B236DC38100C),reinterpret_cast<GuestShader*>(0xBBDB735BEACC8F41),reinterpret_cast<GuestVertexDeclaration*>(0x28FD2057B9BD5D1B),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0x4620B236DC38100C),reinterpret_cast<GuestShader*>(0xBBDB735BEACC8F41),reinterpret_cast<GuestVertexDeclaration*>(0x2A6D72391BFFFA3C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x4620B236DC38100C),reinterpret_cast<GuestShader*>(0xBBDB735BEACC8F41),reinterpret_cast<GuestVertexDeclaration*>(0x2A6D72391BFFFA3C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::ONE,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::D32_FLOAT,1,false,0x11 },
@@ -53,11 +57,13 @@
{ reinterpret_cast<GuestShader*>(0x624F608ACB374E12),reinterpret_cast<GuestShader*>(0xA624AF834723B59),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x624F608ACB374E12),reinterpret_cast<GuestShader*>(0xA624AF834723B59),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x624F608ACB374E12),reinterpret_cast<GuestShader*>(0xA624AF834723B59),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0x2CA0127E60EB4507),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0x2E5AA3C0A9E32751),reinterpret_cast<GuestVertexDeclaration*>(0xB7BBCC93738C9DE4),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0x326BB3169FF92317),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0x3838E2D27966B21C),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0x5A75A52C3F722625),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0x86CD1B8641C60EE6),reinterpret_cast<GuestVertexDeclaration*>(0xC64D046063DE2F63),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0x874793F8CC9C7EB0),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xB0F7121362A63137),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xB0F7121362A63137),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xB23ACF01C99C2988),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
@@ -65,6 +71,7 @@
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xC03A891201D4E9E7),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xCE7A73C836F03E6),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xD4D1534DD857403),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xD4D1534DD857403),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xD4D1534DD857403),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xE1748A1E1E38FC5F),reinterpret_cast<GuestVertexDeclaration*>(0x6538EB0019C3A29A),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 52,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
{ reinterpret_cast<GuestShader*>(0x666E7FB7FCAE0FB7),reinterpret_cast<GuestShader*>(0xE1748A1E1E38FC5F),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
@@ -94,6 +101,7 @@
{ reinterpret_cast<GuestShader*>(0x6DE86503F8AA38E2),reinterpret_cast<GuestShader*>(0x9FA5AACB5B14A226),reinterpret_cast<GuestVertexDeclaration*>(0xD452411D3FB80A0D),false,false,false,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::LESS,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::UNKNOWN,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x6DE86503F8AA38E2),reinterpret_cast<GuestShader*>(0xC47F2F91BA2A5D86),reinterpret_cast<GuestVertexDeclaration*>(0xD452411D3FB80A0D),false,false,false,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::LESS,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::UNKNOWN,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x6DE86503F8AA38E2),reinterpret_cast<GuestShader*>(0xFB79F59782376846),reinterpret_cast<GuestVertexDeclaration*>(0xD452411D3FB80A0D),false,false,false,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::LESS,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::UNKNOWN,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x6DE86503F8AA38E2),reinterpret_cast<GuestShader*>(0xFF42BE2DBCE820C9),reinterpret_cast<GuestVertexDeclaration*>(0xD452411D3FB80A0D),false,false,false,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::LESS,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R8G8B8A8_UNORM,RenderFormat::UNKNOWN,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x720D6E5EDA78433B),reinterpret_cast<GuestShader*>(0x96EACBACDE1AAFAA),reinterpret_cast<GuestVertexDeclaration*>(0xA81F28FA43A9B511),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::ONE,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0x720D6E5EDA78433B),reinterpret_cast<GuestShader*>(0x96EACBACDE1AAFAA),reinterpret_cast<GuestVertexDeclaration*>(0xA81F28FA43A9B511),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::ONE,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 36,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x14 },
{ reinterpret_cast<GuestShader*>(0x734799D14CC5177E),reinterpret_cast<GuestShader*>(0xC9978EB328E1066E),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
@@ -104,6 +112,7 @@
{ reinterpret_cast<GuestShader*>(0x86FE3502D5EC24AA),reinterpret_cast<GuestShader*>(0x68FCC0B90EBC457B),reinterpret_cast<GuestVertexDeclaration*>(0xD452411D3FB80A0D),false,false,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::LESS,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::B8G8R8A8_UNORM,RenderFormat::UNKNOWN,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x86FE3502D5EC24AA),reinterpret_cast<GuestShader*>(0x94A71CC9B94E3101),reinterpret_cast<GuestVertexDeclaration*>(0xD452411D3FB80A0D),false,false,false,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::LESS,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16_FLOAT,RenderFormat::UNKNOWN,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x88F67387B88F932F),reinterpret_cast<GuestShader*>(0x49101E452DF2FE98),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0x8E4BB23465BD909E),reinterpret_cast<GuestShader*>(0x0),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::FRONT,RenderComparisonFunction::LESS_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0x0,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::UNKNOWN,RenderFormat::D32_FLOAT,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x8E4BB23465BD909E),reinterpret_cast<GuestShader*>(0x0),reinterpret_cast<GuestVertexDeclaration*>(0xFFFDDC62D86892F1),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::LESS_EQUAL,false,RenderBlendOperation::ADD,1,33554,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0x0,RenderPrimitiveTopology::TRIANGLE_LIST,{ 32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::UNKNOWN,RenderFormat::D32_FLOAT,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x8E4BB23465BD909E),reinterpret_cast<GuestShader*>(0x0),reinterpret_cast<GuestVertexDeclaration*>(0xFFFDDC62D86892F1),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::LESS_EQUAL,false,RenderBlendOperation::ADD,1,33554,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0x0,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::UNKNOWN,RenderFormat::D32_FLOAT,1,false,0x0 },
{ reinterpret_cast<GuestShader*>(0x8EA8F71BA3BE59E7),reinterpret_cast<GuestShader*>(0xA557DD8B24CD2B25),reinterpret_cast<GuestVertexDeclaration*>(0xEC0CD05EE1B1636),false,false,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::LESS,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_LIST,{ 28,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::UNKNOWN,1,false,0x10 },
@@ -145,6 +154,7 @@
{ reinterpret_cast<GuestShader*>(0xA4CF0215A03D9571),reinterpret_cast<GuestShader*>(0xA3A659F1590CC180),reinterpret_cast<GuestVertexDeclaration*>(0x5A2395E29F93DA3C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_FAN,{ 32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0xA59B07C00039C660),reinterpret_cast<GuestShader*>(0x2E69CC2B4937A698),reinterpret_cast<GuestVertexDeclaration*>(0xFB4544424558E4C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xA59B07C00039C660),reinterpret_cast<GuestShader*>(0xF6FAD0CDA667264),reinterpret_cast<GuestVertexDeclaration*>(0xFB4544424558E4C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xA790E2F622DADAD8),reinterpret_cast<GuestShader*>(0xD56D0D7219E51F1D),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0xA7C9D01F7AD3B9D0),reinterpret_cast<GuestShader*>(0x481905CF40E1678D),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x14 },
{ reinterpret_cast<GuestShader*>(0xA7C9D01F7AD3B9D0),reinterpret_cast<GuestShader*>(0x481905CF40E1678D),reinterpret_cast<GuestVertexDeclaration*>(0xC64D046063DE2F63),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xAC38B793E9C54AC5),reinterpret_cast<GuestShader*>(0x24CAF5A2F1B2AF40),reinterpret_cast<GuestVertexDeclaration*>(0x3CB3EF6B1C43B8C),true,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
@@ -163,6 +173,8 @@
{ reinterpret_cast<GuestShader*>(0xBE3AD1D0FE788D2),reinterpret_cast<GuestShader*>(0x4CB3784D7108745F),reinterpret_cast<GuestVertexDeclaration*>(0xFB4544424558E4C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xBE3AD1D0FE788D2),reinterpret_cast<GuestShader*>(0xD57D71ED84D8F864),reinterpret_cast<GuestVertexDeclaration*>(0xFB4544424558E4C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xCF28F33974EC44F6),reinterpret_cast<GuestShader*>(0xD5EA32DB758EF0B8),reinterpret_cast<GuestVertexDeclaration*>(0x7F12180DC3A24B53),true,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 32,24,4,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x14 },
{ reinterpret_cast<GuestShader*>(0xD738D79626374EBE),reinterpret_cast<GuestShader*>(0x47CDF40D1C605E0D),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0xD738D79626374EBE),reinterpret_cast<GuestShader*>(0x47CDF40D1C605E0D),reinterpret_cast<GuestVertexDeclaration*>(0xB7BBCC93738C9DE4),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0x0,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::UNKNOWN,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xD738D79626374EBE),reinterpret_cast<GuestShader*>(0x47CDF40D1C605E0D),reinterpret_cast<GuestVertexDeclaration*>(0xFB4544424558E4C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xD738D79626374EBE),reinterpret_cast<GuestShader*>(0x47CDF40D1C605E0D),reinterpret_cast<GuestVertexDeclaration*>(0xFB4544424558E4C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 40,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
{ reinterpret_cast<GuestShader*>(0xD738D79626374EBE),reinterpret_cast<GuestShader*>(0x96B8F9FDAAB9B658),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x14 },
@@ -196,6 +208,7 @@
{ reinterpret_cast<GuestShader*>(0xECC9C0BD668FE449),reinterpret_cast<GuestShader*>(0x4C4032F88196B450),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xECC9C0BD668FE449),reinterpret_cast<GuestShader*>(0xC7E2C782C058A625),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xECC9C0BD668FE449),reinterpret_cast<GuestShader*>(0xFB66DF5D27D3891D),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xF060DE53CF3B9BB8),reinterpret_cast<GuestShader*>(0xEAADA73091BF526C),reinterpret_cast<GuestVertexDeclaration*>(0xDEB308DCDDF979C7),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::NONE,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x15 },
{ reinterpret_cast<GuestShader*>(0xF066433D33B62D54),reinterpret_cast<GuestShader*>(0xE5256B7D753C9D5F),reinterpret_cast<GuestVertexDeclaration*>(0x3CB3EF6B1C43B8C),true,true,false,RenderBlend::SRC_ALPHA,RenderBlend::INV_SRC_ALPHA,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,true,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
{ reinterpret_cast<GuestShader*>(0xF1D7C544D61D055C),reinterpret_cast<GuestShader*>(0x5A75A52C3F722625),reinterpret_cast<GuestVertexDeclaration*>(0xF10787EFFEEC0153),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x11 },
{ reinterpret_cast<GuestShader*>(0xF58C10092C9EF1AF),reinterpret_cast<GuestShader*>(0x1DD6832FA7E79530),reinterpret_cast<GuestVertexDeclaration*>(0x84BACD816D86543C),false,true,true,RenderBlend::ONE,RenderBlend::ZERO,RenderCullMode::BACK,RenderComparisonFunction::GREATER_EQUAL,false,RenderBlendOperation::ADD,0,0,RenderBlend::ONE,RenderBlend::ZERO,RenderBlendOperation::ADD,0xF,RenderPrimitiveTopology::TRIANGLE_STRIP,{ 104,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },RenderFormat::R16G16B16A16_FLOAT,RenderFormat::D32_FLOAT,1,false,0x10 },
+1 -1
View File
@@ -11,7 +11,7 @@ ImGuiCallbackData* AddImGuiCallback(ImGuiCallback callback)
auto& callbackData = g_callbackData[g_callbackDataIndex];
++g_callbackDataIndex;
ImGui::GetForegroundDrawList()->AddCallback(reinterpret_cast<ImDrawCallback>(callback), callbackData.get());
ImGui::GetBackgroundDrawList()->AddCallback(reinterpret_cast<ImDrawCallback>(callback), callbackData.get());
return callbackData.get();
}
+12 -10
View File
@@ -1,15 +1,17 @@
#pragma once
#define IMGUI_SHADER_MODIFIER_NONE 0
#define IMGUI_SHADER_MODIFIER_SCANLINE 1
#define IMGUI_SHADER_MODIFIER_CHECKERBOARD 2
#define IMGUI_SHADER_MODIFIER_SCANLINE_BUTTON 3
#define IMGUI_SHADER_MODIFIER_TEXT_SKEW 4
#define IMGUI_SHADER_MODIFIER_MARQUEE_FADE 5
#define IMGUI_SHADER_MODIFIER_GRAYSCALE 6
#define IMGUI_SHADER_MODIFIER_TITLE_BEVEL 7
#define IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL 8
#define IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL 9
#define IMGUI_SHADER_MODIFIER_NONE 0
#define IMGUI_SHADER_MODIFIER_SCANLINE 1
#define IMGUI_SHADER_MODIFIER_CHECKERBOARD 2
#define IMGUI_SHADER_MODIFIER_SCANLINE_BUTTON 3
#define IMGUI_SHADER_MODIFIER_TEXT_SKEW 4
#define IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE 5
#define IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE 6
#define IMGUI_SHADER_MODIFIER_GRAYSCALE 7
#define IMGUI_SHADER_MODIFIER_TITLE_BEVEL 8
#define IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL 9
#define IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL 10
#define IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT 11
#ifdef __cplusplus
@@ -220,7 +220,11 @@ static bool FontBuilder_Build(ImFontAtlas* atlas)
for (size_t i = 0; i < atlas->ConfigData.size(); i++)
{
double spaceAdvance = 0.0;
auto& config = atlas->ConfigData[i];
bool increaseSpacing = strstr(config.Name, "Seurat") != nullptr;
auto& [index, count] = ranges[i];
for (size_t j = 0; j < count; j++)
{
@@ -228,6 +232,18 @@ static bool FontBuilder_Build(ImFontAtlas* atlas)
double x0, y0, x1, y1, u0, v0, u1, v1;
glyph.getQuadPlaneBounds(x0, y0, x1, y1);
glyph.getQuadAtlasBounds(u0, v0, u1, v1);
double advance = glyph.getAdvance();
if (glyph.getCodepoint() == ' ')
{
if (increaseSpacing)
{
advance *= 1.5;
}
spaceAdvance = advance;
}
config.DstFont->AddGlyph(
&config,
glyph.getCodepoint(),
@@ -239,8 +255,41 @@ static bool FontBuilder_Build(ImFontAtlas* atlas)
v1 / packer.height,
u1 / packer.width,
v0 / packer.height,
glyph.getAdvance());
advance);
}
// Used as a zero-width helper for automatic line breaks.
// This is useful for languages like Japanese to separate 'words'
// so that they don't get split mid-kana by the automatic splitter.
config.DstFont->AddGlyph(
&config,
0x200B,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f);
// A duplicate of the normal width space character.
// Overrides the unicode Four-Per-Em Space character.
// This can be used to add visual spacers that are ignored
// by the automatic line splitting logic.
config.DstFont->AddGlyph(
&config,
0x2005,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
spaceAdvance);
config.DstFont->BuildLookupTable();
}
+124 -7
View File
@@ -27,6 +27,8 @@
//# define D3D12_DEBUG_LAYER_GPU_BASED_VALIDATION_ENABLED
#endif
//#define D3D12_DEBUG_SET_STABLE_POWER_STATE
// Old Windows SDK versions don't provide this macro, so we workaround it by making sure it is defined.
#ifndef D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE
#define D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE)
@@ -692,6 +694,20 @@ namespace plume {
);
}
static D3D12_RESOLVE_MODE toD3D12(RenderResolveMode resolveMode) {
switch (resolveMode) {
case RenderResolveMode::MIN:
return D3D12_RESOLVE_MODE_MIN;
case RenderResolveMode::MAX:
return D3D12_RESOLVE_MODE_MAX;
case RenderResolveMode::AVERAGE:
return D3D12_RESOLVE_MODE_AVERAGE;
default:
assert(false && "Unknown resolve mode.");
return D3D12_RESOLVE_MODE_AVERAGE;
}
}
static void setObjectName(ID3D12Object *object, const std::string &name) {
const std::wstring wideCharName = Utf8ToUtf16(name);
object->SetName(wideCharName.c_str());
@@ -1421,6 +1437,52 @@ namespace plume {
return height;
}
// D3D12QueryPool
D3D12QueryPool::D3D12QueryPool(D3D12Device *device, uint32_t queryCount) {
assert(device != nullptr);
assert(queryCount > 0);
this->device = device;
D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
queryHeapDesc.Count = queryCount;
HRESULT res = device->d3d->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&d3d));
if (FAILED(res)) {
fprintf(stderr, "CreateQueryHeap failed with error code 0x%lX.\n", res);
return;
}
readbackBuffer = device->createBuffer(RenderBufferDesc::ReadbackBuffer(sizeof(uint64_t) * queryCount));
results.resize(queryCount);
}
D3D12QueryPool::~D3D12QueryPool() {
if (d3d != nullptr) {
d3d->Release();
}
}
void D3D12QueryPool::queryResults() {
void *readbackData = readbackBuffer->map();
memcpy(results.data(), readbackData, sizeof(uint64_t) * results.size());
readbackBuffer->unmap();
for (uint64_t &result : results) {
result = result / double(device->timestampFrequency) * 1000000000.0;
}
}
const uint64_t *D3D12QueryPool::getResults() const {
return results.data();
}
uint32_t D3D12QueryPool::getCount() const {
return uint32_t(results.size());
}
// D3D12CommandList
D3D12CommandList::D3D12CommandList(D3D12Device *device, RenderCommandListType type) {
@@ -1916,7 +1978,7 @@ namespace plume {
resetSamplePositions();
}
void D3D12CommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) {
void D3D12CommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) {
assert(dstTexture != nullptr);
assert(srcTexture != nullptr);
@@ -1931,7 +1993,7 @@ namespace plume {
}
setSamplePositions(interfaceDstTexture);
d3d->ResolveSubresourceRegion(interfaceDstTexture->d3d, 0, dstX, dstY, interfaceSrcTexture->d3d, 0, (srcRect != nullptr) ? &rect : nullptr, toDXGI(interfaceDstTexture->desc.format), D3D12_RESOLVE_MODE_AVERAGE);
d3d->ResolveSubresourceRegion(interfaceDstTexture->d3d, 0, dstX, dstY, interfaceSrcTexture->d3d, 0, (srcRect != nullptr) ? &rect : nullptr, toDXGI(interfaceDstTexture->desc.format), toD3D12(resolveMode));
resetSamplePositions();
}
@@ -1988,6 +2050,19 @@ namespace plume {
d3d->DiscardResource(interfaceTexture->d3d, nullptr);
}
void D3D12CommandList::resetQueryPool(const RenderQueryPool *queryPool, uint32_t queryFirstIndex, uint32_t queryCount) {
// Do nothing.
}
void D3D12CommandList::writeTimestamp(const RenderQueryPool *queryPool, uint32_t queryIndex) {
assert(queryPool != nullptr);
const D3D12QueryPool *interfaceQueryPool = static_cast<const D3D12QueryPool *>(queryPool);
const D3D12Buffer *readbackBuffer = static_cast<const D3D12Buffer *>(interfaceQueryPool->readbackBuffer.get());
d3d->EndQuery(interfaceQueryPool->d3d, D3D12_QUERY_TYPE_TIMESTAMP, queryIndex);
d3d->ResolveQueryData(interfaceQueryPool->d3d, D3D12_QUERY_TYPE_TIMESTAMP, queryIndex, 1, readbackBuffer->d3d, queryIndex * sizeof(uint64_t));
}
void D3D12CommandList::checkDescriptorHeaps() {
if (!descriptorHeapsSet) {
ID3D12DescriptorHeap *descriptorHeaps[] = { device->viewHeapAllocator->heap, device->samplerHeapAllocator->heap };
@@ -3243,7 +3318,7 @@ namespace plume {
// D3D12Device
D3D12Device::D3D12Device(D3D12Interface *renderInterface) {
D3D12Device::D3D12Device(D3D12Interface *renderInterface, const std::string &preferredDeviceName) {
assert(renderInterface != nullptr);
this->renderInterface = renderInterface;
@@ -3333,9 +3408,10 @@ namespace plume {
}
// Pick this adapter and device if it has better feature support than the current one.
std::string deviceName = Utf16ToUtf8(adapterDesc.Description);
bool preferOverNothing = (adapter == nullptr) || (d3d == nullptr);
bool preferVideoMemory = adapterDesc.DedicatedVideoMemory > description.dedicatedVideoMemory;
bool preferUserChoice = false;//wcsstr(adapterDesc.Description, L"AMD") != nullptr;
bool preferUserChoice = preferredDeviceName == deviceName;
bool preferOption = preferOverNothing || preferVideoMemory || preferUserChoice;
if (preferOption) {
if (d3d != nullptr) {
@@ -3355,8 +3431,15 @@ namespace plume {
capabilities.triangleFan = triangleFanSupportOption;
capabilities.dynamicDepthBias = dynamicDepthBiasOption;
capabilities.uma = uma;
description.name = Utf16ToUtf8(adapterDesc.Description);
description.name = deviceName;
description.dedicatedVideoMemory = adapterDesc.DedicatedVideoMemory;
description.vendor = RenderDeviceVendor(adapterDesc.VendorId);
LARGE_INTEGER adapterVersion = {};
res = adapter->CheckInterfaceSupport(__uuidof(IDXGIDevice), &adapterVersion);
if (SUCCEEDED(res)) {
description.driverVersion = adapterVersion.QuadPart;
}
if (preferUserChoice) {
break;
@@ -3373,6 +3456,10 @@ namespace plume {
return;
}
#ifdef D3D12_DEBUG_SET_STABLE_POWER_STATE
d3d->SetStablePowerState(TRUE);
#endif
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
allocatorDesc.pDevice = d3d;
allocatorDesc.pAdapter = adapter;
@@ -3440,6 +3527,13 @@ namespace plume {
samplerHeapAllocator = std::make_unique<D3D12DescriptorHeapAllocator>(this, SamplerDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
colorTargetHeapAllocator = std::make_unique<D3D12DescriptorHeapAllocator>(this, TargetDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
depthTargetHeapAllocator = std::make_unique<D3D12DescriptorHeapAllocator>(this, TargetDescriptorHeapSize, D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
// Create a command queue only for retrieving the timestamp frequency. Delete it immediately afterwards.
std::unique_ptr<D3D12CommandQueue> timestampCommandQueue = std::make_unique<D3D12CommandQueue>(this, RenderCommandListType::DIRECT);
res = timestampCommandQueue->d3d->GetTimestampFrequency(&timestampFrequency);
if (FAILED(res)) {
fprintf(stderr, "GetTimestampFrequency failed with error code 0x%lX. Timestamps will be inaccurate.\n", res);
}
}
D3D12Device::~D3D12Device() {
@@ -3514,6 +3608,10 @@ namespace plume {
return std::make_unique<D3D12Framebuffer>(this, desc);
}
std::unique_ptr<RenderQueryPool> D3D12Device::createQueryPool(uint32_t queryCount) {
return std::make_unique<D3D12QueryPool>(this, queryCount);
}
void D3D12Device::setBottomLevelASBuildInfo(RenderBottomLevelASBuildInfo &buildInfo, const RenderBottomLevelASMesh *meshes, uint32_t meshCount, bool preferFastBuild, bool preferFastTrace) {
assert(meshes != nullptr);
assert(meshCount > 0);
@@ -3747,6 +3845,21 @@ namespace plume {
// Fill capabilities.
capabilities.shaderFormat = RenderShaderFormat::DXIL;
// Fill device names.
UINT adapterIndex = 0;
IDXGIAdapter1 *adapterOption = nullptr;
while (dxgiFactory->EnumAdapters1(adapterIndex++, &adapterOption) != DXGI_ERROR_NOT_FOUND) {
DXGI_ADAPTER_DESC1 adapterDesc;
adapterOption->GetDesc1(&adapterDesc);
// Ignore remote or software adapters.
if ((adapterDesc.Flags & (DXGI_ADAPTER_FLAG_REMOTE | DXGI_ADAPTER_FLAG_SOFTWARE)) == 0) {
deviceNames.emplace_back(Utf16ToUtf8(adapterDesc.Description));
}
adapterOption->Release();
}
}
D3D12Interface::~D3D12Interface() {
@@ -3755,8 +3868,8 @@ namespace plume {
}
}
std::unique_ptr<RenderDevice> D3D12Interface::createDevice() {
std::unique_ptr<D3D12Device> createdDevice = std::make_unique<D3D12Device>(this);
std::unique_ptr<RenderDevice> D3D12Interface::createDevice(const std::string &preferredDeviceName) {
std::unique_ptr<D3D12Device> createdDevice = std::make_unique<D3D12Device>(this, preferredDeviceName);
return createdDevice->isValid() ? std::move(createdDevice) : nullptr;
}
@@ -3764,6 +3877,10 @@ namespace plume {
return capabilities;
}
const std::vector<std::string> &D3D12Interface::getDeviceNames() const {
return deviceNames;
}
bool D3D12Interface::isValid() const {
return dxgiFactory != nullptr;
}
+22 -3
View File
@@ -144,6 +144,19 @@ namespace plume {
uint32_t getHeight() const override;
};
struct D3D12QueryPool : RenderQueryPool {
D3D12Device *device = nullptr;
ID3D12QueryHeap *d3d = nullptr;
std::vector<uint64_t> results;
std::unique_ptr<RenderBuffer> readbackBuffer;
D3D12QueryPool(D3D12Device *device, uint32_t queryCount);
virtual ~D3D12QueryPool() override;
virtual void queryResults() override;
virtual const uint64_t *getResults() const override;
virtual uint32_t getCount() const override;
};
struct D3D12CommandList : RenderCommandList {
ID3D12GraphicsCommandList9 *d3d = nullptr;
ID3D12CommandAllocator *commandAllocator = nullptr;
@@ -192,10 +205,12 @@ namespace plume {
void copyBuffer(const RenderBuffer *dstBuffer, const RenderBuffer *srcBuffer) override;
void copyTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
void resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) override;
void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) override;
void buildBottomLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, const RenderBottomLevelASBuildInfo &buildInfo) override;
void buildTopLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, RenderBufferReference instancesBuffer, const RenderTopLevelASBuildInfo &buildInfo) override;
void discardTexture(const RenderTexture* texture) override;
void resetQueryPool(const RenderQueryPool *queryPool, uint32_t queryFirstIndex, uint32_t queryCount) override;
void writeTimestamp(const RenderQueryPool *queryPool, uint32_t queryIndex) override;
void checkDescriptorHeaps();
void notifyDescriptorHeapWasChangedExternally();
void checkTopology();
@@ -417,8 +432,9 @@ namespace plume {
std::unique_ptr<D3D12DescriptorHeapAllocator> depthTargetHeapAllocator;
RenderDeviceCapabilities capabilities;
RenderDeviceDescription description;
uint64_t timestampFrequency = 1;
D3D12Device(D3D12Interface *renderInterface);
D3D12Device(D3D12Interface *renderInterface, const std::string &preferredDeviceName);
~D3D12Device() override;
std::unique_ptr<RenderCommandList> createCommandList(RenderCommandListType type) override;
std::unique_ptr<RenderDescriptorSet> createDescriptorSet(const RenderDescriptorSetDesc &desc) override;
@@ -436,6 +452,7 @@ namespace plume {
std::unique_ptr<RenderCommandFence> createCommandFence() override;
std::unique_ptr<RenderCommandSemaphore> createCommandSemaphore() override;
std::unique_ptr<RenderFramebuffer> createFramebuffer(const RenderFramebufferDesc &desc) override;
std::unique_ptr<RenderQueryPool> createQueryPool(uint32_t queryCount) override;
void setBottomLevelASBuildInfo(RenderBottomLevelASBuildInfo &buildInfo, const RenderBottomLevelASMesh *meshes, uint32_t meshCount, bool preferFastBuild, bool preferFastTrace) override;
void setTopLevelASBuildInfo(RenderTopLevelASBuildInfo &buildInfo, const RenderTopLevelASInstance *instances, uint32_t instanceCount, bool preferFastBuild, bool preferFastTrace) override;
void setShaderBindingTableInfo(RenderShaderBindingTableInfo &tableInfo, const RenderShaderBindingGroups &groups, const RenderPipeline *pipeline, RenderDescriptorSet **descriptorSets, uint32_t descriptorSetCount) override;
@@ -450,11 +467,13 @@ namespace plume {
struct D3D12Interface : RenderInterface {
IDXGIFactory4 *dxgiFactory = nullptr;
RenderInterfaceCapabilities capabilities;
std::vector<std::string> deviceNames;
D3D12Interface();
~D3D12Interface() override;
std::unique_ptr<RenderDevice> createDevice() override;
std::unique_ptr<RenderDevice> createDevice(const std::string &preferredDeviceName) override;
const RenderInterfaceCapabilities &getCapabilities() const override;
const std::vector<std::string> &getDeviceNames() const override;
bool isValid() const;
};
};
@@ -143,10 +143,12 @@ namespace plume {
virtual void copyBuffer(const RenderBuffer *dstBuffer, const RenderBuffer *srcBuffer) = 0;
virtual void copyTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) = 0;
virtual void resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) = 0;
virtual void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect = nullptr) = 0;
virtual void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect = nullptr, RenderResolveMode resolveMode = RenderResolveMode::AVERAGE) = 0;
virtual void buildBottomLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, const RenderBottomLevelASBuildInfo &buildInfo) = 0;
virtual void buildTopLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, RenderBufferReference instancesBuffer, const RenderTopLevelASBuildInfo &buildInfo) = 0;
virtual void discardTexture(const RenderTexture* texture) = 0; // D3D12 only.
virtual void resetQueryPool(const RenderQueryPool *queryPool, uint32_t queryFirstIndex, uint32_t queryCount) = 0;
virtual void writeTimestamp(const RenderQueryPool *queryPool, uint32_t queryIndex) = 0;
// Concrete implementation shortcuts.
inline void barriers(RenderBarrierStages stages, const RenderBufferBarrier &barrier) {
@@ -208,6 +210,13 @@ namespace plume {
virtual std::unique_ptr<RenderTexture> createTexture(const RenderTextureDesc &desc) = 0;
};
struct RenderQueryPool {
virtual ~RenderQueryPool() { }
virtual void queryResults() = 0;
virtual const uint64_t *getResults() const = 0;
virtual uint32_t getCount() const = 0;
};
struct RenderDevice {
virtual ~RenderDevice() { }
virtual std::unique_ptr<RenderCommandList> createCommandList(RenderCommandListType type) = 0;
@@ -226,6 +235,7 @@ namespace plume {
virtual std::unique_ptr<RenderCommandFence> createCommandFence() = 0;
virtual std::unique_ptr<RenderCommandSemaphore> createCommandSemaphore() = 0;
virtual std::unique_ptr<RenderFramebuffer> createFramebuffer(const RenderFramebufferDesc &desc) = 0;
virtual std::unique_ptr<RenderQueryPool> createQueryPool(uint32_t queryCount) = 0;
virtual void setBottomLevelASBuildInfo(RenderBottomLevelASBuildInfo &buildInfo, const RenderBottomLevelASMesh *meshes, uint32_t meshCount, bool preferFastBuild = true, bool preferFastTrace = false) = 0;
virtual void setTopLevelASBuildInfo(RenderTopLevelASBuildInfo &buildInfo, const RenderTopLevelASInstance *instances, uint32_t instanceCount, bool preferFastBuild = true, bool preferFastTrace = false) = 0;
virtual void setShaderBindingTableInfo(RenderShaderBindingTableInfo &tableInfo, const RenderShaderBindingGroups &groups, const RenderPipeline *pipeline, RenderDescriptorSet **descriptorSets, uint32_t descriptorSetCount) = 0;
@@ -237,7 +247,8 @@ namespace plume {
struct RenderInterface {
virtual ~RenderInterface() { }
virtual std::unique_ptr<RenderDevice> createDevice() = 0;
virtual std::unique_ptr<RenderDevice> createDevice(const std::string &preferredDeviceName = "") = 0;
virtual const std::vector<std::string> &getDeviceNames() const = 0;
virtual const RenderInterfaceCapabilities &getCapabilities() const = 0;
};
@@ -69,9 +69,17 @@ namespace plume {
struct RenderSampler;
struct RenderShader;
struct RenderTexture;
struct RenderQueryPool;
// Enums.
enum class RenderDeviceVendor {
UNKNOWN = 0x0,
AMD = 0x1002,
NVIDIA = 0x10DE,
INTEL = 0x8086
};
enum class RenderFormat {
UNKNOWN,
R32G32B32A32_TYPELESS,
@@ -483,6 +491,12 @@ namespace plume {
CPU
};
enum class RenderResolveMode {
MIN,
MAX,
AVERAGE
};
// Global functions.
constexpr uint32_t RenderFormatSize(RenderFormat format) {
@@ -1763,7 +1777,8 @@ namespace plume {
struct RenderDeviceDescription {
std::string name = "Unknown";
RenderDeviceType type = RenderDeviceType::UNKNOWN;
uint32_t driverVersion = 0;
RenderDeviceVendor vendor = RenderDeviceVendor::UNKNOWN;
uint64_t driverVersion = 0;
uint64_t dedicatedVideoMemory = 0;
};
+129 -8
View File
@@ -2344,7 +2344,7 @@ namespace plume {
dstWidth = rect.right - rect.left;
dstHeight = rect.bottom - rect.top;
# elif defined(SDL_VULKAN_ENABLED)
SDL_GetWindowSize(renderWindow, (int *)(&dstWidth), (int *)(&dstHeight));
SDL_GetWindowSizeInPixels(renderWindow, (int *)(&dstWidth), (int *)(&dstHeight));
# elif defined(__ANDROID__)
dstWidth = ANativeWindow_getWidth(renderWindow);
dstHeight = ANativeWindow_getHeight(renderWindow);
@@ -2522,6 +2522,80 @@ namespace plume {
return (depthAttachment == attachment);
}
// VulkanQueryPool
VulkanQueryPool::VulkanQueryPool(VulkanDevice *device, uint32_t queryCount) {
assert(device != nullptr);
assert(queryCount > 0);
this->device = device;
VkQueryPoolCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
createInfo.queryType = VK_QUERY_TYPE_TIMESTAMP;
createInfo.queryCount = queryCount;
VkResult res = vkCreateQueryPool(device->vk, &createInfo, nullptr, &vk);
if (res != VK_SUCCESS) {
fprintf(stderr, "vkCreateQueryPool failed with error code 0x%X.\n", res);
return;
}
results.resize(queryCount);
}
VulkanQueryPool::~VulkanQueryPool() {
vkDestroyQueryPool(device->vk, vk, nullptr);
}
void VulkanQueryPool::queryResults() {
VkResult res = vkGetQueryPoolResults(device->vk, vk, 0, uint32_t(results.size()), sizeof(uint64_t) * results.size(), results.data(), sizeof(uint64_t), VK_QUERY_RESULT_64_BIT);
if (res != VK_SUCCESS) {
fprintf(stderr, "vkGetQueryPoolResults failed with error code 0x%X.\n", res);
return;
}
// Conversion sourced from Godot Engine's Vulkan Rendering Driver.
auto mult64to128 = [](uint64_t u, uint64_t v, uint64_t &h, uint64_t &l) {
uint64_t u1 = (u & 0xffffffff);
uint64_t v1 = (v & 0xffffffff);
uint64_t t = (u1 * v1);
uint64_t w3 = (t & 0xffffffff);
uint64_t k = (t >> 32);
u >>= 32;
t = (u * v1) + k;
k = (t & 0xffffffff);
uint64_t w1 = (t >> 32);
v >>= 32;
t = (u1 * v) + k;
k = (t >> 32);
h = (u * v) + w1 + k;
l = (t << 32) + w3;
};
// Convert results to timestamps.
constexpr uint64_t shift_bits = 16;
double timestampPeriod = double(device->physicalDeviceProperties.limits.timestampPeriod);
uint64_t h = 0, l = 0;
for (uint64_t &result : results) {
mult64to128(result, uint64_t(timestampPeriod * double(1 << shift_bits)), h, l);
result = l;
result >>= shift_bits;
result |= h << (64 - shift_bits);
}
}
const uint64_t *VulkanQueryPool::getResults() const {
return results.data();
}
uint32_t VulkanQueryPool::getCount() const {
return uint32_t(results.size());
}
// VulkanCommandList
VulkanCommandList::VulkanCommandList(VulkanDevice *device, RenderCommandListType type) {
@@ -3074,12 +3148,13 @@ namespace plume {
}
void VulkanCommandList::resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) {
resolveTextureRegion(dstTexture, 0, 0, srcTexture, nullptr);
resolveTextureRegion(dstTexture, 0, 0, srcTexture, nullptr, RenderResolveMode::AVERAGE);
}
void VulkanCommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) {
void VulkanCommandList::resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) {
assert(dstTexture != nullptr);
assert(srcTexture != nullptr);
assert(resolveMode == RenderResolveMode::AVERAGE && "Vulkan only supports AVERAGE resolve mode.");
thread_local std::vector<VkImageResolve> imageResolves;
imageResolves.clear();
@@ -3209,6 +3284,20 @@ namespace plume {
// Not required in Vulkan.
