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249 Commits

Author SHA1 Message Date
Dario 888f11e7f4 Update comment. 2025-03-13 19:12:05 -03:00
Dario cb4eaae9ff Remove waitIdle and only accept valid pointers on execute. 2025-03-13 19:11:02 -03:00
Dario 9b7625f03e Remove the need for waitIdle from Vulkan. 2025-03-13 19:08:35 -03:00
Hyper d0368665dd Update README FAQ (#1319) 2025-03-11 15:26:14 +00:00
João Moura cc1018a8fc Pass release path to upload-artifact step on Windows builds (#1151) 2025-03-10 15:18:37 +03:00
Skyth (Asilkan) 131427e017 Update version to v1.0.2. (#1149) 2025-03-07 18:52:49 +03:00
Hyper 45c0880145 Rename DisableDPadAsAnalogInput to DisableDPadMovement (#1146) 2025-03-07 13:52:42 +03:00
Skyth (Asilkan) 024c35c1fe Force WASAPI on Windows. (#1134) 2025-03-07 13:52:01 +03:00
Hyper a9e280e116 Fix Homing Attack on Jump not affecting Cool Edge Act 3 (Day) (#904) 2025-03-07 04:54:17 +03:00
Hyper c64ef1fe15 Added error message if included DirectX DLLs are missing (#998)
* Added error message if included DirectX DLLs are missing

* locale: added System_Win32_MissingDLLs localisation

Co-Authored-By: LJSTAR <31629427+LJSTARbird@users.noreply.github.com>
Co-Authored-By: Kitzuku <25226941+Kitzuku@users.noreply.github.com>
Co-Authored-By: NextinHKRY <38560522+NextinMono@users.noreply.github.com>
Co-Authored-By: brianuuu <38166666+brianuuu@users.noreply.github.com>
Co-Authored-By: Darío <538504+DarioSamo@users.noreply.github.com>

* Fix ifdefs

---------

Co-authored-by: LJSTAR <31629427+LJSTARbird@users.noreply.github.com>
Co-authored-by: Kitzuku <25226941+Kitzuku@users.noreply.github.com>
Co-authored-by: NextinHKRY <38560522+NextinMono@users.noreply.github.com>
Co-authored-by: brianuuu <38166666+brianuuu@users.noreply.github.com>
Co-authored-by: Darío <538504+DarioSamo@users.noreply.github.com>
2025-03-07 04:47:15 +03:00
Hyper c19a7b1e11 Added check for AVX on boot (#1067)
Co-authored-by: Wiseguy <68165316+mr-wiseguy@users.noreply.github.com>
2025-03-07 04:45:58 +03:00
Hyper 3c050887d8 Fix shoe upgrade hints patch breaking sequence flags (#1130) 2025-03-07 04:43:49 +03:00
Hyper 676c3f0ff4 Prevent game from closing whilst autosaving (#967) 2025-03-07 04:43:37 +03:00
Skyth (Asilkan) 3676c28114 Fix the unsafe base address assumption. (#1098) 2025-03-07 03:31:13 +03:00
Hyper df5e48f528 Increase FPS slider max to 241 (#1082) 2025-03-06 06:33:13 +00:00
Jérémy Francart c07a754f4f Add hidden DisableDPadAsAnalogInput option (#604)
This commit adds a configuration entry in the 'Codes' section named DisableDPadAsAnalogInput allowing someone to enable or disable the movement of Sonic / the world map cursor using the directional pad buttons.
2025-03-06 05:59:22 +00:00
NextinHKRY 8a80db141d code: Add Disable Boost Filter code (#999) 2025-03-06 05:46:45 +00:00
Michael 48458cb903 Update README.md (#1050)
- Added a tip regarding supported media players with Music Attenuation
- Added onto the mod support note, referring to the HMM wiki regarding the mod format
2025-03-05 23:16:04 +00:00
Nilton Perim Neto 1c225184a1 Updated build instructions for Linux (#914)
* Update BUILDING.md

updated building to describe for Arch to make the groundwork for making an AUR repo

* Update BUILDING.md

* Update BUILDING.md

* Removed vcpkg

removed vcpkg from the Arch command since its not needed

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-03-05 23:15:51 +00:00
JaceCear 6ef7789b17 Fix typo in German translation (#980) 2025-03-05 23:08:40 +00:00
Skyth (Asilkan) 756d001d35 Disable hardware resolve on Intel GPUs. (#853) 2025-03-06 01:53:36 +03:00
Isaac Marovitz 0866be0c3d Build all presets (#979)
* Build all presets

Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>

* Add preset to file name

Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>

* Upload PDB

Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>

Fix

Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>

* Cache by preset

Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>

---------

Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
2025-03-05 20:37:52 +03:00
got4n 4705ffddc2 Fixing typo in French translation. (#545)
"a échoué" is more correct than "a échouée"
2025-03-04 07:22:36 +00:00
Skyth (Asilkan) da5db2a05a Update version number to v1.0.1. (#714) 2025-03-03 06:20:19 +03:00
Hyper 985dbf3bc0 Added memory requirement and updated minimum NVIDIA GPU (#692) 2025-03-03 04:50:33 +03:00
Hyper 9fbd847d50 Apply horizontal scaling to options menu value text (#685) 2025-03-03 03:47:07 +03:00
Skyth (Asilkan) 34a23d48db Force triangle strip workaround for AMD GPUs. (#659) 2025-03-03 03:00:26 +03:00
Pollot 8915b06a95 Add EU GoD game and Title Update hashes (#543) 2025-03-03 02:26:16 +03:00
Skyth (Asilkan) f9b5e52a8b Implement fix for buggy Adabat assets hanging async PSO compiler. (#618) 2025-03-03 01:59:35 +03:00
Hyper fd2fb745e0 Fix XButtonHoming patch leaking state into other parameters (#640) 2025-03-03 01:42:25 +03:00
David Chavez fe06134bb1 fix(ci): remove token from flatpak workflow (#643) 2025-03-02 22:56:21 +03:00
David Chavez 917dacf453 chore(ci): update workflows (#633) 2025-03-02 20:47:21 +01:00
Hyper 206145c44e Added more fields to the Bug Report issue template (#614) 2025-03-02 17:41:56 +00:00
Skyth (Asilkan) 9e744ffded Fix logger eventually causing a crash without a console on Windows. (#481) 2025-03-01 12:48:19 +03:00
Skyth 881712999c First public release of Unleashed Recompiled. 2025-02-28 20:15:54 +03:00
Skyth (Asilkan) e5ddc85853 Update CI scripts to upload artifacts. (#479) 2025-02-28 19:46:29 +03:00
Hyper d49c648f12 Added notes to the readme and dumping guide about the hard drive transfer cable (#477) 2025-02-28 01:00:19 +00:00
Hyper e251f15afa README: added notes about third-party input translation layers and external FPS limiters (#476)
* README: added notes about third-party input translation layers

* README: added footnote about using external FPS limiters

* Change "Transfer Kit" to "Transfer Cable"
2025-02-28 00:03:05 +00:00
Skyth (Asilkan) 2ee4a056e6 Increase installer audio chunk size to 4096. (#475) 2025-02-27 23:55:42 +03:00
Hyper 8d6847075a Fix issue template syntax (potentially) (#474)
* Update bug_report.md

* Update bug_report.md
2025-02-27 23:13:16 +03:00
Darío 076732c4b5 README (#456)
* First draft of README.

* Update README.md

* Transfer old README to BUILDING.md

* Update README.md

* Update README.md

* Added keyboard bindings table

* Update BUILDING.md

* Update README.md

* update readme credits

* Add LICENSE

* Update README.md

* Rename LICENSE to COPYING

* Update Flatpak summary and description

* Update README.md.

* On

* Update README.md

Added spacing between sections

* Update README.md

* Update credits.h

* Update README.md

* Update README.md

* Update README.md

* Update README.md

* Specifically note Xbox 360 for original hardware

Xbox One/Series back compat has some weird bugs specific to it (https://youtu.be/_zDUmg791Qk) so it's best to specifically mention the original Xbox 360 hardware

* Added Extended Controller Features section

* Update README.md

* Update README.md

* Update README.md

* Added English dumping guide

This may need some images to go along with the steps, as well as verification.

* S

* Move building to docs

* Update README.md

* Update README.md

* Create BUILDING-ALT.md

* Finalise building instructions

* Upload logo

* Added logo and logo credits

* Update README.md

* Update README.md

* Update README.md

* Update README.md

* Upload issue template for bug reports

* Update README.md

---------

Co-authored-by: Michael <15317421+ActualMandM@users.noreply.github.com>
Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
Co-authored-by: DeaTh-G <hatvongeorge@gmail.com>
Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: RadiantDerg <9061202+RadiantDerg@users.noreply.github.com>
Co-authored-by: ĐeäTh <55578911+DeaTh-G@users.noreply.github.com>
2025-02-27 22:48:19 +03:00
SuperSonic16 716200e7df Updated flatpak build script (#467) 2025-02-26 20:22:29 +03:00
Skyth (Asilkan) 999fa2af61 Implement shader archive decompressor for the build system. (#466)
* Implement shader archive decompressor for the build system.

* Fix Linux compilation error.
2025-02-26 13:49:36 +03:00
Hyper 821f5eba4b Allow the hint volume for s20n_mykETF_c_navi_2 (#465)
This one isn't really a hint and has inconsistent behaviour with the same scenario but during daytime, where that hint seems to be requested by the entrance gate object itself.
2025-02-26 10:31:14 +00:00
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
Darío 9d98d507b0 Add low-end defaults for low-end devices. (#252)
* Add low-end defaults for low-end devices. Uses either the reported type by the API or the VRAM.

* Update video.cpp

* Check for UMA flag on D3D12 to detect integrated GPUs.

* Display device type and UMA in inspector.

* Dynamic depth bias on F1.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-01-31 22:43:23 +03:00
Darío cd38776576 Update checker. (#251)
* Update checker.

* Fix build and enum class.

* Get rid of submodule for httplib.

* Get rid of submodule for curl.

* Minor style changes and fix video.cpp Linux build error.

* CTitleStateIntro_patches: implemented update message

* Update update_checker.cpp

* CTitleStateIntro_patches: fix fade out accepting input

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-01-31 16:47:15 +03:00
Darío 54d5588d79 Add fallback for creating other video backends. (#254)
* Add fallback for creating other video backends.

* Update video.cpp
2025-01-31 15:45:48 +03:00
Hyper ddd8ce77db Implemented key binding config (#257)
Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-01-31 11:37:15 +00:00
Hyper 8cba851212 api: added globals struct 2025-01-31 02:35:00 +00:00
Hyper 87d2ab5af1 locale: update localisation for Voice Language 2025-01-31 00:47:01 +00:00
Hyper f2e01bbe79 options_menu: rename Invert Camera X/Y options (#249) 2025-01-31 02:00:27 +03:00
Hyper ed0aeb3b7d options_menu: implemented value switch animations (#248) 2025-01-31 02:00:19 +03:00
Skyth (Asilkan) 21c1d36836 Allow specifying all corners for ImGui gradients. (#247) 2025-01-30 23:25:19 +03:00
DeaTh-G 70f042d11f Fix text clipping on installer wizard description field (#246) 2025-01-30 19:52:37 +03:00
Skyth (Asilkan) fefb08cc4b Put HUD toggle hotkey behind an export. (#245) 2025-01-30 19:16:36 +03:00
Skyth (Asilkan) 9fea5f9e4c Hide console on Release configuration. (#244) 2025-01-30 19:16:21 +03:00
Skyth (Asilkan) c78c2010a3 Apply extend left/right flags to a bunch of casts. (#242) 2025-01-30 17:12:51 +03:00
Skyth e89ecf8d68 Downmix installer sounds to stereo. 2025-01-30 14:31:04 +03:00
Skyth (Asilkan) 3171dc8266 Pick correct bullet particles in Tornado Defense depending on controller icons. (#241) 2025-01-30 12:53:24 +03:00
Skyth 1ef5b86036 Update resources submodule. 2025-01-30 12:21:27 +03:00
Skyth (Asilkan) e761c9f4d6 Disable ingame frame limiters. (#240) 2025-01-29 23:58:21 +03:00
DeaTh-G 4816d4aa9d Add ruby annotation support for text displayed in various spaces. (#232)
* allow preliminary annotation on DrawCenteredParagraph

* improve annotated text line spacing

* fix functionality of non-annotated paragraphs

* a lot of very bad code that but line wrapping works

* support ruby annotations for options menu descriptions

* make installer wizard more accurate

* remove wrapper function

* add furigana support to config names

* add furigana support for marquee text for options

* fully support annotated text in options menu

* fix option names being split to multiple lines

* fix and cleanup installer wizard text placements

* implement furigana support for message window

* remove regex usage

* remove excessive const ref usage
2025-01-29 20:43:21 +03:00
Skyth (Asilkan) 091b4ef089 Implement hack to fix options menu SFX not playing in stages. (#239) 2025-01-29 19:32:44 +03:00
Hyper 692542fb85 installer_wizard: update localisation 2025-01-29 13:21:05 +00:00
Hyper b26baea13c Apply correct alpha to toggle lights for greyed out buttons 2025-01-29 12:52:10 +00:00
Skyth (Asilkan) a19e434e9b Implement scroll bar animation in options menu. (#238) 2025-01-29 15:16:42 +03:00
Hyper 92e3cbea45 installer_wizard: add toggle light to language selection 2025-01-29 12:03:35 +00:00
Hyper 93f120ae83 Implemented toggle light (#237)
* Implemented toggle light, moved common textures to imgui_utils

* Fix compilation error.
2025-01-29 14:52:45 +03:00
Hyper aa6118b448 Implemented title animation for options menu (#235)
* options_menu: implemented title animation

* Adjust options title flash animation.

* Replace use of std::numbers::pi with M_PI.

* Implement shader modifier for options title rectangle.

* Replicate the same scaling applied to the rectangle in world map.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-01-29 14:39:10 +03:00
Hyper 863e1602ff imgui_utils: expose lerp values to BREATHE_MOTION macro 2025-01-29 07:18:36 +00:00
Hyper d5d2e83a10 installer_wizard: added breathing anim to title during installation 2025-01-29 07:13:47 +00:00
Hyper cb57e337b8 message_window: disable mouse checks in-game 2025-01-29 06:48:52 +00:00
Hyper 4fd08efa6d message_window: fix input and button guide inconsistencies 2025-01-29 02:38:41 +00:00
Hyper f6e43761b7 Added checks for unpatched XEX and XEXP for game detection (#234) 2025-01-28 22:22:36 +00:00
Skyth (Asilkan) 293f873229 Replicate Tornado Defense UI squash at original 4:3 aspect ratio. (#231) 2025-01-28 22:08:55 +03:00
Skyth (Asilkan) 4691fe2e5a Treat save file paths in mod loader INIs as save folders. (#230) 2025-01-28 20:02:25 +03:00
Skyth 9289ee5e02 Update XenonRecomp submodule. 2025-01-28 18:35:20 +03:00
Skyth (Asilkan) 50529a95fc Make pipeline precompilation/recompilation part of the consumer thread queue. (#229) 2025-01-28 18:24:53 +03:00
Skyth (Asilkan) 87d9e0dac7 Disable horizontal stretching at narrow aspect ratios. (#228) 2025-01-28 15:33:06 +03:00
Skyth (Asilkan) 996f23cc54 Hide tails icon in world map. (#227) 2025-01-28 14:58:38 +03:00
Hyper 8b345d2cbd Implemented Windows registry read/write (#225)
* Implemented Windows registry read/write