}
void VulkanCommandList::resetQueryPool(const RenderQueryPool *queryPool, uint32_t queryFirstIndex, uint32_t queryCount) {
assert(queryPool != nullptr);
const VulkanQueryPool *interfaceQueryPool = static_cast<const VulkanQueryPool *>(queryPool);
vkCmdResetQueryPool(vk, interfaceQueryPool->vk, queryFirstIndex, queryCount);
}
void VulkanCommandList::writeTimestamp(const RenderQueryPool *queryPool, uint32_t queryIndex) {
assert(queryPool != nullptr);
const VulkanQueryPool *interfaceQueryPool = static_cast<const VulkanQueryPool *>(queryPool);
vkCmdWriteTimestamp(vk, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, interfaceQueryPool->vk, queryIndex);
}
void VulkanCommandList::checkActiveRenderPass() {
assert(targetFramebuffer != nullptr);
@@ -3472,7 +3561,7 @@ namespace plume {
// VulkanDevice
VulkanDevice::VulkanDevice(VulkanInterface *renderInterface) {
VulkanDevice::VulkanDevice(VulkanInterface *renderInterface, const std::string &preferredDeviceName) {
assert(renderInterface != nullptr);
this->renderInterface = renderInterface;
@@ -3505,15 +3594,22 @@ namespace plume {
continue;
}
std::string deviceName(deviceProperties.deviceName);
uint32_t deviceTypeScore = deviceTypeScoreTable[deviceTypeIndex];
bool preferDeviceTypeScore = (deviceTypeScore > currentDeviceTypeScore);
bool preferOption = preferDeviceTypeScore;
bool preferUserChoice = preferredDeviceName == deviceName;
bool preferOption = preferDeviceTypeScore || preferUserChoice;
if (preferOption) {
physicalDevice = physicalDevices[i];
description.name = std::string(deviceProperties.deviceName);
description.name = deviceName;
description.type = toDeviceType(deviceProperties.deviceType);
description.driverVersion = deviceProperties.driverVersion;
description.vendor = RenderDeviceVendor(deviceProperties.vendorID);
currentDeviceTypeScore = deviceTypeScore;
if (preferUserChoice) {
break;
}
}
}
@@ -3884,6 +3980,10 @@ namespace plume {
return std::make_unique<VulkanFramebuffer>(this, desc);
}
std::unique_ptr<RenderQueryPool> VulkanDevice::createQueryPool(uint32_t queryCount) {
return std::make_unique<VulkanQueryPool>(this, queryCount);
}
void VulkanDevice::setBottomLevelASBuildInfo(RenderBottomLevelASBuildInfo &buildInfo, const RenderBottomLevelASMesh *meshes, uint32_t meshCount, bool preferFastBuild, bool preferFastTrace) {
assert(meshes != nullptr);
assert(meshCount > 0);
@@ -4232,6 +4332,23 @@ namespace plume {
// Fill capabilities.
capabilities.shaderFormat = RenderShaderFormat::SPIRV;
// Fill device names.
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
if (deviceCount > 0) {
std::vector<VkPhysicalDevice> physicalDevices(deviceCount);
vkEnumeratePhysicalDevices(instance, &deviceCount, physicalDevices.data());
for (uint32_t i = 0; i < deviceCount; i++) {
VkPhysicalDeviceProperties deviceProperties;
vkGetPhysicalDeviceProperties(physicalDevices[i], &deviceProperties);
uint32_t deviceTypeIndex = deviceProperties.deviceType;
if (deviceTypeIndex <= 4) {
deviceNames.emplace_back(deviceProperties.deviceName);
}
}
}
}
VulkanInterface::~VulkanInterface() {
@@ -4240,8 +4357,8 @@ namespace plume {
}
}
std::unique_ptr<RenderDevice> VulkanInterface::createDevice() {
std::unique_ptr<VulkanDevice> createdDevice = std::make_unique<VulkanDevice>(this);
std::unique_ptr<RenderDevice> VulkanInterface::createDevice(const std::string &preferredDeviceName) {
std::unique_ptr<VulkanDevice> createdDevice = std::make_unique<VulkanDevice>(this, preferredDeviceName);
return createdDevice->isValid() ? std::move(createdDevice) : nullptr;
}
@@ -4249,6 +4366,10 @@ namespace plume {
return capabilities;
}
const std::vector<std::string> &VulkanInterface::getDeviceNames() const {
return deviceNames;
}
bool VulkanInterface::isValid() const {
return instance != nullptr;
}
+20 -3
View File
@@ -271,6 +271,18 @@ namespace plume {
bool contains(const VulkanTexture *attachment) const;
};
struct VulkanQueryPool : RenderQueryPool {
VulkanDevice *device = nullptr;
std::vector<uint64_t> results;
VkQueryPool vk = VK_NULL_HANDLE;
VulkanQueryPool(VulkanDevice *device, uint32_t queryCount);
virtual ~VulkanQueryPool() override;
virtual void queryResults() override;
virtual const uint64_t *getResults() const override;
virtual uint32_t getCount() const override;
};
struct VulkanCommandList : RenderCommandList {
VkCommandBuffer vk = VK_NULL_HANDLE;
VkCommandPool commandPool = VK_NULL_HANDLE;
@@ -315,10 +327,12 @@ namespace plume {
void copyBuffer(const RenderBuffer *dstBuffer, const RenderBuffer *srcBuffer) override;
void copyTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
void resolveTexture(const RenderTexture *dstTexture, const RenderTexture *srcTexture) override;
void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect) override;
void resolveTextureRegion(const RenderTexture *dstTexture, uint32_t dstX, uint32_t dstY, const RenderTexture *srcTexture, const RenderRect *srcRect, RenderResolveMode resolveMode) override;
void buildBottomLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, const RenderBottomLevelASBuildInfo &buildInfo) override;
void buildTopLevelAS(const RenderAccelerationStructure *dstAccelerationStructure, RenderBufferReference scratchBuffer, RenderBufferReference instancesBuffer, const RenderTopLevelASBuildInfo &buildInfo) override;
void discardTexture(const RenderTexture* texture) override;
void resetQueryPool(const RenderQueryPool *queryPool, uint32_t queryFirstIndex, uint32_t queryCount) override;
void writeTimestamp(const RenderQueryPool *queryPool, uint32_t queryIndex) override;
void checkActiveRenderPass();
void endActiveRenderPass();
void setDescriptorSet(VkPipelineBindPoint bindPoint, const VulkanPipelineLayout *pipelineLayout, const RenderDescriptorSet *descriptorSet, uint32_t setIndex);
@@ -391,7 +405,7 @@ namespace plume {
VkPhysicalDeviceSampleLocationsPropertiesEXT sampleLocationProperties = {};
bool loadStoreOpNoneSupported = false;
VulkanDevice(VulkanInterface *renderInterface);
VulkanDevice(VulkanInterface *renderInterface, const std::string &preferredDeviceName);
~VulkanDevice() override;
std::unique_ptr<RenderCommandList> createCommandList(RenderCommandListType type) override;
std::unique_ptr<RenderDescriptorSet> createDescriptorSet(const RenderDescriptorSetDesc &desc) override;
@@ -409,6 +423,7 @@ namespace plume {
std::unique_ptr<RenderCommandFence> createCommandFence() override;
std::unique_ptr<RenderCommandSemaphore> createCommandSemaphore() override;
std::unique_ptr<RenderFramebuffer> createFramebuffer(const RenderFramebufferDesc &desc) override;
std::unique_ptr<RenderQueryPool> createQueryPool(uint32_t queryCount) override;
void setBottomLevelASBuildInfo(RenderBottomLevelASBuildInfo &buildInfo, const RenderBottomLevelASMesh *meshes, uint32_t meshCount, bool preferFastBuild, bool preferFastTrace) override;
void setTopLevelASBuildInfo(RenderTopLevelASBuildInfo &buildInfo, const RenderTopLevelASInstance *instances, uint32_t instanceCount, bool preferFastBuild, bool preferFastTrace) override;
void setShaderBindingTableInfo(RenderShaderBindingTableInfo &tableInfo, const RenderShaderBindingGroups &groups, const RenderPipeline *pipeline, RenderDescriptorSet **descriptorSets, uint32_t descriptorSetCount) override;
@@ -424,6 +439,7 @@ namespace plume {
VkInstance instance = VK_NULL_HANDLE;
VkApplicationInfo appInfo = {};
RenderInterfaceCapabilities capabilities;
std::vector<std::string> deviceNames;
# if SDL_VULKAN_ENABLED
VulkanInterface(RenderWindow sdlWindow);
@@ -432,8 +448,9 @@ namespace plume {
# endif
~VulkanInterface() override;
std::unique_ptr<RenderDevice> createDevice() override;
std::unique_ptr<RenderDevice> createDevice(const std::string &preferredDeviceName) override;
const RenderInterfaceCapabilities &getCapabilities() const override;
const std::vector<std::string> &getDeviceNames() const override;
bool isValid() const;
};
};
@@ -0,0 +1,8 @@
#include "copy_common.hlsli"
Texture2D<float4> g_Texture2DDescriptorHeap[] : register(t0, space0);
float4 main(in float4 position : SV_Position) : SV_Target
{
return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int3(position.xy, 0));
}
@@ -0,0 +1,8 @@
#pragma once
struct PushConstants
{
uint ResourceDescriptorIndex;
};
[[vk::push_constant]] ConstantBuffer<PushConstants> g_PushConstants : register(b3, space4);
@@ -0,0 +1,8 @@
#include "copy_common.hlsli"
Texture2D<float> g_Texture2DDescriptorHeap[] : register(t0, space0);
float main(in float4 position : SV_Position) : SV_Depth
{
return g_Texture2DDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int3(position.xy, 0));
}
@@ -12,6 +12,7 @@ struct PushConstants
uint GradientBottomLeft;
uint ShaderModifier;
uint Texture2DDescriptorIndex;
float2 DisplaySize;
float2 InverseDisplaySize;
float2 Origin;
float2 Scale;
+92 -41
View File
@@ -61,10 +61,10 @@ float4 SampleLinear(float2 uvTexspace)
float4 PixelAntialiasing(float2 uvTexspace)
{
if ((g_PushConstants.InverseDisplaySize.y / g_PushConstants.InverseDisplaySize.x) >= (4.0 / 3.0))
uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0f;
if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0))
uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0;
else
uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0f;
uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0;
float2 seam = floor(uvTexspace + 0.5);
uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam;
@@ -78,6 +78,51 @@ float median(float r, float g, float b)
return max(min(r, g), min(max(r, g), b));
}
float4 SampleSdfFont(float4 color, Texture2D<float4> texture, float2 uv, float2 screenTexSize)
{
float4 textureColor = texture.Sample(g_SamplerDescriptorHeap[0], uv);
uint width, height;
texture.GetDimensions(width, height);
float pxRange = 8.0;
float2 unitRange = pxRange / float2(width, height);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 1.5));
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.01)).xy;
float3 rimColor = float3(1, 0.8, 0.29);
float3 shadowColor = float3(0.84, 0.57, 0);
float cosTheta = dot(normal, normalize(float2(1, 1)));
float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.25)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = 1.0 + cosTheta * 0.5;
color.rgb = saturate(color.rgb * gradient);
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.5)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = saturate(1.0 + cosTheta);
color.rgb = lerp(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
}
color.a *= saturate(screenPxDistance + 0.5);
color.a *= textureColor.a;
return color;
}
float4 main(in Interpolators interpolators) : SV_Target
{
float4 color = interpolators.Color;
@@ -86,59 +131,65 @@ float4 main(in Interpolators interpolators) : SV_Target
if (g_PushConstants.Texture2DDescriptorIndex != 0)
{
Texture2D<float4> texture = g_Texture2DDescriptorHeap[g_PushConstants.Texture2DDescriptorIndex & 0x7FFFFFFF];
float4 textureColor = texture.Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
if ((g_PushConstants.Texture2DDescriptorIndex & 0x80000000) != 0)
{
uint width, height;
texture.GetDimensions(width, height);
float pxRange = 8.0;
float2 unitRange = pxRange / float2(width, height);
float2 screenTexSize = 1.0 / fwidth(interpolators.UV);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 2.0));
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.01)).xy;
float3 rimColor = float3(1, 0.8, 0.29);
float3 shadowColor = float3(0.84, 0.57, 0);
float cosTheta = dot(normal, normalize(float2(1, 1)));
float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.8), 32.0));
float scale;
float invScale;
if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0))
{
scale = g_PushConstants.InverseDisplaySize.y * 720.0;
invScale = g_PushConstants.DisplaySize.y / 720.0;
}
else
{
scale = g_PushConstants.InverseDisplaySize.x * 960.0;
invScale = g_PushConstants.DisplaySize.x / 960.0;
}
float2 lowQualityPosition = (interpolators.Position.xy - 0.5) * scale;
float2 fracPart = frac(lowQualityPosition);
float2 uvStep = fwidth(interpolators.UV) * invScale;
float2 lowQualityUV = interpolators.UV - fracPart * uvStep;
float2 screenTexSize = 1.0 / uvStep;
float4 topLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, 0), screenTexSize);
float4 topRight = SampleSdfFont(color, texture, lowQualityUV + float2(uvStep.x, 0), screenTexSize);
float4 bottomLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, uvStep.y), screenTexSize);
float4 bottomRight = SampleSdfFont(color, texture, lowQualityUV + uvStep.xy, screenTexSize);
float4 top = lerp(topLeft, topRight, fracPart.x);
float4 bottom = lerp(bottomLeft, bottomRight, fracPart.x);
color = lerp(top, bottom, fracPart.y);
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
else
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.25)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = 1.0 + cosTheta * 0.5;
color.rgb = saturate(color.rgb * gradient);
color = SampleSdfFont(color, texture, interpolators.UV, 1.0 / fwidth(interpolators.UV));
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.5)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = saturate(1.0 + cosTheta);
color.rgb = lerp(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
}
color.a *= saturate(screenPxDistance + 0.5);
color.a *= textureColor.a;
}
else
{
color *= textureColor;
color *= texture.Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
}
}
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_MARQUEE_FADE)
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE)
{
float minAlpha = saturate((interpolators.Position.x - g_PushConstants.BoundsMin.x) / g_PushConstants.Scale.x);
float maxAlpha = saturate((g_PushConstants.BoundsMax.x - interpolators.Position.x) / g_PushConstants.Scale.x);
float maxAlpha = saturate((g_PushConstants.BoundsMax.x - interpolators.Position.x) / g_PushConstants.Scale.y);
color.a *= minAlpha;
color.a *= maxAlpha;
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE)
{
float minAlpha = saturate((interpolators.Position.y - g_PushConstants.BoundsMin.y) / g_PushConstants.Scale.x);
float maxAlpha = saturate((g_PushConstants.BoundsMax.y - interpolators.Position.y) / g_PushConstants.Scale.y);
color.a *= minAlpha;
color.a *= maxAlpha;
+2 -1
View File
@@ -7,7 +7,8 @@ void main(in float2 position : POSITION, in float2 uv : TEXCOORD, in float4 colo
if (position.y < g_PushConstants.Origin.y)
position.x += g_PushConstants.Scale.x;
}
else if (g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_MARQUEE_FADE)
else if (g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_HORIZONTAL_MARQUEE_FADE &&
g_PushConstants.ShaderModifier != IMGUI_SHADER_MODIFIER_VERTICAL_MARQUEE_FADE)
{
position.xy = g_PushConstants.Origin + (position.xy - g_PushConstants.Origin) * g_PushConstants.Scale;
}
@@ -0,0 +1,15 @@
#pragma once
#include "copy_common.hlsli"
Texture2DMS<float4, SAMPLE_COUNT> g_Texture2DMSDescriptorHeap[] : register(t0, space0);
float4 main(in float4 position : SV_Position) : SV_Target
{
float4 result = g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), 0);
[unroll] for (int i = 1; i < SAMPLE_COUNT; i++)
result += g_Texture2DMSDescriptorHeap[g_PushConstants.ResourceDescriptorIndex].Load(int2(position.xy), i);
return result / SAMPLE_COUNT;
}
@@ -0,0 +1,2 @@
#define SAMPLE_COUNT 2
#include "resolve_msaa_color.hlsli"
@@ -0,0 +1,2 @@
#define SAMPLE_COUNT 4
#include "resolve_msaa_color.hlsli"
@@ -0,0 +1,2 @@
#define SAMPLE_COUNT 8
#include "resolve_msaa_color.hlsli"
@@ -1,11 +1,6 @@
#pragma once
struct PushConstants
{
uint ResourceDescriptorIndex;
};
[[vk::push_constant]] ConstantBuffer<PushConstants> g_PushConstants : register(b3, space4);
#include "copy_common.hlsli"
Texture2DMS<float, SAMPLE_COUNT> g_Texture2DMSDescriptorHeap[] : register(t0, space0);
File diff suppressed because it is too large Load Diff
+3 -1
View File
@@ -1,7 +1,7 @@
#pragma once
//#define ASYNC_PSO_DEBUG
#define PSO_CACHING
/////////////////////////////////////////////////////////////////////#define PSO_CACHING
//#define PSO_CACHING_CLEANUP
#include "rhi/plume_render_interface.h"
@@ -158,6 +158,7 @@ struct GuestTexture : GuestBaseTexture
void* mappedMemory = nullptr;
std::unique_ptr<RenderFramebuffer> framebuffer;
std::unique_ptr<GuestTexture> patchedTexture;
struct GuestSurface* sourceSurface = nullptr;
};
struct GuestLockedRect
@@ -205,6 +206,7 @@ struct GuestSurface : GuestBaseTexture
uint32_t guestFormat = 0;
ankerl::unordered_dense::map<const RenderTexture*, std::unique_ptr<RenderFramebuffer>> framebuffers;
RenderSampleCounts sampleCount = RenderSampleCount::COUNT_1;
ankerl::unordered_dense::set<GuestTexture*> destinationTextures;
};
enum GuestDeclType
+10
View File
@@ -239,12 +239,16 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
if (event->type == SDL_CONTROLLERAXISMOTION)
{
if (abs(event->caxis.value) > 8000)
{
SDL_ShowCursor(SDL_DISABLE);
SetControllerInputDevice(controller);
}
controller->PollAxis();
}
else
{
SDL_ShowCursor(SDL_DISABLE);
SetControllerInputDevice(controller);
controller->Poll();
@@ -261,8 +265,14 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible)
SDL_ShowCursor(SDL_ENABLE);
hid::g_inputDevice = hid::EInputDevice::Mouse;
break;
}
case SDL_WINDOWEVENT:
{
+5 -1
View File
@@ -7,10 +7,14 @@ hid::EInputDevice hid::g_inputDeviceController;
hid::EInputDeviceExplicit hid::g_inputDeviceExplicit;
uint16_t hid::g_prohibitedButtons;
bool hid::g_isLeftStickProhibited;
bool hid::g_isRightStickProhibited;
void hid::SetProhibitedButtons(uint16_t wButtons)
void hid::SetProhibitedInputs(uint16_t wButtons, bool leftStick, bool rightStick)
{
hid::g_prohibitedButtons = wButtons;
hid::g_isLeftStickProhibited = leftStick;
hid::g_isRightStickProhibited = rightStick;
}
bool hid::IsInputAllowed()
+3 -1
View File
@@ -33,6 +33,8 @@ namespace hid
extern EInputDeviceExplicit g_inputDeviceExplicit;
extern uint16_t g_prohibitedButtons;
extern bool g_isLeftStickProhibited;
extern bool g_isRightStickProhibited;
void Init();
@@ -40,7 +42,7 @@ namespace hid
uint32_t SetState(uint32_t dwUserIndex, XAMINPUT_VIBRATION* pVibration);
uint32_t GetCapabilities(uint32_t dwUserIndex, XAMINPUT_CAPABILITIES* pCaps);
void SetProhibitedButtons(uint16_t wButtons);
void SetProhibitedInputs(uint16_t wButtons = 0, bool leftStick = false, bool rightStick = false);
bool IsInputAllowed();
bool IsInputDeviceController();
std::string GetInputDeviceName();
+27 -6
View File
@@ -67,7 +67,7 @@ static std::unique_ptr<VirtualFileSystem> createFileSystemFromPath(const std::fi
}
}
static bool copyFile(const FilePair &pair, const uint64_t *fileHashes, VirtualFileSystem &sourceVfs, const std::filesystem::path &targetDirectory, bool skipHashChecks, std::vector<uint8_t> &fileData, Journal &journal, const std::function<void()> &progressCallback) {
static bool copyFile(const FilePair &pair, const uint64_t *fileHashes, VirtualFileSystem &sourceVfs, const std::filesystem::path &targetDirectory, bool skipHashChecks, std::vector<uint8_t> &fileData, Journal &journal, const std::function<bool()> &progressCallback) {
const std::string filename(pair.first);
const uint32_t hashCount = pair.second;
if (!sourceVfs.exists(filename))
@@ -139,7 +139,13 @@ static bool copyFile(const FilePair &pair, const uint64_t *fileHashes, VirtualFi
}
journal.progressCounter += fileData.size();
progressCallback();
if (!progressCallback())
{
journal.lastResult = Journal::Result::Cancelled;
journal.lastErrorMessage = "Installation was cancelled.";
return false;
}
return true;
}
@@ -266,7 +272,7 @@ bool Installer::computeTotalSize(std::span<const FilePair> filePairs, const uint
return true;
}
bool Installer::copyFiles(std::span<const FilePair> filePairs, const uint64_t *fileHashes, VirtualFileSystem &sourceVfs, const std::filesystem::path &targetDirectory, const std::string &validationFile, bool skipHashChecks, Journal &journal, const std::function<void()> &progressCallback)
bool Installer::copyFiles(std::span<const FilePair> filePairs, const uint64_t *fileHashes, VirtualFileSystem &sourceVfs, const std::filesystem::path &targetDirectory, const std::string &validationFile, bool skipHashChecks, Journal &journal, const std::function<bool()> &progressCallback)
{
std::error_code ec;
if (!std::filesystem::exists(targetDirectory) && !std::filesystem::create_directories(targetDirectory, ec))
@@ -429,7 +435,7 @@ bool Installer::parseSources(const Input &input, Journal &journal, Sources &sour
return true;
}
bool Installer::install(const Sources &sources, const std::filesystem::path &targetDirectory, bool skipHashChecks, Journal &journal, const std::function<void()> &progressCallback)
bool Installer::install(const Sources &sources, const std::filesystem::path &targetDirectory, bool skipHashChecks, Journal &journal, std::chrono::seconds endWaitTime, const std::function<bool()> &progressCallback)
{
// Install files in reverse order of importance. In case of a process crash or power outage, this will increase the likelihood of the installation
// missing critical files required for the game to run. These files are used as the way to detect if the game is installed.
@@ -497,7 +503,22 @@ bool Installer::install(const Sources &sources, const std::filesystem::path &tar
// Update the progress with the artificial amount attributed to the patching.
journal.progressCounter += PatcherContribution;
progressCallback();
for (uint32_t i = 0; i < 2; i++)
{
if (!progressCallback())
{
journal.lastResult = Journal::Result::Cancelled;
journal.lastErrorMessage = "Installation was cancelled.";
return false;
}
if (i == 0)
{
// Wait the specified amount of time to allow the consumer of the callbacks to animate, halt or cancel the installation for a while after it's finished.
std::this_thread::sleep_for(endWaitTime);
}
}
return true;
}
@@ -577,5 +598,5 @@ XexPatcher::Result Installer::checkGameUpdateCompatibility(const std::filesystem
}
std::vector<uint8_t> patchedBytes;
return XexPatcher::apply(xexBytes, patchBytes, patchedBytes, true);
return XexPatcher::apply(xexBytes.data(), xexBytes.size(), patchBytes.data(), patchBytes.size(), patchedBytes, true);
}
+4 -3
View File
@@ -4,7 +4,7 @@
#include <set>
#include "virtual_file_system.h"
#include "xex_patcher.h"
#include <xex_patcher.h>
enum class DLC {
Unknown,
@@ -22,6 +22,7 @@ struct Journal
enum class Result
{
Success,
Cancelled,
VirtualFileSystemFailed,
DirectoryCreationFailed,
FileMissing,
@@ -75,10 +76,10 @@ struct Installer
static bool checkDLCInstall(const std::filesystem::path &baseDirectory, DLC dlc);
static bool checkAllDLC(const std::filesystem::path &baseDirectory);
static bool computeTotalSize(std::span<const FilePair> filePairs, const uint64_t *fileHashes, VirtualFileSystem &sourceVfs, Journal &journal, uint64_t &totalSize);
static bool copyFiles(std::span<const FilePair> filePairs, const uint64_t *fileHashes, VirtualFileSystem &sourceVfs, const std::filesystem::path &targetDirectory, const std::string &validationFile, bool skipHashChecks, Journal &journal, const std::function<void()> &progressCallback);
static bool copyFiles(std::span<const FilePair> filePairs, const uint64_t *fileHashes, VirtualFileSystem &sourceVfs, const std::filesystem::path &targetDirectory, const std::string &validationFile, bool skipHashChecks, Journal &journal, const std::function<bool()> &progressCallback);
static bool parseContent(const std::filesystem::path &sourcePath, std::unique_ptr<VirtualFileSystem> &targetVfs, Journal &journal);
static bool parseSources(const Input &input, Journal &journal, Sources &sources);
static bool install(const Sources &sources, const std::filesystem::path &targetDirectory, bool skipHashChecks, Journal &journal, const std::function<void()> &progressCallback);
static bool install(const Sources &sources, const std::filesystem::path &targetDirectory, bool skipHashChecks, Journal &journal, std::chrono::seconds endWaitTime, const std::function<bool()> &progressCallback);
static void rollback(Journal &journal);
// Convenience method for checking if the specified file contains the game. This should be used when the user selects the file.
+1 -1
View File
@@ -16,7 +16,7 @@
#include "virtual_file_system.h"
#include "memory_mapped_file.h"
#include <memory_mapped_file.h>
struct ISOFileSystem : VirtualFileSystem
{
@@ -1,169 +0,0 @@
#include "memory_mapped_file.h"
#if !defined(_WIN32)
# include <cstring>
# include <cstdio>
# include <fcntl.h>
# include <unistd.h>
#endif
MemoryMappedFile::MemoryMappedFile()
{
// Default constructor.
}
MemoryMappedFile::MemoryMappedFile(const std::filesystem::path &path)
{
open(path);
}
MemoryMappedFile::~MemoryMappedFile()
{
close();
}
MemoryMappedFile::MemoryMappedFile(MemoryMappedFile &&other)
{
#if defined(_WIN32)
fileHandle = other.fileHandle;
fileMappingHandle = other.fileMappingHandle;
fileView = other.fileView;
fileSize = other.fileSize;
other.fileHandle = nullptr;
other.fileMappingHandle = nullptr;
other.fileView = nullptr;
other.fileSize.QuadPart = 0;
#else
fileHandle = other.fileHandle;
fileView = other.fileView;
fileSize = other.fileSize;
other.fileHandle = -1;
other.fileView = MAP_FAILED;
other.fileSize = 0;
#endif
}
bool MemoryMappedFile::open(const std::filesystem::path &path)
{
#if defined(_WIN32)
fileHandle = CreateFileW(path.c_str(), GENERIC_READ, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, nullptr);
if (fileHandle == INVALID_HANDLE_VALUE)
{
fprintf(stderr, "CreateFileW failed with error %lu.\n", GetLastError());
fileHandle = nullptr;
return false;
}
if (!GetFileSizeEx(fileHandle, &fileSize))
{
fprintf(stderr, "GetFileSizeEx failed with error %lu.\n", GetLastError());
CloseHandle(fileHandle);
fileHandle = nullptr;
return false;
}
fileMappingHandle = CreateFileMappingW(fileHandle, nullptr, PAGE_READONLY, 0, 0, nullptr);
if (fileMappingHandle == nullptr)
{
fprintf(stderr, "CreateFileMappingW failed with error %lu.\n", GetLastError());
CloseHandle(fileHandle);
fileHandle = nullptr;
return false;
}
fileView = MapViewOfFile(fileMappingHandle, FILE_MAP_READ, 0, 0, 0);
if (fileView == nullptr)
{
fprintf(stderr, "MapViewOfFile failed with error %lu.\n", GetLastError());
CloseHandle(fileMappingHandle);
CloseHandle(fileHandle);
fileMappingHandle = nullptr;
fileHandle = nullptr;
return false;
}
return true;
#else
fileHandle = ::open(path.c_str(), O_RDONLY);
if (fileHandle == -1)
{
fprintf(stderr, "open for %s failed with error %s.\n", path.c_str(), strerror(errno));
return false;
}
fileSize = lseek(fileHandle, 0, SEEK_END);
if (fileSize == (off_t)(-1))
{
fprintf(stderr, "lseek failed with error %s.\n", strerror(errno));
::close(fileHandle);
fileHandle = -1;
return false;
}
fileView = mmap(nullptr, fileSize, PROT_READ, MAP_PRIVATE, fileHandle, 0);
if (fileView == MAP_FAILED)
{
fprintf(stderr, "mmap failed with error %s.\n", strerror(errno));
::close(fileHandle);
fileHandle = -1;
return false;
}
return true;
#endif
}
void MemoryMappedFile::close()
{
#if defined(_WIN32)
if (fileView != nullptr)
{
UnmapViewOfFile(fileView);
}
if (fileMappingHandle != nullptr)
{
CloseHandle(fileMappingHandle);
}
if (fileHandle != nullptr)
{
CloseHandle(fileHandle);
}
#else
if (fileView != MAP_FAILED)
{
munmap(fileView, fileSize);
}
if (fileHandle != -1)
{
::close(fileHandle);
}
#endif
}
bool MemoryMappedFile::isOpen() const
{
#if defined(_WIN32)
return (fileView != nullptr);
#else
return (fileView != MAP_FAILED);
#endif
}
uint8_t *MemoryMappedFile::data() const
{
return reinterpret_cast<uint8_t *>(fileView);
}
size_t MemoryMappedFile::size() const
{
#if defined(_WIN32)
return fileSize.QuadPart;
#else
return static_cast<size_t>(fileSize);
#endif
}
@@ -1,32 +0,0 @@
#pragma once
#include <filesystem>
#if defined(_WIN32)
# include <Windows.h>
#else
# include <sys/mman.h>
#endif
struct MemoryMappedFile {
#if defined(_WIN32)
HANDLE fileHandle = nullptr;
HANDLE fileMappingHandle = nullptr;
LPVOID fileView = nullptr;
LARGE_INTEGER fileSize = {};
#else
int fileHandle = -1;
void *fileView = MAP_FAILED;
off_t fileSize = 0;
#endif
MemoryMappedFile();
MemoryMappedFile(const std::filesystem::path &path);
MemoryMappedFile(MemoryMappedFile &&other);
~MemoryMappedFile();
bool open(const std::filesystem::path &path);
void close();
bool isOpen() const;
uint8_t *data() const;
size_t size() const;
};
@@ -16,7 +16,7 @@
#include "virtual_file_system.h"
#include "memory_mapped_file.h"
#include <memory_mapped_file.h>
enum class XContentVolumeType
{
-693
View File
@@ -1,693 +0,0 @@
// Referenced from: https://github.com/xenia-canary/xenia-canary/blob/canary_experimental/src/xenia/cpu/xex_module.cc
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2023 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xex_patcher.h"
#include <bit>
#include <cassert>
#include <aes.hpp>
#include <lzx.h>
#include <mspack.h>
#include <TinySHA1.hpp>
#include "memory_mapped_file.h"
enum Xex2ModuleFlags
{
XEX_MODULE_MODULE_PATCH = 0x10,
XEX_MODULE_PATCH_FULL = 0x20,
XEX_MODULE_PATCH_DELTA = 0x40,
};
enum Xex2HeaderKeys
{
XEX_HEADER_FILE_FORMAT_INFO = 0x3FF,
XEX_HEADER_DELTA_PATCH_DESCRIPTOR = 0x5FF,
};
enum Xex2EncryptionType
{
XEX_ENCRYPTION_NONE = 0,
XEX_ENCRYPTION_NORMAL = 1,
};
enum Xex2CompressionType
{
XEX_COMPRESSION_NONE = 0,
XEX_COMPRESSION_BASIC = 1,
XEX_COMPRESSION_NORMAL = 2,
XEX_COMPRESSION_DELTA = 3,
};
enum Xex2SectionType
{
XEX_SECTION_CODE = 1,
XEX_SECTION_DATA = 2,
XEX_SECTION_READONLY_DATA = 3,
};
struct Xex2OptHeader
{
be<uint32_t> key;
union
{
be<uint32_t> value;
be<uint32_t> offset;
};
};
struct Xex2Header
{
be<uint32_t> magic;
be<uint32_t> moduleFlags;
be<uint32_t> headerSize;
be<uint32_t> reserved;
be<uint32_t> securityOffset;
be<uint32_t> headerCount;
Xex2OptHeader headers[1];
};
struct Xex2PageDescriptor
{
union
{
// Must be endian-swapped before reading the bitfield.
uint32_t beValue;
struct
{
uint32_t info : 4;
uint32_t pageCount : 28;
};
};
char dataDigest[0x14];
};
struct Xex2SecurityInfo
{
be<uint32_t> headerSize;
be<uint32_t> imageSize;
char rsaSignature[0x100];
be<uint32_t> unknown;
be<uint32_t> imageFlags;
be<uint32_t> loadAddress;
char sectionDigest[0x14];
be<uint32_t> importTableCount;
char importTableDigest[0x14];
char xgd2MediaId[0x10];
char aesKey[0x10];
be<uint32_t> exportTable;
char headerDigest[0x14];
be<uint32_t> region;
be<uint32_t> allowedMediaTypes;
be<uint32_t> pageDescriptorCount;
Xex2PageDescriptor pageDescriptors[1];
};
struct Xex2DeltaPatch
{
be<uint32_t> oldAddress;
be<uint32_t> newAddress;
be<uint16_t> uncompressedLength;
be<uint16_t> compressedLength;
char patchData[1];
};
struct Xex2OptDeltaPatchDescriptor
{
be<uint32_t> size;
be<uint32_t> targetVersionValue;
be<uint32_t> sourceVersionValue;
uint8_t digestSource[0x14];
uint8_t imageKeySource[0x10];
be<uint32_t> sizeOfTargetHeaders;
be<uint32_t> deltaHeadersSourceOffset;
be<uint32_t> deltaHeadersSourceSize;
be<uint32_t> deltaHeadersTargetOffset;
be<uint32_t> deltaImageSourceOffset;
be<uint32_t> deltaImageSourceSize;
be<uint32_t> deltaImageTargetOffset;
Xex2DeltaPatch info;
};
struct Xex2FileBasicCompressionBlock
{
be<uint32_t> dataSize;
be<uint32_t> zeroSize;
};
struct Xex2FileBasicCompressionInfo
{
Xex2FileBasicCompressionBlock firstBlock;
};
struct Xex2CompressedBlockInfo
{
be<uint32_t> blockSize;
uint8_t blockHash[20];
};
struct Xex2FileNormalCompressionInfo
{
be<uint32_t> windowSize;
Xex2CompressedBlockInfo firstBlock;
};
struct Xex2OptFileFormatInfo
{
be<uint32_t> infoSize;
be<uint16_t> encryptionType;
be<uint16_t> compressionType;
union
{
Xex2FileBasicCompressionInfo basic;
Xex2FileNormalCompressionInfo normal;
} compressionInfo;
};
static const void *getOptHeaderPtr(std::span<const uint8_t> moduleBytes, uint32_t headerKey)
{
if ((headerKey & 0xFF) == 0)
{
assert(false && "Wrong type of method for this key. Expected return value is a number.");
return nullptr;
}
const Xex2Header *xex2Header = (const Xex2Header *)(moduleBytes.data());
for (uint32_t i = 0; i < xex2Header->headerCount; i++)
{
const Xex2OptHeader &optHeader = xex2Header->headers[i];
if (optHeader.key == headerKey)
{
if ((headerKey & 0xFF) == 1)
{
return &optHeader.value;
}
else
{
return &moduleBytes.data()[optHeader.offset];
}
}
}
return nullptr;
}
struct mspack_memory_file
{
mspack_system sys;
void *buffer;
size_t bufferSize;
size_t offset;
};
static mspack_memory_file *mspack_memory_open(mspack_system *sys, void *buffer, size_t bufferSize)
{
assert(bufferSize < INT_MAX);
if (bufferSize >= INT_MAX)
{
return nullptr;
}
mspack_memory_file *memoryFile = (mspack_memory_file *)(std::calloc(1, sizeof(mspack_memory_file)));
if (memoryFile == nullptr)
{
return memoryFile;
}
memoryFile->buffer = buffer;
memoryFile->bufferSize = bufferSize;
memoryFile->offset = 0;
return memoryFile;
}
static void mspack_memory_close(mspack_memory_file *file)
{
std::free(file);
}
static int mspack_memory_read(mspack_file *file, void *buffer, int chars)
{
mspack_memory_file *memoryFile = (mspack_memory_file *)(file);
const size_t remaining = memoryFile->bufferSize - memoryFile->offset;
const size_t total = std::min(size_t(chars), remaining);
std::memcpy(buffer, (uint8_t *)(memoryFile->buffer) + memoryFile->offset, total);
memoryFile->offset += total;
return int(total);
}
static int mspack_memory_write(mspack_file *file, void *buffer, int chars)
{
mspack_memory_file *memoryFile = (mspack_memory_file *)(file);
const size_t remaining = memoryFile->bufferSize - memoryFile->offset;
const size_t total = std::min(size_t(chars), remaining);
std::memcpy((uint8_t *)(memoryFile->buffer) + memoryFile->offset, buffer, total);
memoryFile->offset += total;
return int(total);
}
static void *mspack_memory_alloc(mspack_system *sys, size_t chars)
{
return std::calloc(chars, 1);
}
static void mspack_memory_free(void *ptr)
{
std::free(ptr);
}
static void mspack_memory_copy(void *src, void *dest, size_t chars)
{
std::memcpy(dest, src, chars);
}
static mspack_system *mspack_memory_sys_create()
{
auto sys = (mspack_system *)(std::calloc(1, sizeof(mspack_system)));
if (!sys)
{
return nullptr;
}
sys->read = mspack_memory_read;
sys->write = mspack_memory_write;
sys->alloc = mspack_memory_alloc;
sys->free = mspack_memory_free;
sys->copy = mspack_memory_copy;
return sys;
}
static void mspack_memory_sys_destroy(struct mspack_system *sys)
{
free(sys);
}
#if defined(_WIN32)
inline bool bitScanForward(uint32_t v, uint32_t *outFirstSetIndex)
{
return _BitScanForward((unsigned long *)(outFirstSetIndex), v) != 0;
}
inline bool bitScanForward(uint64_t v, uint32_t *outFirstSetIndex)
{
return _BitScanForward64((unsigned long *)(outFirstSetIndex), v) != 0;
}
#else
inline bool bitScanForward(uint32_t v, uint32_t *outFirstSetIndex)
{
int i = ffs(v);
*outFirstSetIndex = i - 1;
return i != 0;
}
inline bool bitScanForward(uint64_t v, uint32_t *outFirstSetIndex)
{
int i = __builtin_ffsll(v);
*outFirstSetIndex = i - 1;
return i != 0;
}
#endif
static int lzxDecompress(const void *lzxData, size_t lzxLength, void *dst, size_t dstLength, uint32_t windowSize, void *windowData, size_t windowDataLength)
{
int resultCode = 1;
uint32_t windowBits;
if (!bitScanForward(windowSize, &windowBits)) {
return resultCode;
}
mspack_system *sys = mspack_memory_sys_create();
mspack_memory_file *lzxSrc = mspack_memory_open(sys, (void *)(lzxData), lzxLength);
mspack_memory_file *lzxDst = mspack_memory_open(sys, dst, dstLength);
lzxd_stream *lzxd = lzxd_init(sys, (mspack_file *)(lzxSrc), (mspack_file *)(lzxDst), windowBits, 0, 0x8000, dstLength, 0);
if (lzxd != nullptr) {
if (windowData != nullptr) {
size_t paddingLength = windowSize - windowDataLength;
std::memset(&lzxd->window[0], 0, paddingLength);
std::memcpy(&lzxd->window[paddingLength], windowData, windowDataLength);
lzxd->ref_data_size = windowSize;
}
resultCode = lzxd_decompress(lzxd, dstLength);
lzxd_free(lzxd);
}
if (lzxSrc) {
mspack_memory_close(lzxSrc);
}
if (lzxDst) {
mspack_memory_close(lzxDst);
}
if (sys) {
mspack_memory_sys_destroy(sys);
}
return resultCode;
}
static int lzxDeltaApplyPatch(const Xex2DeltaPatch *deltaPatch, uint32_t patchLength, uint32_t windowSize, uint8_t *dstData)
{
const void *patchEnd = (const uint8_t *)(deltaPatch) + patchLength;
const Xex2DeltaPatch *curPatch = deltaPatch;
while (patchEnd > curPatch)
{
int patchSize = -4;
if (curPatch->compressedLength == 0 && curPatch->uncompressedLength == 0 && curPatch->newAddress == 0 && curPatch->oldAddress == 0)
{
// End of patch.
break;
}
switch (curPatch->compressedLength)
{
case 0:
// Set the data to zeroes.
std::memset(&dstData[curPatch->newAddress], 0, curPatch->uncompressedLength);
break;
case 1:
// Move the data.
std::memcpy(&dstData[curPatch->newAddress], &dstData[curPatch->oldAddress], curPatch->uncompressedLength);
break;
default:
// Decompress the data into the destination.
patchSize = curPatch->compressedLength - 4;
int result = lzxDecompress(curPatch->patchData, curPatch->compressedLength, &dstData[curPatch->newAddress], curPatch->uncompressedLength, windowSize, &dstData[curPatch->oldAddress], curPatch->uncompressedLength);
if (result != 0)
{
return result;
}
break;
}
curPatch++;
curPatch = (const Xex2DeltaPatch *)((const uint8_t *)(curPatch) + patchSize);
}
return 0;
}
XexPatcher::Result XexPatcher::apply(std::span<const uint8_t> xexBytes, std::span<const uint8_t> patchBytes, std::vector<uint8_t> &outBytes, bool skipData)
{
// Validate headers.
static const char Xex2Magic[] = "XEX2";
const Xex2Header *xexHeader = (const Xex2Header *)(xexBytes.data());
if (memcmp(xexBytes.data(), Xex2Magic, 4) != 0)
{
return Result::XexFileInvalid;
}
const Xex2Header *patchHeader = (const Xex2Header *)(patchBytes.data());
if (memcmp(patchBytes.data(), Xex2Magic, 4) != 0)
{
return Result::PatchFileInvalid;
}
if ((patchHeader->moduleFlags & (XEX_MODULE_MODULE_PATCH | XEX_MODULE_PATCH_DELTA | XEX_MODULE_PATCH_FULL)) == 0)
{
return Result::PatchFileInvalid;
}
// Validate patch.
const Xex2OptDeltaPatchDescriptor *patchDescriptor = (const Xex2OptDeltaPatchDescriptor *)(getOptHeaderPtr(patchBytes, XEX_HEADER_DELTA_PATCH_DESCRIPTOR));
if (patchDescriptor == nullptr)
{
return Result::PatchFileInvalid;
}
const Xex2OptFileFormatInfo *patchFileFormatInfo = (const Xex2OptFileFormatInfo *)(getOptHeaderPtr(patchBytes, XEX_HEADER_FILE_FORMAT_INFO));
if (patchFileFormatInfo == nullptr)
{
return Result::PatchFileInvalid;
}
if (patchFileFormatInfo->compressionType != XEX_COMPRESSION_DELTA)
{
return Result::PatchFileInvalid;
}
if (patchDescriptor->deltaHeadersSourceOffset > xexHeader->headerSize)
{
return Result::PatchIncompatible;
}
if (patchDescriptor->deltaHeadersSourceSize > (xexHeader->headerSize - patchDescriptor->deltaHeadersSourceOffset))
{
return Result::PatchIncompatible;
}
if (patchDescriptor->deltaHeadersTargetOffset > patchDescriptor->sizeOfTargetHeaders)
{
return Result::PatchIncompatible;
}
uint32_t deltaTargetSize = patchDescriptor->sizeOfTargetHeaders - patchDescriptor->deltaHeadersTargetOffset;
if (patchDescriptor->deltaHeadersSourceSize > deltaTargetSize)
{
return Result::PatchIncompatible;
}
// Apply patch.
uint32_t headerTargetSize = patchDescriptor->sizeOfTargetHeaders;
if (headerTargetSize == 0)
{
headerTargetSize = patchDescriptor->deltaHeadersTargetOffset + patchDescriptor->deltaHeadersSourceSize;
}
// Create the bytes for the new XEX header. Copy over the existing data.
uint32_t newXexHeaderSize = std::max(headerTargetSize, xexHeader->headerSize.get());
outBytes.resize(newXexHeaderSize);
memset(outBytes.data(), 0, newXexHeaderSize);
memcpy(outBytes.data(), xexBytes.data(), headerTargetSize);
Xex2Header *newXexHeader = (Xex2Header *)(outBytes.data());
if (patchDescriptor->deltaHeadersSourceOffset > 0)
{
memcpy(&outBytes[patchDescriptor->deltaHeadersTargetOffset], &outBytes[patchDescriptor->deltaHeadersSourceOffset], patchDescriptor->deltaHeadersSourceSize);
}
int resultCode = lzxDeltaApplyPatch(&patchDescriptor->info, patchDescriptor->size, patchFileFormatInfo->compressionInfo.normal.windowSize, outBytes.data());
if (resultCode != 0)
{
return Result::PatchFailed;
}
// Make the header the specified size by the patch.
outBytes.resize(headerTargetSize);
newXexHeader = (Xex2Header *)(outBytes.data());
// Copy the rest of the data.
const Xex2SecurityInfo *newSecurityInfo = (const Xex2SecurityInfo *)(&outBytes[newXexHeader->securityOffset]);
outBytes.resize(outBytes.size() + newSecurityInfo->imageSize);
memset(&outBytes[headerTargetSize], 0, outBytes.size() - headerTargetSize);
memcpy(&outBytes[headerTargetSize], &xexBytes[xexHeader->headerSize], xexBytes.size() - xexHeader->headerSize);
newXexHeader = (Xex2Header *)(outBytes.data());
newSecurityInfo = (const Xex2SecurityInfo *)(&outBytes[newXexHeader->securityOffset]);
// Decrypt the keys and validate that the patch is compatible with the base file.
static const uint32_t KeySize = 16;
static const uint8_t Xex2RetailKey[16] = { 0x20, 0xB1, 0x85, 0xA5, 0x9D, 0x28, 0xFD, 0xC3, 0x40, 0x58, 0x3F, 0xBB, 0x08, 0x96, 0xBF, 0x91 };
static const uint8_t AESBlankIV[AES_BLOCKLEN] = {};
const Xex2SecurityInfo *originalSecurityInfo = (const Xex2SecurityInfo *)(&xexBytes[xexHeader->securityOffset]);
const Xex2SecurityInfo *patchSecurityInfo = (const Xex2SecurityInfo *)(&patchBytes[patchHeader->securityOffset]);
uint8_t decryptedOriginalKey[KeySize];
uint8_t decryptedNewKey[KeySize];
uint8_t decryptedPatchKey[KeySize];
uint8_t decrpytedImageKeySource[KeySize];
memcpy(decryptedOriginalKey, originalSecurityInfo->aesKey, KeySize);
memcpy(decryptedNewKey, newSecurityInfo->aesKey, KeySize);
memcpy(decryptedPatchKey, patchSecurityInfo->aesKey, KeySize);
memcpy(decrpytedImageKeySource, patchDescriptor->imageKeySource, KeySize);
AES_ctx aesContext;
AES_init_ctx_iv(&aesContext, Xex2RetailKey, AESBlankIV);
AES_CBC_decrypt_buffer(&aesContext, decryptedOriginalKey, KeySize);
AES_ctx_set_iv(&aesContext, AESBlankIV);
AES_CBC_decrypt_buffer(&aesContext, decryptedNewKey, KeySize);
AES_init_ctx_iv(&aesContext, decryptedNewKey, AESBlankIV);
AES_CBC_decrypt_buffer(&aesContext, decryptedPatchKey, KeySize);
AES_ctx_set_iv(&aesContext, AESBlankIV);
AES_CBC_decrypt_buffer(&aesContext, decrpytedImageKeySource, KeySize);
// Validate the patch's key matches the one from the original XEX.
if (memcmp(decrpytedImageKeySource, decryptedOriginalKey, KeySize) != 0)
{
return Result::PatchIncompatible;
}
// Don't process the rest of the patch.
if (skipData)
{
return Result::Success;
}
// Decrypt base XEX if necessary.
const Xex2OptFileFormatInfo *fileFormatInfo = (const Xex2OptFileFormatInfo *)(getOptHeaderPtr(xexBytes, XEX_HEADER_FILE_FORMAT_INFO));
if (fileFormatInfo == nullptr)
{
return Result::XexFileInvalid;
}
if (fileFormatInfo->encryptionType == XEX_ENCRYPTION_NORMAL)
{
AES_init_ctx_iv(&aesContext, decryptedOriginalKey, AESBlankIV);
AES_CBC_decrypt_buffer(&aesContext, &outBytes[headerTargetSize], xexBytes.size() - xexHeader->headerSize);
}
else if (fileFormatInfo->encryptionType != XEX_ENCRYPTION_NONE)
{
return Result::XexFileInvalid;
}
// Decompress base XEX if necessary.
if (fileFormatInfo->compressionType == XEX_COMPRESSION_BASIC)
{
const Xex2FileBasicCompressionBlock *blocks = &fileFormatInfo->compressionInfo.basic.firstBlock;
int32_t numBlocks = (fileFormatInfo->infoSize / sizeof(Xex2FileBasicCompressionBlock)) - 1;
int32_t baseCompressedSize = 0;
int32_t baseImageSize = 0;
for (int32_t i = 0; i < numBlocks; i++) {
baseCompressedSize += blocks[i].dataSize;
baseImageSize += blocks[i].dataSize + blocks[i].zeroSize;
}
if (outBytes.size() < (headerTargetSize + baseImageSize))
{
return Result::XexFileInvalid;
}
// Reverse iteration allows to perform this decompression in place.
uint8_t *srcDataCursor = outBytes.data() + headerTargetSize + baseCompressedSize;
uint8_t *outDataCursor = outBytes.data() + headerTargetSize + baseImageSize;
for (int32_t i = numBlocks - 1; i >= 0; i--)
{
outDataCursor -= blocks[i].zeroSize;
memset(outDataCursor, 0, blocks[i].zeroSize);
outDataCursor -= blocks[i].dataSize;
srcDataCursor -= blocks[i].dataSize;
memmove(outDataCursor, srcDataCursor, blocks[i].dataSize);
}
}
else if (fileFormatInfo->compressionType == XEX_COMPRESSION_NORMAL || fileFormatInfo->compressionType == XEX_COMPRESSION_DELTA)
{
return Result::XexFileUnsupported;
}
else if (fileFormatInfo->compressionType != XEX_COMPRESSION_NONE)
{
return Result::XexFileInvalid;
}
Xex2OptFileFormatInfo *newFileFormatInfo = (Xex2OptFileFormatInfo *)(getOptHeaderPtr(outBytes, XEX_HEADER_FILE_FORMAT_INFO));
if (newFileFormatInfo == nullptr)
{
return Result::PatchFailed;
}
// Update the header to indicate no encryption or compression is used.
newFileFormatInfo->encryptionType = XEX_ENCRYPTION_NONE;
newFileFormatInfo->compressionType = XEX_COMPRESSION_NONE;
// Copy and decrypt patch data if necessary.
std::vector<uint8_t> patchData;
patchData.resize(patchBytes.size() - patchHeader->headerSize);
memcpy(patchData.data(), &patchBytes[patchHeader->headerSize], patchData.size());
if (patchFileFormatInfo->encryptionType == XEX_ENCRYPTION_NORMAL)
{
AES_init_ctx_iv(&aesContext, decryptedPatchKey, AESBlankIV);
AES_CBC_decrypt_buffer(&aesContext, patchData.data(), patchData.size());
}
else if (patchFileFormatInfo->encryptionType != XEX_ENCRYPTION_NONE)
{
return Result::PatchFileInvalid;
}
const Xex2CompressedBlockInfo *currentBlock = &patchFileFormatInfo->compressionInfo.normal.firstBlock;
uint8_t *outExe = &outBytes[newXexHeader->headerSize];
if (patchDescriptor->deltaImageSourceOffset > 0)
{
memcpy(&outExe[patchDescriptor->deltaImageTargetOffset], &outExe[patchDescriptor->deltaImageSourceOffset], patchDescriptor->deltaImageSourceSize);
}
static const uint32_t DigestSize = 20;
uint8_t sha1Digest[DigestSize];
sha1::SHA1 sha1Context;
uint8_t *patchDataCursor = patchData.data();
while (currentBlock->blockSize > 0)
{
const Xex2CompressedBlockInfo *nextBlock = (const Xex2CompressedBlockInfo *)(patchDataCursor);
// Hash and validate the block.
sha1Context.reset();
sha1Context.processBytes(patchDataCursor, currentBlock->blockSize);
sha1Context.finalize(sha1Digest);
if (memcmp(sha1Digest, currentBlock->blockHash, DigestSize) != 0)
{
return Result::PatchFailed;
}
patchDataCursor += 24;
// Apply the block's patch data.
uint32_t blockDataSize = currentBlock->blockSize - 24;
if (lzxDeltaApplyPatch((const Xex2DeltaPatch *)(patchDataCursor), blockDataSize, patchFileFormatInfo->compressionInfo.normal.windowSize, outExe) != 0)
{
return Result::PatchFailed;
}
patchDataCursor += blockDataSize;
currentBlock = nextBlock;
}
return Result::Success;
}
XexPatcher::Result XexPatcher::apply(const std::filesystem::path &baseXexPath, const std::filesystem::path &patchXexPath, const std::filesystem::path &newXexPath)
{
MemoryMappedFile baseXexFile(baseXexPath);
MemoryMappedFile patchFile(patchXexPath);
if (!baseXexFile.isOpen() || !patchFile.isOpen())
{
return Result::FileOpenFailed;
}
std::vector<uint8_t> newXexBytes;
Result result = apply({ baseXexFile.data(), baseXexFile.size() }, { patchFile.data(), patchFile.size() }, newXexBytes, false);
if (result != Result::Success)
{
return result;
}
std::ofstream newXexFile(newXexPath, std::ios::binary);
if (!newXexFile.is_open())
{
return Result::FileOpenFailed;
}
newXexFile.write((const char *)(newXexBytes.data()), newXexBytes.size());
newXexFile.close();
if (newXexFile.bad())
{
std::filesystem::remove(newXexPath);
return Result::FileWriteFailed;
}
return Result::Success;
}
-35
View File
@@ -1,35 +0,0 @@
// Referenced from: https://github.com/xenia-canary/xenia-canary/blob/canary_experimental/src/xenia/cpu/xex_module.cc
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2023 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#pragma once
#include <cstdint>
#include <filesystem>
#include <span>
#include <vector>
struct XexPatcher
{
enum class Result {
Success,
FileOpenFailed,
FileWriteFailed,
XexFileUnsupported,
XexFileInvalid,
PatchFileInvalid,
PatchIncompatible,
PatchFailed,
PatchUnsupported
};
static Result apply(std::span<const uint8_t> xexBytes, std::span<const uint8_t> patchBytes, std::vector<uint8_t> &outBytes, bool skipData);
static Result apply(const std::filesystem::path &baseXexPath, const std::filesystem::path &patchXexPath, const std::filesystem::path &newXexPath);
};
+10 -3
View File
@@ -1,11 +1,12 @@
#include <stdafx.h>
#include "file_system.h"
#include <cpu/guest_thread.h>
#include <kernel/xam.h>
#include <kernel/xdm.h>
#include <kernel/function.h>
#include <cpu/guest_thread.h>
#include <os/logger.h>
#include <mod/mod_loader.h>
#include <os/logger.h>
#include <user/config.h>
#include <stdafx.h>
struct FileHandle : KernelObject
{
@@ -365,8 +366,14 @@ std::filesystem::path FileSystem::ResolvePath(const std::string_view& path, bool
if (checkForMods)
{
std::filesystem::path resolvedPath = ModLoader::ResolvePath(path);
if (!resolvedPath.empty())
{
if (ModLoader::s_isLogTypeConsole)
LOGF_IMPL(Utility, "Mod Loader", "Loading file: \"{}\"", reinterpret_cast<const char*>(resolvedPath.u8string().c_str()));
return resolvedPath;
}
}
thread_local std::string builtPath;
+12
View File
@@ -466,6 +466,18 @@ uint32_t XamInputGetState(uint32_t userIndex, uint32_t flags, XAMINPUT_STATE* st
state->Gamepad.wButtons &= ~hid::g_prohibitedButtons;
if (hid::g_isLeftStickProhibited)
{
state->Gamepad.sThumbLX = 0;
state->Gamepad.sThumbLY = 0;
}
if (hid::g_isRightStickProhibited)
{
state->Gamepad.sThumbRX = 0;
state->Gamepad.sThumbRY = 0;
}
ByteSwapInplace(state->Gamepad.wButtons);
ByteSwapInplace(state->Gamepad.sThumbLX);
ByteSwapInplace(state->Gamepad.sThumbLY);
+2 -2
View File
@@ -10,12 +10,12 @@ namespace xdbf
{
inline std::string& FixInvalidSequences(std::string& str)
{
static std::vector<std::string> invalidSequences =
static std::array<std::string_view, 1> invalidSequences =
{
"\xE2\x80\x99"
};
static std::vector<std::string> replaceSequences =
static std::array<std::string_view, 1> replaceSequences =
{
"'"
};
+681 -51
View File
@@ -15,6 +15,34 @@
360, which is one of the few consoles to have a port of Sonic
Unleashed.
- Ensure your locale is added in the correct order following the language enum.
Correct:
{
{ ELanguage::English, "Example" },
{ ELanguage::Japanese, "Example" },
{ ELanguage::German, "Example" },
{ ELanguage::French, "Example" },
{ ELanguage::Spanish, "Example" },
{ ELanguage::Italian, "Example" }
}
Incorrect:
{
{ ELanguage::English, "Example" },
{ ELanguage::French, "Example" },
{ ELanguage::Spanish, "Example" },
{ ELanguage::German, "Example" },
{ ELanguage::Italian, "Example" },
{ ELanguage::Japanese, "Example" }
}
- Japanese localization should use furigana for message windows, options items,
options descriptions and installer text.
Furigana should be included in the text as such:
"[私:わたし]はジョージです。"
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
@@ -24,16 +52,18 @@
#define CONFIG_DEFINE_ENUM_LOCALE(type) \
CONFIG_ENUM_LOCALE(type) g_##type##_locale =
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(Language)
{
{ ELanguage::English, { "Language", "Change the language used for text and logos." } },
{ ELanguage::Japanese, { "言語", "[PLACEHOLDER]" } },
{ ELanguage::German, { "Sprache", "[PLACEHOLDER]" } },
{ ELanguage::French, { "Langue", "[PLACEHOLDER]" } },
{ ELanguage::Spanish, { "Idioma", "[PLACEHOLDER]" } },
{ ELanguage::Italian, { "Lingua", "[PLACEHOLDER]" } }
{ ELanguage::Japanese, { "[言語:げんご]", "ゲーム[内:ない]の\u200B[表示言語:ひょうじげんご]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Sprache", "Ändere die Sprache für Text und Logos." } },
{ ELanguage::French, { "Langue", "Modifie la langue utilisée pour le texte et logos." } },
{ ELanguage::Spanish, { "Idioma", "Cambia el idioma utilizado para el texto y los logos." } },
{ ELanguage::Italian, { "Lingua", "Cambia la lingua utilizzata per i testi e i logo." } }
};
// Notes: do not localise this.
CONFIG_DEFINE_ENUM_LOCALE(ELanguage)
{
{
@@ -95,26 +125,51 @@ CONFIG_DEFINE_ENUM_LOCALE(EVoiceLanguage)
},
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(Hints)
{
{ ELanguage::English, { "Hints", "Show hint rings in stages." } }
{ ELanguage::English, { "Hints", "Show hints during gameplay." } },
{ ELanguage::Japanese, { "ヒントリング", "ゲーム[内:ない]に\u200Bヒントリングを\u200B[表示:ひょうじ]するか\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Hinweise", "Zeige Hinweise während des Spiels." } },
{ ELanguage::French, { "Indices", "Affiche les indices pendant le jeu." } },
{ ELanguage::Spanish, { "Pistas", "Muestra pistas durante el juego." } },
{ ELanguage::Italian, { "Indizi", "Mostra degli indizzi durante il gioco." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(ControlTutorial)
{
{ ELanguage::English, { "Control Tutorial", "Show controller hints in stages." } }
{ ELanguage::English, { "Control Tutorial", "Show controller hints during gameplay.\n\nThe Werehog Critical Attack prompt will be unaffected." } },
{ ELanguage::Japanese, { "アクションナビ", "ゲーム[内:ない]に\u200Bアクションナビを\u200B[表示:ひょうじ]するか\u200B[選択:せんたく]できます\n\n「チャンスアタック」の\u200B[表示:ひょうじ]は\u200B[影響:えいきょう]されません" } },
{ ELanguage::German, { "Steuerungsanleitung", "Zeige Steuerungshinweise während des Spiels.\n\nKritische Angriffe des Werehogs werden hiervon nicht beeinflusst." } },
{ ELanguage::French, { "Indication des commandes", "Affiche les indications des commandes pendant le jeu.\n\nCeci n'affecte pas les Coup critiques du Werehog." } },
{ ELanguage::Spanish, { "Tutorial de controles", "Muestra pistas de controles durante el juego.\n\nEl indicador de ataque crítico del Werehog no se verá afectado." } },
{ ELanguage::Italian, { "Tutorial dei comandi", "Mostra i tutorial dei comandi durante il gioco.\n\nIl tutorial per l'attacco critico del Werehog non verrà influenzato da questa opzione." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(AchievementNotifications)
{
{ ELanguage::English, { "Achievement Notifications", "Show notifications for unlocking achievements.\n\nAchievements will still be rewarded with notifications disabled." } }
{ ELanguage::English, { "Achievement Notifications", "Show notifications for unlocking achievements.\n\nAchievements will still be rewarded with notifications disabled." } },
{ ELanguage::Japanese, { "[実績通知:じっせきつうち]", "[実績通知:じっせきつうち]の\u200B[有無:うむ]を\u200B[選択:せんたく]できます\n\nオフにしても\u200B[実績:じっせき]は\u200B[付与:ふよ]されます" } },
{ ELanguage::German, { "Erfolgsbenachrichtigungen", "Zeige Benachrichtigungen für das Freischalten von Erfolgen.\n\nErfolge werden weiterhin freigeschaltet, auch wenn die Benachrichtigungen ausgeschaltet sind." } },
{ ELanguage::French, { "Notification des succès", "Affiche les notifications pour le déverrouillage des succès.\n\nLes succès seront toujours obtenus même si les notifications sont désactivées." } },
{ ELanguage::Spanish, { "Notificaciones de logros", "Muestra notificaciones al desbloquear logros.\n\nLos logros se seguirán obteniendo aunque las notificaciones estén desactivadas." } },
{ ELanguage::Italian, { "Notifiche obiettivi", "Mostra delle notifiche quando sblocchi degli obiettivi.\n\nGli obiettivi verranno comunque assegnati anche con le notifiche disattivate." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(TimeOfDayTransition)
{
{ ELanguage::English, { "Time of Day Transition", "Change how the loading screen appears when switching time of day in the hub areas." } }
{ ELanguage::English, { "Time of Day Transition", "Change how the loading screen appears when switching time of day in the hub areas." } },
{ ELanguage::Japanese, { "[昼夜:ちゅうや]きりかえのシーン", "[昼夜:ちゅうや]きりかえの\u200Bシーンを\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Tageszeit Übergang", "Verändere den Ladebildschirm beim Verändern der Tageszeit in Städten und Eingangslevel." } },
{ ELanguage::French, { "Transition jour/nuit", "Change l'écran de chargement lors de la transition dans le hub." } },
{ ELanguage::Spanish, { "Transición de hora del día", "Cambia cómo aparece la pantalla de carga al cambiar la hora del día en las áreas principales." } },
{ ELanguage::Italian, { "Transizione giorno/notte", "Modifica l'aspetto della schermata di caricamento quando fai scorrere il tempo." } }
};
// Japanese Notes: This localization should include furigana in its description.
CONFIG_DEFINE_ENUM_LOCALE(ETimeOfDayTransition)
{
{
@@ -123,14 +178,56 @@ CONFIG_DEFINE_ENUM_LOCALE(ETimeOfDayTransition)
{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: the transformation cutscene will play with artificial loading times." } },
{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: a spinning medal loading screen will be used instead." } }
}
},
{
ELanguage::Japanese,
{
{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: [変身:へんしん]シーンは\u200B[人工的:じんこうてき]な\u200B[読:よ]み[込:こ]み[時間:じかん]で\u200B[再生:さいせい]されます" } },
{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: [回転:かいてん]するメダル\u200B[読:よ]み[込:こ]み[画面:がめん]が\u200B[使用:しよう]されます" } }
}
},
{
ELanguage::German,
{
{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: Eine Transformationszwischensequenz mit künstlicher Ladezeit wird abgespielt." } },
{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: Eine sich drehende Medallie wird stattdessen als Ladebildschirm verwendet." } }
}
},
{
ELanguage::French,
{
{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: la scène de transformation sera jouée avec des temps de chargement artificiel." } },
{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: un écran de chargement avec une médaille tournoyante sera utilisé à la place." } }
}
},
{
ELanguage::Spanish,
{
{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: la cinemática de transformación se reproducirá con tiempos de carga artificiales." } },
{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: se usará una pantalla de carga con una medalla giratoria." } }
}
},
{
ELanguage::Italian,
{
{ ETimeOfDayTransition::Xbox, { "XBOX", "Xbox: la scena di trasformazione verrà riprodotta con tempi di caricamento artificiali." } },
{ ETimeOfDayTransition::PlayStation, { "PLAYSTATION", "PlayStation: verrà utilizzata una schermata di caricamento con una medaglia che gira." } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(ControllerIcons)
{
{ ELanguage::English, { "Controller Icons", "Change the icons to match your controller." } }
{ ELanguage::English, { "Controller Icons", "Change the icons to match your controller." } },
{ ELanguage::Japanese, { "コントローライコン", "ゲーム[内:ない]の\u200Bコントローライコンを\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Controllersymbole", "Ändere die Controllersymbole, um sie auf dein Modell anzupassen." } },
{ ELanguage::French, { "Icône des boutons", "Modifie les icônes pour les faire correspondre à votre manette." } },
{ ELanguage::Spanish, { "Iconos del mando", "Cambia los iconos para que coincidan con tu mando." } },
{ ELanguage::Italian, { "Icone dei tasti", "Modifica le icone per farle corrispondere con il tuo controller." } }
};
// Japanese Notes: This localization should include furigana in its description.
CONFIG_DEFINE_ENUM_LOCALE(EControllerIcons)
{
{
@@ -140,17 +237,69 @@ CONFIG_DEFINE_ENUM_LOCALE(EControllerIcons)
{ EControllerIcons::Xbox, { "XBOX", "" } },
{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
}
},
{
ELanguage::Japanese,
{
{ EControllerIcons::Auto, { "自動検出", "[自動検出:じどうけんしゅつ]: ゲーム[内:ない]の\u200Bコントローライコンを\u200B[自動検出:じどうけんしゅつ]されます" } },
{ EControllerIcons::Xbox, { "XBOX", "" } },
{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
}
},
{
ELanguage::German,
{
{ EControllerIcons::Auto, { "AUTO", "Auto: Das Spiel erkennt automatisch deinen Controller um die Symbole dementsprechend anzupassen." } },
{ EControllerIcons::Xbox, { "XBOX", "" } },
{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
}
},
{
ELanguage::French,
{
{ EControllerIcons::Auto, { "AUTO", "Auto: le jeu déterminera automatiquement quelles icônes utiliser en fonction du périphérique d'entrée." } },
{ EControllerIcons::Xbox, { "XBOX", "" } },
{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
}
},
{
ELanguage::Spanish,
{
{ EControllerIcons::Auto, { "AUTO", "Auto: el juego determinará de forma automática qué iconos utilizar dependiendo del dispositivo de entrada actual." } },
{ EControllerIcons::Xbox, { "XBOX", "" } },
{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
}
},
{
ELanguage::Italian,
{
{ EControllerIcons::Auto, { "AUTO", "Auto: il gioco determinerà quali icone da utilizzare in base al dispositivo di input attuale." } },
{ EControllerIcons::Xbox, { "XBOX", "" } },
{ EControllerIcons::PlayStation, { "PLAYSTATION", "" } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(HorizontalCamera)
{
{ ELanguage::English, { "Horizontal Camera", "Change how the camera moves left and right." } }
{ ELanguage::English, { "Horizontal Camera", "Change how the camera moves left and right." } },
{ ELanguage::Japanese, { "カメラの[左右:さゆう]", "カメラ[左右:さゆう]の\u200B[動:うご]く[方向:ほうこう]を\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Horizontale Kamera", "Ändere wie sich die Kamera nach links und rechts bewegt." } },
{ ELanguage::French, { "Caméra horizontale", "Modifie la rotation horizontale de la caméra." } },
{ ELanguage::Spanish, { "Cámara horizontal", "Cambia cómo se mueve la camara hacia la izquierda y la derecha." } },
{ ELanguage::Italian, { "Telecamera orizzontale", "Modifica come la telecamera si muove da sinistra a destra." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(VerticalCamera)
{
{ ELanguage::English, { "Vertical Camera", "Change how the camera moves up and down." } }
{ ELanguage::English, { "Vertical Camera", "Change how the camera moves up and down." } },
{ ELanguage::Japanese, { "カメラの[上下:じょうげ]", "カメラ[上下:じょうげ]の\u200B[動:うご]く[方向:ほうこう]を\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Vertikale Kamera", "Ändere wie sich die Kamera nach oben und unten bewegt." } },
{ ELanguage::French, { "Caméra verticale", "Modifie la rotation verticale de la caméra." } },
{ ELanguage::Spanish, { "Cámara vertical", "Cambia cómo se mueve la camara hacia arriba y abajo." } },
{ ELanguage::Italian, { "Telecamera verticale", "Modifica come la telecamera si muove su e giù." } }
};
CONFIG_DEFINE_ENUM_LOCALE(ECameraRotationMode)
@@ -161,42 +310,119 @@ CONFIG_DEFINE_ENUM_LOCALE(ECameraRotationMode)
{ ECameraRotationMode::Normal, { "NORMAL", "" } },
{ ECameraRotationMode::Reverse, { "REVERSE", "" } }
}
},
{
ELanguage::Japanese,
{
{ ECameraRotationMode::Normal, { "ノーマル", "" } },
{ ECameraRotationMode::Reverse, { "リバース", "" } }
}
},
{
ELanguage::German,
{
{ ECameraRotationMode::Normal, { "NORMAL", "" } },
{ ECameraRotationMode::Reverse, { "INVERTIERT", "" } }
}
},
{
ELanguage::French,
{
{ ECameraRotationMode::Normal, { "NORMALE", "" } },
{ ECameraRotationMode::Reverse, { "INVERSÉE", "" } }
}
},
{
ELanguage::Spanish,
{
{ ECameraRotationMode::Normal, { "NORMAL", "" } },
{ ECameraRotationMode::Reverse, { "INVERTIDO", "" } }
}
},
{
ELanguage::Italian,
{
{ ECameraRotationMode::Normal, { "NORMALE", "" } },
{ ECameraRotationMode::Reverse, { "INVERTITA", "" } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(Vibration)
{
{ ELanguage::English, { "Vibration", "Toggle controller vibration." } }
{ ELanguage::English, { "Vibration", "Toggle controller vibration." } },
{ ELanguage::Japanese, { "[振動:しんどう]", "[振動:しんどう]の\u200B[有無:うむ]を\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Vibration", "Schalte die Controllervibration an oder aus." } },
{ ELanguage::French, { "Vibration", "Active les vibrations manette." } },
{ ELanguage::Spanish, { "Vibración", "Activa o desactiva la vibración del mando." } },
{ ELanguage::Italian, { "Vibrazione", "Attiva/disattiva la vibrazione del controller." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(AllowBackgroundInput)
{
{ ELanguage::English, { "Allow Background Input", "Allow controller input whilst the game window is unfocused." } }
{ ELanguage::English, { "Allow Background Input", "Allow controller input whilst the game window is unfocused." } },
{ ELanguage::Japanese, { "バックグラウンド[入力:にゅうりょく]", "フォーカスされていない\u200Bゲームに\u200B[入力:にゅうりょく]できるか\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Erlaube Hintergrundeingaben", "Erlaube Eingaben deines Controllers auch wenn das Spielfenster nicht fokussiert ist." } },
{ ELanguage::French, { "Manette en arrière plan", "Permet d'utiliser la manette dans le jeu lorsque qu'il n'est pas au premier plan." } },
{ ELanguage::Spanish, { "Control en segundo plano", "Permite controlar el juego con un mando mientras la ventana esté en segundo plano." } },
{ ELanguage::Italian, { "Input con la finestra inattiva", "Attiva/disattiva i tasti del controller mentre la finestra è inattiva." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(MasterVolume)
{
{ ELanguage::English, { "Master Volume", "Adjust the overall volume." } }
{ ELanguage::English, { "Master Volume", "Adjust the overall volume." } },
{ ELanguage::Japanese, { "マスターボリューム", "[全体:ぜんたい]ボリュームの\u200B[大:おお]きさを\u200B[調整:ちょうせい]できます" } },
{ ELanguage::German, { "Gesamtlautstärke", "Passe die Gesamtlautstärke an." } },
{ ELanguage::French, { "Volume général", "Réglage du volume général." } },
{ ELanguage::Spanish, { "Volumen maestro", "Ajusta el volumen general." } },
{ ELanguage::Italian, { "Volume principale", "Regola il volume principale" } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(MusicVolume)
{
{ ELanguage::English, { "Music Volume", "Adjust the volume for the music." } }
{ ELanguage::English, { "Music Volume", "Adjust the volume for the music." } },
{ ELanguage::Japanese, { "BGMボリューム", "BGMボリュームの\u200B[大:おお]きさを\u200B[調整:ちょうせい]できます" } },
{ ELanguage::German, { "Musiklautstärke", "Passe die Lautstärke der Musik an." } },
{ ELanguage::French, { "Volume de la musique", "Réglage du volume de la musique." } },
{ ELanguage::Spanish, { "Volumen de la música", "Ajusta el volumen de la música." } },
{ ELanguage::Italian, { "Volume musica di sottofondo", "Regola il volume della musica di sottofondo." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(EffectsVolume)
{
{ ELanguage::English, { "Effects Volume", "Adjust the volume for sound effects." } }
{ ELanguage::English, { "Effects Volume", "Adjust the volume for sound effects." } },
{ ELanguage::Japanese, { "SEボリューム", "SEボリュームの\u200B[大:おお]きさを\u200B[調整:ちょうせい]できます" } },
{ ELanguage::German, { "Soundeffektlautstärke", "Passe die Lautstärke der Soundeffekte an." } },
{ ELanguage::French, { "Volume des effets sonores", "Réglage du volume des effets sonores." } },
{ ELanguage::Spanish, { "Volumen de efectos", "Ajusta el volumen de los efectos de sonido." } },
{ ELanguage::Italian, { "Volume effetti sonori", "Regola il volume degli effetti sonori." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(MusicAttenuation)
{
{ ELanguage::English, { "Music Attenuation", "Fade out the game's music when external media is playing." } }
{ ELanguage::English, { "Music Attenuation", "Fade out the game's music when external media is playing." } },
{ ELanguage::Japanese, { "BGM[減衰:げんすい]", "[外部:がいぶ]メディアを\u200B[再生:さいせい]すると\u200Bゲームの\u200B[音楽:おんがく]を\u200Bフェードアウトされます" } },
{ ELanguage::German, { "Musikdämpfung", "Stelle die Musik des Spiels stumm während externe Medien abgespielt werden." } },
{ ELanguage::French, { "Atténuation audio", "Abaisse le volume des musiques du jeu lorsqu'un média externe est en cours de lecture." } },
{ ELanguage::Spanish, { "Atenuación de música", "Atenúa la música del juego cuando un reproductor multimedia se encuentra activo." } },
{ ELanguage::Italian, { "Attenuazione musica", "Abbassa il volume della musica di sottofondo quando un'altra applicazione riproduce dei suoni." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(ChannelConfiguration)
{
{ ELanguage::English, { "Channel Configuration", "" } }
{ ELanguage::English, { "Channel Configuration", "Change the output mode for your audio device." } },
{ ELanguage::Japanese, { "チャンネル[設定:せってい]", "オーディオデバイスの\u200B[\u2005\u2005\u2005:しゅつりょく]モード\u200Bを[変更:へんこう]できます" } },
{ ELanguage::German, { "Kanalkonfiguration", "Ändere den Ausgabemodus für dein Audioausgabegerät." } },
{ ELanguage::French, { "Configuration sortie audio", "Modifie le mode de sortie pour votre périphérique audio." } },
{ ELanguage::Spanish, { "Configuración de canales", "Cambia el modo de salida para tu dispositivo de audio." } },
{ ELanguage::Italian, { "Configurazione canali audio", "Modifica la modalità di output per il tuo dispositivo audio." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EChannelConfiguration)
@@ -207,78 +433,233 @@ CONFIG_DEFINE_ENUM_LOCALE(EChannelConfiguration)
{ EChannelConfiguration::Stereo, { "STEREO", "" } },
{ EChannelConfiguration::Surround, { "SURROUND", "" } }
}
},
{
ELanguage::Japanese,
{
{ EChannelConfiguration::Stereo, { "ステレオ", "" } },
{ EChannelConfiguration::Surround, { "サラウンド", "" } }
}
},
{
ELanguage::German,
{
{ EChannelConfiguration::Stereo, { "STEREO", "" } },
{ EChannelConfiguration::Surround, { "SURROUND", "" } }
}
},
{
ELanguage::French,
{
{ EChannelConfiguration::Stereo, { "STÉRÉO", "" } },
{ EChannelConfiguration::Surround, { "SURROUND", "" } }
}
},
{
ELanguage::Spanish,
{
{ EChannelConfiguration::Stereo, { "ESTÉREO", "" } },
{ EChannelConfiguration::Surround, { "ENVOLVENTE", "" } }
}
},
{
ELanguage::Italian,
{
{ EChannelConfiguration::Stereo, { "STEREO", "" } },
{ EChannelConfiguration::Surround, { "SURROUND", "" } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(VoiceLanguage)
{
{ ELanguage::English, { "Voice Language", "Change the language used for character voices." } }
{ ELanguage::English, { "Voice Language", "Change the language used for character voices." } },
{ ELanguage::Japanese, { "[音声言語:おんせいげんご]", "ゲーム[内:ない]の\u200B[音声言語:おんせいげんご]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Stimmeinstellung", "Ändere die Sprache, die für Charakterstimmen benutzt wird." } },
{ ELanguage::French, { "Langue de doublage", "Modifie la langue utilisée pour la voix des personnages." } },
{ ELanguage::Spanish, { "Idioma de voz", "Cambia el idioma utilizado para las voces de los personajes." } },
{ ELanguage::Italian, { "Lingua delle voci", "Modifica la lingua utilizzata per le voci dei personaggi." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(Subtitles)
{
{ ELanguage::English, { "Subtitles", "Show subtitles during dialogue." } }
{ ELanguage::English, { "Subtitles", "Show subtitles during dialogue." } },
{ ELanguage::Japanese, { "[字幕:じまく]", "[字幕:じまく]の[表示:ひょうじ]を\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Untertitel", "Zeige Untertitel bei Dialogen." } },
{ ELanguage::French, { "Sous-titres", "Affiche les sous-titres pendant les dialogues." } },
{ ELanguage::Spanish, { "Subtítulos", "Muestra subtítulos durante los diálogos." } },
{ ELanguage::Italian, { "Sottotitoli", "Mostra i sottotitoli durante i dialoghi." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(BattleTheme)
{
{ ELanguage::English, { "Battle Theme", "Play the Werehog battle theme during combat.\n\nThis option will apply the next time you're in combat." } }
{ ELanguage::English, { "Battle Theme", "Play the Werehog battle theme during combat.\n\nThis option will apply the next time you're in combat.\n\nExorcism missions and miniboss themes will be unaffected." } },
{ ELanguage::Japanese, { "バトルテーマ", "バトル[中:ちゅう]に\u200Bウェアホッグの\u200Bバトルテーマを\u200B[再生:さいせい]するか\u200B[選択:せんたく]できます\n\nこのオプションは\u200B[次回:じかい]のバトルに\u200B[適用:てきよう]されます\n\n[\u2005\u2005\u2005:エクソシズム]ミッションと\u200Bミニボステーマは\u200B[影響:えいきょう]されません" } },
{ ELanguage::German, { "Kampfmusik", "Spiele die Kampfmusik des Werehogs während dem Kämpfen ab.\n\nDiese Option tritt das nächste Mal, wenn du in einen Kampf gerätst, in Kraft.\n\nExorzismen und Mini-Bosse werden hiervon nicht beeinflusst." } },
{ ELanguage::French, { "Thème de combat", "Joue le thème de combat du Werehog pendant les combat.\n\nCette option s'appliquera la prochaine fois que vous serez en combat.\n\nLes missions d'exorcisme et les thèmes des miniboss ne seront pas affectés." } },
{ ELanguage::Spanish, { "Tema de batalla", "Reproduce el tema de batalla del Werehog durante el combate.\n\nEsta opción se aplicará la próxima vez que entres en combate.\n\nLas misiones de exorcismo y los temas de los minijefes no se verán afectados." } },
{ ELanguage::Italian, { "Musica di combattimento", "Riproduci la musica di combattimento del Werehog quando inizi una battaglia.\n\nQuesta opzione verrà applicata la prossima volta che sei in battaglia.\n\nLa traccia musicale verrà riprodotta ugualmente nelle missioni di Esorcismo e i miniboss." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(WindowSize)
{
{ ELanguage::English, { "Window Size", "Adjust the size of the game window in windowed mode." } }
{ ELanguage::English, { "Window Size", "Adjust the size of the game window in windowed mode." } },
{ ELanguage::Japanese, { "ウィンドウサイズ", "ウィンドウモードで\u200Bゲームの\u200Bウィンドウサイズを\u200B[調整:ちょうせい]できます" } },
{ ELanguage::German, { "Fenstergröße", "Ändere die Größe des Spielfensters im Fenstermodus." } },
{ ELanguage::French, { "Taille de la fenêtre", "Modifie la taille de la fenêtre de jeu en mode fenêtré." } },
{ ELanguage::Spanish, { "Tamaño de ventana", "Ajusta el tamaño de la ventana de juego." } },
{ ELanguage::Italian, { "Dimensioni finestra", "Regola le dimensioni della finestra del gioco in modalità finestra." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(Monitor)
{
{ ELanguage::English, { "Monitor", "Change which monitor to display the game on." } }
{ ELanguage::English, { "Monitor", "Change which monitor to display the game on." } },
{ ELanguage::Japanese, { "モニター[選択:せんたく]", "ゲームを[表示:ひょうじ]する\u200Bモニターを\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Monitor", "Ändere auf welchem Monitor das Spiel angezeigt wird." } },
{ ELanguage::French, { "Moniteur", "Change le moniteur sur lequel le jeu sera affiché." } },
{ ELanguage::Spanish, { "Pantalla", "Cambia la pantalla en la cuál se muestra el juego." } },
{ ELanguage::Italian, { "Schermo", "Cambia lo schermo su cui visualizzare il gioco." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(AspectRatio)
{
{ ELanguage::English, { "Aspect Ratio", "Change the aspect ratio." } }
{ ELanguage::English, { "Aspect Ratio", "Change the aspect ratio." } },
{ ELanguage::Japanese, { "アスペクト[比:ひ]", "アスペクト[比:ひ]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Seitenverhältnis", "Verändere das Seitenverhältnis." } },
{ ELanguage::French, { "Format d'image", "Modifie le format d'image." } },
{ ELanguage::Spanish, { "Relación de aspecto", "Cambia la relación de aspecto." } },
{ ELanguage::Italian, { "Rapporto d'aspetto", "Modifica il rapporto d'aspetto." } }
};
// Japanese Notes: This localization should include furigana in its description.