* Simplify registry API and handle path writes

* Linux SetWorkingDirectory

* Implement reading path and unicode string from windows registry

* Use string_view value names for registry

* Use RegGetValueW

* Paths adjustments

* /

* Update working directory update failure message

* Updated linux SetWorkingDirectory

* Update flatpak define

* Remove RootDirectoryPath and save registry at startup

* dont save registry on exit

* Slight formatting update

---------

Co-authored-by: Sajid <sajidur78@gmail.com>
2025-01-28 14:41:29 +03:00
Hyper 7b9b4245de SDL/HID fixes and clean-up (#224) 2025-01-28 00:38:46 +00:00
Skyth (Asilkan) ff29b3e786 Repeat world map info grid on center UI scale mode. (#222) 2025-01-28 01:45:04 +03:00
Skyth (Asilkan) 37d7e49d93 Keep world map icons broken at Original 4:3. (#219) 2025-01-27 23:57:08 +03:00
Skyth (Asilkan) 64a927615d Fix aspect ratio option sometimes crashing the game when changing it. (#218) 2025-01-27 23:47:34 +03:00
Hyper 9521cb3ee9 Added export to disable rounded corners on Windows 11 (#212) 2025-01-27 18:25:15 +00:00
Skyth (Asilkan) 948e2f271f Recompute camera projection matrix during resize to fix stretching on pause menu. (#215) 2025-01-27 19:17:31 +03:00
Skyth (Asilkan) f7ce4f179a Fix rope renderable material parameters during rendering. (#214) 2025-01-27 18:59:43 +03:00
Skyth (Asilkan) fc7918772b Fix options menu centering & tweak scanlines. (#213)
* Fix options menu centering, tweak accuracy.

* Accurate scanline outline drawing at 720p.

* Implement scanline improvements in installer wizard.
2025-01-27 18:00:07 +03:00
Skyth (Asilkan) a9677084ea Fix faulty ImGui clip rect usage. (#211) 2025-01-27 01:24:05 +03:00
Hyper a5db997e5d Fix controller input lingering when unfocused (#210) 2025-01-26 20:49:13 +00:00
Skyth (Asilkan) 4d41d8eaae Stretch title screen fade to the screen. (#209) 2025-01-26 23:42:32 +03:00
Hyper 7c989af42c input_patches: fix cursor velocity retaining after D-Pad input 2025-01-26 20:15:56 +00:00
Hyper dee2a36d0f Added Win32 file info (#198) 2025-01-26 16:18:25 +00:00
SuperSonic16 d2d8c541e1 Remove direct install arg from build-flatpak.yml (#206) 2025-01-26 17:32:35 +03:00
Skyth (Asilkan) 81d4390076 Fix ImGui mouse position events not working at boxed aspect ratios. (#205) 2025-01-26 17:23:29 +03:00
Hyper 57e888658a Fix PS3 time of day transition aspect ratio and outro animation (#197) 2025-01-26 13:37:55 +00:00
Skyth (Asilkan) 0d4b66fe98 Apply master volume in audio backend. (#202) 2025-01-26 13:54:08 +03:00
Skyth (Asilkan) 76ec5f032d Implement aspect ratio adjustments for inspire overlays. (#201)
* Handle texture/movie overlays for original 4:3.

* Implement aspect ratio adjustments for texture/movie overlays.

* Fix fade scale for original 4:3.
2025-01-26 13:19:39 +03:00
Hyper a9573584cd installer_wizard: move credits to header, improve formatting 2025-01-26 03:54:10 +00:00
Hyper 8e58cbcbf2 input_patches: clean up ambiguous naming
Changed all instances of "touch" or "touchpad" to "cursor" to clear up ambiguity with future input methods.
2025-01-26 00:37:33 +00:00
Hyper c1988e9323 Fix achievements button guide reappearing for Yes/No prompts (#193) 2025-01-25 21:16:43 +00:00
Hyper 5321ee0fba Fix Werehog columns not accepting D-Pad input (#192) 2025-01-25 20:37:56 +00:00
Hyper 1ee312442c Move patches/ui sources to patches directory (#191) 2025-01-25 18:58:26 +00:00
Hyper 5441075c5e Fix World Map cursor threshold and touchpad issues (#190)
* input_patches: fix cursor threshold and SFX during tutorial

* input_patches: fix touchpad flag magnetism
2025-01-25 18:51:25 +00:00
Skyth (Asilkan) 470d8f797b Stretch NPC fade in/out to the screen. (#189) 2025-01-25 19:06:13 +03:00
Skyth (Asilkan) d041e2ba30 Fix ImGui procedural filtering. (#188) 2025-01-25 18:28:43 +03:00
Skyth (Asilkan) e88ed2502c Restore previous fade values after resizing. (#187) 2025-01-25 16:29:38 +03:00
Skyth (Asilkan) e13b0ea009 Handle gameplay UI scaling not getting affected by explicit scene translation. (#183) 2025-01-25 14:19:24 +03:00
Skyth (Asilkan) 5d437f8de6 Ultrawide cast adjustments. (#170)
* Extend media room header frame.

* Extend world map tutorial scan lines.

* Apply offset scaling to EXP arrows.
2025-01-25 01:24:00 +03:00
Hyper c6a25f21c2 Implemented achievement data verification (#161) 2025-01-24 20:59:48 +00:00
Skyth d443693d78 Fix Dark Moray always being frozen. 2025-01-24 22:57:21 +03:00
Skyth (Asilkan) dfa2a31286 Fix PlayStation time of day transition animation not rendering. (#167)
* Fix PlayStation transition animation not rendering.