CONFIG_DEFINE_ENUM_LOCALE(EAspectRatio)
{
{
ELanguage::English,
{
{ EAspectRatio::Auto, { "AUTO", "Auto: the aspect ratio will dynamically adjust to the window size." } },
{ EAspectRatio::OriginalNarrow, { "ORIGINAL 4:3", "" } }
{ EAspectRatio::Wide, { "16:9", "16:9: locks the game to a widescreen aspect ratio." } },
{ EAspectRatio::Narrow, { "4:3", "4:3: locks the game to a narrow aspect ratio." } },
{ EAspectRatio::OriginalNarrow, { "ORIGINAL 4:3", "Original 4:3: locks the game to a narrow aspect ratio and retains parity with the game's original implementation." } }
}
},
{
ELanguage::Japanese,
{
{ EAspectRatio::Auto, { "自動検出", "[自動検出:じどうけんしゅつ]: ゲーム[内:ない]の\u200Bコントローライコンを\u200B[自動検出:じどうけんしゅつ]されます" } },
{ EAspectRatio::Wide, { "16:9", "16:9: ワイドスクリーンの\u200Bアスペクト[比:ひ]に\u200B[固定:こてい]されます" } },
{ EAspectRatio::Narrow, { "4:3", "4:3: ナローの\u200Bアスペクト[比:ひ]に\u200B[固定:こてい]されます" } },
{ EAspectRatio::OriginalNarrow, { "オリジナル 4:3", "オリジナル 4:3: オリジナルの\u200Bアスペクト[比:ひ]に\u200B[固定:こてい]されます" } }
}
},
{
ELanguage::German,
{
{ EAspectRatio::Auto, { "AUTO", "Auto: Das Seitenverhältnis passt sich automatisch der Fenstergröße an." } },
{ EAspectRatio::Wide, { "16:9", "16:9: Stellt das Spiel in einem Breitbildschirm-Vormat dar." } },
{ EAspectRatio::Narrow, { "4:3", "4:3: Stellt das Spiel in einem Mittel-Vormat dar." } },
{ EAspectRatio::OriginalNarrow, { "ORIGINAL 4:3", "Original 4:3: Stellt das Spiel in einem Mittel-Vormat dar, was der ursprünglichen Implementation originalgetreut bleibt." } }
}
},
{
ELanguage::French,
{
{ EAspectRatio::Auto, { "AUTO", "Auto: le format d'image s'adapte automatiquement à la taille de la fenêtre." } },
{ EAspectRatio::Wide, { "16:9", "16:9: force le jeu sur un format d'image large." } },
{ EAspectRatio::Narrow, { "4:3", "4:3: force le jeu sur un format d'image carré." } },
{ EAspectRatio::OriginalNarrow, { "4:3 ORIGINAL", "4:3 Original: force le jeu à un format d'image carré et conserve la parité avec l'implémentation d'origine du jeu." } }
}
},
{
ELanguage::Spanish,
{
{ EAspectRatio::Auto, { "AUTO", "Auto: la relación de aspecto se ajusta de forma dinámica al tamaño de la ventana." } },
{ EAspectRatio::Wide, { "16:9", "16:9: muestra el juego en relación de aspecto de pantalla ancha." } },
{ EAspectRatio::Narrow, { "4:3", "4:3: muestra el juego en relación de aspecto de pantalla estrecha." } },
{ EAspectRatio::OriginalNarrow, { "ORIGINAL 4:3", "Original 4:3: muestra el juego en relación de aspecto de pantalla estrecha y mantiene paridad con la implementación original del juego." } }
}
},
{
ELanguage::Italian,
{
{ EAspectRatio::Auto, { "AUTO", "Auto: il rapporto d'aspetto verra cambiato automaticamente in base alle dimensioni della finestra." } },
{ EAspectRatio::Wide, { "16:9", "16:9: blocca il gioco a un rapporto d'aspetto widescreen." } },
{ EAspectRatio::Narrow, { "4:3", "4:3: blocca il gioco a un rapporto d'aspetto stretto." } },
{ EAspectRatio::OriginalNarrow, { "4:3 ORIGINALE", "4:3 Originale: blocca il gioco a un rapporto d'aspetto stretto e mantiene la parità con l'implementazione originale del gioco." } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(ResolutionScale)
{
{ ELanguage::English, { "Resolution Scale", "Adjust the internal resolution of the game.\n\n%dx%d" } }
{ ELanguage::English, { "Resolution Scale", "Adjust the internal resolution of the game.\n\n%dx%d" } },
{ ELanguage::Japanese, { "[解像度:かいぞうど]スケール", "ゲームの\u200B[内部解像度:ないぶかいぞうど]を\u200B[調整:ちょうせい]できます\n\n%dx%d" } },
{ ELanguage::German, { "Rendering-Auflösung", "Passe die Auflösung der internen Darstellung an.\n\n%dx%d" } },
{ ELanguage::French, { "Échelle de rendu", "Modifie la résolution interne du jeu.\n\n%dx%d" } },
{ ELanguage::Spanish, { "Escala de resolución", "Ajusta la resolución interna del juego.\n\n%dx%d" } },
{ ELanguage::Italian, { "Scala risoluzione", "Regola la risoluzione interna del gioco.\n\n%dx%d" } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(Fullscreen)
{
{ ELanguage::English, { "Fullscreen", "Toggle between borderless fullscreen or windowed mode." } }
{ ELanguage::English, { "Fullscreen", "Toggle between borderless fullscreen or windowed mode." } },
{ ELanguage::Japanese, { "フルスクリーン", "ボーダーレス\u200Bフルスクリーンか\u200Bウィンドウモードを\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Vollbild", "Wechsle zwischen dem randlosen Vollbildmodus und dem Fenstermodus." } },
{ ELanguage::French, { "Plein écran", "Alterne entre le mode plein écran sans bordure et le mode fenêtré." } },
{ ELanguage::Spanish, { "Pantalla completa", "Cambia entre modo de pantalla completa o ventana." } },
{ ELanguage::Italian, { "Schermo pieno", "Attiva/disattiva tra modalità finestra senza cornice e modalità finestra." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(VSync)
{
{ ELanguage::English, { "V-Sync", "Synchronize the game to the refresh rate of the display to prevent screen tearing." } }
{ ELanguage::English, { "V-Sync", "Synchronize the game to the refresh rate of the display to prevent screen tearing." } },
{ ELanguage::Japanese, { "[垂直同期:すいちょくどうき]", "[垂直同期:すいちょくどうき]の\u200B[設定:せってい]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "V-Sync", "Synchronisiere das Spiel mit der Bildwiederholrate deines Bildschirms um Bildverzerrungen zu vermeiden." } },
{ ELanguage::French, { "V-Sync", "Synchronise le jeu avec la fréquence de rafraîchissement de l'écran pour éviter le screen tearing." } },
{ ELanguage::Spanish, { "V-Sync", "Sincroniza el juego a la tasa de refresco de la pantalla para prevenir el rasgado de la imagen." } },
{ ELanguage::Italian, { "V-Sync", "Sincronizza il gioco con la frequenza d'aggiornamento del display per evitare lo screen tearing." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(FPS)
{
{ ELanguage::English, { "FPS", "Set the max frame rate the game can run at.\n\nWARNING: this may introduce glitches at frame rates higher than 60 FPS." } }
{ ELanguage::English, { "FPS", "Set the max frame rate the game can run at.\n\nWARNING: this may introduce glitches at frame rates higher than 60 FPS." } },
{ ELanguage::Japanese, { "フレームレート[上限:じょうげん]", "ゲームの\u200B[最大:さいだい]フレームレートを\u200B[設定:せってい]できます\n\n[警告:けいこく]: 60 FPSを\u200B[超:こ]えるフレームレートで\u200B[不具合:ふぐあい]が\u200B[発生:はっせい]する\u200B[可能性:かのうせい]が\u200Bあります" } },
{ ELanguage::German, { "FPS", "Setze die maximale Anzahl der Bilder pro Sekunde, die das Spiel darstellen kann.\n\nWARNUNG: Das Spiel kann bei höheren FPS als 60 ungewolltes Verhalten aufweisen." } },
{ ELanguage::French, { "FPS", "Détermine la fréquence d'images maximale du jeu.\n\nATTENTION: cela peut entraîner des problèmes à des taux de rafraîchissement supérieurs à 60 FPS." } },
{ ELanguage::Spanish, { "FPS", "Establece la tasa de fotogramas máxima a la que puede correr el juego.\n\nADVERTENCIA: esto puede introducir fallos en tasas mayores a 60 FPS." } },
{ ELanguage::Italian, { "FPS", "Imposta il frame rate massimo del gioco.\n\nATTENZIONE: questa opzione può causare dei glitch a frame rate più alti di 60 FPS." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(Brightness)
{
{ ELanguage::English, { "Brightness", "Adjust the brightness level of the game." } }
{ ELanguage::English, { "Brightness", "Adjust the brightness level until the symbol on the left is barely visible." } },
{ ELanguage::Japanese, { "[明:おか]るさの[設定:せってい]", "[画面:がめん]の\u200B[明:おか]るさを\u200B[調整:ちょうせい]できます" } },
{ ELanguage::German, { "Helligkeit", "Passe die Helligkeit des Spiels an bis das linke Symbol noch gerade so sichtbar ist." } },
{ ELanguage::French, { "Luminosité", "Règle le niveau de luminosité jusqu'à ce que le symbole à gauche soit à peine visible." } },
{ ELanguage::Spanish, { "Brillo", "Ajusta el nivel de brillo hasta que el símbolo a la izquierda sea apenas visible." } },
{ ELanguage::Italian, { "Luminosità", "Regola la luminosità dello schermo fino a quando il simbolo a sinistra diventa leggermente visibile." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(AntiAliasing)
{
{ ELanguage::English, { "Anti-Aliasing", "Adjust the amount of smoothing applied to jagged edges." } }
{ ELanguage::English, { "Anti-Aliasing", "Adjust the amount of smoothing applied to jagged edges." } },
{ ELanguage::Japanese, { "アンチエイリアス", "アンチエイリアスの\u200B[種類:しゅるい]を\u200B[選択:せんたく]できます" } },
{ ELanguage::German, { "Kantenglättung", "Passe die Menge an Kantenglättung an." } },
{ ELanguage::French, { "Anticrénelage", "Ajuste le niveau d'anticrénelage appliqué aux bords des objets." } },
{ ELanguage::Spanish, { "Anti-Aliasing", "Ajusta el nivel de suavizado aplicado a los dientes de sierra." } },
{ ELanguage::Italian, { "Anti-Aliasing", "Regola la quantità di smussamento applicata ai bordi." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EAntiAliasing)
@@ -286,36 +667,113 @@ CONFIG_DEFINE_ENUM_LOCALE(EAntiAliasing)
{
ELanguage::English,
{
{ EAntiAliasing::None, { "NONE", "" } },
{ EAntiAliasing::None, { "NONE", "" } }
}
}
},
{
ELanguage::Japanese,
{
{ EAntiAliasing::None, { "オフ", "" } },
}
},
{
ELanguage::German,
{
{ EAntiAliasing::None, { "KEINE", "" } }
}
},
{
ELanguage::French,
{
{ EAntiAliasing::None, { "SANS", "" } }
}
},
{
ELanguage::Spanish,
{
{ EAntiAliasing::None, { "NO", "" } },
}
},
{
ELanguage::Italian,
{
{ EAntiAliasing::None, { "NULLO", "" } }
}
},
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(TransparencyAntiAliasing)
{
{ ELanguage::English, { "Transparency Anti-Aliasing", "Apply anti-aliasing to alpha transparent textures." } }
{ ELanguage::English, { "Transparency Anti-Aliasing", "Apply anti-aliasing to alpha transparent textures." } },
{ ELanguage::Japanese, { "アンチエイリアスのトランスペアレンシー", "アルファ[透明:とうめい]\u200Bテクスチャに\u200Bアンチエイリアシングを\u200B[適用:てきよう]されます" } },
{ ELanguage::German, { "Transparenz-Kantenglättung", "Wende Kantenglättung auf Alpha-Transparenz-Texturen an." } },
{ ELanguage::French, { "Anticrénelage de transparence", "Applique l'anticrénelage sur les textures transparentes." } },
{ ELanguage::Spanish, { "Anti-Aliasing de transparencias", "Aplica antialiasing a las texturas transparentes." } },
{ ELanguage::Italian, { "Anti-Aliasing su texture trasparenti", "Applica l'anti-aliasing alle texture trasparenti." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(ShadowResolution)
{
{ ELanguage::English, { "Shadow Resolution", "Set the resolution of real-time shadows." } }
{ ELanguage::English, { "Shadow Resolution", "Set the resolution of real-time shadows." } },
{ ELanguage::Japanese, { "[影:かげ]の[解像度:かいぞうど]", "[影:かげ]の[解像度:かいぞうど]を\u200B[設定:せってい]できます" } },
{ ELanguage::German, { "Schattenauflösung", "Stelle die Auflösung der Echtzeit-Schatten ein." } },
{ ELanguage::French, { "Résolution des ombres", "Défini la résolution des ombres en temps réel." } },
{ ELanguage::Spanish, { "Resolución de sombras", "Establece la resolución de las sombras de tiempo real." } },
{ ELanguage::Italian, { "Risoluzione ombre", "Imposta la risoluzioni delle ombre in tempo reale." } }
};
// Japanese Notes: This localization should include furigana in its description.
CONFIG_DEFINE_ENUM_LOCALE(EShadowResolution)
{
{
ELanguage::English,
{
{ EShadowResolution::Original, { "ORIGINAL", "Original: the game will automatically determine the resolution of the shadows." } },
{ EShadowResolution::x4096, { "4096", "High resolutions can degrade performance significantly on lower end hardware." } },
{ EShadowResolution::x8192, { "8192", "High resolutions can degrade performance significantly on lower end hardware." } },
{ EShadowResolution::Original, { "ORIGINAL", "Original: the game will automatically determine the resolution of the shadows." } }
}
},
{
ELanguage::Japanese,
{
{ EShadowResolution::Original, { "オリジナル", "オリジナル: [影:かげ]の[解像度:かいぞうど]を\u200B[自動検出:じどうけんしゅつ]されます" } }
}
},
{
ELanguage::German,
{
{ EShadowResolution::Original, { "ORIGINAL", "Original: Das Spiel bestimmt die Auflösung der Schatten automatisch." } }
}
},
{
ELanguage::French,
{
{ EShadowResolution::Original, { "ORIGINALE", "Originale: le jeu déterminera automatiquement la résolution des ombres." } }
}
},
{
ELanguage::Spanish,
{
{ EShadowResolution::Original, { "ORIGINAL", "Original: el juego determinará de forma automática la resolución de las sombras." } }
}
},
{
ELanguage::Italian,
{
{ EShadowResolution::Original, { "ORIGINALE", "Originale: il gioco determinerà automaticamente la risoluzione delle ombre." } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(GITextureFiltering)
{
{ ELanguage::English, { "GI Texture Filtering", "Change the quality of the filtering used for global illumination textures." } }
{ ELanguage::English, { "GI Texture Filtering", "Change the quality of the filtering used for global illumination textures." } },
{ ELanguage::Japanese, { "GIテクスチャフィルタリング", "GIテクスチャに\u200B[使用:しよう]する\u200Bフィルタリングの\u200B[品質:ひんしつ]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "GI Texturfilterung", "Ändere die Qualität der Filterung für Global-Illumination-Texturen." } },
{ ELanguage::French, { "Filtre des textures IG", "Modifie la qualité du filtre utilisé pour les textures d'illumination globale." } },
{ ELanguage::Spanish, { "Filtrado de texturas de GI", "Cambia la calidad del filtrado utilizado en las texturas de iluminación global." } },
{ ELanguage::Italian, { "Filtraggio delle texture GI", "Regola la qualità del sistema di filtraggio utilizzato per le texture dell'illuminazione." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EGITextureFiltering)
@@ -324,16 +782,58 @@ CONFIG_DEFINE_ENUM_LOCALE(EGITextureFiltering)
ELanguage::English,
{
{ EGITextureFiltering::Bilinear, { "BILINEAR", "" } },
{ EGITextureFiltering::Bicubic, { "BICUBIC", "" } },
{ EGITextureFiltering::Bicubic, { "BICUBIC", "" } }
}
},
{
ELanguage::Japanese,
{
{ EGITextureFiltering::Bilinear, { "バイリニア", "" } },
{ EGITextureFiltering::Bicubic, { "バイキュービック", "" } },
}
},
{
ELanguage::German,
{
{ EGITextureFiltering::Bilinear, { "BILINEAR", "" } },
{ EGITextureFiltering::Bicubic, { "BICUBIC", "" } }
}
},
{
ELanguage::French,
{
{ EGITextureFiltering::Bilinear, { "BILINÉAIRE", "" } },
{ EGITextureFiltering::Bicubic, { "BICUBIQUE", "" } },
}
},
{
ELanguage::Spanish,
{
{ EGITextureFiltering::Bilinear, { "BILINEAR", "" } },
{ EGITextureFiltering::Bicubic, { "BICÚBICO", "" } },
}
},
{
ELanguage::Italian,
{
{ EGITextureFiltering::Bilinear, { "BILINEARE", "" } },
{ EGITextureFiltering::Bicubic, { "BICUBICO", "" } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(MotionBlur)
{
{ ELanguage::English, { "Motion Blur", "Change the quality of the motion blur." } }
{ ELanguage::English, { "Motion Blur", "Change the quality of the motion blur." } },
{ ELanguage::Japanese, { "モーションブラー", "モーションブラーの\u200B[品質:ひんしつ]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Bewegungsunschärfe", "Verändere die Qualität der Bewegungsunschärfe." } },
{ ELanguage::French, { "Flou de mouvement", "Modifie la qualité du flou de mouvement." } },
{ ELanguage::Spanish, { "Desenfoque de movimiento", "Cambia la calidad del desenfoque de movimiento." } },
{ ELanguage::Italian, { "Sfocatura di movimento", "Regola la qualità della sfocatura di movimento." } }
};
// Japanese Notes: This localization should include furigana in its description.
CONFIG_DEFINE_ENUM_LOCALE(EMotionBlur)
{
{
@@ -343,42 +843,172 @@ CONFIG_DEFINE_ENUM_LOCALE(EMotionBlur)
{ EMotionBlur::Original, { "ORIGINAL", "" } },
{ EMotionBlur::Enhanced, { "ENHANCED", "Enhanced: uses more samples for smoother motion blur at the cost of performance." } }
}
},
{
ELanguage::Japanese,
{
{ EMotionBlur::Off, { "オフ", "" } },
{ EMotionBlur::Original, { "オリジナル", "" } },
{ EMotionBlur::Enhanced, { "エンハンスド", "エンハンスド: パフォーマンスを\u200B[犠牲:ぎせい]にして\u200Bより[多:おお]くの\u200Bサンプルを\u200B[使用:しよう]してより\u200B[滑:なめ]らかな\u200Bモーションブラーを\u200B[実現:じつげん]されます" } }
}
},
{
ELanguage::German,
{
{ EMotionBlur::Off, { "AUS", "" } },
{ EMotionBlur::Original, { "ORIGINAL", "" } },
{ EMotionBlur::Enhanced, { "VERBESSERT", "Verbessert: Benutzt mehr Samples um eine weichere Bewegungsunschärfe auf Kosten von Performanz zu erzeugen." } }
}
},
{
ELanguage::French,
{
{ EMotionBlur::Off, { "AUCUN", "" } },
{ EMotionBlur::Original, { "ORIGINAL", "" } },
{ EMotionBlur::Enhanced, { "AMÉLIORÉ", "Amélioré: utilise plus d'échantillons pour un flou de mouvement plus lisse au détriment des performances." } }
}
},
{
ELanguage::Spanish,
{
{ EMotionBlur::Off, { "APAGADO", "" } },
{ EMotionBlur::Original, { "ORIGINAL", "" } },
{ EMotionBlur::Enhanced, { "MEJORADO", "Mejorado: utiliza más muestras para suavizar el desenfoque de movimiento a costa del rendimiento." } }
}
},
{
ELanguage::Italian,
{
{ EMotionBlur::Off, { "DISATTIVATO", "" } },
{ EMotionBlur::Original, { "ORIGINALE", "" } },
{ EMotionBlur::Enhanced, { "AUMENTATO", "Aumentato: usa più passaggi per una sfocatura più fluida, con un impatto sulle prestazioni." } }
}
}
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(XboxColorCorrection)
{
{ ELanguage::English, { "Xbox Color Correction", "Use the warm tint from the Xbox version of the game." } }
{ ELanguage::English, { "Xbox Color Correction", "Use the warm tint from the Xbox version of the game." } },
{ ELanguage::Japanese, { "Xboxの[色補正:いろほせい]", "Xbox[版:ばん]のゲームの\u200B[暖色系:だんしょくけい]の[色合:いろあ]いを\u200B[使用:しよう]されます" } },
{ ELanguage::German, { "Xbox Farbkorrektur", "Benutzt den warmen Farbstich aus der Xbox-Version des Spiels." } },
{ ELanguage::French, { "Correction couleurs Xbox", "Utilise le filtre de couleur provenant de la version Xbox du jeu." } },
{ ELanguage::Spanish, { "Corrección de color de Xbox", "Utiliza el tono cálido de la versión Xbox del juego." } },
{ ELanguage::Italian, { "Correzione dei colori Xbox", "Applica il filtro di colori più caldi utilizzato dalla versione Xbox del gioco." } }
};
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(CutsceneAspectRatio)
{
{ ELanguage::English, { "Cutscene Aspect Ratio", "" } }
{ ELanguage::English, { "Cutscene Aspect Ratio", "Change the aspect ratio of the real-time cutscenes." } },
{ ELanguage::Japanese, { "アスペクト[比:ひ]のカットシーン", "リアルタイム\u200Bカットシーンの\u200Bアスペクト[比:ひ]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Zwischensequenz-Seitenverhältnis", "Verändere das Seitenverhältnis der Echtzeit-Zwischensequenzen." } },
{ ELanguage::French, { "Format des cinématiques", "Modifie le format d'image des cinématiques en temps réel." } },
{ ELanguage::Spanish, { "Relación de aspecto de cinemáticas", "Cambia la relación de aspecto de las cinemáticas de tiempo real." } },
{ ELanguage::Italian, { "Rapporto d'aspetto dei filmati", "Cambia il rapporto d'aspetto dei filmati in tempo reale." } }
};
// Japanese Notes: This localization should include furigana in its description.
CONFIG_DEFINE_ENUM_LOCALE(ECutsceneAspectRatio)
{
{
ELanguage::English,
{
{ ECutsceneAspectRatio::Original, { "ORIGINAL", "" } },
{ ECutsceneAspectRatio::Unlocked, { "UNLOCKED", "" } },
{ ECutsceneAspectRatio::Original, { "ORIGINAL", "Original: locks cutscenes to their original 16:9 aspect ratio." } },
{ ECutsceneAspectRatio::Unlocked, { "UNLOCKED", "Unlocked: allows cutscenes to adjust their aspect ratio to the window size.\n\nWARNING: this will introduce visual oddities past the original 16:9 aspect ratio." } }
}
},
{
ELanguage::Japanese,
{
{ ECutsceneAspectRatio::Original, { "オリジナル", "オリジナル: カットシーンを\u200B[元:もと]の\u200B16:9の\u200Bアスペクト[比:ひ]に\u200B[固定:こてい]されます" } },
{ ECutsceneAspectRatio::Unlocked, { "解除", "[解除:かいじょ]: カットシーンの\u200Bアスペクト[比:ひ]を\u200Bウィンドウサイズに\u200B[合:あ]わせて\u200B[調整:ちょうせい]されます\n\n[警告:けいこく]: [元:もと]の\u200B16:9の\u200Bアスペクト[比:ひ]を\u200B[超:こ]えると\u200B[視覚的:しかくてき]な\u200B[異常:いじょう]が\u200B[発生:はっせい]します" } },
}
},
{
ELanguage::German,
{
{ ECutsceneAspectRatio::Original, { "ORIGINAL", "Original: Behält die Zwischensequenzen in ihrem originalen 16:9 Seitenverhältnis." } },
{ ECutsceneAspectRatio::Unlocked, { "ENTSPERRT", "Entsperrt: Erlaubt Zwischensequenzen ihr Seitenverhältnis der Fenstergröße anzupassen.\n\nWARNUNG: Diese Option kann zu visuellen Fehlern außerhalb der Grenzen des ursprünglichen Seitenverhältnisses führen." } }
}
},
{
ELanguage::French,
{
{ ECutsceneAspectRatio::Original, { "ORIGINAL", "Original: force les cinématiques dans leur format 16:9 d'origine." } },
{ ECutsceneAspectRatio::Unlocked, { "LIBRE", "Libre: permet aux cinématiques d'adapter leur format d'image à la taille de la fenêtre.\n\nAttention: au dela du format 16:9 d'origine, des bugs visuels apparaitront." } },
}
},
{
ELanguage::Spanish,
{
{ ECutsceneAspectRatio::Original, { "ORIGINAL", "Original: muestra las cinemáticas en su relación de aspecto original de 16:9." } },
{ ECutsceneAspectRatio::Unlocked, { "DESBLOQUEADO", "Desbloqueado: permite que las cinemáticas ajusten su relación de aspecto al tamaño de la ventana.\n\nADVERTENCIA: esto introducirá rarezas visuales más allá de la relación de aspecto original de 16:9." } },
}
},
{
ELanguage::Italian,
{
{ ECutsceneAspectRatio::Original, { "ORIGINALE", "Originale: blocca il rapporto d'aspetto dei filmati a 16:9." } },
{ ECutsceneAspectRatio::Unlocked, { "SBLOCCATO", "Sbloccato: il rapporto d'aspetto verrà regolato in base alle dimensioni della finestra.\n\nATTENZIONE: questa opzione potrebbe causare dei problemi visivi se il rapporto d'aspetto è oltre 16:9." } }
}
}
};
CONFIG_DEFINE_LOCALE(UIScaleMode)
// Japanese Notes: This localization should include furigana.
CONFIG_DEFINE_LOCALE(UIAlignmentMode)
{
{ ELanguage::English, { "UI Scale Mode", "Change how the UI scales to the display." } }
{ ELanguage::English, { "UI Alignment Mode", "Change how the UI aligns with the display." } },
{ ELanguage::Japanese, { "UIアライメントモード", "UIとディスプレイの\u200B[配置:はいち]を\u200B[変更:へんこう]できます" } },
{ ELanguage::German, { "Benutzeroberflächenausrichtung", "Verändere wie die Benutzeroberfläche sich mit dem Bildschirm ausrichtet." } },
{ ELanguage::French, { "Alignement de l'IU", "Modifie l'alignement de l'interface utilisateur sur l'écran." } },
{ ELanguage::Spanish, { "Modo de alineamiento de UI", "Cambia la alineación de la interfaz de usuario con la pantalla." } },
{ ELanguage::Italian, { "Modalità allineamento interfaccia", "Modifica come l'interfaccia si allinea con lo schermo." } }
};
CONFIG_DEFINE_ENUM_LOCALE(EUIScaleMode)
// Japanese Notes: This localization should include furigana in its description.
CONFIG_DEFINE_ENUM_LOCALE(EUIAlignmentMode)
{
{
ELanguage::English,
{
{ EUIScaleMode::Edge, { "EDGE", "Edge: the UI will anchor to the edges of the display." } },
{ EUIScaleMode::Centre, { "CENTER", "Center: the UI will anchor to the center of the display." } },
{ EUIAlignmentMode::Edge, { "EDGE", "Edge: the UI will align with the edges of the display." } },
{ EUIAlignmentMode::Centre, { "CENTER", "Center: the UI will align with the center of the display." } }
}
},
{
ELanguage::Japanese,
{
{ EUIAlignmentMode::Edge, { "エッジ", "エッジ: UIはディスプレイの\u200B[端:はし]に\u200B[揃:そろ]います" } },
{ EUIAlignmentMode::Centre, { "センター", "センター: UIはディスプレイの\u200B[中央:ちゅうおう]に\u200B[揃:そろ]います" } },
}
},
{
ELanguage::German,
{
{ EUIAlignmentMode::Edge, { "RAND", "Rand: Die Benutzeroberfläche richtet sich zum Rand des Bildschirms aus." } },
{ EUIAlignmentMode::Centre, { "MITTE", "Mitte: Die Benutzeroberfläche richtet sich zur Mitte des Bildschirms aus." } }
}
},
{
ELanguage::French,
{
{ EUIAlignmentMode::Edge, { "BORD", "Bord: l'interface utilisateur sera alignée sur les bords de l'écran." } },
{ EUIAlignmentMode::Centre, { "CENTRÉE", "Centrée: l'interface utilisateur sera alignée sur le centre de l'écran." } },
}
},
{
ELanguage::Spanish,
{
{ EUIAlignmentMode::Edge, { "BORDE", "Borde: la interfaz de usuario se alineará con los bordes de la pantalla." } },
{ EUIAlignmentMode::Centre, { "CENTRO", "Centro: la interfaz de usuario se alineará con el centro de la pantalla." } },
}
},
{
ELanguage::Italian,
{
{ EUIAlignmentMode::Edge, { "BORDI", "Bordi: l'interfaccia si allineerà con i bordi dello schermo." } },
{ EUIAlignmentMode::Centre, { "CENTRO", "Centro: l'interfaccia si allineerà con il centro dello schermo." } }
}
}
};
+468 -119
View File
@@ -16,335 +16,615 @@
360, which is one of the few consoles to have a port of Sonic
Unleashed.
- Ensure your locale is added in the correct order following the language enum.
Correct:
{
{ ELanguage::English, "Example" },
{ ELanguage::Japanese, "Example" },
{ ELanguage::German, "Example" },
{ ELanguage::French, "Example" },
{ ELanguage::Spanish, "Example" },
{ ELanguage::Italian, "Example" }
}
Incorrect:
{
{ ELanguage::English, "Example" },
{ ELanguage::French, "Example" },
{ ELanguage::Spanish, "Example" },
{ ELanguage::German, "Example" },
{ ELanguage::Italian, "Example" },
{ ELanguage::Japanese, "Example" }
}
- Japanese localization should use furigana for message windows, options items,
options descriptions and installer text.