* Remove medal swinging animation from the YNCP.
2025-01-24 20:26:09 +03:00
Skyth (Asilkan) fb5d0cd94e Enforce linear filtering for debug 2D primitives. (#164) 2025-01-24 15:00:04 +03:00
Hyper cf5c3423d1 installer_wizard: fix credits scrolling progress and speed 2025-01-23 22:54:23 +00:00
Hyper f9440e2076 player_patches: fix last score not resetting to zero 2025-01-23 21:22:46 +00:00
177 changed files with 12938 additions and 4527 deletions
+48
View File
@@ -0,0 +1,48 @@
---
name: Bug Report
about: Report a bug in Unleashed Recompiled
type: Bug
---
### Validation
- [ ] I have checked the [Issues](https://github.com/hedge-dev/UnleashedRecomp/issues) page to see if my problem has already been reported
- [ ] I have confirmed that this bug does not occur in the original game running on original Xbox 360 hardware
#### If you have DLC installed, please specify which ones you have.
- [ ] Apotos & Shamar Adventure Pack
- [ ] Chun-nan Adventure Pack
- [ ] Empire City & Adabat Adventure Pack
- [ ] Holoska Adventure Pack
- [ ] Mazuri Adventure Pack
- [ ] Spagonia Adventure Pack
#### If you have mods enabled, please specify which ones you have.
Provide a list of your enabled mods in Hedge Mod Manager here. You will not receive support for issues *caused* by mods.
#### If you have codes enabled, please specify which ones you have.
Provide a list of your enabled codes in Hedge Mod Manager here.
### Describe the Bug
A clear and concise description of what the bug is.
### Steps to Reproduce
Steps to reproduce the bug:
1. Go to '...'
2. etc.
### Expected Behavior
A clear and concise description of what you expected to happen.
### Footage
Attach a screenshot or video of the bug. If possible, please also provide footage of the expected behaviour on original Xbox 360 hardware.
### Specifications
Fill out the following details:
- CPU: (e.g. Intel Core [...], AMD Ryzen [...], etc.)
- GPU: (e.g. NVIDIA GeForce [...], Radeon HD [...], Intel HD [...], etc.)
- GPU Driver: (e.g NVIDIA driver 545.XX, AMD driver 24.X.X, etc.)
- OS: (e.g. Windows 10, Windows 11, Linux distro)
- Version: (e.g. 1.0.0)
### Additional Context
Provide any other context about the problem here.
-73
View File
@@ -1,73 +0,0 @@
name: Build Project (Flatpak)
on:
workflow_dispatch:
env:
FLATPAK_ID: io.github.hedge_dev.unleashedrecomp
FREEDESKTOP_VERSION: 23.08
LLVM_VERSION: 18
jobs:
build-flatpak:
name: Build Flatpak
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: ${{ secrets.ASSET_REPO_TOKEN }}
path: flatpak/private
- name: Install dependencies
run: |-
sudo apt update
sudo apt install -y flatpak-builder ccache
- name: Cache ccache directory
uses: actions/cache@v4
with:
path: /tmp/ccache
key: ccache-${{ runner.os }}
- name: Prepare Flatpak
run: |
flatpak --user remote-add --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo
flatpak --user install -y flathub org.freedesktop.Sdk//${{ env.FREEDESKTOP_VERSION }}
flatpak --user install -y flathub org.freedesktop.Sdk.Extension.llvm${{ env.LLVM_VERSION }}//${{ env.FREEDESKTOP_VERSION }}
- name: Build Flatpak
run: |
echo "commit_message=$(git log -1 --pretty=%s)" >> $GITHUB_ENV
export CCACHE_DIR=/tmp/ccache
flatpak-builder --user --force-clean --install-deps-from=flathub --repo=repo --install --ccache builddir ./flatpak/${{ env.FLATPAK_ID }}.json
flatpak build-bundle repo ./${{ env.FLATPAK_ID }}.flatpak ${{ env.FLATPAK_ID }} --runtime-repo=https://flathub.org/repo/flathub.flatpakrepo
# Uploads the built flatpak bundle to GitHub
# - name: Upload artifact
# uses: actions/upload-artifact@v4
# with:
# name: UnleashedRecomp-flatpak
# path: ./${{ env.FLATPAK_ID }}.flatpak
- name: Upload artifact to Discord
env:
DISCORD_WEBHOOK: ${{ secrets.DISCORD_WEBHOOK }}
if: ${{ env.DISCORD_WEBHOOK != '' }}
uses: tsickert/discord-webhook@v6.0.0
with:
webhook-url: ${{ env.DISCORD_WEBHOOK }}
content: |
OS: Linux
Summary: ${{ env.commit_message }}
Commit: ${{ github.sha }}
Branch: ${{ github.ref_name }}
filename: ./${{ env.FLATPAK_ID }}.flatpak
-94
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@@ -1,94 +0,0 @@
name: Build Project (Windows)
on:
workflow_dispatch:
env:
CMAKE_PRESET: x64-Clang-Release
jobs:
build:
name: Build Windows
runs-on: windows-latest
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: |
choco install ninja
Remove-Item -Path "C:\ProgramData\Chocolatey\bin\ccache.exe" -Force -ErrorAction SilentlyContinue
- name: Configure Developer Command Prompt
uses: ilammy/msvc-dev-cmd@v1
- name: Prepare Project
run: |
$commitMessage = git log -1 --pretty=%s
Add-Content -Path $env:GITHUB_ENV -Value "commit_message=$commitMessage"
copy .\private\* .\UnleashedRecompLib\private
- name: Configure Project
run: cmake . --preset ${{ env.CMAKE_PRESET }} -DSDL2MIXER_VORBIS=VORBISFILE -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache
- name: Build Project
run: cmake --build .\out\build\${{ env.CMAKE_PRESET }} --target UnleashedRecomp
- name: Pack Release
run: |
New-Item -ItemType Directory -Path .\release
New-Item -ItemType Directory -Path .\release\D3D12
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\D3D12\D3D12Core.dll" -Destination ".\release\D3D12\D3D12Core.dll"
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\dxcompiler.dll" -Destination ".\release\dxcompiler.dll"
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\dxil.dll" -Destination ".\release\dxil.dll"
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\UnleashedRecomp.exe" -Destination ".\release\UnleashedRecomp.exe"
Compress-Archive -Path .\release\* -DestinationPath .\UnleashedRecomp-Windows.zip
# Uploads the packed zip file to GitHub
# - name: Upload artifact
# uses: actions/upload-artifact@v4
# with:
# name: UnleashedRecomp-Windows
# path: .\UnleashedRecomp-Windows.zip
- name: Upload artifact to Discord
env:
DISCORD_WEBHOOK: ${{ secrets.DISCORD_WEBHOOK }}
if: ${{ env.DISCORD_WEBHOOK != '' }}
uses: tsickert/discord-webhook@v6.0.0
with:
webhook-url: ${{ env.DISCORD_WEBHOOK }}
content: |
OS: Windows
Summary: ${{ env.commit_message }}
Commit: ${{ github.sha }}
Branch: ${{ github.ref_name }}
filename: .\UnleashedRecomp-Windows.zip
+20
View File
@@ -0,0 +1,20 @@
name: validate-external
on:
pull_request_target:
types: [opened, synchronize]
jobs:
authorize:
if: github.repository != github.event.pull_request.head.repo.full_name
environment:
${{ github.event_name == 'pull_request_target' &&
github.event.pull_request.head.repo.full_name != github.repository &&
'external' || 'internal' }}
runs-on: ubuntu-24.04
steps:
- run: echo ✓
build:
needs: authorize
uses: ./.github/workflows/validate.yml
secrets:
ASSET_REPO: ${{ secrets.ASSET_REPO }}
ASSET_REPO_TOKEN: ${{ secrets.ASSET_REPO_TOKEN }}
+12
View File
@@ -0,0 +1,12 @@
name: validate-internal
on:
push:
branches:
- main
pull_request:
types: [opened, synchronize]
jobs:
build:
if: github.event_name == 'push' || github.repository == github.event.pull_request.head.repo.full_name
uses: ./.github/workflows/validate.yml
secrets: inherit
+212
View File
@@ -0,0 +1,212 @@
name: validate
on:
workflow_call:
secrets:
ASSET_REPO:
required: true
ASSET_REPO_TOKEN:
required: true
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
build-linux:
name: Build Linux
runs-on: ubuntu-24.04
strategy:
matrix:
preset: ["linux-debug", "linux-release", "linux-relwithdebinfo"]
env:
LLVM_VERSION: 18
CMAKE_PRESET: ${{ matrix.preset }}
steps:
- name: Checkout Repository
uses: actions/checkout@v4
with:
submodules: recursive
- 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 }}-${{ matrix.preset }}
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: |
./thirdparty/vcpkg/downloads
./thirdparty/vcpkg/packages
key: vcpkg-${{ runner.os }}-${{ hashFiles('vcpkg.json') }}
restore-keys: |
vcpkg-${{ runner.os }}-
- name: Install Dependencies (Linux)
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 }}-${{ matrix.preset }}
- 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-${{ env.CMAKE_PRESET }}
path: ./out/build/${{ env.CMAKE_PRESET }}/UnleashedRecomp/UnleashedRecomp
build-windows:
name: Build Windows
runs-on: windows-latest
strategy:
matrix:
preset: ["x64-Clang-Debug", "x64-Clang-Release", "x64-Clang-RelWithDebInfo"]
env:
CMAKE_PRESET: ${{ matrix.preset }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
submodules: recursive
- 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 }}-${{ matrix.preset }}
- name: Cache vcpkg
uses: actions/cache@v4
with:
path: |
./thirdparty/vcpkg/downloads
./thirdparty/vcpkg/packages
key: vcpkg-${{ runner.os }}-${{ hashFiles('vcpkg.json') }}
restore-keys: |
vcpkg-${{ runner.os }}-
- name: Install dependencies
run: |
choco install ninja
Remove-Item -Path "C:\ProgramData\Chocolatey\bin\ccache.exe" -Force -ErrorAction SilentlyContinue
- name: Configure Developer Command Prompt
uses: ilammy/msvc-dev-cmd@v1
- name: Prepare Project
run: |
$commitMessage = git log -1 --pretty=%s
Add-Content -Path $env:GITHUB_ENV -Value "commit_message=$commitMessage"
copy .\private\* .\UnleashedRecompLib\private
- name: Configure Project
run: cmake . --preset ${{ env.CMAKE_PRESET }} -DSDL2MIXER_VORBIS=VORBISFILE -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache
- name: Build Project