Furigana should be included in the text as such:
"[私:わたし]はジョージです。"
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
std::unordered_map<std::string, std::unordered_map<ELanguage, std::string>> g_locale =
std::unordered_map<std::string_view, std::unordered_map<ELanguage, std::string>> g_locale =
{
{
"Options_Header_Name",
{
{ ELanguage::English, "OPTIONS" },
{ ELanguage::English, "OPTIONS" },
{ ELanguage::Japanese, "OPTION" },
{ ELanguage::German, "OPTIONEN" },
{ ELanguage::French, "OPTIONS" },
{ ELanguage::Spanish, "OPCIONES" },
{ ELanguage::Italian, "OPZIONI" }
{ ELanguage::German, "OPTIONEN" },
{ ELanguage::French, "OPTIONS" },
{ ELanguage::Spanish, "OPCIONES" },
{ ELanguage::Italian, "OPZIONI" }
}
},
{
"Options_Category_System",
{
{ ELanguage::English, "SYSTEM" }
{ ELanguage::English, "SYSTEM" },
{ ELanguage::Japanese, "SYSTEM" },
{ ELanguage::German, "SYSTEM" },
{ ELanguage::French, "SYSTÈME" },
{ ELanguage::Spanish, "SISTEMA" },
{ ELanguage::Italian, "SISTEMA" }
}
},
{
"Options_Category_Input",
{
{ ELanguage::English, "INPUT" }
{ ELanguage::English, "INPUT" },
{ ELanguage::Japanese, "INPUT" },
{ ELanguage::German, "EINGABE" },
{ ELanguage::French, "COMMANDES" },
{ ELanguage::Spanish, "CONTROLES" },
{ ELanguage::Italian, "COMANDI" }
}
},
{
"Options_Category_Audio",
{
{ ELanguage::English, "AUDIO" }
{ ELanguage::English, "AUDIO" },
{ ELanguage::Japanese, "AUDIO" },
{ ELanguage::German, "AUDIO" },
{ ELanguage::French, "SON" },
{ ELanguage::Spanish, "AUDIO" },
{ ELanguage::Italian, "AUDIO" }
}
},
{
"Options_Category_Video",
{
{ ELanguage::English, "VIDEO" }
{ ELanguage::English, "VIDEO" },
{ ELanguage::Japanese, "VIDEO" },
{ ELanguage::German, "VIDEO" },
{ ELanguage::French, "AFFICHAGE" },
{ ELanguage::Spanish, "VÍDEO" },
{ ELanguage::Italian, "VIDEO" }
}
},
{
// Notes: integer values in the options menu (e.g. FPS) when at their maximum value.
"Options_Value_Max",
{
{ ELanguage::English, "MAX" }
{ ELanguage::English, "MAX" },
{ ELanguage::Japanese, "MAX" },
{ ELanguage::German, "MAX" },
{ ELanguage::French, "MAX" },
{ ELanguage::Spanish, "MÁX" },
{ ELanguage::Italian, "MAX" }
}
},
{
"Options_Name_WindowSize",
{
{ ELanguage::English, "Window Size" }
{ ELanguage::English, "Window Size" },
{ ELanguage::Japanese, "ウィンドウサイズ" },
{ ELanguage::German, "Fenstergröße" },
{ ELanguage::French, "Taille de la fenêtre" },
{ ELanguage::Spanish, "Tamaño de ventana" },
{ ELanguage::Italian, "Dimensioni della finestra" }
}
},
{
// Japanese Notes: This localization should include furigana.
"Options_Desc_WindowSize",
{
{ ELanguage::English, "Adjust the size of the game window in windowed mode." }
{ ELanguage::English, "Adjust the size of the game window in windowed mode." },
{ ELanguage::Japanese, "ゲームの\u200Bウィンドウサイズを\u200B[設定:せってい]できます" },
{ ELanguage::German, "Passe die Fenstergröße des Spiels im Fenstermodus an." },
{ ELanguage::French, "Définir la résolution de jeu en mode fenêtré." },
{ ELanguage::Spanish, "Ajusta el tamaño de la ventana de juego en modo ventana." },
{ ELanguage::Italian, "Regola la dimensione della finestra del gioco in modalità finestra." }
}
},
{
// Notes: description for options that cannot be accessed anywhere but the title screen or world map (e.g. Language).
// Japanese Notes: This localization should include furigana.
"Options_Desc_NotAvailable",
{
{ ELanguage::English, "This option is not available at this location." }
{ ELanguage::English, "This option is not available at this location." },
{ ELanguage::Japanese, "この\u200Bオプションは\u200B[現在:げんざい]の\u200B[画面:がめん]で\u200B[変更:へんこう]\u200Bできません" },
{ ELanguage::German, "Diese Option ist an dieser Stelle nicht verfügbar." },
{ ELanguage::French, "Cette option n'est pas disponible pour l'instant." },
{ ELanguage::Spanish, "Esta opción no está disponible en este momento." },
{ ELanguage::Italian, "Questa opzione non può essere modificata in questo momento." }
}
},
{
// Notes: currently the description for Window Size when in fullscreen.
// Japanese Notes: This localization should include furigana.
"Options_Desc_NotAvailableFullscreen",
{
{ ELanguage::English, "This option is not available in fullscreen mode." }
{ ELanguage::English, "This option is not available in fullscreen mode." },
{ ELanguage::Japanese, "この\u200Bオプションは\u200Bフルスクリーンモードで\u200B[変更:へんこう]\u200Bできません" },
{ ELanguage::German, "Diese Option ist im Vollbildmodus nicht verfügbar." },
{ ELanguage::French, "Cette option n'est pas disponible en mode plein écran." },
{ ELanguage::Spanish, "Esta opción no está disponible en modo pantalla completa." },
{ ELanguage::Italian, "Questa opzione non è disponibile in modalità schermo pieno." }
}
},
{
// Notes: currently the description for Monitor when in fullscreen.
// Japanese Notes: This localization should include furigana.
"Options_Desc_NotAvailableWindowed",
{
{ ELanguage::English, "This option is not available in windowed mode." }
{ ELanguage::English, "This option is not available in windowed mode." },
{ ELanguage::Japanese, "この\u200Bオプションは\u200Bウィンドウモードで\u200B[変更:へんこう]\u200Bできません" },
{ ELanguage::German, "Diese Option ist im Fenstermodus nicht verfügbar." },
{ ELanguage::French, "Cette option n'est pas disponible en mode fenêtré." },
{ ELanguage::Spanish, "Esta opción no está disponible en modo ventana." },
{ ELanguage::Italian, "Questa opzione non è disponibile in modalità finestra." }
}
},
{
// Notes: currently the description for Monitor when the user only has one display connected.
// Japanese Notes: This localization should include furigana.
"Options_Desc_NotAvailableHardware",
{
{ ELanguage::English, "This option is not available with your current hardware configuration." }
{ ELanguage::English, "This option is not available with your current hardware configuration." },
{ ELanguage::Japanese, "この\u200Bオプションは\u200B[現在:げんざい]の\u200Bハードウェア[構成:こうせい]で\u200B[変更:へんこう]\u200Bできません" },
{ ELanguage::German, "Diese Option ist mit der momentanen Hardwarekonfiguration nicht verfügbar." },
{ ELanguage::French, "Cette option n'est pas disponible avec votre configuration matérielle actuelle." },
{ ELanguage::Spanish, "Esta opción no está disponible con tu configuración actual de hardware." },
{ ELanguage::Italian, "Questa opzione non è disponibile con l'hardware in tuo possesso." }
}
},
{
// Notes: description for Transparency Anti-Aliasing when MSAA is disabled.
// Japanese Notes: This localization should include furigana.
"Options_Desc_NotAvailableMSAA",
{
{ ELanguage::English, "This option is not available without MSAA." }
{ ELanguage::English, "This option is not available without MSAA." },
{ ELanguage::Japanese, "この\u200Bオプションは\u200BMSAAなしで\u200B[変更:へんこう]\u200Bできません" },
{ ELanguage::German, "Diese Option ist ohne MSAA nicht verfügbar." },
{ ELanguage::French, "Cette option n'est pas disponible sans MSAA." },
{ ELanguage::Spanish, "Esta opción no está disponible sin MSAA." },
{ ELanguage::Italian, "Questa opzione non è disponibile senza MSAA." }
}
},
{
// Notes: description for Music Attenuation when the user is not running a supported OS.
// Japanese Notes: This localization should include furigana.
"Options_Desc_OSNotSupported",
{
{ ELanguage::English, "This option is not supported by your operating system." }
{ ELanguage::English, "This option is not supported by your operating system." },
{ ELanguage::Japanese, "この\u200Bオプションは\u200B[現在:げんざい]の\u200BOSで\u200B[変更:へんこう]\u200Bできません" },
{ ELanguage::German, "Diese Option wird von diesem Betriebssystem nicht unterstützt." },
{ ELanguage::French, "Cette option n'est pas prise en charge par votre système d'exploitation." },
{ ELanguage::Spanish, "Esta opción no está soportada por tu sistema operativo." },
{ ELanguage::Italian, "Questa opzione non è disponibile con il tuo sistema operativo." }
}
},
{
// Notes: message appears when changing the Language option and backing out of the options menu.
// Japanese Notes: This localization should include furigana.
"Options_Message_Restart",
{
{ ELanguage::English, "The game will now restart." }
{ ELanguage::English, "The game will now restart." },
{ ELanguage::Japanese, "ゲームが[再起動:さいきどう]されます" },
{ ELanguage::German, "Das Spiel wird jetzt neu starten." },
{ ELanguage::French, "Le jeu va maintenant redémarrer." },
{ ELanguage::Spanish, "El juego se va a reiniciar." },
{ ELanguage::Italian, "Il gioco verrà riavviato." }
}
},
{
// Notes: used for the button guide at the pause menu.
"Achievements_Name",
{
{ ELanguage::English, "Achievements" }
{ ELanguage::English, "Achievements" },
{ ELanguage::Japanese, "実績" },
{ ELanguage::German, "Erfolge" },
{ ELanguage::French, "Succès" },
{ ELanguage::Spanish, "Logros" },
{ ELanguage::Italian, "Obiettivi" }
}
},
{
// Notes: used for the header in the achievements menu.
"Achievements_Name_Uppercase",
{
{ ELanguage::English, "ACHIEVEMENTS" }
{ ELanguage::English, "ACHIEVEMENTS" },
{ ELanguage::Japanese, "実績" },
{ ELanguage::German, "ERFOLGE" },
{ ELanguage::French, "SUCCÈS" },
{ ELanguage::Spanish, "LOGROS" },
{ ELanguage::Italian, "OBIETTIVI" }
}
},
{
"Achievements_Unlock",
{
{ ELanguage::English, "Achievement Unlocked!" }
{ ELanguage::English, "Achievement Unlocked!" },
{ ELanguage::Japanese, "実績のロックが解除されました" },
{ ELanguage::German, "Erfolg Freigeschaltet!" },
{ ELanguage::French, "Succès déverrouillé !" },
{ ELanguage::Spanish, "¡Logro desbloqueado!" },
{ ELanguage::Italian, "Obiettivo sbloccato!" }
}
},
{
"Installer_Header_Installer",
{
{ ELanguage::English, "INSTALLER" },
{ ELanguage::Spanish, "INSTALADOR" },
{ ELanguage::Italian, "INSTALLATORE" },
{ ELanguage::English, "INSTALLER" },
{ ELanguage::Japanese, "INSTALL" },
{ ELanguage::German, "INSTALLATION" },
{ ELanguage::French, "INSTALLATEUR" },
{ ELanguage::Spanish, "INSTALADOR" },
{ ELanguage::Italian, "INSTALLATORE" },
},
},
{
"Installer_Header_Installing",
{
{ ELanguage::English, "INSTALLING" },
{ ELanguage::Spanish, "INSTALANDO" },
{ ELanguage::Italian, "INSTALLANDO" },
{ ELanguage::English, "INSTALLING" },
{ ELanguage::Japanese, "INSTALL" },
{ ELanguage::German, "INSTALLATION" },
{ ELanguage::French, "INSTALLATION" },
{ ELanguage::Spanish, "INSTALANDO" },
{ ELanguage::Italian, "INSTALLANDO" },
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_SelectLanguage",
{
{ ELanguage::English, "Please select a language." },
{ ELanguage::Italian, "Seleziona una lingua." }
{ ELanguage::English, "Please select a language." },
{ ELanguage::Japanese, "[言語:げんご]を[選択:せんたく]してください" },
{ ELanguage::German, "Bitte eine Sprache auswählen." },
{ ELanguage::French, "Choisissez une langue." },
{ ELanguage::Spanish, "Selecciona un idioma." },
{ ELanguage::Italian, "Seleziona una lingua." }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_Introduction",
{
{ ELanguage::English, "Welcome to\nUnleashed Recompiled!\n\nYou'll need an Xbox 360 copy\nof Sonic Unleashed in order to proceed with the installation." },
{ ELanguage::Italian, "Benvenuto a\nUnleashed Recompiled!\n\nDovrai avere una copia di\nSonic Unleashed per la Xbox 360\nper proseguire con l'installazione." }
{ ELanguage::English, "Welcome to\nUnleashed Recompiled!\n\nYou'll need an Xbox 360 copy\nof Sonic Unleashed in order to proceed with the installation." },
{ ELanguage::Japanese, "Unleashed Recompiledへようこそ!\nインストールにはXbox 360[版:ばん]の\n「ソニック ワールドアドベンチャー」\nが必要です" },
{ ELanguage::German, "Willkommen zu\nUnleashed Recompiled!\nEs wird eine Xbox 360 Kopie von Sonic Unleashed benötigt um mit der Installation fortfahren zu können." },
{ ELanguage::French, "Bienvenue sur\nUnleashed Recompiled !\n\nVous aurez besoin d'une copie de Sonic Unleashed pour Xbox\n360 pour procéder à l'installation." },
{ ELanguage::Spanish, "¡Bienvenido a\nUnleashed Recompiled!\n\nNecesitas una copia de\nSonic Unleashed de Xbox 360\npara continuar con la instalación." },
{ ELanguage::Italian, "Benvenuto a\nUnleashed Recompiled!\n\nDovrai avere una copia di\nSonic Unleashed per la Xbox 360\nper proseguire con l'installazione." }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_SelectGameAndUpdate",
{
{ ELanguage::English, "Add the sources for the game and its title update." }
{ ELanguage::English, "Add the sources for the game and its title update." },
{ ELanguage::Japanese, "ゲームのソースとタイトルアップデート\nを[追加:ついか]" },
{ ELanguage::German, "Füge die Quellen für das Spiel und dessen Update hinzu." },
{ ELanguage::French, "Ajouter les fichiers du jeu ainsi que ses mises à jour." },
{ ELanguage::Spanish, "Añade las fuentes para el juego y su actualización." },
{ ELanguage::Italian, "Aggiungi le fonti per il gioco e per il suo file d'aggiornamento." }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_SelectDLC",
{
{ ELanguage::English, "Add the sources for the DLC." }
{ ELanguage::English, "Add the sources for the DLC." },
{ ELanguage::Japanese, "DLCのソースを[追加:ついか]" },
{ ELanguage::German, "Füge die Quellen für die Erweiterungen des Spiels hinzu." },
{ ELanguage::French, "Ajouter les fichiers pour les DLCs." },
{ ELanguage::Spanish, "Añade las fuentes para el DLC." },
{ ELanguage::Italian, "Aggiungi le fonti per i DLC." }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_CheckSpace",
{
{ ELanguage::English, "The content will be installed to the program's folder.\n\nPlease confirm that you have enough free space.\n\n" },
{ ELanguage::Italian, "Il contenuto verrà installato nella cartella di questo programma. Assicurati di avere abbastanza spazio libero sul tuo hard disk.\n\n" }
{ ELanguage::English, "The content will be installed to the program's folder.\n\n" },
{ ELanguage::Japanese, "コンテンツはプログラムのフォルダに\nインストールされます\n" },
{ ELanguage::German, "Der Inhalt wird in dem Ordner des Programms installiert.\n" },
{ ELanguage::French, "Le contenu sera installé dans le même dossier que le programme.\n" },
{ ELanguage::Spanish, "El contenido será instalado a la carpeta del programa.\n\n" },
{ ELanguage::Italian, "Il contenuto verrà installato nella cartella di questo programma.\n\n" }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_Installing",
{
{ ELanguage::English, "Please wait while the content is being installed..." },
{ ELanguage::Italian, "Attendi mentre il contenuto viene installato... " }
{ ELanguage::English, "Please wait while the content is being installed..." },
{ ELanguage::Japanese, "コンテンツのインストール[中:ちゅう]はお[待:ま]ち\nください" },
{ ELanguage::German, "Bitte warten. Der Inhalt wird installiert..." },
{ ELanguage::French, "Veuillez patienter pendant l'installation du contenu..." },
{ ELanguage::Spanish, "Por favor, espera mientras el contenido se instala... " },
{ ELanguage::Italian, "Attendi mentre il contenuto viene installato... " }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_InstallSucceeded",
{
{ ELanguage::English, "Installation complete!\nThis project is brought to you by:" }
{ ELanguage::English, "Installation complete!\nThis project is brought to you by:" },
{ ELanguage::Japanese, "インストール[完了:かんりょう]\nプロジェクト[制作:せいさく]" },
{ ELanguage::German, "Installation abgeschlossen!\nDieses Projekt wird präsentiert von:" },
{ ELanguage::French, "Installation terminée !\nCe projet vous est présenté par:" },
{ ELanguage::Spanish, "¡Instalación completada!\nEste proyecto ha sido posible gracias a:" },
{ ELanguage::Italian, "Installazione completata!\nQuesto progetto è stato creato da:" }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Page_InstallFailed",
{
{ ELanguage::English, "Installation failed.\n\nError:\n\n" },
{ ELanguage::Italian, "Installazione fallita.\n\nErrore:\n\n" }
{ ELanguage::English, "Installation failed.\n\nError: " },
{ ELanguage::Japanese, "インストールに[失敗:しっぱい]しました\n\nエラー: " },
{ ELanguage::German, "Installation fehlgeschlagen.\n\nFehler: " },
{ ELanguage::French, "L'installation a échouée.\n\nErreur : " },
{ ELanguage::Spanish, "La instalación falló.\n\nError: " },
{ ELanguage::Italian, "Installazione fallita.\n\nErrore: " }
}
},
{
"Installer_Step_Game",
{
{ ELanguage::English, "GAME" },
{ ELanguage::Italian, "GIOCO" }
{ ELanguage::English, "GAME" },
{ ELanguage::Japanese, "ゲーム" },
{ ELanguage::German, "SPIEL" },
{ ELanguage::French, "JEU" },
{ ELanguage::Spanish, "JUEGO" },
{ ELanguage::Italian, "GIOCO" }
}
},
{
"Installer_Step_Update",
{
{ ELanguage::English, "UPDATE" },
{ ELanguage::Italian, "AGGIORNAMENTO" }
{ ELanguage::English, "UPDATE" },
{ ELanguage::Japanese, "アップデート" },
{ ELanguage::German, "UPDATE" },
{ ELanguage::French, "MISE À JOUR" },
{ ELanguage::Spanish, "ACTUALIZACIÓN" },
{ ELanguage::Italian, "AGGIORNAMENTO" }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Step_RequiredSpace",
{
{ ELanguage::English, "Required space: %2.2f GiB" },
{ ELanguage::Italian, "Spazio necessario: %2.2f GiB" }
{ ELanguage::English, "Required space: %2.2f GiB" },
{ ELanguage::Japanese, "[必要:ひつよう]な[容量:ようりょう]: %2.2f GiB" },
{ ELanguage::German, "Benötigter Speicherplatz:\n%2.2f GiB" },
{ ELanguage::French, "Espace nécessaire :\n%2.2f Gio" },
{ ELanguage::Spanish, "Espacio necesario: %2.2f GiB" },
{ ELanguage::Italian, "Spazio necessario: %2.2f GiB" }
}
},
{
// Japanese Notes: This localization should include furigana.
"Installer_Step_AvailableSpace",
{
{ ELanguage::English, "Available space: %2.2f GiB" },
{ ELanguage::Italian, "Spazio disponibile: %2.2f GiB" }
{ ELanguage::English, "Available space: %2.2f GiB" },
{ ELanguage::Japanese, "[使用:しよう][可能:かのう]な[容量:ようりょう]: %2.2f GiB" },
{ ELanguage::German, "Verfügbarer Speicherplatz:\n%2.2f GiB" },
{ ELanguage::French, "Espace disponible :\n%2.2f Gio" },
{ ELanguage::Spanish, "Espacio disponible: %2.2f GiB" },
{ ELanguage::Italian, "Spazio disponibile: %2.2f GiB" }
}
},
{
"Installer_Button_Next",
{
{ ELanguage::English, "NEXT" },
{ ELanguage::Spanish, "SIGUIENTE" },
{ ELanguage::German, "WEITER" },
{ ELanguage::Italian, "CONTINUA" }
{ ELanguage::English, "NEXT" },
{ ELanguage::Japanese, "次へ" },
{ ELanguage::German, "WEITER" },
{ ELanguage::French, "SUIVANT" },
{ ELanguage::Spanish, "SIGUIENTE" },
{ ELanguage::Italian, "CONTINUA" }
}
},
{
"Installer_Button_Skip",
{
{ ELanguage::English, "SKIP" },
{ ELanguage::Spanish, "SALTAR" },
{ ELanguage::German, "ÜBERSPRINGEN" },
{ ELanguage::Italian, "SALTA" }
{ ELanguage::English, "SKIP" },
{ ELanguage::Japanese, "スキップ" },
{ ELanguage::German, "ÜBERSPRINGEN" },
{ ELanguage::French, "IGNORER" },
{ ELanguage::Spanish, "SALTAR" },
{ ELanguage::Italian, "SALTA" }
}
},
{
"Installer_Button_Retry",
{
{ ELanguage::English, "RETRY" },
{ ELanguage::Japanese, "リトライ" },
{ ELanguage::German, "ERNEUT VERSUCHEN" },
{ ELanguage::French, "RÉESSAYER" },
{ ELanguage::Spanish, "REINTENTAR" },
{ ELanguage::Italian, "RIPROVA" }
}
},
{
"Installer_Button_AddFiles",
{
{ ELanguage::English, "ADD FILES" },
{ ELanguage::Spanish, "AÑADIR ARCHIVOS" },
{ ELanguage::German, "DATEIEN HINZUFÜGEN" },
{ ELanguage::Italian, "AGGIUNGI FILE" }
{ ELanguage::English, "ADD FILES" },
{ ELanguage::Japanese, "ファイルを追加" },
{ ELanguage::German, "DATEIEN HINZUFÜGEN" },
{ ELanguage::French, "AJOUTER DES FICHIERS" },
{ ELanguage::Spanish, "AÑADIR ARCHIVOS" },
{ ELanguage::Italian, "AGGIUNGI FILE" }
}
},
{
"Installer_Button_AddFolder",
{
{ ELanguage::English, "ADD FOLDER" },
{ ELanguage::Spanish, "AÑADIR CARPETA" },
{ ELanguage::German, "ORDNER HINZUFÜGEN" },
{ ELanguage::Italian, "AGGIUNGI CARTELLA" }
{ ELanguage::English, "ADD FOLDER" },
{ ELanguage::Japanese, "フォルダを追加" },
{ ELanguage::German, "ORDNER HINZUFÜGEN" },
{ ELanguage::French, "AJOUTER UN DOSSIER" },
{ ELanguage::Spanish, "AÑADIR CARPETA" },
{ ELanguage::Italian, "AGGIUNGI CARTELLA" }
}
},
{
// Notes: message appears when using the "Add Files" option and choosing any file that is not an Xbox 360 game dump.
// Japanese Notes: This localization should include furigana.
"Installer_Message_InvalidFilesList",
{
{ ELanguage::English, "The following selected files are invalid:" },
{ ELanguage::Italian, "I seguenti file non sono validi:" }
{ ELanguage::English, "The following selected files are invalid:" },
{ ELanguage::Japanese, "[選択:せんたく]した[次:つぎ]のファイルは[無効:むこう]です:" },
{ ELanguage::German, "Die folgenden Dateien sind ungültig:" },
{ ELanguage::French, "Les fichiers suivants ne sont pas valides :" },
{ ELanguage::Spanish, "Los siguientes archivos no son válidos:" },
{ ELanguage::Italian, "I seguenti file non sono validi:" }
}
},
{
// Notes: message appears in the event there are some invalid files after adding the DLC and moving onto the next step.
// Japanese Notes: This localization should include furigana.
"Installer_Message_InvalidFiles",
{
{ ELanguage::English, "Some of the files that have\nbeen provided are not valid.\n\nPlease make sure all the\nspecified files are correct\nand try again." },
{ ELanguage::Italian, "Alcuni dei file che sono stati\nselezionati non sono validi.\n\nAssicurati che tutti\ni file sono quelli corretti\ne riprova." }
{ ELanguage::English, "Some of the files that have\nbeen provided are not valid.\n\nPlease make sure all the\nspecified files are correct\nand try again." },
{ ELanguage::Japanese, "[提供:ていきょう]されたファイルの[一部:いちぶ]が[有効:ゆうこう]ではありません\n[指定:してい]されたファイルがすべて[正:ただ]しいことを[確認:かくにん]して\nもう[一度:いちど]お[試:ため]しください" },
{ ELanguage::German, "Einige Dateien, die bereitgestellt\nwurden sind ungültig.\n\nBitte stelle sicher, dass\ndie angegebenen Dateien korrekt\nsind und versuche es erneut." },
{ ELanguage::French, "Certains fichiers fournis ne\nsont pas valides.\n\nVeuillez vous assurer que tous\nles fichiers spécifiés sont\ncorrects et réessayez." },
{ ELanguage::Spanish, "Algunos de los archivos\nseleccionados no son válidos.\n\nPor favor, asegúrate de que\ntodos los archivos son correctos\ne inténtalo de nuevo.\n" },
{ ELanguage::Italian, "Alcuni dei file che sono stati\nselezionati non sono validi.\n\nAssicurati che tutti\ni file sono quelli corretti\ne riprova." }
}
},
{
// Notes: message appears when clicking the "Add Files" option for the first time.
// Japanese Notes: This localization should include furigana.
"Installer_Message_FilePickerTutorial",
{
{ ELanguage::English, "Select a digital dump.\n\nFor choosing a folder with\nextracted and unmodified\ngame files, use the\n\"Add Folder\" option instead." },
{ ELanguage::English, "Select a digital dump with\ncontent from the game.\n\nThese files can be obtained from\nyour Xbox 360 hard drive by\nfollowing the instructions on\nthe GitHub page.\n\nFor choosing a folder with extracted\nand unmodified game files, use\nthe \"Add Folder\" option instead." },
{ ELanguage::Japanese, "ゲームのコンテンツを[含:ふく]む デジタルダンプを[選択:せんたく]してください\n\nこれらのファイルは GitHubページの[指示:しじ]に[従:したが]って\nXbox 360ハードドライブから[取得:しゅとく]できます\n\n[抽出:ちゅうしゅつ]された[変更:へんこう]されていない\nゲームファイルを[含:ふく]むフォルダーを[選択:せんたく]するには\n[代:か]わりに「フォルダの[追加:ついか]」オプションを[使用:しよう]してください" },
{ ELanguage::German, "Wähle einen digitalen Dump von dem Spiel.\n\nDie Dateien können über die Festplatte deiner\nXbox 360 erlangt werden.\nFolge hierfür den Anweisungen auf der GitHub Seite.\n\nUm einen Ordner mit unmodifizierten Spieldateien auszuwählen, benutze die \"Ordner Hinzufügen\" Option stattdessen." },
{ ELanguage::French, "Sélectionnez une copie\ndématérialisée avec le contenu du\njeu de base.\n\nCes fichiers peuvent être obtenus\nà partir du disque dur de votre\nXbox 360 en suivant les\ninstructions de la page GitHub.\n\nPour choisir un dossier contenant\nles fichiers de jeu extraits et\nnon modifiés, utilisez plutôt\nl'option \"Ajouter un dossier\"." },
{ ELanguage::Spanish, "Selecciona una copia digital\ncon contenido del juego.\n\nPuedes obtener los archivos\nde tu disco duro de Xbox 360\nsiguiendo las instrucciones de\nla página de GitHub.\n\nPara elegir una carpeta con\narchivos extraídos sin modificar,\nutiliza la opción \"Añadir Carpeta\"." },
{ ELanguage::Italian, "Seleziona una copia digitale\ncon i contenuti del gioco.\n\nQuesti file possono essere ottenuti\ndall'hard drive della tua Xbox 360\nseguendo le istruzioni\nsulla pagina GitHub.\n\nPer selezionare una cartella\ncon file estratti e non modificati\nusa l'opzione \"Aggiungi cartella\"." }
}
},
{
// Notes: message appears when clicking the "Add Folder" option for the first time.
// Japanese Notes: This localization should include furigana.
"Installer_Message_FolderPickerTutorial",
{
{ ELanguage::English, "Select a folder that contains\nthe unmodified files that have\nbeen extracted from the game.\n\nFor choosing a digital dump,\nuse the\"Add Files\" option instead." },
{ ELanguage::English, "Select a folder that contains the\nunmodified files that have been\nextracted from the game.\n\nThese files can be obtained from\nyour Xbox 360 hard drive by\nfollowing the instructions on\nthe GitHub page.\n\nFor choosing a digital dump,\nuse the \"Add Files\" option instead." },
{ ELanguage::Japanese, "ゲームから[抽出:ちゅうしゅつ]された[変更:へんこう]されていない\nファイルを含むフォルダを[選択:せんたく]してください\n\nこれらのファイルは GitHubページの[指示:しじ]に[従:したが]って\nXbox 360ハードドライブから[取得:しゅとく]できます\n\nデジタルダンプを[選択:せんたく]するには\n[代:か]わりに「ファイルの[追加:ついか]」オプションを[使用:しよう]してください" },
{ ELanguage::German, "Wähle einen Ordner, der unmodifizierte Dateien, die vom Spiel extrahiert wurden enthält.\n\nDie Dateien können über die Festplatte deiner\nXbox 360 erlangt werden.\nFolge hierfür den Anweisungen auf der GitHub Seite.\n\nUm einen digitalen Dump auszuwählen, benutze die \"Datei Hinzufügen\" Option stattdessen." },
{ ELanguage::French, "Sélectionnez un dossier contenant\nles fichiers extraits du jeu de\nbase.\n\nCes fichiers peuvent être obtenus\nà partir du disque dur de votre\nXbox 360 en suivant les\ninstructions de la page GitHub.\n\nPour choisir une copie\ndématérialisée, utilisez plutôt\nl'option \"Ajouter des fichiers\"." },
{ ELanguage::Spanish, "Selecciona una carpeta que\ncontenga los archivos sin\nmodificar extraídos del juego.\n\nPuedes obtener los archivos\nde tu disco duro de Xbox 360\nsiguiendo las instrucciones de\nla página de GitHub.\n\nPara elegir una copia digital,\nutiliza la opción \"Añadir Archivos\"." },
{ ELanguage::Italian, "Seleziona una cartella che contiene\ni file non modificati che sono stati\nestratti dal gioco.\n\nQuesti file possono essere ottenuti\ndall'hard drive della tua Xbox 360\nseguendo le istruzioni\nsulla pagina GitHub.\n\nPer selezionare una copia digitale\nusa l'opzione \"Aggiungi file\"." }
}
},
{
// Notes: message appears when providing a title update that does not match the region or version of the game dump.
// Japanese Notes: This localization should include furigana.
"Installer_Message_IncompatibleGameData",
{
{ ELanguage::English, "The specified game and\ntitle update are incompatible.\n\nPlease ensure the files are\nfor the same version and\nregion and try again." },
{ ELanguage::Italian, "I file del gioco\ne dell'aggiornamento sono incompatibili.\n\nAssicurati che i file sono\ndella stessa versione\ne regione e riprova." }
{ ELanguage::English, "The specified game and\ntitle update are incompatible.\n\nPlease ensure the files are\nfor the same version and\nregion and try again." },
{ ELanguage::Japanese, "[指定:してい]されたゲームとタイトルアップデートは[互換性:ごかんせい]がありません\n\nファイルのバージョンと[地域:ちいき]が\n[同:おな]じであることを[確認:かくにん]して\nもう[一度:いちど]お[試:ため]しください" },
{ ELanguage::German, "Die ausgewählten Spiel- und\nUpdatedateien sind inkompatibel.\n\nBitte stelle sicher, dass\ndie Dateien für die selbe\nVersion und Region vorgesehen sind\nund versuche es erneut." },
{ ELanguage::French, "Les fichiers du jeu et la mise à\njour sont incompatibles.\n\nVeuillez vous assurer que les\nfichiers sont pour la même\nversion/région puis réessayez." },
{ ELanguage::Spanish, "El juego seleccionado\ny su actualización son incompatibles.\n\nPor favor, asegúrate de que que los archivos\nson de la misma versión y\nregión e inténtalo de nuevo." },
{ ELanguage::Italian, "I file del gioco\ne dell'aggiornamento sono incompatibili.\n\nAssicurati che i file sono\ndella stessa versione\ne regione e riprova." }
}
},
{
// Notes: message appears when clicking Skip at the DLC step.
// Japanese Notes: This localization should include furigana.
"Installer_Message_DLCWarning",
{
{ ELanguage::English, "It is highly recommended\nthat you install all of the\nDLC, as it includes high\nquality lighting textures\nfor the base game.\n\nAre you sure you want to\nskip this step?" },
{ ELanguage::Italian, "Si consiglia di installare\ntutti i DLC, poichè includono\ntexture di illuminazione di qualità migliore.\n\nSei sicuro di voler saltare?" }
{ ELanguage::English, "It is highly recommended\nthat you install all of the\nDLC, as it includes high\nquality lighting textures\nfor the base game.\n\nAre you sure you want to\nskip this step?" },
{ ELanguage::Japanese, "ベースゲーム[用:よう]の[高品質:こうひんしつ]の\n[照明:しょうめい]テクスチャが[含:ふく]まれているため\nすべてのDLCをインストールすることを\n[強:つよ]くお[勧:すす]めします\n\nこの[手順:てじゅん]をスキップしてもよろしいですか?" },
{ ELanguage::German, "Es wird empgohlen alle Erweiterungen zu installieren, da sie Beleuchtungs-Texturen in einer höheren Qualität für das Basisspiel beinhalten.\n\nBist du dir sicher, dass du diesen Schritt überspringen möchtest?" },
{ ELanguage::French, "Il est fortement recommandé\nd'installer l'ensemble du\nDLC car elle inclut des\ntextures de lumière de\nhaute qualité pour le jeu\nde base.\n\nÊtes-vous sûr de vouloir\nignorer cette étape ?" },
{ ELanguage::Spanish, "Se recomienda encarecidamente\ninstalar todo el DLC, ya que\ncontiene texturas de iluminación\nde alta calidad para el juego base.\n\n¿Seguro que quieres saltar este paso?" },
{ ELanguage::Italian, "Si consiglia di installare\ntutti i DLC, poichè includono\ntexture di illuminazione di qualità migliore.\n\nSei sicuro di voler saltare?" }
}
},
{
// Notes: message appears when choosing the Install option at the title screen when the user is missing DLC content.
// Japanese Notes: This localization should include furigana.
"Installer_Message_TitleMissingDLC",
{
{ ELanguage::English, "This will restart the game to\nallow you to install any DLC\nthat you are missing.\n\nInstalling DLC will improve the\nlighting quality across the game.\n\nWould you like to install missing\ncontent?" },
{ ELanguage::Italian, "Questa opzione riavviera il gioco\nper farti installare qualsiasi DLC\nche non hai installato.\n\nL'installazione dei DLC migliorerà la qualità\ndell'illuminazione del gioco.\n\nVuoi installare i DLC mancanti?" }
{ ELanguage::English, "This will restart the game to\nallow you to install any DLC\nthat you are missing.\n\nInstalling DLC will improve the\nlighting quality across the game.\n\nWould you like to install missing\ncontent?" },
{ ELanguage::Japanese, "これによりゲームが[再起動:さいきどう]し[不足:ふそく]しているDLC\nインストールできるようになります\n\nDLCをインストールすると\nゲーム[全体:ぜんたい]の [照明品質:しょうめいひんしつ] が[向上:こうじょう]します\n\n[不足:ふそく]しているコンテンツを\nインストールしますか?" },
{ ELanguage::German, "Das Spiel wird neu gestartet\num die Installation einer fehlenden\nErweiterung zu ermöglichen.\n\nDie Installation einer\nErweiterung erhöht die Qualität\nder Beleuchtung im gesamten Spiel.\n\nMöchtest du den fehlenden\nInhalt installieren?" },
{ ELanguage::French, "Cela redémarrera le jeu pour vous\npermettre d'installer les DLC\nmanquants.\n\nL'installation du DLC améliorera\nla qualité de l'éclairage dans le\njeu.\n\nSouhaitez-vous installer le\ncontenu manquant ?" },
{ ELanguage::Spanish, "Esta opción reiniciará el juego\npara permitirte instalar los DLC\nque falten.\n\nInstalar el DLC mejorará la calidad\nde iluminación en todo el juego.\n\n¿Quieres instalar el contenido\nque falta?" },
{ ELanguage::Italian, "Questa opzione riavviera il gioco\nper farti installare qualsiasi DLC\nche non hai installato.\n\nL'installazione dei DLC migliorerà la qualità\ndell'illuminazione del gioco.\n\nVuoi installare i DLC mancanti?" }
}
},
{
// Notes: message appears when choosing the Install option at the title screen when the user is not missing any content.
// Japanese Notes: This localization should include furigana.
"Installer_Message_Title",
{
{ ELanguage::English, "This restarts the game to\nallow you to install any DLC\nthat you may be missing.\n\nYou are not currently\nmissing any DLC.\n\nWould you like to proceed\nanyway?" },
{ ELanguage::Italian, "Questa opzione riavviera il gioco\nper farti installare qualsiasi DLC\nche non hai installato.\n\nHai già installato tutti i DLC.\n\nVuoi procedere comunque?" }
{ ELanguage::English, "This restarts the game to\nallow you to install any DLC\nthat you may be missing.\n\nYou are not currently\nmissing any DLC.\n\nWould you like to proceed\nanyway?" },
{ ELanguage::Japanese, "これによりゲームが[再起動:さいきどう]され\n[不足:ふそく]しているDLC\nインストールできるようになります\n\n[現在:げんざい] [不足:ふそく]しているDLCはありません\n\nそれでも[続行:ぞっこう]しますか?" },
{ ELanguage::German, "Das Spiel wird neu gestartet\num die Installation einer fehlenden\nErweiterung zu ermöglichen.\n\nEs kann keine weitere Erweiterung\ninstalliert werden.\n\nMöchtest du trotzdem fortfahren?" },
{ ELanguage::French, "Cela redémarrera le jeu pour vous\npermettre d'installer les DLC\nmanquants.\n\nIl ne vous manque aucun DLC.\n\nVoulez-vous quand même continuer ?" },
{ ELanguage::Spanish, "Esto reiniciará el juego\npara permitirte instalar\nlos DLC que falten.\n\nActualmente, no falta ningún\nDLC por instalarse.\n\n¿Quieres continuar de todos\nmodos?" },
{ ELanguage::Italian, "Questa opzione riavviera il gioco\nper farti installare qualsiasi DLC\nche non hai installato.\n\nHai già installato tutti i DLC.\n\nVuoi procedere comunque?" }
}
},
{
// Notes: message appears when user chooses "Quit" on the first available installation screen.