run: cmake --build .\out\build\${{ env.CMAKE_PRESET }} --target UnleashedRecomp
- name: Pack Release
run: |
New-Item -ItemType Directory -Path .\release
New-Item -ItemType Directory -Path .\release\D3D12
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\D3D12\D3D12Core.dll" -Destination ".\release\D3D12\D3D12Core.dll"
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\dxcompiler.dll" -Destination ".\release\dxcompiler.dll"
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\dxil.dll" -Destination ".\release\dxil.dll"
Move-Item -Path ".\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\UnleashedRecomp.exe" -Destination ".\release\UnleashedRecomp.exe"
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: UnleashedRecomp-Windows-${{ env.CMAKE_PRESET }}
path: .\release
- name: Upload PDB
uses: actions/upload-artifact@v4
if: ${{ matrix.preset != 'x64-Clang-Release' }}
with:
name: UnleashedRecomp-Windows-${{ env.CMAKE_PRESET }}-PDB
path: .\out\build\${{ env.CMAKE_PRESET }}\UnleashedRecomp\UnleashedRecomp.pdb
build-flatpak:
name: Build Flatpak
runs-on: ubuntu-24.04
env:
FLATPAK_ID: io.github.hedge_dev.unleashedrecomp
FREEDESKTOP_VERSION: 23.08
LLVM_VERSION: 18
steps:
- name: Checkout Repository
uses: actions/checkout@v4
with:
submodules: recursive
- name: Checkout Private Repository
uses: actions/checkout@v4
with:
repository: ${{ secrets.ASSET_REPO }}
token: ${{ secrets.ASSET_REPO_TOKEN }}
path: ./private
- name: Install Dependencies
run: |-
sudo apt update
sudo apt install -y flatpak-builder ccache
- name: Setup ccache
uses: actions/cache@v4
with:
path: /tmp/ccache
key: ccache-${{ runner.os }}
- name: Prepare Project
run: cp ./private/* ./UnleashedRecompLib/private
- name: Prepare Flatpak
run: |
flatpak --user remote-add --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo
flatpak --user install -y flathub org.freedesktop.Sdk//${{ env.FREEDESKTOP_VERSION }}
flatpak --user install -y flathub org.freedesktop.Sdk.Extension.llvm${{ env.LLVM_VERSION }}//${{ env.FREEDESKTOP_VERSION }}
- name: Build Flatpak
run: |
echo "commit_message=$(git log -1 --pretty=%s)" >> $GITHUB_ENV
export CCACHE_DIR=/tmp/ccache
flatpak-builder --user --force-clean --install-deps-from=flathub --repo=repo --ccache builddir ./flatpak/${{ env.FLATPAK_ID }}.json
flatpak build-bundle repo ./${{ env.FLATPAK_ID }}.flatpak ${{ env.FLATPAK_ID }} --runtime-repo=https://flathub.org/repo/flathub.flatpakrepo
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: UnleashedRecomp-Flatpak
path: ./${{ env.FLATPAK_ID }}.flatpak
+3 -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
@@ -61,3 +55,6 @@
[submodule "thirdparty/implot"]
path = thirdparty/implot
url = https://github.com/epezent/implot.git
[submodule "thirdparty/json"]
path = thirdparty/json
url = https://github.com/nlohmann/json
+674
View File
@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
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or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
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For the developers' and authors' protection, the GPL clearly explains
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authors' sake, the GPL requires that modified versions be marked as
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Some devices are designed to deny users access to install or run
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Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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The precise terms and conditions for copying, distribution and
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+477 -13
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@@ -1,13 +1,477 @@
# UnleashedRecomp
# Building
1. Clone **UnleashedRecomp** with submodules (or run `update_submodules.bat` to ensure submodules are pulled).
```
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/`.
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".
6. Right-click the **UnleashedRecomp** project and choose "Set as Startup Item", then choose "Add Debug Configuration".
7. Add a `currentDir` property to the first element under `configurations` in the generated JSON and set its value to the path to your game directory (where root is the directory containing `dlc`, `game`, `save`, `update`, etc).
8. Run or debug **UnleashedRecomp**. The initial compilation might take a while to complete due to code and shader recompilation.
<p align="center">
<img src="https://raw.githubusercontent.com/hedge-dev/UnleashedRecompResources/refs/heads/main/images/logo/Logo.png" width="512"/>
</p>
---
Unleashed Recompiled is an unofficial PC port of the Xbox 360 version of Sonic Unleashed created through the process of static recompilation. The port offers Windows and Linux support with numerous built-in enhancements such as high resolutions, ultrawide support, high frame rates, improved performance and modding.
**This project does not include any game assets. You must provide the files from your own legally acquired copy of the game to install or build Unleashed Recompiled.**
[Check out the latest release here](https://github.com/hedge-dev/UnleashedRecomp/releases/latest).
[XenonRecomp](https://github.com/hedge-dev/XenonRecomp) and [XenosRecomp](https://github.com/hedge-dev/XenosRecomp) are the main recompilers used for converting the game's original PowerPC code and Xenos shaders into compatible C++ and HLSL code respectively. The development of these recompilers was directly inspired by [N64: Recompiled](https://github.com/N64Recomp/N64Recomp), which was used to create [Zelda 64: Recompiled](https://github.com/Zelda64Recomp/Zelda64Recomp).
## Table of Contents
- [Minimum System Requirements](#minimum-system-requirements)
- [How to Install](#how-to-install)
- [Features](#features)
- [Update Roadmap](#update-roadmap)
- [Known Issues](#known-issues)
- [FAQ](#faq)
- [Building](#building)
- [Credits](#credits)
## Minimum System Requirements
- CPU with support for the AVX instruction set:
- Intel: Sandy Bridge (Intel Core 2nd Generation)
- AMD: Bulldozer (AMD FX series)
- GPU with support for Direct3D 12.0 (Shader Model 6) or Vulkan 1.2:
- NVIDIA: GeForce GT 630 (Kepler)
- AMD: Radeon HD 7750 (2012, not the RX 7000)
- Intel: HD Graphics 510 (Skylake)
- Memory:
- 8 GB minimum
- Operating System:
- Windows 10 (version 1909)
- A modern Linux distro such as Ubuntu 22.04 LTS
- Storage:
- With DLC: 10 GiB required
- Without DLC: 6 GiB required
> [!NOTE]
> More storage space may be required if uncompressed game files are provided during installation.
## How to Install
1) You must have access to the following:
- Xbox 360 (modifications not necessary)
- Xbox 360 Hard Drive (20 GB minimum)
- Xbox 360 Hard Drive Transfer Cable (or a compatible SATA to USB adapter)
- Sonic Unleashed for Xbox 360 (US or EU, **JP is not supported**)
- Retail Disc or Digital Copy (can be purchased and downloaded from the [Xbox Store](https://www.xbox.com/en-US/games/store/sonic-unleashed/c098fgnmts8f)).
- Title Update required.
- All available DLC (Adventure Packs) are optional, but **highly recommended**. **The DLC includes high quality lighting for the entire game**.
> [!TIP]
> If you do not have the Xbox 360 Hard Drive Transfer Cable, please ensure that you purchase the correct revision of it for your console.
>
> The latest revision works with both original Xbox 360 and Xbox 360 S|E hard drives, but the first revision only works with original Xbox 360 hard drives.
>
> To know which is which, the first revision cable is gray, whereas the latest revision (which supports any Xbox 360 hard drive) is black.
2) **Before proceeding with the installation**, make sure to follow the guide on how to acquire the game files from your Xbox 360.
- [English Dumping Guide](/docs/DUMPING-en.md)
3) Download [the latest release](https://github.com/hedge-dev/UnleashedRecomp/releases/latest) of Unleashed Recompiled and extract it to where you'd like the game to be installed.
4) Run the executable and you will be guided through the installation process. You will be asked to provide the files you acquired in the previous step. When presented with options for how to do this:
- **Add Files** will only allow you to provide **containers or images dumped from an Xbox 360**. These often come in the form of very large files without associated extensions. Don't worry if you're not aware of what's inside of them, the installer will automatically detect what type of content is inside the container.
- **Add Folder** will only allow you to provide a **directory with the game's raw files** corresponding to the piece of content that is requested. **It will NOT scan your folder for compatible content!**
> [!NOTE]
> Please note that it is **not possible** to complete the installation if your files have been **modified**. In case of other problems such as black screens or crashes, **do not try to reinstall the game** as it is not possible for the process to result in an invalid installation.
## Features
### Easy to Use Installer
A built-in installation wizard will guide you through the process of installing the game with many integrity checks to ensure the process goes as smoothly as possible. The installer can also be accessed from the title screen, if you wish to add the DLC at a later time.
### Options Menu
A completely new options menu accessible from the title screen or pause menu, with an unprecedented level of fidelity to the game's design language. Get access to many quality of life features and graphics options directly within the game with full controller navigation.
### Achievements
You will be rewarded with achievements as you progress through the game just like on its original platform. Achievements are recreated with integrated notifications and a new menu also very faithful to the game's design language. Get all of them and you will be rewarded with a gold trophy!
> [!NOTE]
> Achievements cannot be used with platforms such as Steam or RetroAchievements.
### Custom Localization
All of the new menus in the port fully support localization for each of the game's originally supported languages; English, Japanese, German, French, Spanish and Italian. As a bonus, switching the game to Japanese also changes the title screen logo to its original Japanese counterpart.
### High Fidelity
Special care and attention was taken to recreate the game's visuals as accurately as possible and was always compared to the game running on the original hardware. The colors are as vibrant as those of the PlayStation 3 version, which did not use the color correction filter present in the Xbox 360 version, as was originally intended. Nevertheless, an option to recreate the original warm filter from the Xbox 360 version has been included as an option.
### High Resolution Enhancements
Many improvements have been provided to accompany support for higher resolutions:
- Multisample Anti-Aliasing (MSAA) levels beyond the 2x used by the original game.
- Higher quality Depth of Field (DoF), an effect which commonly breaks in emulators when increasing the game's resolution. The original effect's formula was reverse-engineered and versions with 5x5, 7x7 and 9x9 taps were added based on the target resolution.
- An "Enhanced" Motion Blur option which uses more samples than the original for a smoother blur.
- Support for "Alpha to Coverage" Anti-Aliasing to enhance the visual result of transparent textures with hard edges.
- A Bicubic Texture Filtering option which greatly enhances the visual result of Global Illumination textures.
- A more precise implementation of the game's reverse Z technique, eliminating most Z-fighting issues and fixing the jittery motion blur in stages like Jungle Joyride.
### High Performance Renderer
A new renderer was written from scratch to translate the game's draw calls to modern APIs in a highly efficient way while also taking advantage of multi-threading.
As emulation of the Xbox 360's GPU is not required in a recompilation, many decisions were made to skip quirks of the original hardware that are not required in a PC port, resulting in great improvements to performance.
Modern rendering techniques such as bindless textures and shader specialization are also used to maximize the performance on systems with modern hardware whilst also supporting a wide range of lower end hardware.
Multiple optimizations were made to the game's shadow map rendering and special techniques were developed to automatically detect and skip unnecessary texture copies that are no longer needed in modern APIs.
Additionally, to support the game's extensive use of asset streaming, parallel transfer queues are leveraged, a feature only available in modern APIs that enable efficient use of available PCI-E bandwidth.
### High Frame Rate Support
The game's frame rate cap has been increased by default to 60 FPS, with support for higher targets and unlocked frame rate being available from the options menu. A vast amount of glitches that usually occur at higher frame rates have been fixed and are included as part of the recompilation.
> [!NOTE]
> While the game is considered to be beatable at frame rates higher than 60 FPS, please note that [some issues](#high-frame-rate-glitches) can still occur. Some of these issues may be addressed in future updates.
### Ultrawide Support
Aspect ratios for ultrawide displays (such as 21:9 or even wider) are supported out of the box, with options to adjust the alignment of the UI to the edges or to the original 16:9 safe area, if desired. No external codes are required!
> [!NOTE]
> By default, cutscenes are locked to their original aspect ratio to prevent [presentation issues](#ultrawide-visual-issues), as the game was not designed to present these scenes with wider aspect ratios. However, you can use the included option to unlock this feature if you don't mind these issues.
### Extended Controller Features
Support for the D-Pad has been added to various parts of the game, allowing the full game to be completed using it over the analog stick, if you so desire.
If you have a DualShock 4 or DualSense controller, the LED will dynamically change color depending on the game context and support for the touchpad has been added to the World Map, allowing you to spin the planet freely!
> [!NOTE]
> LED and touchpad support for the DualShock 4 and DualSense controllers may be limited when using third-party input translation layers (such as DS4Windows or Steam Input).
>
> Support for both features may also be limited on Linux.
### Low Input Latency
Modern input latency reduction techniques are included to improve the game's responsiveness as much as possible, such as support for [Waitable Swap Chains](https://learn.microsoft.com/en-us/windows/uwp/gaming/reduce-latency-with-dxgi-1-3-swap-chains) in both D3D12 and Vulkan. This methodology was applied directly before the game's input polling to minimize latency. Additionally, the D3D12 backend also supports [Flip Models](https://devblogs.microsoft.com/directx/dxgi-flip-model/), allowing the game to directly present to the screen as quickly as possible.
### Asynchronous Shader Compilation
One of the biggest improvements that the recompilation features over emulators is the fact that Pipeline Compilation (commonly known as "Shader Compilation") is directly integrated into the game as part of the asset loading process. This means there's **no stutters during gameplay the first time new objects or effects appear**.
The renderer will traverse the game's rendering structures and automatically determine what pipelines must be compiled before it considers the asset is loaded. As a result, pipeline compilation is performed in parallel as part of the game's background workers that take care of streaming in the assets, either during regular gameplay or as part of the game's loading screens. This is an improvement that'd never be possible with an emulator, as it requires direct modification of the game to implement this feature.
While this system is very extensive, some special shaders such as post-processing effects or 2D elements are not detected ahead of time, so a list of pre-determined pipelines are compiled during the game's boot sequence. However, the amount is so low that this is done completely in the background and it was determined that there was no need to show a shader compilation screen on most systems that were tested.
> [!NOTE]
> While stutters from shader compilation are non-existent, please be aware that [some stutters](#unavoidable-stutters) may be encountered due to the way the game was programmed. If you encounter these, please keep in mind that **these are not related to shader compilation**. Some of these issues may be addressed in future updates.
### Support for Xbox and PlayStation Controller Icons
You can freely choose whether to use Xbox 360 or PlayStation 3 controller icons. By default, the game will automatically detect which to use based on your controller, but you can select a different option based on your personal preference from within the options menu.
Game objects that display controller icons such as Reaction Plates or Jump Selectors will automatically switch their textures to match the option in use. Even small details such as the Tornado Defense missions using different colors for the missiles have been accounted for.
### Quality of Life Options
Many options have been integrated to address some common quality of life improvements that were deemed to be essential to the port:
- Hint rings and other types of hints provided by the game during exploration or boss fights can be disabled.
- Control tutorials (as referred to by current Sonic games) can be disabled to remove button prompts that show up during gameplay to teach the player how to use certain moves.
- The Werehog's Battle Theme, commonly considered to be an annoyance in the original game due to its frequency and interruption of the stage's background music, can now be disabled.
- The day/night transformation cutscene in towns can use either the Xbox 360 or PlayStation 3 version, with the Xbox version artificially extending loading times for the full video play out, whilst the PlayStation version ends as soon as it's done loading.