// Japanese Notes: This localization should include furigana.
"Installer_Message_Quit",
{
{ ELanguage::English, "Are you sure you want to quit?" },
{ ELanguage::Japanese, "[終了:しゅうりょう]してもよろしいですか?" },
{ ELanguage::German, "Installation verlassen?" },
{ ELanguage::French, "Êtes-vous sûr de vouloir quitter ?" },
{ ELanguage::Spanish, "¿Estás seguro de que quieres\nsalir?" },
{ ELanguage::Italian, "Sicuro di voler uscire?" }
}
},
{
// Notes: message appears when user chooses "Cancel" during installation.
// Japanese Notes: This localization should include furigana.
"Installer_Message_Cancel",
{
{ ELanguage::English, "Are you sure you want to cancel the installation?" },
{ ELanguage::Japanese, "インストールをキャンセルしてもよろしいですか?" },
{ ELanguage::German, "Bist du dir sicher, dass du die Installation abbrechen möchtest?" },
{ ELanguage::French, "Êtes-vous sûr de vouloir annuler l'installation ?" },
{ ELanguage::Spanish, "¿Estás seguro de que quieres cancelar la instalación?" },
{ ELanguage::Italian, "Sicuro di voler annullare l'installazione?" }
}
},
{
// Notes: message appears when pressing B at the title screen.
// Japanese Notes: This localization should include furigana.
"Title_Message_Quit",
{
{ ELanguage::English, "Are you sure you want to quit?" },
{ ELanguage::Italian, "Sei sicuro di voler uscire?" }
{ ELanguage::English, "Are you sure you want to quit?" },
{ ELanguage::Japanese, "[終了:しゅうりょう]してもよろしいですか?" },
{ ELanguage::German, "Spiel verlassen?" },
{ ELanguage::French, "Êtes-vous sûr de vouloir quitter ?" },
{ ELanguage::Spanish, "¿Estás seguro de que quieres\nsalir?" },
{ ELanguage::Italian, "Sicuro di voler uscire ?" }
}
},
{
@@ -353,40 +633,63 @@ std::unordered_map<std::string, std::unordered_map<ELanguage, std::string>> g_lo
// Do not localise this unless absolutely necessary, these strings are from the XEX.
"Title_Message_SaveDataCorrupt",
{
{ ELanguage::English, "The save file appears to be\ncorrupted and cannot be loaded." },
{ ELanguage::English, "The save file appears to be\ncorrupted and cannot be loaded." },
{ ELanguage::Japanese, "ゲームデータの読み込みに失敗しました。\nこのまま続けるとゲームデータをセーブすることはできません" },
{ ELanguage::German, "Diese Speicherdatei ist beschädigt\nund kann nicht geladen werden." },
{ ELanguage::French, "Le fichier de sauvegarde semble être\nendommagé et ne peut être chargé." },
{ ELanguage::Spanish, "El archivo parece estar dañado\ny no se puede cargar." },
{ ELanguage::Italian, "I file di salvataggio sembrano danneggiati\ne non possono essere caricati." }
{ ELanguage::German, "Diese Speicherdatei ist beschädigt\nund kann nicht geladen werden." },
{ ELanguage::French, "Le fichier de sauvegarde semble être\nendommagé et ne peut être chargé." },
{ ELanguage::Spanish, "El archivo parece estar dañado\ny no se puede cargar." },
{ ELanguage::Italian, "I file di salvataggio sembrano danneggiati\ne non possono essere caricati." }
}
},
{
// Notes: message appears when ACH-DATA is corrupted (mismatching file size, bad signature, incorrect version or invalid checksum) upon pressing start at the title screen.
// To make this occur, open the file in any editor and just remove a large chunk of data.
// Japanese Notes: This localization should include furigana.
"Title_Message_AchievementDataCorrupt",
{
{ ELanguage::English, "The achievement data appears to be\ncorrupted and cannot be loaded.\n\nProceeding from this point will\nclear your achievement data." }
{ ELanguage::English, "The achievement data appears to be\ncorrupted and cannot be loaded.\n\nProceeding from this point will\nclear your achievement data." },
{ ELanguage::Japanese, "[実績:じっせき]データが[破損:はそん]しているため\n[読:よ]み[込:こ]むことができません\n\nこの[先:さき]に[進:すす]むと[実績:じっせき]データが\n[消去:しょうきょ]されます" },
{ ELanguage::German, "Die Erfolgsdaten sind möglicherweise\nfehlerhaft und können nicht\ngeladen werden.\n\nDurch das Fortfahren werden\ndeine bisherigen Erfolgsdaten gelöscht." },
{ ELanguage::French, "Les données des succès semblent être\nendommagées et ne peuvent être\nchargées.\n\nSi vous continuez, vos données\nseront écrasées." },
{ ELanguage::Spanish, "Los datos de logros parecen estar\ncorruptos y no pueden cargarse.\n\nContinuar a partir de este punto\neliminará los datos de logros." },
{ ELanguage::Italian, "I file degli obiettivi sembrano danneggiati\ne non possono essere caricati.\n\nSe prosegui da questo punto\ni tuoi obiettivi verranno cancellati." }
}
},
{
// Notes: message appears when ACH-DATA cannot be loaded upon pressing start at the title screen.
// To make this occur, lock the ACH-DATA file using an external program so that it cannot be accessed by the game.
// Japanese Notes: This localization should include furigana.
"Title_Message_AchievementDataIOError",
{
{ ELanguage::English, "The achievement data could not be loaded.\nYour achievements will not be saved." }
{ ELanguage::English, "The achievement data could not be loaded.\nYour achievements will not be saved." },
{ ELanguage::Japanese, "[実績:じっせき]データを[読:よ]み[込:こ]めませんでした\n[実績:じっせき]は[保存:ほぞん]されません。" },
{ ELanguage::German, "Die Erfolgsdaten konnten nicht geladen werden.\nDeine Erfolge werden nicht gespeichert." },
{ ELanguage::French, "Les données des succès ne\npeuvent être chargées.\nVos succès ne seront pas\nsauvegardés." },
{ ELanguage::Spanish, "Los datos de logros no pueden cargarse.\nTus logros no serán guardados." },
{ ELanguage::Italian, "I file degli obiettivi non possono essere caricati.\nI tuoi obiettivi non verranno salvati." }
}
},
{
// Japanese Notes: This localization should include furigana.
"Title_Message_UpdateAvailable",
{
{ ELanguage::English, "An update is available!\n\nWould you like to visit the\nreleases page to download it?" }
{ ELanguage::English, "An update is available!\n\nWould you like to visit the\nreleases page to download it?" },
{ ELanguage::Japanese, "アップデートが[利用:りよう][可能:かのう]です\n\nリリースページにアクセスして\nダウンロードしますか?" },
{ ELanguage::German, "Ein Update ist verfügbar!\n\nMöchtest du die Release-Seite\nbesuchen um es herunterzuladen?" },
{ ELanguage::French, "Une mise à jour est disponible !\n\nVoulez-vous visiter la page\ndes mises à jour pour la\ntélécharger ?" },
{ ELanguage::Spanish, "¡Hay una actualización disponible!\n\n¿Quieres ir a la página\npara descargarla?" },
{ ELanguage::Italian, "È disponibile un aggiornamento!\n\nVuoi visitare la pagina releases\nper scaricarlo?" }
}
},
{
"Video_BackendError",
{
{ ELanguage::English, "Unable to create a D3D12 (Windows) or Vulkan backend.\n\nPlease make sure that:\n\n- Your system meets the minimum requirements.\n- Your GPU drivers are up to date.\n- Your operating system is on the latest version available." }
{ ELanguage::English, "Unable to create a D3D12 (Windows) or Vulkan backend.\n\nPlease make sure that:\n\n- Your system meets the minimum requirements.\n- Your GPU drivers are up to date.\n- Your operating system is on the latest version available." },
{ ELanguage::Japanese, "D3D12 (Windows)または\nVulkanバックエンドを作成できません\n\n次の点を確認してください:\n\n※システムが最小要件を満たしている\n※GPUドライバーが最新である\n※オペレーティングシステムが最新バージョンである" },
{ ELanguage::German, "Es ist nicht möglich, ein D3D12 (Windows) oder Vulkan-Backend zu erstellen.\n\nBitte stelle sicher, dass:\n\n- Dein System die Mindestanforderungen erfüllt.\n- Deine GPU-Treiber auf dem neuesten Stand sind.\n- Dein Betriebssystem auf der neuesten verfügbaren Version ist." },
{ ELanguage::French, "Impossible de créer un backend D3D12 (Windows) ou Vulkan.\n\nVeuillez vous assurer que :\n\n- Votre système répond aux critères minimums requis.\n- Les pilotes de votre processeur graphique sont à jour.\n- Votre système d'exploitation est à jour." },
{ ELanguage::Spanish, "No se puede crear un entorno de D3D12 (Windows) o de Vulkan.\n\nPor favor, asegúrate de que:\n\n- Tu equipo cumple con los requisitos mínimos.\n- Los drivers de tu tarjeta gráfica están actualizados.\n- Tu sistema operativo está actualizado a la última versión.\n" },
{ ELanguage::Italian, "Impossibile creare un backend D3D12 (Windows) o Vulkan.\n\nAssicurati che:\n\n- Il tuo sistema soddisfi i requisiti minimi.\n- I driver della scheda grafica siano aggiornati.\n- Il tuo sistema operativo sia aggiornato." }
}
},
{
@@ -414,70 +717,116 @@ std::unordered_map<std::string, std::unordered_map<ELanguage, std::string>> g_lo
{
"Common_Yes",
{
{ ELanguage::English, "Yes" },
{ ELanguage::Italian, "" }
{ ELanguage::English, "Yes" },
{ ELanguage::Japanese, "はい" },
{ ELanguage::German, "Ja" },
{ ELanguage::French, "Oui" },
{ ELanguage::Spanish, "" },
{ ELanguage::Italian, "" }
}
},
{
"Common_No",
{
{ ELanguage::English, "No" },
{ ELanguage::Italian, "No" }
{ ELanguage::English, "No" },
{ ELanguage::Japanese, "いいえ" },
{ ELanguage::German, "Nein" },
{ ELanguage::French, "Non" },
{ ELanguage::Spanish, "No" },
{ ELanguage::Italian, "No" }
}
},
{
"Common_Next",
{
{ ELanguage::English, "Next" },
{ ELanguage::Italian, "Continua" }
{ ELanguage::English, "Next" },
{ ELanguage::Japanese, "次へ" },
{ ELanguage::German, "Weiter" },
{ ELanguage::French, "Suivant" },
{ ELanguage::Spanish, "Siguiente" },
{ ELanguage::Italian, "Avanti" }
}
},
{
"Common_Select",
{
{ ELanguage::English, "Select" },
{ ELanguage::Italian, "Seleziona" }
{ ELanguage::English, "Select" },
{ ELanguage::Japanese, "決定" },
{ ELanguage::German, "Auswählen" },
{ ELanguage::French, "Choisir" },
{ ELanguage::Spanish, "Seleccionar" },
{ ELanguage::Italian, "Seleziona" }
}
},
{
"Common_Back",
{
{ ELanguage::English, "Back" },
{ ELanguage::Italian, "Indietro" }
{ ELanguage::English, "Back" },
{ ELanguage::Japanese, "もどる" },
{ ELanguage::German, "Zurück" },
{ ELanguage::French, "Retour" },
{ ELanguage::Spanish, "Atrás" },
{ ELanguage::Italian, "Indietro" }
}
},
{
"Common_Quit",
{
{ ELanguage::English, "Quit" },
{ ELanguage::Japanese, "終了" },
{ ELanguage::German, "Verlassen" },
{ ELanguage::French, "Quitter" },
{ ELanguage::Spanish, "Salir" },
{ ELanguage::Italian, "Esci" }
}
},
{
"Common_Cancel",
{
{ ELanguage::English, "Cancel" },
{ ELanguage::Japanese, "キャンセル" },
{ ELanguage::German, "Abbrechen" },
{ ELanguage::French, "Annuler" },
{ ELanguage::Spanish, "Cancelar" },
{ ELanguage::Italian, "Annulla" }
}
},
{
"Common_Reset",
{
{ ELanguage::English, "Reset" },
{ ELanguage::Italian, "Ripristina" }
{ ELanguage::English, "Reset" },
{ ELanguage::Japanese, "リセット" },
{ ELanguage::German, "Zurücksetzen" },
{ ELanguage::French, "Par défaut" },
{ ELanguage::Spanish, "Reiniciar" },
{ ELanguage::Italian, "Ripristina" }
}
},
{
"Common_Switch",
{
{ ELanguage::English, "Switch" },
{ ELanguage::Italian, "Cambia" }
{ ELanguage::English, "Switch" },
{ ELanguage::Japanese, "きりかえ" },
{ ELanguage::German, "Wechseln" },
{ ELanguage::French, "Changer" },
{ ELanguage::Spanish, "Cambiar" },
{ ELanguage::Italian, "Cambia" }
}
}
};
std::string& Localise(const char* key)
std::string& Localise(const std::string_view& key)
{
if (!g_locale.count(key))
return g_localeMissing;
if (!g_locale[key].count(Config::Language))
auto localeFindResult = g_locale.find(key);
if (localeFindResult != g_locale.end())
{
if (g_locale[key].count(ELanguage::English))
{
return g_locale[key][ELanguage::English];
}
else
{
return g_localeMissing;
}
auto languageFindResult = localeFindResult->second.find(Config::Language);
if (languageFindResult == localeFindResult->second.end())
languageFindResult = localeFindResult->second.find(ELanguage::English);
if (languageFindResult != localeFindResult->second.end())
return languageFindResult->second;
}
return g_locale[key][Config::Language];
return g_localeMissing;
}
+2 -2
View File
@@ -12,6 +12,6 @@ enum class ELanguage : uint32_t
inline std::string g_localeMissing = "<missing string>";
extern std::unordered_map<std::string, std::unordered_map<ELanguage, std::string>> g_locale;
extern std::unordered_map<std::string_view, std::unordered_map<ELanguage, std::string>> g_locale;
std::string& Localise(const char* key);
std::string& Localise(const std::string_view& key);
+22 -22
View File
@@ -106,33 +106,33 @@ uint32_t LdrLoadModule(const std::filesystem::path &path)
return 0;
}
auto* xex = reinterpret_cast<XEX_HEADER*>(loadResult.data());
auto security = reinterpret_cast<XEX2_SECURITY_INFO*>((char*)xex + xex->AddressOfSecurityInfo);
auto format = Xex2FindOptionalHeader<XEX_FILE_FORMAT_INFO>(xex, XEX_HEADER_FILE_FORMAT_INFO);
auto entry = *Xex2FindOptionalHeader<uint32_t>(xex, XEX_HEADER_ENTRY_POINT);
auto* header = reinterpret_cast<const Xex2Header*>(loadResult.data());
auto* security = reinterpret_cast<const Xex2SecurityInfo*>(loadResult.data() + header->securityOffset);
const auto* fileFormatInfo = reinterpret_cast<const Xex2OptFileFormatInfo*>(getOptHeaderPtr(loadResult.data(), XEX_HEADER_FILE_FORMAT_INFO));
auto entry = *reinterpret_cast<const uint32_t*>(getOptHeaderPtr(loadResult.data(), XEX_HEADER_ENTRY_POINT));
ByteSwapInplace(entry);
auto srcData = (char *)xex + xex->SizeOfHeader;
auto destData = (char *)g_memory.Translate(security->ImageBase);
if (format->CompressionType == 0)
auto srcData = loadResult.data() + header->headerSize;
auto destData = reinterpret_cast<uint8_t*>(g_memory.Translate(security->loadAddress));
if (fileFormatInfo->compressionType == XEX_COMPRESSION_NONE)
{
memcpy(destData, srcData, security->SizeOfImage);
memcpy(destData, srcData, security->imageSize);
}
else if (format->CompressionType == 1)
else if (fileFormatInfo->compressionType == XEX_COMPRESSION_BASIC)
{
auto numBlocks = (format->SizeOfHeader / sizeof(XEX_BASIC_FILE_COMPRESSION_INFO)) - 1;
auto blocks = reinterpret_cast<const XEX_BASIC_FILE_COMPRESSION_INFO*>(format + 1);
auto* blocks = reinterpret_cast<const Xex2FileBasicCompressionBlock*>(fileFormatInfo + 1);
const size_t numBlocks = (fileFormatInfo->infoSize / sizeof(Xex2FileBasicCompressionInfo)) - 1;
for (size_t i = 0; i < numBlocks; i++)
{
memcpy(destData, srcData, blocks[i].SizeOfData);
memcpy(destData, srcData, blocks[i].dataSize);
srcData += blocks[i].SizeOfData;
destData += blocks[i].SizeOfData;
memset(destData, 0, blocks[i].SizeOfPadding);
srcData += blocks[i].dataSize;
destData += blocks[i].dataSize;
destData += blocks[i].SizeOfPadding;
memset(destData, 0, blocks[i].zeroSize);
destData += blocks[i].zeroSize;
}
}
else
@@ -140,9 +140,9 @@ uint32_t LdrLoadModule(const std::filesystem::path &path)
assert(false && "Unknown compression type.");
}
auto res = Xex2FindOptionalHeader<XEX_RESOURCE_INFO>(xex, XEX_HEADER_RESOURCE_INFO);
auto res = reinterpret_cast<const Xex2ResourceInfo*>(getOptHeaderPtr(loadResult.data(), XEX_HEADER_RESOURCE_INFO));
g_xdbfWrapper = XDBFWrapper((uint8_t*)g_memory.Translate(res->Offset.get()), res->SizeOfData);
g_xdbfWrapper = XDBFWrapper((uint8_t*)g_memory.Translate(res->offset.get()), res->sizeOfData);
return entry;
}
@@ -203,12 +203,12 @@ int main(int argc, char *argv[])
if (!Video::CreateHostDevice(sdlVideoDriver))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, GameWindow::GetTitle(), Localise("Video_BackendError").c_str(), GameWindow::s_pWindow);
return 1;
std::_Exit(1);
}
if (!InstallerWizard::Run(GAME_INSTALL_DIRECTORY, isGameInstalled && forceDLCInstaller))
{
return 1;
std::_Exit(0);
}
}
@@ -223,7 +223,7 @@ int main(int argc, char *argv[])
if (!Video::CreateHostDevice(sdlVideoDriver))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, GameWindow::GetTitle(), Localise("Video_BackendError").c_str(), GameWindow::s_pWindow);
return 1;
std::_Exit(1);
}
}
+113 -20
View File
@@ -5,7 +5,9 @@
#include <cpu/guest_stack_var.h>
#include <kernel/function.h>
#include <kernel/heap.h>
#include <user/config.h>
#include <user/paths.h>
#include <os/logger.h>
#include <os/process.h>
#include <xxHashMap.h>
@@ -117,7 +119,10 @@ void ModLoader::Init()
}
if (configIni.getString("CPKREDIR", "LogType", std::string()) == "console")
{
os::process::ShowConsole();
s_isLogTypeConsole = true;
}
std::string modsDbIniFilePathU8 = configIni.getString("CPKREDIR", "ModsDbIni", "");
if (modsDbIniFilePathU8.empty())
@@ -208,6 +213,42 @@ void ModLoader::Init()
if (!mod.includeDirs.empty())
g_mods.emplace_back(std::move(mod));
}
auto codeCount = modsDbIni.get<size_t>("Codes", "CodeCount", 0);
if (codeCount)
{
std::vector<std::string> codes{};
for (size_t i = 0; i < codeCount; i++)
{
auto name = modsDbIni.getString("Codes", fmt::format("Code{}", i), "");
if (name.empty())
continue;
codes.push_back(name);
}
for (auto& def : g_configDefinitions)
{
if (!def->IsHidden() || def->GetSection() != "Codes")
continue;
/* NOTE: this is inefficient, but it happens
once on boot for a handful of codes at release
and is temporary until we support real code mods. */
for (size_t i = 0; i < codes.size(); i++)
{
if (def->GetName() == codes[i])
{
LOGF_IMPL(Utility, "Mod Loader", "Loading code: \"{}\"", codes[i]);
*(bool*)def->GetValue() = true;
break;
}
}
}
}
}
static constexpr uint32_t LZX_SIGNATURE = 0xFF512EE;
@@ -337,6 +378,9 @@ PPC_FUNC(sub_82E0D3E8)
std::ifstream stream(filePath, std::ios::binary);
if (stream.good())
{
if (ModLoader::s_isLogTypeConsole)
LOGF_IMPL(Utility, "Mod Loader", "Loading file: \"{}\"", reinterpret_cast<const char*>(filePath.u8string().c_str()));
be<uint32_t> signature{};
stream.read(reinterpret_cast<char*>(&signature), sizeof(signature));
@@ -518,14 +562,68 @@ PPC_FUNC(sub_82E0D3E8)
g_userHeap.Free(newArlFileData);
}
// Load elements have an unused "pretty name" field. We will use this field to store the archive file path,
// prefixed with a magic string. When the first load detects this string, it will load append archives
// and then clear the field to prevent remaining splits from loading the append archives again.
// We cannot rely on .ar.00 being the first split to be loaded, so this approach is necessary.
static thread_local uint32_t g_prefixedArFilePath = NULL;
// Hedgehog::Database::CDatabaseLoader::LoadArchives
PPC_FUNC_IMPL(__imp__sub_82E0CC38);
PPC_FUNC(sub_82E0CC38)
{
if (g_mods.empty())
{
__imp__sub_82E0CC38(ctx, base);
return;
}
auto r3 = ctx.r3;
auto r4 = ctx.r4;
auto r5 = ctx.r5;
auto r6 = ctx.r6;
auto r7 = ctx.r7;
auto r8 = ctx.r8;
const char* arFilePath = reinterpret_cast<const char*>(base + PPC_LOAD_U32(r5.u32));
// __HH_ALLOC
ctx.r3.u32 = 22 + strlen(arFilePath);
sub_822C0988(ctx, base);
char* prefixedArFilePath = reinterpret_cast<char*>(base + ctx.r3.u32);
*reinterpret_cast<be<uint32_t>*>(prefixedArFilePath) = 1;
strcpy(prefixedArFilePath + 0x4, "/UnleashedRecomp/");
strcpy(prefixedArFilePath + 0x15, arFilePath);
ctx.r1.u32 -= 0x10;
uint32_t stackSpace = ctx.r1.u32;
PPC_STORE_U32(stackSpace, static_cast<uint32_t>(reinterpret_cast<uint8_t*>(prefixedArFilePath) - base) + 0x4);
g_prefixedArFilePath = stackSpace;
ctx.r3 = r3;
ctx.r4 = r4;
ctx.r5 = r5;
ctx.r6 = r6;
ctx.r7 = r7;
ctx.r8 = r8;
__imp__sub_82E0CC38(ctx, base);
// Hedgehog::Base::CSharedString::~CSharedString
ctx.r3.u32 = stackSpace;
sub_82DFB148(ctx, base);
g_prefixedArFilePath = NULL;
ctx.r1.u32 += 0x10;
}
// Hedgehog::Database::SLoadElement::SLoadElement
PPC_FUNC_IMPL(__imp__sub_82E140D8);
PPC_FUNC(sub_82E140D8)
{
// Store archive name as the pretty name to use it later for append archive loading.
// This is always set to an empty string for archives, so it should be safe to replace.
if (!g_mods.empty() && PPC_LOAD_U32(ctx.r5.u32) == 0x8200A621)
ctx.r5.u32 = ctx.r6.u32;
// Store the prefixed archive file path as the pretty name. It's unused for archives we want to append to.
if (!g_mods.empty() && PPC_LOAD_U32(ctx.r5.u32) == 0x8200A621 && g_prefixedArFilePath != NULL)
ctx.r5.u32 = g_prefixedArFilePath;
__imp__sub_82E140D8(ctx, base);
}
@@ -540,25 +638,17 @@ PPC_FUNC(sub_82E0B500)
return;
}
std::u8string_view arFilePathU8(reinterpret_cast<const char8_t*>(base + PPC_LOAD_U32(ctx.r5.u32)));
size_t index = arFilePathU8.find(u8".ar.00");
if (index == (arFilePathU8.size() - 6))
uint32_t prefixedArFilePath = PPC_LOAD_U32(ctx.r5.u32);
std::u8string_view arFilePathU8(reinterpret_cast<const char8_t*>(base + prefixedArFilePath));
if (!arFilePathU8.starts_with(u8"/UnleashedRecomp/"))
{
arFilePathU8.remove_suffix(3);
__imp__sub_82E0B500(ctx, base);
return;
}
else
{
index = arFilePathU8.find(u8".ar");
if (index != (arFilePathU8.size() - 3) ||
arFilePathU8.starts_with(u8"tg-") ||
arFilePathU8.starts_with(u8"gia-") ||
arFilePathU8.starts_with(u8"gi-texture-"))
{
__imp__sub_82E0B500(ctx, base);
return;
}
}
// Immediately clear the string, so the remaining splits don't load append archives again.
PPC_STORE_U8(prefixedArFilePath, 0x00);
arFilePathU8.remove_prefix(0x11);
auto r3 = ctx.r3; // Callback
auto r4 = ctx.r4; // Database
@@ -572,6 +662,9 @@ PPC_FUNC(sub_82E0B500)
std::ifstream stream(arFilePath, std::ios::binary);
if (stream.good())
{
if (ModLoader::s_isLogTypeConsole)
LOGF_IMPL(Utility, "Mod Loader", "Loading file: \"{}\"", reinterpret_cast<const char*>(arFilePath.u8string().c_str()));
stream.seekg(0, std::ios::end);
size_t arFileSize = stream.tellg();
+2
View File
@@ -2,6 +2,8 @@
struct ModLoader
{
static inline bool s_isLogTypeConsole;
static inline std::filesystem::path s_saveFilePath;
static std::filesystem::path ResolvePath(std::string_view path);
@@ -1,5 +1,4 @@
#include <os/registry.h>
#include <unordered_map>
inline const wchar_t* g_registryRoot = L"Software\\UnleashedRecomp";
+10 -1
View File
@@ -24,6 +24,9 @@ void CHudPauseAddOptionsItemMidAsmHook(PPCRegister& pThis)
bool InjectMenuBehaviour(uint32_t pThis, uint32_t count)
{
if (App::s_isLoading)
return true;
auto pHudPause = (SWA::CHudPause*)g_memory.Translate(pThis);
auto cursorIndex = *(be<uint32_t>*)g_memory.Translate(4 * (*(be<uint32_t>*)g_memory.Translate(pThis + 0x19C) + 0x68) + pThis);
@@ -116,6 +119,12 @@ bool CHudPauseMiscInjectOptionsMidAsmHook(PPCRegister& pThis)
PPC_FUNC_IMPL(__imp__sub_824B0930);
PPC_FUNC(sub_824B0930)
{
if (App::s_isLoading)
{
__imp__sub_824B0930(ctx, base);
return;
}
auto pHudPause = (SWA::CHudPause*)g_memory.Translate(ctx.r3.u32);
auto pInputState = SWA::CInputState::GetInstance();
@@ -163,7 +172,7 @@ PPC_FUNC(sub_824B0930)
if (*SWA::SGlobals::ms_IsRenderHud && pHudPause->m_IsShown && !pHudPause->m_Submenu && pHudPause->m_Transition == SWA::eTransitionType_Undefined)
{
ButtonGuide::Open(Button(Localise("Achievements_Name"), EButtonIcon::Back, EButtonAlignment::Left, EFontQuality::Low));
ButtonGuide::Open(Button("Achievements_Name", FLT_MAX, EButtonIcon::Back, EButtonAlignment::Left, EFontQuality::Low));
g_isClosed = false;
}
else if (!g_isClosed)
@@ -8,7 +8,7 @@
#include <user/paths.h>
#include <app.h>
static bool g_faderBegun = false;
static std::atomic<bool> g_faderBegun = false;
bool g_quitMessageOpen = false;
static int g_quitMessageResult = -1;
@@ -16,39 +16,29 @@ static int g_quitMessageResult = -1;
static std::atomic<bool> g_corruptSaveMessageOpen = false;
static int g_corruptSaveMessageResult = -1;
static bool g_corruptAchievementsMessageOpen = false;
static std::atomic<bool> g_corruptAchievementsMessageOpen = false;
static int g_corruptAchievementsMessageResult = -1;
static bool g_updateAvailableMessageOpen = false;
static std::atomic<bool> g_updateAvailableMessageOpen = false;
static int g_updateAvailableMessageResult = -1;
static bool ProcessQuitMessage()
{
if (g_corruptSaveMessageOpen)
return false;
if (!g_quitMessageOpen)
return false;
if (g_faderBegun)
return true;
std::array<std::string, 2> options = { Localise("Common_Yes"), Localise("Common_No") };
if (MessageWindow::Open(Localise("Title_Message_Quit"), &g_quitMessageResult, options, 1) == MSG_CLOSED)
{
switch (g_quitMessageResult)
if (!g_quitMessageResult)
{
case 0:
Fader::FadeOut(1, []() { App::Exit(); });
g_faderBegun = true;
break;
case 1:
g_quitMessageOpen = false;
g_quitMessageResult = -1;
break;
Fader::FadeOut(1, []() { App::Exit(); });
g_faderBegun = true;
}
g_quitMessageOpen = false;
g_quitMessageResult = -1;
}
return true;
@@ -86,6 +76,7 @@ static bool ProcessCorruptAchievementsMessage()
AchievementManager::Save(true);
g_corruptAchievementsMessageOpen = false;
g_corruptAchievementsMessageOpen.notify_one();
g_corruptAchievementsMessageResult = -1;
}
@@ -97,9 +88,6 @@ static bool ProcessUpdateAvailableMessage()
if (!g_updateAvailableMessageOpen)
return false;
if (g_faderBegun)
return true;
std::array<std::string, 2> options = { Localise("Common_Yes"), Localise("Common_No") };
if (MessageWindow::Open(Localise("Title_Message_UpdateAvailable"), &g_updateAvailableMessageResult, options) == MSG_CLOSED)
@@ -119,6 +107,7 @@ static bool ProcessUpdateAvailableMessage()
}
g_updateAvailableMessageOpen = false;
g_updateAvailableMessageOpen.notify_one();
g_updateAvailableMessageResult = -1;
}
@@ -137,13 +126,32 @@ PPC_FUNC(sub_822C55B0)
ctx.r3.u32 = 0;
}
void PressStartSaveLoadThreadMidAsmHook()
{
if (UpdateChecker::check() == UpdateChecker::Result::UpdateAvailable)
{
g_updateAvailableMessageOpen = true;
g_updateAvailableMessageOpen.wait(true);
g_faderBegun.wait(true);
}
AchievementManager::Load();
if (AchievementManager::Status != EAchStatus::Success)
{
g_corruptAchievementsMessageOpen = true;
g_corruptAchievementsMessageOpen.wait(true);
}
}
// SWA::CTitleStateIntro::Update
PPC_FUNC_IMPL(__imp__sub_82587E50);
PPC_FUNC(sub_82587E50)
{
auto isAutoSaveWarningShown = *(bool*)g_memory.Translate(0x83367BC1);
auto pTitleStateIntro = (SWA::CTitleStateIntro*)g_memory.Translate(ctx.r3.u32);
auto pTime = (be<float>*)((uint8_t*)pTitleStateIntro->GetContextBase() + 0x10C);
if (isAutoSaveWarningShown)
if (*SWA::SGlobals::ms_IsAutoSaveWarningShown)
{
__imp__sub_82587E50(ctx, base);
}
@@ -151,21 +159,7 @@ PPC_FUNC(sub_82587E50)
{
if (auto pInputState = SWA::CInputState::GetInstance())
{
auto& rPadState = pInputState->GetPadState();
auto isAccepted = rPadState.IsTapped(SWA::eKeyState_A) || rPadState.IsTapped(SWA::eKeyState_Start);
auto isDeclined = rPadState.IsTapped(SWA::eKeyState_B);
if (isAccepted)
{
g_updateAvailableMessageOpen = UpdateChecker::check() == UpdateChecker::Result::UpdateAvailable;
AchievementManager::Load();
if (AchievementManager::Status != EAchStatus::Success)
g_corruptAchievementsMessageOpen = true;
}
if (isDeclined)
if (pInputState->GetPadState().IsTapped(SWA::eKeyState_B) && *pTime > 0.5f)
g_quitMessageOpen = true;
}
@@ -1,9 +1,12 @@
#include <api/SWA.h>
#include <cpu/guest_stack_var.h>
#include <locale/locale.h>
#include <os/logger.h>
#include <ui/button_guide.h>
#include <ui/fader.h>
#include <ui/message_window.h>
#include <ui/options_menu.h>
#include <user/achievement_manager.h>
#include <user/paths.h>
#include <app.h>
#include <exports.h>
@@ -49,13 +52,15 @@ static bool ProcessInstallMessage()
PPC_FUNC_IMPL(__imp__sub_825882B8);
PPC_FUNC(sub_825882B8)
{
auto pTitleState = (SWA::CTitleStateBase*)g_memory.Translate(ctx.r3.u32);
auto pTitleStateMenu = (SWA::CTitleStateMenu*)g_memory.Translate(ctx.r3.u32);
auto pGameDocument = SWA::CGameDocument::GetInstance();
auto pInputState = SWA::CInputState::GetInstance();
auto& pPadState = pInputState->GetPadState();
auto isAccepted = pPadState.IsTapped(SWA::eKeyState_A) || pPadState.IsTapped(SWA::eKeyState_Start);
auto pContext = pTitleState->GetContextBase<SWA::CTitleStateBase::CTitleStateContext>();
auto pContext = pTitleStateMenu->GetContextBase<SWA::CTitleStateMenu::CTitleStateMenuContext>();
auto isNewGameIndex = pContext->m_pTitleMenu->m_CursorIndex == 0;
auto isOptionsIndex = pContext->m_pTitleMenu->m_CursorIndex == 2;
auto isInstallIndex = pContext->m_pTitleMenu->m_CursorIndex == 3;
@@ -63,7 +68,17 @@ PPC_FUNC(sub_825882B8)
if (App::s_isSaveDataCorrupt && pContext->m_pTitleMenu->m_CursorIndex == 1)
pContext->m_pTitleMenu->m_CursorIndex = 0;
if (!OptionsMenu::s_isVisible && isOptionsIndex)
if (isNewGameIndex && isAccepted)
{
if (pContext->m_pTitleMenu->m_IsDeleteCheckMessageOpen &&
pGameDocument->m_pMember->m_pGeneralWindow->m_SelectedIndex == 1)
{
LOGN("Resetting achievements...");
AchievementManager::Reset();
}
}
else if (!OptionsMenu::s_isVisible && isOptionsIndex)
{
if (OptionsMenu::s_isRestartRequired)
{
@@ -76,7 +91,6 @@ PPC_FUNC(sub_825882B8)
{
Game_PlaySound("sys_worldmap_window");
Game_PlaySound("sys_worldmap_decide");
OptionsMenu::Open();
}
}
@@ -93,7 +107,6 @@ PPC_FUNC(sub_825882B8)
if (OptionsMenu::CanClose() && pPadState.IsTapped(SWA::eKeyState_B))
{
Game_PlaySound("sys_worldmap_cansel");
OptionsMenu::Close();
}
}
+255 -47
View File
@@ -2,10 +2,13 @@
#include <api/SWA.h>
#include <app.h>
#include <ui/game_window.h>
#include <ui/black_bar.h>
#include <gpu/video.h>
#include <xxHashMap.h>
#include "aspect_ratio_patches.h"
#include "camera_patches.h"
#include "inspire_patches.h"
// These are here for now to not recompile basically all of the project.
namespace Chao::CSD
@@ -271,7 +274,7 @@ PPC_FUNC(sub_8258B558)
ctx.f1.f64 = offsetX + g_aspectRatioNarrowScale * 140.0f;
ctx.f2.f64 = offsetY;
if (Config::UIScaleMode == EUIScaleMode::Edge && g_aspectRatioNarrowScale >= 1.0f)
if (Config::UIAlignmentMode == EUIAlignmentMode::Edge && g_aspectRatioNarrowScale >= 1.0f)
ctx.f1.f64 += g_aspectRatioOffsetX / g_aspectRatioScale;
sub_830BB3D0(ctx, base);
@@ -293,7 +296,7 @@ PPC_FUNC(sub_8258B558)
if (textBox != NULL)
{
float value = 708.0f + g_aspectRatioNarrowScale * 140.0f;
if (Config::UIScaleMode == EUIScaleMode::Edge && g_aspectRatioNarrowScale >= 1.0f)
if (Config::UIAlignmentMode == EUIAlignmentMode::Edge && g_aspectRatioNarrowScale >= 1.0f)
value += g_aspectRatioOffsetX / g_aspectRatioScale;
PPC_STORE_U32(textBox + 0x38, reinterpret_cast<uint32_t&>(value));
@@ -339,6 +342,19 @@ enum
REPEAT_LEFT = 1 << 15,
TORNADO_DEFENSE = 1 << 16,
LOADING_BLACK_BAR_MIN = 1 << 17,
LOADING_BLACK_BAR_MAX = 1 << 18,
UNSTRETCH_HORIZONTAL = 1 << 19,
CORNER_EXTRACT = 1 << 20,
SKIP_INSPIRE = 1 << 21,
CONTROL_TUTORIAL = 1 << 22,
LOADING_ARROW = 1 << 23,
};
struct CsdModifier
@@ -348,17 +364,21 @@ struct CsdModifier
uint32_t cornerIndex{};
};
static const ankerl::unordered_dense::map<XXH64_hash_t, CsdModifier> g_modifiers =
static const xxHashMap<CsdModifier> g_modifiers =
{
// ui_balloon
{ HashStr("ui_balloon/window/bg"), { STRETCH } },
{ HashStr("ui_balloon/window/footer"), { ALIGN_BOTTOM } },
// ui_boss_gauge
{ HashStr("ui_boss_gauge/gauge_bg"), { ALIGN_TOP_RIGHT | SCALE } },
{ HashStr("ui_boss_gauge/gauge_2"), { ALIGN_TOP_RIGHT | SCALE } },
{ HashStr("ui_boss_gauge/gauge_1"), { ALIGN_TOP_RIGHT | SCALE } },
{ HashStr("ui_boss_gauge/gauge_breakpoint"), { ALIGN_TOP_RIGHT | SCALE } },
{ HashStr("ui_boss_gauge/gauge_bg"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} },
{ HashStr("ui_boss_gauge/gauge_2"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} },
{ HashStr("ui_boss_gauge/gauge_1"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} },
{ HashStr("ui_boss_gauge/gauge_breakpoint"), { ALIGN_TOP_RIGHT | SCALE | SKIP_INSPIRE} },
// ui_boss_name
{ HashStr("ui_boss_name/name_so/bg"), { UNSTRETCH_HORIZONTAL } },
{ HashStr("ui_boss_name/name_so/pale"), { UNSTRETCH_HORIZONTAL } },
// ui_exstage
{ HashStr("ui_exstage/shield/L_gauge"), { ALIGN_BOTTOM_LEFT | SCALE } },
@@ -367,10 +387,10 @@ static const ankerl::unordered_dense::map<XXH64_hash_t, CsdModifier> g_modifiers
{ HashStr("ui_exstage/energy/R_gauge"), { ALIGN_BOTTOM_RIGHT | SCALE } },
{ HashStr("ui_exstage/energy/R_gauge_effect"), { ALIGN_BOTTOM_RIGHT | SCALE } },
{ HashStr("ui_exstage/energy/R_gauge_effect_2"), { ALIGN_BOTTOM_RIGHT | SCALE } },
{ HashStr("ui_exstage/hit/hit_counter_bg"), { ALIGN_RIGHT | SCALE } },
{ HashStr("ui_exstage/hit/hit_counter_bg"), { ALIGN_RIGHT | SCALE | OFFSET_SCALE_RIGHT, 986.0f } },
{ HashStr("ui_exstage/hit/hit_counter_bg/C"), { ALIGN_RIGHT | SCALE | EXTEND_RIGHT } },
{ HashStr("ui_exstage/hit/hit_counter_bg/C/L"), { ALIGN_RIGHT | SCALE } },
{ HashStr("ui_exstage/hit/hit_counter_bg/C/R"), { SKIP } },
{ HashStr("ui_exstage/hit/hit_counter_bg/C/L"), { SKIP } }, // L/R are mixed up
{ HashStr("ui_exstage/hit/hit_counter_bg/C/R"), { ALIGN_RIGHT | SCALE | STORE_LEFT_CORNER } },
{ HashStr("ui_exstage/hit/hit_counter_num"), { ALIGN_RIGHT | SCALE } },
// ui_gate
@@ -387,21 +407,29 @@ static const ankerl::unordered_dense::map<XXH64_hash_t, CsdModifier> g_modifiers
// ui_itemresult
{ HashStr("ui_itemresult/footer/result_footer"), { ALIGN_BOTTOM } },
{ HashStr("ui_itemresult/main/iresult_title"), { ALIGN_TOP } },
{ HashStr("ui_itemresult/main/iresult_title"), { ALIGN_TOP | OFFSET_SCALE_LEFT, 688.0f } },
{ HashStr("ui_itemresult/main/iresult_title/title_bg/center"), { ALIGN_TOP | EXTEND_LEFT } },
{ HashStr("ui_itemresult/main/iresult_title/title_bg/center/h_light"), { ALIGN_TOP | EXTEND_LEFT } },
{ HashStr("ui_itemresult/main/iresult_title/title_bg/right"), { ALIGN_TOP | STORE_RIGHT_CORNER } },
{ HashStr("ui_itemresult/main/iresult_title/title_brilliance1"), { ALIGN_TOP | STORE_RIGHT_CORNER | OFFSET_SCALE_LEFT, 632.25775f, 1 } },
{ HashStr("ui_itemresult/main/iresult_title/title_brilliance2"), { ALIGN_TOP | STORE_RIGHT_CORNER | OFFSET_SCALE_LEFT, 830.0f, 2 } },
{ HashStr("ui_itemresult/main/iresult_title/title_brilliance3"), { ALIGN_TOP | STORE_RIGHT_CORNER | OFFSET_SCALE_LEFT, 640.0f, 3 } },
// ui_loading
{ HashStr("ui_loading/bg_1"), { STRETCH } },
{ HashStr("ui_loading/bg_1/arrow"), { STRETCH | LOADING_ARROW } },
{ HashStr("ui_loading/bg_2"), { STRETCH } },
{ HashStr("ui_loading/bg_2/arrow"), { STRETCH | LOADING_ARROW } },
{ HashStr("ui_loading/n_2_d/bg/sky"), { STRETCH } },
{ HashStr("ui_loading/n_2_d/bg/under"), { STRETCH } },
{ HashStr("ui_loading/n_2_d/letterbox/letterbox_under"), { STRETCH } },
{ HashStr("ui_loading/n_2_d/letterbox/letterbox_top"), { STRETCH } },
{ HashStr("ui_loading/n_2_d/letterbox/black_l"), { EXTEND_LEFT | STRETCH_VERTICAL } },
{ HashStr("ui_loading/n_2_d/letterbox/black_r"), { EXTEND_RIGHT | STRETCH_VERTICAL } },
{ HashStr("ui_loading/event_viewer/black/black_top"), { LOADING_BLACK_BAR_MIN } },
{ HashStr("ui_loading/event_viewer/black/black_under"), { LOADING_BLACK_BAR_MAX } },
{ HashStr("ui_loading/pda/pda_frame/L"), { LOADING_BLACK_BAR_MIN } },
{ HashStr("ui_loading/pda/pda_frame/R"), { LOADING_BLACK_BAR_MAX } },
// ui_mediaroom
{ HashStr("ui_mediaroom/header/bg/img_1"), { EXTEND_LEFT } },
@@ -412,10 +440,40 @@ static const ankerl::unordered_dense::map<XXH64_hash_t, CsdModifier> g_modifiers
// ui_missionscreen
{ HashStr("ui_missionscreen/player_count"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_missionscreen/time_count"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_missionscreen/score_count"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_missionscreen/item_count"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_missionscreen/time_count/position_S/bg_1"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/time_count/position_S/bg_1/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/time_count/position_S/bg_2"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/time_count/position_S/bg_2/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/time_count/position_L/bg_1"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/time_count/position_L/bg_1/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/time_count/position_L/bg_2"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/time_count/position_L/bg_2/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_missionscreen/laptime_count/position_S/bg_1"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count/position_S/bg_1/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count/position_S/bg_2"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count/position_S/bg_2/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count/position_L/bg_1"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count/position_L/bg_1/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count/position_L/bg_2"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/laptime_count/position_L/bg_2/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_missionscreen/score_count/position_S/bg_1"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count/position_S/bg_1/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count/position_S/bg_2"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count/position_S/bg_2/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count/position_L/bg_1"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count/position_L/bg_1/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count/position_L/bg_2"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/score_count/position_L/bg_2/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/item_count"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_missionscreen/item_count/position_L/bg_1"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/item_count/position_L/bg_1/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/item_count/position_L/bg_2"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/item_count/position_L/bg_2/C_h"), { ALIGN_TOP_LEFT | SCALE | EXTEND_LEFT } },
{ HashStr("ui_missionscreen/lap_count"), { ALIGN_TOP_RIGHT | SCALE } },
{ HashStr("ui_missionscreen/lap_count/position/bar"), { ALIGN_RIGHT | SCALE | EXTEND_RIGHT } },
{ HashStr("ui_missionscreen/lap_count/position/bar/R"), { SKIP } },
// ui_misson
{ HashStr("ui_misson/bg"), { STRETCH } },
@@ -536,9 +594,11 @@ static const ankerl::unordered_dense::map<XXH64_hash_t, CsdModifier> g_modifiers
{ HashStr("ui_playscreen_ev_hit/chance_attack"), { ALIGN_RIGHT | SCALE } },
// ui_playscreen_su
{ HashStr("ui_playscreen_su/su_sonic_gauge"), { ALIGN_BOTTOM_LEFT | SCALE } },
{ HashStr("ui_playscreen_su/gaia_gauge"), { ALIGN_BOTTOM_LEFT | SCALE } },
{ HashStr("ui_playscreen_su/footer"), { ALIGN_BOTTOM_RIGHT | SCALE } },
{ HashStr("ui_playscreen_su/su_sonic_gauge"), { ALIGN_BOTTOM_LEFT | SCALE | OFFSET_SCALE_LEFT, 632.0f } },
{ HashStr("ui_playscreen_su/su_sonic_gauge/position/C/R"), { ALIGN_BOTTOM_LEFT | SCALE | STORE_RIGHT_CORNER } },
{ HashStr("ui_playscreen_su/gaia_gauge"), { ALIGN_BOTTOM_LEFT | SCALE | OFFSET_SCALE_LEFT, 632.0f } },
{ HashStr("ui_playscreen_su/gaia_gauge/position/C/R"), { ALIGN_BOTTOM_LEFT | SCALE | STORE_RIGHT_CORNER } },
{ HashStr("ui_playscreen_su/footer"), { ALIGN_BOTTOM_RIGHT | SCALE | CONTROL_TUTORIAL } },
// ui_prov_playscreen
{ HashStr("ui_prov_playscreen/so_speed_gauge"), { ALIGN_BOTTOM_LEFT | SCALE | TORNADO_DEFENSE } },
@@ -562,37 +622,43 @@ static const ankerl::unordered_dense::map<XXH64_hash_t, CsdModifier> g_modifiers
{ HashStr("ui_result/main/result_title/title_bg/center"), { ALIGN_TOP | EXTEND_LEFT } },
{ HashStr("ui_result/main/result_title/title_bg/center/h_light"), { ALIGN_TOP | EXTEND_LEFT} },
{ HashStr("ui_result/main/result_title/title_bg/right"), { ALIGN_TOP | STORE_RIGHT_CORNER } },
{ HashStr("ui_result/main/result_num_1"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_1"), { CORNER_EXTRACT } },
{ HashStr("ui_result/main/result_num_1/num_bg"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_1/num_bg/position_1/center_1"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_1/num_bg/position_1/center_1/h_light"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_1/num_bg/position_1/center_1/left"), { STORE_LEFT_CORNER } },
{ HashStr("ui_result/main/result_num_1/num_bg/position_1/center_1/right"), { SKIP } },
{ HashStr("ui_result/main/result_num_1/num_bg/position_1/center_1/right/h_light"), { SKIP } },
{ HashStr("ui_result/main/result_num_2"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_2"), { CORNER_EXTRACT } },
{ HashStr("ui_result/main/result_num_2/num_bg"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_2/num_bg/position_2/center_1"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_2/num_bg/position_2/center_1/h_light"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_2/num_bg/position_2/center_1/left"), { STORE_LEFT_CORNER } },
{ HashStr("ui_result/main/result_num_2/num_bg/position_2/center_1/right"), { SKIP } },
{ HashStr("ui_result/main/result_num_2/num_bg/position_2/center_1/right/h_light"), { SKIP } },
{ HashStr("ui_result/main/result_num_3"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_3"), { CORNER_EXTRACT } },
{ HashStr("ui_result/main/result_num_3/num_bg"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_3/num_bg/position_3/center_1"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_3/num_bg/position_3/center_1/h_light"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_3/num_bg/position_3/center_1/left"), { STORE_LEFT_CORNER } },
{ HashStr("ui_result/main/result_num_3/num_bg/position_3/center_1/right"), { SKIP } },
{ HashStr("ui_result/main/result_num_3/num_bg/position_3/center_1/right/h_light"), { SKIP } },
{ HashStr("ui_result/main/result_num_4"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_4"), { CORNER_EXTRACT } },
{ HashStr("ui_result/main/result_num_4/num_bg"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_4/num_bg/position_4/center_1"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_4/num_bg/position_4/center_1/h_light"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_4/num_bg/position_4/center_1/left"), { STORE_LEFT_CORNER } },
{ HashStr("ui_result/main/result_num_4/num_bg/position_4/center_1/right"), { SKIP } },
{ HashStr("ui_result/main/result_num_4/num_bg/position_4/center_1/right/h_light"), { SKIP } },
{ HashStr("ui_result/main/result_num_5"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_5"), { CORNER_EXTRACT } },
{ HashStr("ui_result/main/result_num_5/num_bg"), { OFFSET_SCALE_RIGHT, 669.0f } },
{ HashStr("ui_result/main/result_num_5/num_bg/position_5/center_1"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_5/num_bg/position_5/center_1/h_light"), { EXTEND_RIGHT } },
{ HashStr("ui_result/main/result_num_5/num_bg/position_5/center_1/left"), { STORE_LEFT_CORNER } },
{ HashStr("ui_result/main/result_num_5/num_bg/position_5/center_1/right"), { SKIP } },
{ HashStr("ui_result/main/result_num_5/num_bg/position_5/center_1/right/h_light"), { SKIP } },
{ HashStr("ui_result/main/result_num_6"), { OFFSET_SCALE_LEFT, 1094.0f } },
{ HashStr("ui_result/main/result_num_6"), { CORNER_EXTRACT } },
{ HashStr("ui_result/main/result_num_6/num_bg"), { OFFSET_SCALE_LEFT, 1094.0f } },
{ HashStr("ui_result/main/result_num_6/num_bg/position_6/center"), { EXTEND_LEFT } },
{ HashStr("ui_result/main/result_num_6/num_bg/position_6/center/h_light"), { EXTEND_LEFT } },
{ HashStr("ui_result/main/result_num_6/num_bg/position_6/center/right"), { STORE_RIGHT_CORNER } },
@@ -689,7 +755,7 @@ static const ankerl::unordered_dense::map<XXH64_hash_t, CsdModifier> g_modifiers
{ HashStr("ui_townscreen/time_effect"), { ALIGN_TOP_RIGHT | SCALE } },
{ HashStr("ui_townscreen/info"), { ALIGN_TOP_LEFT | SCALE } },
{ HashStr("ui_townscreen/cam"), { ALIGN_TOP_RIGHT | SCALE } },
{ HashStr("ui_townscreen/footer"), { ALIGN_BOTTOM } },
{ HashStr("ui_townscreen/footer"), { ALIGN_BOTTOM_RIGHT | SCALE } },
// ui_worldmap
{ HashStr("ui_worldmap/contents/choices/cts_choices_bg"), { STRETCH } },
@@ -789,6 +855,11 @@ PPC_FUNC(sub_830C6A00)
if (g_sceneModifier.has_value())
{
if (!Config::ControlTutorial && (g_sceneModifier->flags & CONTROL_TUTORIAL) != 0)
{
return;
}
// Tornado Defense bugs out when applying gameplay UI scaling.
// This seems consistent with base game behavior, because the UI
// is normally squashed, which was probably done to work around this.
@@ -798,7 +869,7 @@ PPC_FUNC(sub_830C6A00)
g_scenePositionY = 0.0f;
}
if ((g_sceneModifier->flags & (OFFSET_SCALE_LEFT | OFFSET_SCALE_RIGHT)) != 0)
if (g_aspectRatio > WIDE_ASPECT_RATIO && (g_sceneModifier->flags & (OFFSET_SCALE_LEFT | OFFSET_SCALE_RIGHT | CORNER_EXTRACT)) != 0)
{
auto r3 = ctx.r3;
auto r4 = ctx.r4;
@@ -867,6 +938,12 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str
return;
}
// That goddamn boss gauge doesn't disappear in the cutscene where Dark Gaia and Chip hug each other
if ((modifier.flags & SKIP_INSPIRE) != 0 && !InspirePatches::s_sceneName.empty() && *reinterpret_cast<be<float>*>(base + ctx.r4.u32) >= 1280.0f)
{
return;
}
if (g_cornerExtract)
{
if ((modifier.flags & (STORE_LEFT_CORNER | STORE_RIGHT_CORNER)) != 0)
@@ -878,7 +955,7 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str
return;
}
if (Config::UIScaleMode == EUIScaleMode::Centre)
if (Config::UIAlignmentMode == EUIAlignmentMode::Centre)
{
if (g_aspectRatio >= WIDE_ASPECT_RATIO)
modifier.flags &= ~(ALIGN_LEFT | ALIGN_RIGHT);
@@ -898,6 +975,22 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str
return reinterpret_cast<be<float>*>(stack + index * stride);
};
// Subtract half a pixel from loading arrows to prevent transparent pixels surrounding them from leaking into the texture filtering.
if (Video::s_viewportHeight > 720 && (modifier.flags & LOADING_ARROW) != 0 && stride == 0x14)
{
for (size_t i = 0; i < 4; i++)
{
auto texCoord = getPosition(i) + 4;
constexpr float OFFSET = 0.5f / 720.0f;
if (i == 0 || i == 2) // Top
*texCoord = (*texCoord + OFFSET);
else // Bottom
*texCoord = (*texCoord - OFFSET);
}
}
float offsetX = 0.0f;
float offsetY = 0.0f;
float pivotX = 0.0f;
@@ -905,7 +998,9 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str
float scaleX = 1.0f;
float scaleY = 1.0f;
if (squash || ((modifier.flags & STRETCH_HORIZONTAL) != 0 && g_aspectRatio >= WIDE_ASPECT_RATIO))
bool needsStretch = g_aspectRatio >= WIDE_ASPECT_RATIO;
if (squash || (needsStretch && (modifier.flags & STRETCH_HORIZONTAL) != 0))
{
scaleX = Video::s_viewportWidth / 1280.0f;
}
@@ -913,28 +1008,36 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str
{
scaleX = g_aspectRatioScale;
if ((modifier.flags & ALIGN_RIGHT) != 0)
offsetX = g_aspectRatioOffsetX * 2.0f;
else if ((modifier.flags & ALIGN_LEFT) == 0)
offsetX = g_aspectRatioOffsetX;
if ((modifier.flags & SCALE) != 0)
if (needsStretch && (modifier.flags & UNSTRETCH_HORIZONTAL) != 0)
{
scaleX *= g_aspectRatioGameplayScale;
pivotX = g_scenePositionX;
if ((modifier.flags & ALIGN_RIGHT) != 0)
offsetX += 1280.0f * (1.0f - g_aspectRatioGameplayScale) * g_aspectRatioScale;
else if ((modifier.flags & ALIGN_LEFT) == 0)
offsetX += 640.0f * (1.0f - g_aspectRatioGameplayScale) * g_aspectRatioScale;
offsetX += pivotX * g_aspectRatioScale;
pivotX = *getPosition(0);
offsetX = pivotX * Video::s_viewportWidth / 1280.0f;
}
if ((modifier.flags & WORLD_MAP) != 0)
else
{
if ((modifier.flags & ALIGN_LEFT) != 0)
offsetX += (1.0f - g_aspectRatioNarrowScale) * g_aspectRatioScale * -20.0f;
if ((modifier.flags & ALIGN_RIGHT) != 0)
offsetX = g_aspectRatioOffsetX * 2.0f;
else if ((modifier.flags & ALIGN_LEFT) == 0)
offsetX = g_aspectRatioOffsetX;
if ((modifier.flags & SCALE) != 0)
{
scaleX *= g_aspectRatioGameplayScale;
pivotX = g_scenePositionX;
if ((modifier.flags & ALIGN_RIGHT) != 0)
offsetX += 1280.0f * (1.0f - g_aspectRatioGameplayScale) * g_aspectRatioScale;
else if ((modifier.flags & ALIGN_LEFT) == 0)
offsetX += 640.0f * (1.0f - g_aspectRatioGameplayScale) * g_aspectRatioScale;
offsetX += pivotX * g_aspectRatioScale;
}
if ((modifier.flags & WORLD_MAP) != 0)
{
if ((modifier.flags & ALIGN_LEFT) != 0)
offsetX += (1.0f - g_aspectRatioNarrowScale) * g_aspectRatioScale * -20.0f;
}
}
}
@@ -1021,6 +1124,18 @@ static void Draw(PPCContext& ctx, uint8_t* base, PPCFunc* original, uint32_t str
position[1] = round(y);
}
if ((modifier.flags & LOADING_BLACK_BAR_MIN) != 0)
{
auto position = getPosition(0);
BlackBar::g_loadingBlackBarMin = ImVec2{ position[0], position[1] };
BlackBar::g_loadingBlackBarAlpha = *(base + ctx.r1.u32 + 0xB);
}
else if ((modifier.flags & LOADING_BLACK_BAR_MAX) != 0)
{
auto position = getPosition(3);
BlackBar::g_loadingBlackBarMax = ImVec2{ position[0], position[1] };
}
if ((modifier.flags & REPEAT_LEFT) != 0)
{
float width = *getPosition(2) - *getPosition(0);
@@ -1223,12 +1338,12 @@ static double ComputeObjGetItemX(uint32_t type)
double scaleOffset = (1280.0 * (1.0 - g_aspectRatioGameplayScale)) * g_aspectRatioScale;
if (Config::UIScaleMode == EUIScaleMode::Edge)
if (Config::UIAlignmentMode == EUIAlignmentMode::Edge)
{
if (type != 47) // Medal
x += g_aspectRatioOffsetX * 2.0 + scaleOffset;
}
else if (Config::UIScaleMode == EUIScaleMode::Centre)
else if (Config::UIAlignmentMode == EUIAlignmentMode::Centre)
{
x += g_aspectRatioOffsetX + scaleOffset;
}
@@ -1362,6 +1477,12 @@ PPC_FUNC(sub_82B8AA40)
// Restore the original letterbox value.
PPC_STORE_U8(r3.u32, letterbox);
if (letterbox)
{
// Would be nice to also push this as a 2D primitive but I really cannot be bothered right now...
BlackBar::g_inspirePillarbox = Config::CutsceneAspectRatio != ECutsceneAspectRatio::Unlocked && g_aspectRatio > WIDE_ASPECT_RATIO;
}
}
void InspireLetterboxTopMidAsmHook(PPCRegister& r3)
@@ -1444,3 +1565,90 @@ void YggdrasillRenderQuadMidAsmHook(PPCRegister& r3, PPCRegister& r6)
}
}
}
// Explicit CSD set position calls don't seem to care about the
// viewport size. This causes them to appear shifted by 1.5x,
// as the backbuffer resolution is 640x480 at 4:3. We need to account
// for this manually to make the positioning match with the original game.
static constexpr uint32_t EVIL_HUD_GUIDE_BYTE_SIZE = 0x154;
void EvilHudGuideAllocMidAsmHook(PPCRegister& r3)
{
r3.u32 += sizeof(float);
}
// SWA::Player::CEvilHudGuide::CEvilHudGuide
PPC_FUNC_IMPL(__imp__sub_82448CF0);
PPC_FUNC(sub_82448CF0)
{
*reinterpret_cast<float*>(base + ctx.r3.u32 + EVIL_HUD_GUIDE_BYTE_SIZE) = 0.0f;
__imp__sub_82448CF0(ctx, base);
}
void EvilHudGuideUpdateMidAsmHook(PPCRegister& r30, PPCRegister& f30)
{
*reinterpret_cast<float*>(g_memory.base + r30.u32 + EVIL_HUD_GUIDE_BYTE_SIZE) = f30.f64;
}
// SWA::Player::CEvilHudGuide::Update
PPC_FUNC_IMPL(__imp__sub_82449088);
PPC_FUNC(sub_82449088)
{
auto r3 = ctx.r3;
__imp__sub_82449088(ctx, base);
float positionX = *reinterpret_cast<float*>(base + r3.u32 + EVIL_HUD_GUIDE_BYTE_SIZE);
constexpr uint32_t OFFSETS[] = { 312, 320 };
for (const auto offset : OFFSETS)
{
uint32_t scene = PPC_LOAD_U32(r3.u32 + offset + 0x4);
if (scene != NULL)
{
scene = PPC_LOAD_U32(scene + 0x4);
if (scene != NULL)
{
ctx.r3.u32 = scene;
ctx.f1.f64 = (1.5 - 0.5 * g_aspectRatioNarrowScale) * positionX;
ctx.f2.f64 = 0.0;
sub_830BB3D0(ctx, base);
}
}
}
}
// The shadow offseting is buggy for FCO text just like Werehog button guide,
// making them appear thicker than they actually are.
PPC_FUNC_IMPL(__imp__sub_82E54950);
PPC_FUNC(sub_82E54950)
{
if (Config::AspectRatio == EAspectRatio::OriginalNarrow)
{
// Luckily, they have shadow offset scale values that are only used in this function.
uint32_t x = PPC_LOAD_U32(0x8332B7B8);
uint32_t y = PPC_LOAD_U32(0x8332B7BC);
PPCRegister scaled;
// X
scaled.u32 = x;
scaled.f32 *= 1.5f;
PPC_STORE_U32(0x8332B7B8, scaled.u32);
// Y
scaled.u32 = y;
scaled.f32 *= 1.5f;
PPC_STORE_U32(0x8332B7BC, scaled.u32);
__imp__sub_82E54950(ctx, base);
// Restore old values.
PPC_STORE_U32(0x8332B7B8, x);
PPC_STORE_U32(0x8332B7BC, y);
}
else
{
__imp__sub_82E54950(ctx, base);
}
}
+71 -4
View File
@@ -28,6 +28,17 @@ void HighFrameRateDeltaTimeFixMidAsmHook(PPCRegister& f1)
f1.f64 = threshold;
}
// This hook expects the vector register to store delta time at the first index.
void HighFrameRateDeltaTimeFixVectorMidAsmHook(PPCVRegister& v62)
{
// Having 60 FPS threshold ensures we still retain
// the original game behavior when locked to 30/60 FPS.
constexpr double threshold = 1.0 / 60.0;
if (v62.f32[3] < threshold)
v62.f32[3] = threshold;
}
void CameraDeltaTimeFixMidAsmHook(PPCRegister& dest, PPCRegister& src)
{
dest.f64 = src.f64 / 30.0;
@@ -115,10 +126,7 @@ PPC_FUNC(sub_8312DBF8)
constexpr auto INTERVAL = 1000000000ns / 60;
auto next = now + (INTERVAL - now.time_since_epoch() % INTERVAL);
std::this_thread::sleep_for(std::chrono::floor<std::chrono::milliseconds>(next - now - 1ms));
while (std::chrono::steady_clock::now() < next)
std::this_thread::yield();
std::this_thread::sleep_until(next);
}
void WaitVsyncMidAsmHook()
@@ -128,3 +136,62 @@ void WaitVsyncMidAsmHook()
void ApplicationFrameLimiterMidAsmHook()
{
}
// Tornado Defense boss increments timers without respecting delta time.
// We run the update function with a 30 FPS time step to ensure all timers update at the correct rate.
static constexpr size_t EX_STAGE_BOSS_STATE_BATTLE_SIZE = 0x70;
void CExStageBossCStateBattleAllocMidAsmHook(PPCRegister& r3)
{
r3.u32 += sizeof(float);
}
void CExStageBossCStateBattleCtorMidAsmHook(PPCRegister& r3)
{
new (g_memory.base + r3.u32 + EX_STAGE_BOSS_STATE_BATTLE_SIZE) float(0);
}
// SWA::CExStageBoss::CStateBattle::Update
PPC_FUNC_IMPL(__imp__sub_82B00D00);
PPC_FUNC(sub_82B00D00)
{
constexpr auto referenceDeltaTime = 1.0f / 30.0f;
constexpr auto deltaTimeTolerance = 0.0001f;
auto pElapsedTime = (float*)(base + ctx.r3.u32 + EX_STAGE_BOSS_STATE_BATTLE_SIZE);
*pElapsedTime += std::min(App::s_deltaTime, 1.0 / 15.0);
if ((*pElapsedTime + deltaTimeTolerance) > referenceDeltaTime)
{
__imp__sub_82B00D00(ctx, base);
*pElapsedTime -= referenceDeltaTime;
}
*pElapsedTime = std::max(*pElapsedTime, 0.0f);
}
// Fix for Egg Dragoon's drill missile attack rotating 90 degrees at HFR.
void BossEggDragoonDrillMissileCMissileSetRotationMidAsmHook(PPCRegister& r4)
{
auto pRotation = (Hedgehog::Math::CQuaternion*)g_memory.Translate(r4.u32);
auto magnitude = std::sqrt(pRotation->X * pRotation->X + pRotation->Y * pRotation->Y + pRotation->Z * pRotation->Z + pRotation->W * pRotation->W);
if (magnitude < 0.0f)
return;
auto magnitudeNrm = 1.0f / magnitude;
pRotation->X = pRotation->X * magnitudeNrm;
pRotation->Y = pRotation->Y * magnitudeNrm;
pRotation->Z = pRotation->Z * magnitudeNrm;
pRotation->W = pRotation->W * magnitudeNrm;
}
bool SparkleLocusMidAsmHook()
{
// There is an epsilon check in sparkle locus particle code that seems to never pass at high frame rates, which causes vertex corruption.
// Checking for equality doesn't fix it either, so we can fix it by forcing it to always execute instead.
// This has the side effect of the locus particle eventually snapping to the rest position during pause, but it's better than vertices exploding.
return App::s_deltaTime < (1.0 / 60.0);
}
@@ -9,10 +9,10 @@ static class FrontendListener : public SDLEventListener
bool m_isF8KeyDown = false;
public:
void OnSDLEvent(SDL_Event* event) override
bool OnSDLEvent(SDL_Event* event) override
{
if (!Config::HUDToggleHotkey || OptionsMenu::s_isVisible)
return;
if (!Config::HUDToggleKey || OptionsMenu::s_isVisible)
return false;
switch (event->type)
{
@@ -34,6 +34,8 @@ public:
m_isF8KeyDown = event->key.keysym.sym != SDLK_F8;
break;
}
return false;
}
}
g_frontendListener;
+4 -2
View File
@@ -121,10 +121,10 @@ public:
}
}
void OnSDLEvent(SDL_Event* event) override
bool OnSDLEvent(SDL_Event* event) override
{
if (!hid::IsInputAllowed())
return;
return false;
switch (event->type)
{
@@ -202,6 +202,8 @@ public:
ms_touchpadFingerCount--;
break;
}
return false;
}
}
g_sdlEventListenerForInputPatches;
+39 -7
View File
@@ -5,8 +5,9 @@
#include <app.h>
#include <sdl_events.h>
std::string InspirePatches::s_sceneName;
static SWA::Inspire::CScene* g_pScene;
static std::string g_sceneName;
static bool g_isFirstFrameChecked;
static uint32_t g_eventDispatchCount;
@@ -31,6 +32,11 @@ static std::unordered_map<std::string_view, std::pair<float, float>> g_evilSonic
{ "evrt_m8_04", { 0, 2314 } } // Dark Gaia Appears
};
// Sonic's mouth EXPLODES for a single frame in Temple Entrance cutscene.
// Looks very nasty. Let's hide morph models inbetween certain frames to solve it.
static bool g_loadedMouthExplosionAnimation;
static bool g_hideMorphModels;
// SWA::Inspire::CScene
PPC_FUNC_IMPL(__imp__sub_82B98D80);
PPC_FUNC(sub_82B98D80)
@@ -49,9 +55,12 @@ PPC_FUNC(sub_82B98D30)
__imp__sub_82B98D30(ctx, base);
g_pScene = nullptr;
g_sceneName.clear();
InspirePatches::s_sceneName.clear();
SDL_User_EvilSonic(App::s_isWerehog);
g_loadedMouthExplosionAnimation = false;
g_hideMorphModels = false;
}
PPC_FUNC_IMPL(__imp__sub_82B9BA98);
@@ -59,11 +68,31 @@ PPC_FUNC(sub_82B9BA98)
{
auto sceneName = (Hedgehog::Base::CSharedString*)g_memory.Translate(ctx.r5.u32);
g_sceneName = sceneName->c_str();
InspirePatches::s_sceneName = sceneName->c_str();
__imp__sub_82B9BA98(ctx, base);
}
void AnimationDataMakeMidAsmHook(PPCRegister& r31, PPCRegister& r29, PPCRegister& r28)
{
uint8_t* base = g_memory.base;
if (r28.u32 == 0x222E0 &&
strcmp(reinterpret_cast<const char*>(base + PPC_LOAD_U32(r31.u32)), "t0_04_SN") == 0 &&
XXH3_64bits(base + r29.u32, r28.u32) == 0xEC634F0F379F478A)
{
g_loadedMouthExplosionAnimation = true;
}
}
// Hedgehog::Mirage::CSingleMorphElement::Render
PPC_FUNC_IMPL(__imp__sub_82E32048);
PPC_FUNC(sub_82E32048)
{
if (!g_hideMorphModels)
__imp__sub_82E32048(ctx, base);
}
void InspirePatches::DrawDebug()
{
if (!g_pScene)
@@ -72,7 +101,7 @@ void InspirePatches::DrawDebug()
return;
}
ImGui::Text("Name: %s", g_sceneName.c_str());
ImGui::Text("Name: %s", InspirePatches::s_sceneName.c_str());
ImGui::Text("Frame: %f", g_pScene->m_pData->Frame.get());
ImGui::Text("Cut: %d", g_pScene->m_pData->Cut.get());
@@ -97,17 +126,20 @@ void InspirePatches::DrawDebug()
void InspirePatches::Update()
{
if (!g_pScene || !g_sceneName.size())
if (!g_pScene || !InspirePatches::s_sceneName.size())
return;
if (!g_isFirstFrameChecked && std::find(g_alwaysEvilSonic.begin(), g_alwaysEvilSonic.end(), g_sceneName) != g_alwaysEvilSonic.end())
g_hideMorphModels = g_loadedMouthExplosionAnimation && g_pScene->m_pData->Frame >= 185.0f &&
g_pScene->m_pData->Frame < 195.0f && InspirePatches::s_sceneName == "evrt_t0_04";
if (!g_isFirstFrameChecked && std::find(g_alwaysEvilSonic.begin(), g_alwaysEvilSonic.end(), InspirePatches::s_sceneName) != g_alwaysEvilSonic.end())
{
SDL_User_EvilSonic(true);
g_isFirstFrameChecked = true;
return;
}
auto findResult = g_evilSonicTimings.find(g_sceneName);
auto findResult = g_evilSonicTimings.find(InspirePatches::s_sceneName);
if (findResult != g_evilSonicTimings.end())
{
@@ -3,6 +3,8 @@
class InspirePatches
{
public:
static std::string s_sceneName;
static void DrawDebug();
static void Update();
};
+50 -7
View File
@@ -13,6 +13,17 @@ bool DisableHintsMidAsmHook()
return !Config::Hints;
}
// Disable Perfect Dark Gaia hints.
PPC_FUNC_IMPL(__imp__sub_82AC36E0);
PPC_FUNC(sub_82AC36E0)
{
auto pPerfectDarkGaiaChipHintName = (xpointer<char>*)g_memory.Translate(0x8338EF10);
strcpy(pPerfectDarkGaiaChipHintName->get(), Config::Hints ? "V_CHP_067\0" : "end\0");
__imp__sub_82AC36E0(ctx, base);
}
bool DisableControlTutorialMidAsmHook()
{
return !Config::ControlTutorial;
@@ -32,13 +43,6 @@ bool DisableDLCIconMidAsmHook()
return Config::DisableDLCIcon;
}
void ToggleSubtitlesMidAsmHook(PPCRegister& r27)
{
auto pApplicationDocument = (SWA::CApplicationDocument*)g_memory.Translate(r27.u32);
pApplicationDocument->m_InspireSubtitles = Config::Subtitles;
}
void WerehogBattleMusicMidAsmHook(PPCRegister& r11)
{
if (Config::BattleTheme)
@@ -104,3 +108,42 @@ PPC_FUNC(sub_82586698)
__imp__sub_82586698(ctx, base);
}
// SWA::CObjHint::MsgNotifyObjectEvent::Impl
// Disable only certain hints from hint volumes.
// This hook should be used to allow hint volumes specifically to also prevent them from affecting the player.
PPC_FUNC_IMPL(__imp__sub_82736E80);
PPC_FUNC(sub_82736E80)
{
// GroupID parameter text
auto* groupId = (const char*)(base + PPC_LOAD_U32(ctx.r3.u32 + 0x100));
if (!Config::Hints)
{
// WhiteIsland_ACT1_001 (Windmill Isle Act 1 Night, Start)
// Your friend went off that way, Sonic. Quick, let's go after him!
if (strcmp(groupId, "WhiteIsland_ACT1_001") != 0)
return;
}
__imp__sub_82736E80(ctx, base);
}
// SWA::CHelpWindow::MsgRequestHelp::Impl
// Disable only certain hints from other sequences.
// This hook should be used to block hint messages from unknown sources.
PPC_FUNC_IMPL(__imp__sub_824C1E60);
PPC_FUNC(sub_824C1E60)
{
auto pMsgRequestHelp = (SWA::Message::MsgRequestHelp*)(base + ctx.r4.u32);
if (!Config::Hints)
{
// s10d_mykETF_c_navi (Town Mykonos Entrance, First Entry)
// Looks like we can get to a bunch of places in the village from here!
if (strcmp(pMsgRequestHelp->m_Name.c_str(), "s10d_mykETF_c_navi") == 0)
return;
}
__imp__sub_824C1E60(ctx, base);
}
+40 -5
View File
@@ -1,8 +1,9 @@
#include <api/SWA.h>
#include <user/config.h>
#include <SWA/CharacterUtility/CharacterProxy.h>
#include <hid/hid.h>
#include <app.h>
// CObjFlame::CObjFlame
// SWA::CObjFlame::CObjFlame
// A field is not zero initialized,
// causing collisions to constantly get created
// and slow down the game.
@@ -28,7 +29,7 @@ void ObjBigBarrelAllocMidAsmHook(PPCRegister& r3)
r3.u32 += sizeof(ObjBigBarrelEx);
}
// CObjBigBarrel::CObjBigBarrel
// SWA::CObjBigBarrel::CObjBigBarrel
PPC_FUNC_IMPL(__imp__sub_8271AC08);
PPC_FUNC(sub_8271AC08)
{
@@ -69,10 +70,9 @@ void ObjBigBarrelSetPositionMidAsmHook(PPCRegister& r3, PPCRegister& r4)
}
}
// SWA::CExBullet::AddCallback
// Tornado Defense bullet particles are colored by the button prompt, which differs on PlayStation 3.
// Luckily, the PS3 particles are left in the files, and they get spawned by name when a bullet gets created.