- Music Attenuation is a feature that was originally present in the Xbox 360 version of the game, where it'd automatically mute the background music if the console's media player was in use. This feature has been implemented using information provided by the [Windows Media Control](https://learn.microsoft.com/en-us/uwp/api/windows.media.control?view=winrt-26100) APIs in [WinRT](https://en.wikipedia.org/wiki/Windows_Runtime). Applications that interface with Windows 10/11 to display media controls are supported.
> [!TIP]
> You may refer to Music Presence's [list of supported media players](https://github.com/ungive/discord-music-presence/blob/master/documentation/supported-media-players.md) for players that work with Music Attenuation out of the box.
> [!NOTE]
> Please note that Music Attenuation is not currently available on Linux. Support for this feature may be added in a future update.
### Steam Deck Support
Native Linux builds that work on the Steam Deck out of the box are available. The Flatpak version can be installed directly and added as a non-Steam game easily via Desktop Mode.
Be aware that installing the game on a Steam Deck can be a slow process and can easily consume the Deck's storage on the 64 GB model, so make sure you provide the game's files via external storage, such as a microSD card or a network share if possible.
Performance has been found to improve significantly when the Deck's GPU clock is manually set to its maximum value via Gamescope, even if the game appears to be primarily CPU bottlenecked. Be aware that maintaining the target frame rate may be difficult during demanding sections, such as Werehog combat or DLC stages. Overall, performance is considered to be noticeably better than on the original hardware while using the default settings.
> [!NOTE]
> It is recommended to perform the installation process while in Desktop Mode, as the [file picker may not be available in Game Mode](#file-picker-unavailable-on-steam-deck-in-game-mode) at all times.
### Mod Support
The game includes a mod loader compatible with [Hedge Mod Manager](https://github.com/thesupersonic16/HedgeModManager). As an option, users looking for Linux support should try the development version of [HMM 8](https://github.com/hedge-dev/HedgeModManager), which should work out of the box on platforms such as the Steam Deck.
The mod format uses the same standard as the one used by Sonic Generations mods. Mods that were originally created for [Unleashed Mod Manager](https://github.com/hyperbx/Unleashed-Mod-Manager) are also supported for the sake of backwards compatibility. However, using this mod format is not recommended in the long term and should now be considered deprecated.
Modded files for the Xbox 360 version of the game are compatible with Unleashed Recompiled. However, some mods may have targeted a version of the game that doesn't contain the title update, so those may have issues and require updates from their authors in order to work with the recompilation. Mods that replace the game's executable file (`default.xex`) or shaders are not supported.
> [!NOTE]
> Code modding is currently not possible and is [planned for a future update](#code-modding). As a workaround for the time being, some codes have been directly embedded into the game and can be accessed through Hedge Mod Manager's Codes tab.
>
> For information on the mod format, check out Hedge Mod Manager's [Basic Mod File Structure](https://github.com/thesupersonic16/HedgeModManager/wiki/Basic-Mod-File-Structure) wiki page.
## Update Roadmap
A number of different features are planned for future updates.
### Action Remapping
Options for changing the bindings of the player actions to the controller buttons, as well as support for keyboard bindings. In the meantime, refer to this [question in the FAQ](#what-are-the-keyboard-bindings) for the default keyboard bindings, as well as where to edit them if necessary.
### More Linux Builds
Linux builds that don't require Flatpak will be added in the future when a way to [create the shortcuts required for HedgeModManager](https://github.com/hedge-dev/UnleashedRecomp/issues/451) is implemented. In the meantime, you can access these builds through the [Actions](https://github.com/hedge-dev/UnleashedRecomp/actions) panel or [build them yourself](#building).
### High Frame Rate Fixes
A number of [gameplay issues](#high-frame-rate-glitches) are currently present that will gradually be fixed as more research into how the game works is done. At the moment, the game is considered to be beatable at high frame rates, but you may be required to limit the game to 60 FPS in order to clear some optional content.
### Code Modding
Modifying the code of a recompilation is a fundamentally different process than doing it for a game that only supports one platform on a single executable version. Everyone can build and fork Unleashed Recompiled on their own, which makes the method of targeting a single executable essentially impossible.
A convenient and maintainable method for code modding is under research and will come in a future update, which will work consistently across all the platforms that Unleashed Recompiled currently supports.
In the meantime, those interested in doing extensive code modding are recommended to fork the repository and introduce their changes in preparation for the code modding update.
### Stance on New Features
The team behind Unleashed Recompiled is committed to preserving the game's original design as best as possible. Additional features that don't fit the vision of the project will be left to mods or forks to cover. As such, requests for such features will not be considered. If you request a new feature, make sure it makes sense within the design of the original game and fits the goal of delivering a PC version of the game.
## Known Issues
### Unavoidable Stutters
While Unleashed Recompiled does its best effort on fixing any hitches and stutters that could originate from the translation process, some problems are not possible to fix due to the way the game was built.
Even if the recompilation process introduces a small overhead, the game does not perform some tasks in an asynchronous way. These stutters exist on original hardware, but are much more noticeable when targeting higher frame rates.
Most of the known stutters are related to the game loading in layers of new objects at certain points in stages, spawning in particle systems or playing multiple sound effects. These operations can produce pauses that can last almost 10 milliseconds, even on powerful hardware. These hitches are much easier to notice when targeting frame rates such as 120 FPS, where one frame only lasts around 8 milliseconds.
These problems are not possible to mitigate without further research into how the game works and will remain a goal for future updates to fix if possible. However, [as mentioned in the FAQ](#how-can-i-improve-performance), it's been found that these stutters can be significantly mitigated by playing on Linux, possibly due to the amount of synchronization primitives used by the game when these operations are performed.
### High Frame Rate Glitches
Sonic Unleashed is not a game that runs at a fixed rate on any of its target platforms. While it does target 30 FPS on Xbox 360 and is uncapped on PlayStation 3, it doesn't exactly hit these targets often depending on the area, and if it does, the time step itself is subject to large deviations. The game's programming simply follows the time step as closely as possible, which means inconsistencies in the time step are impossible to reproduce without targeting one exact piece of hardware.
A lot of the bugs present in the game can largely be explained by sudden spikes in frame times. To make matters worse, some bugs were found to be present only if the frame rate is too stable, such as this [infamous bug](https://github.com/hedge-dev/UnleashedRecomp/issues/100) that shows up in the Wii version of the game because the cutscene was recorded with a fixed time step.
Unleashed Recompiled features a vast amount of fixes for issues that present themselves when targeting high frame rates, but fixing *all of them* is too big of a task without more knowledge of how the game works. It is possible that these issues will be fixed in the future or that alternative solutions such as transform interpolation are implemented instead.
If you encounter game breaking bugs or unplayable sections, try temporarily limiting the frame rate to resolve them. Also, check the [Issues](https://github.com/hedge-dev/UnleashedRecomp/issues) page for any existing reports.
### Ultrawide Visual Issues
Visual oddities may occur when unlocking the aspect ratio during cutscenes, as the game was not designed for wider formats. Adjusting these scenes can be subjective, so it will be up to mods to address these issues, as they require modifying the game's animations and object placement within cutscene files.
### Original Game Bugs
Game bugs present on the original hardware are intentionally preserved and will not be fixed. Please do not report issues for these bugs and verify that the issue does not occur on original hardware before reporting. Bug reports for issues found in the original game will be rejected. Bugs that only happen in Unleashed Recompiled must be accompanied by footage captured on original Xbox 360 hardware showing that the bug does not happen there.