// SWA::CExBullet::AddCallback
PPC_FUNC_IMPL(__imp__sub_82B14CC0);
PPC_FUNC(sub_82B14CC0)
{
@@ -98,3 +98,38 @@ PPC_FUNC(sub_82B14CC0)
__imp__sub_82B14CC0(ctx, base);
}
// CObjGrindDashPanel is particularly egregious when it comes to overlapping sounds at HFR
// due to the character proxy sending the hit message multiple times in a frame. This is a
// quick workaround to limit the message process function to occur at a 30 FPS time step.
static constexpr size_t OBJ_GRIND_DASH_PANEL_SIZE = 0x160;
void ObjGrindDashPanelAllocMidAsmHook(PPCRegister& r3)
{
r3.u32 += sizeof(double);
}
// SWA::CObjGrindDashPanel::CObjGrindDashPanel
PPC_FUNC_IMPL(__imp__sub_82614228);
PPC_FUNC(sub_82614228)
{
*reinterpret_cast<double*>(base + ctx.r3.u32 + OBJ_GRIND_DASH_PANEL_SIZE) = 0.0;
__imp__sub_82614228(ctx, base);
}
// SWA::CObjGrindDashPanel::MsgHitEventCollision::Impl
PPC_FUNC_IMPL(__imp__sub_826145D8);
PPC_FUNC(sub_826145D8)
{
constexpr double REFERENCE_DELTA_TIME = 1.0 / 30.0;
constexpr double DELTA_TIME_TOLERANCE = 0.0001;
auto lastHitTime = reinterpret_cast<double*>(base + ctx.r3.u32 + OBJ_GRIND_DASH_PANEL_SIZE);
auto deltaTime = App::s_time - *lastHitTime;
if ((deltaTime + DELTA_TIME_TOLERANCE) > REFERENCE_DELTA_TIME)
{
__imp__sub_826145D8(ctx, base);
*lastHitTime = App::s_time;
}
}
+1 -1
View File
@@ -97,7 +97,7 @@ void PostUnleashMidAsmHook(PPCRegister& r30)
void SetXButtonHomingMidAsmHook(PPCRegister& r30)
{
r30.u32 = Config::HomingAttackOnBoost;
r30.u32 = !Config::HomingAttackOnJump;
}
// SWA::Player::CEvilSonicContext
+16 -10
View File
@@ -15,25 +15,31 @@ PPC_FUNC(sub_824DCF38)
App::s_isLoading = true;
if (Config::TimeOfDayTransition == ETimeOfDayTransition::PlayStation)
if (ctx.r4.u32 == SWA::eLoadingDisplayType_WerehogMovie)
{
if (ctx.r4.u32 == SWA::eLoadingDisplayType_WerehogMovie)
if (Config::TimeOfDayTransition == ETimeOfDayTransition::PlayStation)
{
ctx.r4.u32 = SWA::eLoadingDisplayType_ChangeTimeOfDay;
pLoading->m_IsNightToDay = App::s_isWerehog;
}
if (Config::UseArrowsForTimeOfDayTransition)
ctx.r4.u32 = SWA::eLoadingDisplayType_Arrows;
}
if (auto pGameDocument = SWA::CGameDocument::GetInstance())
if (Config::FixEggmanlandUsingEventGalleryTransition)
{
auto stageName = pGameDocument->m_pMember->m_StageName.c_str();
if (stageName && strlen(stageName))
if (auto pGameDocument = SWA::CGameDocument::GetInstance())
{
/* Fix restarting Eggmanland as the Werehog
erroneously using the Event Gallery transition. */
if (ctx.r4.u32 == SWA::eLoadingDisplayType_EventGallery && !strcmp(stageName, "Act_EggmanLand"))
ctx.r4.u32 = SWA::eLoadingDisplayType_NowLoading;
auto stageName = pGameDocument->m_pMember->m_StageName.c_str();
if (stageName && strlen(stageName))
{
/* Fix restarting Eggmanland as the Werehog
erroneously using the Event Gallery transition. */
if (ctx.r4.u32 == SWA::eLoadingDisplayType_EventGallery && !strcmp(stageName, "Act_EggmanLand"))
ctx.r4.u32 = SWA::eLoadingDisplayType_NowLoading;
}
}
}
+30 -2
View File
@@ -76,8 +76,12 @@ PPC_FUNC(sub_830D25D8)
auto device = reinterpret_cast<GuestDevice*>(base + PPC_LOAD_U32(ctx.r4.u32));
// Set first sampler to use linear filtering.
device->samplerStates[0].data[3] = (device->samplerStates[0].data[3].get() & ~0x1f80000) | 0x1280000;
device->dirtyFlags[3] = device->dirtyFlags[3].get() | 0x80000000ull;
// NOTE: We only check for height here since all 2D primitives get centered.
if (Video::s_viewportHeight > 720)
{
device->samplerStates[0].data[3] = (device->samplerStates[0].data[3].get() & ~0x1f80000) | 0x1280000;
device->dirtyFlags[3] = device->dirtyFlags[3].get() | 0x80000000ull;
}
__imp__sub_830D25D8(ctx, base);
}
@@ -113,3 +117,27 @@ PPC_FUNC(sub_8260BBF8)
SetDefaultMaterialParameters(reinterpret_cast<GuestDevice*>(base + PPC_LOAD_U32(PPC_LOAD_U32(ctx.r4.u32))));
__imp__sub_8260BBF8(ctx, base);
}
// The pedestal in Gaia Temple is placed on an opaque mesh slot, despite using additive blending.
// This somehow works. Except when the delta time is too stable, it flashes black for one frame.
// We can fix it by detecting the asset runtime, and swapping the mesh slots to transparent by hand.
// Hedgehog::Mirage::CModelData::Make
PPC_FUNC_IMPL(__imp__sub_82E38650);
PPC_FUNC(sub_82E38650)
{
if (ctx.r5.u32 == 0xBB90 && XXH3_64bits(base + ctx.r4.u32, ctx.r5.u32) == 0xB524C8C3B80C3F54)
{
// Mesh Count
std::swap(
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x18),
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x20));
// Mesh Offset
std::swap(
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x1C),
*reinterpret_cast<uint32_t*>(base + ctx.r4.u32 + 0x24));
}
__imp__sub_82E38650(ctx, base);
}
+8 -6
View File
@@ -1,20 +1,22 @@
#pragma once
inline const char* g_credits[] =
inline std::array<const char*, 17> g_credits =
{
"Skyth",
"Hyper",
"Darío",
"Sajid",
"DeaThProj",
"RadiantDerg",
"PTKay",
"DeaThProj",
"SuperSonic16",
"NextinHKRY",
"M&M",
"saguinee",
"LadyLunanova",
"LJSTAR"
"LJSTAR",
"Goalringmod27",
"M&M",
"DaGuAr",
"brianuuuSonic",
"Kitzuku"
};
inline size_t g_creditsSize = 12;
+1 -1
View File
@@ -1,4 +1,4 @@
VERSION_MILESTONE="Beta 1"
VERSION_MILESTONE="Release Candidate 3"
VERSION_MAJOR=1
VERSION_MINOR=0
VERSION_REVISION=0
+2 -2
View File
@@ -4,7 +4,7 @@ class ISDLEventListener
{
public:
virtual ~ISDLEventListener() = default;
virtual void OnSDLEvent(SDL_Event* event) = 0;
virtual bool OnSDLEvent(SDL_Event* event) = 0;
};
extern std::vector<ISDLEventListener*>& GetEventListeners();
@@ -17,5 +17,5 @@ public:
GetEventListeners().emplace_back(this);
}
void OnSDLEvent(SDL_Event* event) override {}
bool OnSDLEvent(SDL_Event* event) override { return false; }
};
+50 -65
View File
@@ -48,13 +48,11 @@ static std::unique_ptr<GuestTexture> g_upTrophyIcon;
static int g_firstVisibleRowIndex;
static int g_selectedRowIndex;
static double g_rowSelectionTime;
static double g_lastTappedTime;
static double g_lastIncrementTime;
static bool g_upWasHeld;
static bool g_downWasHeld;
static bool g_leftWasHeld;
static bool g_rightWasHeld;
static bool g_upRSWasHeld;
static bool g_downRSWasHeld;
static void ResetSelection()
{
@@ -67,7 +65,7 @@ static void ResetSelection()
static void DrawContainer(ImVec2 min, ImVec2 max, ImU32 gradientTop, ImU32 gradientBottom, float alpha = 1, float cornerRadius = 25)
{
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
DrawPauseContainer(min, max, alpha);
@@ -76,8 +74,9 @@ static void DrawContainer(ImVec2 min, ImVec2 max, ImU32 gradientTop, ImU32 gradi
static void DrawHeaderContainer(const char* text)
{
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
auto fontSize = Scale(24);
auto minTextSize = Scale(294.575989);
auto textSize = g_fntNewRodinUB->CalcTextSizeA(fontSize, FLT_MAX, 0, text);
auto cornerRadius = 23;
auto textMarginX = Scale(16) + (Scale(cornerRadius) / 2);
@@ -101,13 +100,12 @@ static void DrawHeaderContainer(const char* text)
: Lerp(0, 1, colourMotion);
ImVec2 min = { g_aspectRatioOffsetX + Scale(containerMarginX), g_aspectRatioOffsetY + Scale(136) };
ImVec2 max = { min.x + textMarginX * 2 + textSize.x + Scale(5), g_aspectRatioOffsetY + Scale(196) };
ImVec2 max = { std::max(min.x + minTextSize, min.x + textMarginX * 2 + textSize.x + Scale(5)), g_aspectRatioOffsetY + Scale(196) };
DrawPauseHeaderContainer(min, max, alpha);
SetTextSkew((min.y + max.y) / 2.0f, Scale(3.0f));
// TODO: Apply bevel.
DrawTextWithOutline
(
g_fntNewRodinUB,
@@ -124,7 +122,7 @@ static void DrawHeaderContainer(const char* text)
static void DrawAchievement(int rowIndex, float yOffset, Achievement& achievement, bool isUnlocked)
{
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
auto clipRectMin = drawList->GetClipRectMin();
auto clipRectMax = drawList->GetClipRectMax();
@@ -197,7 +195,7 @@ static void DrawAchievement(int rowIndex, float yOffset, Achievement& achievemen
ImVec2 marqueeMin = { textMarqueeX, min.y };
ImVec2 marqueeMax = { max.x - Scale(10) /* timestamp margin X */, max.y };
SetMarqueeFade(marqueeMin, marqueeMax, Scale(32));
SetHorizontalMarqueeFade(marqueeMin, marqueeMax, Scale(32));
if (isSelected && textX + textSize.x >= max.x - Scale(10))
{
@@ -339,7 +337,7 @@ static void DrawAchievement(int rowIndex, float yOffset, Achievement& achievemen
static void DrawTrophySparkles(ImVec2 min, ImVec2 max, int recordCount, int trophyFrameIndex)
{
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
constexpr auto recordsHalfTotal = ACH_RECORDS / 2;
@@ -427,7 +425,7 @@ static void DrawTrophySparkles(ImVec2 min, ImVec2 max, int recordCount, int trop
static void DrawAchievementTotal(ImVec2 min, ImVec2 max)
{
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
// Transparency fade animation.
auto alpha = Cubic(0, 1, ComputeMotion(g_appearTime, COUNTER_INTRO_FADE_START, COUNTER_INTRO_FADE_END));
@@ -511,7 +509,7 @@ static void DrawAchievementTotal(ImVec2 min, ImVec2 max)
static void DrawContentContainer()
{
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
// Expand/retract animation.
auto motion = g_isClosing
@@ -566,15 +564,12 @@ static void DrawContentContainer()
// Draw separators.
for (int i = 1; i <= 3; i++)
{
auto lineMarginLeft = Scale(35);
auto lineMarginRight = Scale(55);
auto lineMarginY = Scale(2);
ImVec2 lineMin = { clipRectMin.x + Scale(35), clipRectMin.y + itemHeight * i + Scale(2) };
ImVec2 lineMax = { clipRectMax.x - Scale(55), lineMin.y + Scale(1.3f) };
ImVec2 lineMin = { clipRectMin.x + lineMarginLeft, clipRectMin.y + itemHeight * i + lineMarginY };
ImVec2 lineMax = { clipRectMax.x - lineMarginRight, clipRectMin.y + itemHeight * i + lineMarginY };
drawList->AddLine(lineMin, lineMax, IM_COL32(163, 163, 163, 255));
drawList->AddLine({ lineMin.x, lineMin.y + Scale(1) }, { lineMax.x, lineMax.y + Scale(1) }, IM_COL32(143, 148, 143, 255));
SetAdditive(true);
drawList->AddRectFilled(lineMin, lineMax, IM_COL32(160, 160, 160, 60));
SetAdditive(false);
}
for (auto& tpl : g_achievements)
@@ -601,26 +596,41 @@ static void DrawContentContainer()
bool downIsHeld = inputState->GetPadState().IsDown(SWA::eKeyState_DpadDown) ||
inputState->GetPadState().LeftStickVertical < -0.5f;
bool leftIsHeld = inputState->GetPadState().IsDown(SWA::eKeyState_DpadLeft) ||
inputState->GetPadState().LeftStickHorizontal < -0.5f;
bool rightIsHeld = inputState->GetPadState().IsDown(SWA::eKeyState_DpadRight) ||
inputState->GetPadState().LeftStickHorizontal > 0.5f;
bool upRSIsHeld = inputState->GetPadState().RightStickVertical > 0.5f;
bool downRSIsHeld = inputState->GetPadState().RightStickVertical < -0.5f;
bool isReachedTop = g_selectedRowIndex == 0;
bool isReachedBottom = g_selectedRowIndex == rowCount - 1;
bool scrollUp = !g_upWasHeld && upIsHeld;
bool scrollDown = !g_downWasHeld && downIsHeld;
bool scrollPageUp = !g_leftWasHeld && leftIsHeld && !isReachedTop;
bool scrollPageDown = !g_rightWasHeld && rightIsHeld && !isReachedBottom;
bool jumpToTop = !g_upRSWasHeld && upRSIsHeld && !isReachedTop;
bool jumpToBottom = !g_downRSWasHeld && downRSIsHeld && !isReachedBottom;
int prevSelectedRowIndex = g_selectedRowIndex;
auto time = ImGui::GetTime();
auto fastScroll = (time - g_lastTappedTime) > 0.6;
auto fastScrollSpeed = 1.0 / 3.5;
static auto fastScrollSpeedUp = false;
if (scrollUp || scrollDown)
g_lastTappedTime = time;
if (!upIsHeld && !downIsHeld)
fastScrollSpeedUp = false;
if (fastScrollSpeedUp)
fastScrollSpeed /= 2;
if (fastScroll)
{
if ((time - g_lastIncrementTime) < fastScrollSpeed)
{
fastScroll = false;
}
else
{
g_lastIncrementTime = time;
scrollUp = upIsHeld;
scrollDown = downIsHeld;
fastScrollSpeedUp = true;
}
}
if (scrollUp)
{
@@ -634,40 +644,15 @@ static void DrawContentContainer()
if (g_selectedRowIndex >= rowCount)
g_selectedRowIndex = 0;
}
else if (scrollPageUp)
{
g_selectedRowIndex -= 3;
if (g_selectedRowIndex < 0)
g_selectedRowIndex = 0;
}
else if (scrollPageDown)
{
g_selectedRowIndex += 3;
if (g_selectedRowIndex >= rowCount)
g_selectedRowIndex = rowCount - 1;
}
else if (jumpToTop)
{
g_selectedRowIndex = 0;
}
else if (jumpToBottom)
{
g_selectedRowIndex = rowCount - 1;
}
// lol
if (scrollUp || scrollDown || scrollPageUp || scrollPageDown || jumpToTop || jumpToBottom)
if (scrollUp || scrollDown)
{
g_rowSelectionTime = ImGui::GetTime();
g_rowSelectionTime = time;
Game_PlaySound("sys_actstg_pausecursor");
}
g_upWasHeld = upIsHeld;
g_downWasHeld = downIsHeld;
g_leftWasHeld = leftIsHeld;
g_rightWasHeld = rightIsHeld;
g_upRSWasHeld = upRSIsHeld;
g_downRSWasHeld = downRSIsHeld;
int visibleRowCount = int(floor((clipRectMax.y - clipRectMin.y) / itemHeight));
@@ -778,12 +763,12 @@ void AchievementMenu::Open()
return std::get<1>(a) > std::get<1>(b);
});
ButtonGuide::Open(Button(Localise("Common_Back"), EButtonIcon::B));
ButtonGuide::Open(Button("Common_Back", FLT_MAX, EButtonIcon::B, EFontQuality::Low));
ResetSelection();
Game_PlaySound("sys_actstg_pausewinopen");
hid::SetProhibitedButtons(XAMINPUT_GAMEPAD_START);
hid::SetProhibitedInputs(XAMINPUT_GAMEPAD_START);
}
void AchievementMenu::Close()
@@ -793,7 +778,7 @@ void AchievementMenu::Close()
g_appearTime = ImGui::GetTime();
g_isClosing = true;
hid::SetProhibitedButtons(0);
hid::SetProhibitedInputs();
}
ButtonGuide::Close();
+64 -22
View File
@@ -10,6 +10,7 @@
#include <app.h>
#include <exports.h>
#include <decompressor.h>
#include <patches/inspire_patches.h>
constexpr double OVERLAY_CONTAINER_COMMON_MOTION_START = 0;
constexpr double OVERLAY_CONTAINER_COMMON_MOTION_END = 11;
@@ -30,7 +31,7 @@ static ImFont* g_fntSeurat;
static bool DrawContainer(ImVec2 min, ImVec2 max, float cornerRadius = 25)
{
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
// Expand/retract animation.
auto containerMotion = ComputeMotion(g_appearTime, OVERLAY_CONTAINER_COMMON_MOTION_START, OVERLAY_CONTAINER_COMMON_MOTION_END);
@@ -80,15 +81,68 @@ void AchievementOverlay::Init()
g_fntSeurat = ImFontAtlasSnapshot::GetFont("FOT-SeuratPro-M.otf");
}
// Dequeue achievements only when we can actually play sounds.
// Loading thread does not update this object.
static bool g_soundAdministratorUpdated;
PPC_FUNC_IMPL(__imp__sub_82B43480);
PPC_FUNC(sub_82B43480)
{
g_soundAdministratorUpdated = true;
__imp__sub_82B43480(ctx, base);
}
// Dequeue achievements only in the main thread. This is also extra thread safety.
static std::thread::id g_mainThreadId = std::this_thread::get_id();
static bool CanDequeueAchievement()
{
if (g_soundAdministratorUpdated && std::this_thread::get_id() == g_mainThreadId && !AchievementOverlay::s_queue.empty())
{
// Check if we can actually play any audio right now. If not, we'll wait until we can.
uint32_t audioCenter = *reinterpret_cast<be<uint32_t>*>(g_memory.Translate(0x83362FFC));
if (audioCenter != NULL)
{
uint32_t member = *reinterpret_cast<be<uint32_t>*>(g_memory.Translate(audioCenter + 0x4));
uint32_t category = !InspirePatches::s_sceneName.empty() ? 10 : 7; // EVENT category is used during Inspire cutscenes.
// Check if the volume is non zero.
return *reinterpret_cast<uint32_t*>(g_memory.Translate(member + 0x7C + category * 0x10 + 0x8)) != 0;
}
}
return false;
}
void AchievementOverlay::Draw()
{
if (!AchievementOverlay::s_isVisible && CanDequeueAchievement())
{
s_isVisible = true;
g_isClosing = false;
g_appearTime = ImGui::GetTime();
g_achievement = g_xdbfWrapper.GetAchievement((EXDBFLanguage)Config::Language.Value, s_queue.front());
s_queue.pop();
if (Config::Language == ELanguage::English)
g_achievement.Name = xdbf::FixInvalidSequences(g_achievement.Name);
Game_PlaySound("obj_navi_appear");
}
if (!s_isVisible)
{
g_soundAdministratorUpdated = false;
return;
}
if (ImGui::GetTime() - g_appearTime >= OVERLAY_DURATION)
AchievementOverlay::Close();
auto drawList = ImGui::GetForegroundDrawList();
// Close function can use this bool so reset it after.
g_soundAdministratorUpdated = false;
auto drawList = ImGui::GetBackgroundDrawList();
auto& res = ImGui::GetIO().DisplaySize;
auto strAchievementUnlocked = Localise("Achievements_Unlock").c_str();
@@ -129,6 +183,9 @@ void AchievementOverlay::Draw()
IM_COL32(255, 255, 255, 255) // col
);
// Use low quality text.
SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
// Draw header text.
DrawTextWithShadow
(
@@ -154,6 +211,9 @@ void AchievementOverlay::Draw()
1.0f, // radius
IM_COL32(0, 0, 0, 255) // shadowColour
);
// Reset low quality text shader modifier.
SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
}
else
{
@@ -167,21 +227,7 @@ void AchievementOverlay::Draw()
void AchievementOverlay::Open(int id)
{
if (s_isVisible)
{
s_queue.emplace(id);
return;
}
s_isVisible = true;
g_isClosing = false;
g_appearTime = ImGui::GetTime();
g_achievement = g_xdbfWrapper.GetAchievement((EXDBFLanguage)Config::Language.Value, id);
if (Config::Language == ELanguage::English)
g_achievement.Name = xdbf::FixInvalidSequences(g_achievement.Name);
Game_PlaySound("obj_navi_appear");
s_queue.push(id);
}
void AchievementOverlay::Close()
@@ -192,10 +238,6 @@ void AchievementOverlay::Close()
g_isClosing = true;
}
if (s_queue.size())
{
if (CanDequeueAchievement())
s_isVisible = false;
AchievementOverlay::Open(s_queue.front());
s_queue.pop();
}
}
+58
View File
@@ -0,0 +1,58 @@
#include "black_bar.h"
#include <patches/aspect_ratio_patches.h>
void BlackBar::Draw()
{
if (g_inspirePillarbox)
{
auto drawList = ImGui::GetBackgroundDrawList();
auto& res = ImGui::GetIO().DisplaySize;
float width = (res.x - (res.y * 16.0f / 9.0f)) / 2.0f;
drawList->AddRectFilled(
{ 0.0f, 0.0f },
{ width, res.y },
IM_COL32_BLACK);
drawList->AddRectFilled(
{ res.x - width, 0.0f },
res,
IM_COL32_BLACK);
g_inspirePillarbox = false;
}
if (g_loadingBlackBarAlpha != 0)
{
auto drawList = ImGui::GetBackgroundDrawList();
auto& res = ImGui::GetIO().DisplaySize;
if (g_aspectRatio > WIDE_ASPECT_RATIO)
{
drawList->AddRectFilled(
{ 0.0f, 0.0f },
{ g_loadingBlackBarMin.x, g_loadingBlackBarMax.y },
IM_COL32(0, 0, 0, g_loadingBlackBarAlpha));
drawList->AddRectFilled(
{ g_loadingBlackBarMax.x, g_loadingBlackBarMin.y },
res,
IM_COL32(0, 0, 0, g_loadingBlackBarAlpha));
}
else if (g_aspectRatio < NARROW_ASPECT_RATIO)
{
drawList->AddRectFilled(
{ 0.0f, 0.0f },
{ g_loadingBlackBarMax.x, g_loadingBlackBarMin.y },
IM_COL32(0, 0, 0, g_loadingBlackBarAlpha));
drawList->AddRectFilled(
{ g_loadingBlackBarMin.x, g_loadingBlackBarMax.y },
res,
IM_COL32(0, 0, 0, g_loadingBlackBarAlpha));
}
g_loadingBlackBarAlpha = 0;
}
}
+12
View File
@@ -0,0 +1,12 @@
#pragma once
struct BlackBar
{
static inline bool g_inspirePillarbox;
static inline ImVec2 g_loadingBlackBarMin;
static inline ImVec2 g_loadingBlackBarMax;
static inline uint8_t g_loadingBlackBarAlpha;
static void Draw();
};
+75 -71
View File
@@ -14,7 +14,6 @@
constexpr float DEFAULT_SIDE_MARGINS = 379;
ImFont* g_fntNewRodin;
ImFont* g_fntNewRodinLQ;
std::unique_ptr<GuestTexture> g_upControllerIcons;
std::unique_ptr<GuestTexture> g_upKBMIcons;
@@ -38,7 +37,8 @@ std::unordered_map<EButtonIcon, float> g_iconWidths =
{ EButtonIcon::Start, 40 },
{ EButtonIcon::Back, 40 },
{ EButtonIcon::LMB, 40 },
{ EButtonIcon::Enter, 40 }
{ EButtonIcon::Enter, 40 },
{ EButtonIcon::Escape, 40 },
};
std::unordered_map<EButtonIcon, float> g_iconHeights =
@@ -56,7 +56,8 @@ std::unordered_map<EButtonIcon, float> g_iconHeights =
{ EButtonIcon::Start, 40 },
{ EButtonIcon::Back, 40 },
{ EButtonIcon::LMB, 40 },
{ EButtonIcon::Enter, 40 }
{ EButtonIcon::Enter, 40 },
{ EButtonIcon::Escape, 40 },
};
std::tuple<std::tuple<ImVec2, ImVec2>, GuestTexture*> GetButtonIcon(EButtonIcon icon)
@@ -124,12 +125,17 @@ std::tuple<std::tuple<ImVec2, ImVec2>, GuestTexture*> GetButtonIcon(EButtonIcon
break;
case EButtonIcon::LMB:
btn = PIXELS_TO_UV_COORDS(256, 128, 0, 0, 128, 128);
btn = PIXELS_TO_UV_COORDS(384, 128, 0, 0, 128, 128);
texture = g_upKBMIcons.get();
break;
case EButtonIcon::Enter:
btn = PIXELS_TO_UV_COORDS(256, 128, 128, 0, 128, 128);
btn = PIXELS_TO_UV_COORDS(384, 128, 128, 0, 128, 128);
texture = g_upKBMIcons.get();
break;
case EButtonIcon::Escape:
btn = PIXELS_TO_UV_COORDS(384, 128, 256, 0, 128, 128);
texture = g_upKBMIcons.get();
break;
}
@@ -137,79 +143,74 @@ std::tuple<std::tuple<ImVec2, ImVec2>, GuestTexture*> GetButtonIcon(EButtonIcon
return std::make_tuple(btn, texture);
}
ImFont* GetFont(EFontQuality fontQuality)
{
return fontQuality == EFontQuality::Low
? g_fntNewRodinLQ
: g_fntNewRodin;
}
static void DrawGuide(float* offset, ImVec2 regionMin, ImVec2 regionMax, EButtonIcon icon,
EButtonAlignment alignment, ImVec2 iconMin, ImVec2 iconMax, EFontQuality fontQuality,
ImVec2 textSize, float fontSize, const char* text)
float textWidth, float maxTextWidth, float textScale, float fontSize, const char* text)
{
auto drawList = ImGui::GetForegroundDrawList();
auto _icon = icon;
auto drawList = ImGui::GetBackgroundDrawList();
auto iconWidth = Scale(g_iconWidths[icon]);
auto dualIconMarginX = Scale(25);
auto textMarginY = regionMin.y + Scale(9.0f);
if (icon == EButtonIcon::LBRB)
{
_icon = EButtonIcon::LB;
}
else if (icon == EButtonIcon::LTRT)
{
_icon = EButtonIcon::LT;
}
else
{
dualIconMarginX = 0;
}
ImVec2 textPos;
if (icon == EButtonIcon::LBRB || icon == EButtonIcon::LTRT)
{
iconMin = alignment == EButtonAlignment::Left
? ImVec2(/* X */ regionMin.x + *offset - dualIconMarginX * 3, /* Y */ iconMin.y)
: ImVec2(/* X */ regionMax.x - *offset - textSize.x - iconWidth, /* Y */ iconMin.y);
auto iconMarginX = Scale(16);
iconMax = alignment == EButtonAlignment::Left
? ImVec2(iconMin.x + iconWidth, iconMax.y)
: ImVec2(iconMin.x, iconMax.y);
}
iconMin.x = alignment == EButtonAlignment::Left
? regionMin.x + *offset - maxTextWidth + (iconWidth / 2)
: regionMax.x - *offset - maxTextWidth - (iconWidth / 2) - iconMarginX;
auto btnIcon = GetButtonIcon(_icon);
drawList->AddImage(std::get<1>(btnIcon), iconMin, iconMax, GET_UV_COORDS(std::get<0>(btnIcon)));
iconMax.x = iconMin.x + iconWidth;
auto font = GetFont(fontQuality);
auto textMarginX = alignment == EButtonAlignment::Left
? regionMin.x + *offset + dualIconMarginX
: regionMax.x - *offset - dualIconMarginX * 2;
auto textMarginY = regionMin.y + Scale(8);
ImVec2 textPosition = { textMarginX, textMarginY };
DrawTextWithOutline(font, fontSize, textPosition, IM_COL32_WHITE, text, 4, IM_COL32_BLACK);
// Add extra luminance to low quality text.
if (fontQuality == EFontQuality::Low)
drawList->AddText(font, fontSize, textPosition, IM_COL32(255, 255, 255, 127), text);
if (icon == EButtonIcon::LBRB || icon == EButtonIcon::LTRT)
{
auto btnIcon = GetButtonIcon(icon == EButtonIcon::LBRB ? EButtonIcon::RB : EButtonIcon::RT);
// Left button.
auto btnIcon = GetButtonIcon(icon == EButtonIcon::LBRB ? EButtonIcon::LB : EButtonIcon::LT);
drawList->AddImage(std::get<1>(btnIcon), iconMin, iconMax, GET_UV_COORDS(std::get<0>(btnIcon)));
auto dualIconMin = alignment == EButtonAlignment::Left
? ImVec2(/* X */ regionMin.x + *offset + textSize.x + dualIconMarginX * 2, /* Y */ iconMin.y)
: ImVec2(/* X */ regionMax.x - *offset + textSize.x - dualIconMarginX, /* Y */ iconMin.y);
? ImVec2(iconMax.x + maxTextWidth + iconMarginX, iconMin.y)
: ImVec2(regionMax.x - *offset + maxTextWidth - iconWidth, iconMin.y);
auto dualIconMax = ImVec2(dualIconMin.x + iconWidth, iconMax.y);
// Right button.
btnIcon = GetButtonIcon(icon == EButtonIcon::LBRB ? EButtonIcon::RB : EButtonIcon::RT);
drawList->AddImage(std::get<1>(btnIcon), dualIconMin, dualIconMax, GET_UV_COORDS(std::get<0>(btnIcon)));
*offset += dualIconMarginX + iconWidth;
textPos = { (iconMax.x + ((dualIconMin.x - iconMax.x) - maxTextWidth + std::max(0.0f, maxTextWidth - textWidth)) / 2) + Scale(2), textMarginY};
*offset += iconWidth;
}
else
{
auto btnIcon = GetButtonIcon(icon);
drawList->AddImage(std::get<1>(btnIcon), iconMin, iconMax, GET_UV_COORDS(std::get<0>(btnIcon)));
auto textMarginX = alignment == EButtonAlignment::Left
? regionMin.x + *offset
: regionMax.x - *offset;
textPos = { textMarginX, textMarginY };
}
SetScale({ textScale, 1.0f });
SetOrigin(textPos);
if (fontQuality == EFontQuality::Low)
SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
DrawTextWithOutline(g_fntNewRodin, fontSize, textPos, IM_COL32_WHITE, text, 4, IM_COL32_BLACK);
if (fontQuality == EFontQuality::Low)
{
// Add extra luminance to low quality text.
drawList->AddText(g_fntNewRodin, fontSize, textPos, IM_COL32(255, 255, 255, 127), text);
SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
}
SetScale({ 1.0f, 1.0f });
SetOrigin({ 0.0f, 0.0f });
}
void ButtonGuide::Init()
@@ -217,8 +218,6 @@ void ButtonGuide::Init()
auto& io = ImGui::GetIO();
g_fntNewRodin = ImFontAtlasSnapshot::GetFont("FOT-NewRodinPro-M.otf");
g_fntNewRodinLQ = ImFontAtlasSnapshot::GetFont("FOT-NewRodinPro-M.otf");
g_upControllerIcons = LOAD_ZSTD_TEXTURE(g_controller);
g_upKBMIcons = LOAD_ZSTD_TEXTURE(g_kbm);
}
@@ -228,16 +227,15 @@ void ButtonGuide::Draw()
if (!s_isVisible)
return;
auto drawList = ImGui::GetForegroundDrawList();
auto drawList = ImGui::GetBackgroundDrawList();
auto& res = ImGui::GetIO().DisplaySize;
ImVec2 regionMin = { g_aspectRatioOffsetX + Scale(g_sideMargins), g_aspectRatioOffsetY * 2.0f + Scale(720.0f - 102.0f) };
ImVec2 regionMax = { g_aspectRatioOffsetX + Scale(1280.0f - g_sideMargins), g_aspectRatioOffsetY * 2.0f + Scale(720.0f) };
auto textMarginX = Scale(57);
auto textMarginY = Scale(8);
auto textMarginX = Scale(21.25f);
auto iconMarginX = Scale(4);
auto fontSize = Scale(22.5f);
auto fontSize = Scale(21.8f);
auto offsetLeft = 0.0f;
auto offsetRight = 0.0f;
@@ -253,17 +251,20 @@ void ButtonGuide::Draw()
if (btn.Visibility && !*btn.Visibility)
continue;
auto str = Localise(btn.Name).c_str();
auto iconWidth = Scale(g_iconWidths[btn.Icon]);
auto iconHeight = Scale(g_iconHeights[btn.Icon]);
auto textSize = g_fntNewRodin->CalcTextSizeA(fontSize, FLT_MAX, 0, btn.Name.c_str());
auto textWidth = g_fntNewRodin->CalcTextSizeA(fontSize, FLT_MAX, 0, str).x;
auto maxWidth = btn.MaxWidth == FLT_MAX ? textWidth : Scale(btn.MaxWidth);
auto textScale = std::min(1.0f, maxWidth / textWidth);
if (i > 0)
offsetLeft += textSize.x + iconWidth + textMarginX;
offsetLeft += maxWidth + iconWidth + textMarginX;
ImVec2 iconMin = { regionMin.x + offsetLeft - iconWidth - iconMarginX, regionMin.y };
ImVec2 iconMax = { regionMin.x + offsetLeft - iconMarginX, regionMin.y + iconHeight };
DrawGuide(&offsetLeft, regionMin, regionMax, btn.Icon, btn.Alignment, iconMin, iconMax, btn.FontQuality, textSize, fontSize, btn.Name.c_str());
DrawGuide(&offsetLeft, regionMin, regionMax, btn.Icon, btn.Alignment, iconMin, iconMax, btn.FontQuality, textWidth, maxWidth, textScale, fontSize, str);
}
// Draw right aligned icons.
@@ -277,17 +278,20 @@ void ButtonGuide::Draw()
if (btn.Visibility && !*btn.Visibility)
continue;
auto str = Localise(btn.Name).c_str();
auto iconWidth = Scale(g_iconWidths[btn.Icon]);
auto iconHeight = Scale(g_iconHeights[btn.Icon]);
auto textSize = g_fntNewRodin->CalcTextSizeA(fontSize, FLT_MAX, 0, btn.Name.c_str());
auto textWidth = g_fntNewRodin->CalcTextSizeA(fontSize, FLT_MAX, 0, str).x;
auto maxWidth = btn.MaxWidth == FLT_MAX ? textWidth : Scale(btn.MaxWidth);
auto textScale = std::min(1.0f, maxWidth / textWidth);
if (i < g_buttons.size() - 1)
offsetRight += textSize.x + iconWidth + textMarginX;
offsetRight += maxWidth + iconWidth + textMarginX;
ImVec2 iconMin = { regionMax.x - offsetRight - iconWidth - iconMarginX, regionMin.y };
ImVec2 iconMax = { regionMax.x - offsetRight - iconMarginX, regionMin.y + iconHeight };
DrawGuide(&offsetRight, regionMin, regionMax, btn.Icon, btn.Alignment, iconMin, iconMax, btn.FontQuality, textSize, fontSize, btn.Name.c_str());
DrawGuide(&offsetRight, regionMin, regionMax, btn.Icon, btn.Alignment, iconMin, iconMax, btn.FontQuality, textWidth, maxWidth, textScale, fontSize, str);
}
}
+11 -6
View File
@@ -20,7 +20,8 @@ enum class EButtonIcon
// Keyboard + Mouse (temporary)
LMB,
Enter
Enter,
Escape
};
enum class EButtonAlignment
@@ -39,19 +40,23 @@ class Button
{
public:
std::string Name{};
float MaxWidth{ FLT_MAX };
EButtonIcon Icon{};
EButtonAlignment Alignment{ EButtonAlignment::Right };
EFontQuality FontQuality{ EFontQuality::High };
bool* Visibility{ nullptr };
Button(std::string name, EButtonIcon icon, EButtonAlignment alignment, EFontQuality fontQuality = EFontQuality::High, bool* visibility = nullptr)
: Name(name), Icon(icon), Alignment(alignment), FontQuality(fontQuality), Visibility(visibility) {}
Button(std::string name, float maxWidth, EButtonIcon icon, EButtonAlignment alignment, EFontQuality fontQuality = EFontQuality::High, bool* visibility = nullptr)
: Name(name), MaxWidth(maxWidth), Icon(icon), Alignment(alignment), FontQuality(fontQuality), Visibility(visibility) {}
Button(std::string name, EButtonIcon icon, EButtonAlignment alignment, bool* visibility) : Name(name), Icon(icon), Alignment(alignment), Visibility(visibility) {}
Button(std::string name, float maxWidth, EButtonIcon icon, EButtonAlignment alignment, bool* visibility)
: Name(name), MaxWidth(maxWidth), Icon(icon), Alignment(alignment), Visibility(visibility) {}
Button(std::string name, EButtonIcon icon, bool* visibility) : Name(name), Icon(icon), Visibility(visibility) {}
Button(std::string name, float maxWidth, EButtonIcon icon, bool* visibility)
: Name(name), MaxWidth(maxWidth), Icon(icon), Visibility(visibility) {}
Button(std::string name, EButtonIcon icon) : Name(name), Icon(icon) {}
Button(std::string name, float maxWidth, EButtonIcon icon, EFontQuality fontQuality = EFontQuality::High)
: Name(name), MaxWidth(maxWidth), Icon(icon), FontQuality(fontQuality) {}
};
class ButtonGuide

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