### File Picker Unavailable on Steam Deck in Game Mode
Due to some restrictions of how the desktop environment on the Steam Deck works whilst in Game Mode, please note that you may need to at least first boot into Desktop Mode to be able to use the file picker to provide the game files.
Simply booting at least once in Desktop Mode will enable the Deck to use the file picker when going back to Game Mode. You can complete the entire installation process while in Desktop Mode to save yourself the trouble of browsing through Game Mode if necessary.
## FAQ
### Do you have a website or Discord server?
Unleashed Recompiled does not have an official website, nor is it affiliated with any Discord servers.
**Please link here when directing anyone to the project.**
> [!CAUTION]
> Do not download builds of Unleashed Recompiled from anywhere but our [Releases](https://github.com/hedge-dev/UnleashedRecomp/releases/latest) page.
>
> **We will never distribute builds on other websites, via Discord servers or via third-party update tools.**
### Why does the installer say my files are invalid?
The installer may display this error for several reasons. Please check the following to ensure your files are valid:
- Please read the [How to Install](#how-to-install) section and make sure you've acquired all of the necessary files correctly.
- Verify that you're not trying to add compressed files such as `.zip`, `.7z`, `.rar` or other formats.
- Only use the **Add Folder** option if you're sure you have a directory with the content's files already extracted, which means it'll only contain files like `.xex`, `.ar.00`, `.arl` and others. **This option will not scan your folder for compatible content**.
- Ensure that the files you've acquired correspond to the same region. **Discs and Title Updates from different regions can't be used together** and will fail to generate a patch.
- The installer will only accept **original and unmodified files**. Do not attempt to provide modified files to the installer.
### What are the keyboard bindings?
Pad|Key
-|-
A (Cross)|S
B (Circle)|D
X (Square)|A
Y (Triangle)|W
D-Pad - Up|Unbound
D-Pad - Down|Unbound
D-Pad - Left|Unbound
D-Pad - Right|Unbound
Start|Return
Back (Select)|Backspace
Left Trigger (L2)|1
Right Trigger (R2)|3
Left Bumper (L1)|Q
Right Bumper (R1)|E
Left Stick - Up|Up Arrow
Left Stick - Down|Down Arrow
Left Stick - Left|Left Arrow
Left Stick - Right|Right Arrow
Right Stick - Up|Unbound
Right Stick - Down|Unbound
Right Stick - Left|Unbound
Right Stick - Right|Unbound
---
You can change the keyboard bindings by editing `config.toml` located in the [configuration directory](#where-is-the-save-data-and-configuration-file-stored), although using a controller is highly recommended until [Action Remapping](#action-remapping) is added in a future update.
Refer to the left column of [this enum template](https://github.com/hedge-dev/UnleashedRecomp/blob/main/UnleashedRecomp/user/config.cpp#L40) for a list of valid keys.
*The default keyboard layout is based on Devil's Details' keyboard layout for Sonic Generations (2011)*.
### Where is the save data and configuration file stored?
The save data and configuration files are stored at the following locations:
- Windows: `%APPDATA%\UnleashedRecomp\`
- Linux: `~/.config/UnleashedRecomp/`
You will find the save data under the `save` folder (or `mlsave`, if using Hedge Mod Manager's save file redirection). The configuration file is named `config.toml`.
### I want to update the game. How can I avoid losing my save data? Do I need to reinstall the game?
Updating the game can be done by simply copying and replacing the files from a [release](https://github.com/hedge-dev/UnleashedRecomp/releases) on top of your existing installation. **Your save data and configuration will not be lost.** You won't need to reinstall the game, as the game files will always remain the same across versions of Unleashed Recompiled.
### How can I force the game to store the save data and configuration in the installation folder?
You can make the game ignore the [default configuration paths](#where-is-the-save-data-and-configuration-file-stored) and force it to save everything in the installation directory by creating an empty `portable.txt` file. You are directly responsible for the safekeeping of your save data and configuration if you choose this option.
### How can I install mods?
**Do not install mods by modifying the game data**. Use [Hedge Mod Manager](https://github.com/thesupersonic16/HedgeModManager) instead. You will not get support for modifying your game files directly.
> [!WARNING]
> Unleashed Mod Manager is not recommended for use with Unleashed Recompiled, as it can make permanent changes to your game files.
### How can I force the game to run the installation again?
While it's unlikely you'll need to do this unless you've modified your game files by accident, you can force the installer to run again by using the launch argument: `--install`.
### How can I force the game to run under X11 or Wayland?
Use either of the following arguments to force SDL to run under the video driver you want:
- X11: `--sdl-video-driver x11`
- Wayland: `--sdl-video-driver wayland`
The second argument will be passed directly to SDL as a hint to try to initialize the game with your preferred option.
### Where is the game data for the Flatpak version installed?
Given it is not possible to run the game where the Flatpak is stored, the game data will be installed to `~/.var/app/io.github.hedge_dev.unleashedrecomp/data`. The Flatpak build will only recognize this directory as valid. Feel free to reuse this data directory with a native Linux build if you wish to switch in the future.
If you wish to move this data to another location, you can do so by creating a symlink from this directory to the one where you'll migrate your installation to.
### How can I improve performance?
You can lower the values of some of the following graphics options to improve performance. Other options may help, but these usually have the biggest impact:
- Resolution Scale
- Anti-Aliasing
- Shadow Resolution
If you want a detailed performance report along with relevant system information, press F1 to view multiple performance graphs. This will aid in the process of gathering as much information as possible in order to identify the problem.
When using a system with multiple GPUs (such as a gaming laptop), please make sure that the game has chosen your dedicated graphics adapter and not your integrated one. The F1 menu will display which device has been selected by its name along with other options that might be available. If you're unable to get the game to select the correct device, you can attempt to override this by changing the `GraphicsDevice` property in `config.toml`. The name of the device must be an exact match.
Some of the game's more demanding sections require strong CPU single-thread performance. While the recompilation process adds minimal CPU overhead, modern hardware is typically bottlenecked by this factor before the GPU.
Linux has an unexpected advantage when it comes to CPU performance, showing improvements in CPU-bound scenarios. It's currently speculated that this could be due to the heavy amount of thread synchronization the game performs, an operation that is likely to be more performant on Linux's CPU scheduler than on Windows' scheduler. If you wish to gain some additional performance, playing on Linux instead of Windows could yield better results.
> [!WARNING]
> Using external frame rate limiters or performance overlays may degrade performance or have negative consequences.
### Can I install the game with a PlayStation 3 copy?
**You cannot use the files from the PlayStation 3 version of the game.** Supporting these files would require an entirely new recompilation, as they have proprietary formatting that only works on PS3 and the code for these formats is only present in that version. All significant differences present in the PS3 version of the game have been included in this project as options.
### Can I install the game with a Japanese copy?
The Japanese version of Sonic Unleashed has some minor differences in both file structure and content that make this version of the game incompatible with the international release. Furthermore, the US and EU versions of the game already support Japanese. Supporting this version would only cause mod compatibility issues in the future, so it is unlikely to be added to the update roadmap as it would also require its own recompilation.
### Why is the game detecting my PlayStation controller as an Xbox controller?
If you're using a third-party input translation layer (such as DS4Windows or Steam Input), it is recommended that you disable these for full controller support.
### Will macOS be supported?
While macOS is not currently on the roadmap, this project welcomes any effort to add support for this platform. Unleashed Recompiled relies on [plume](https://github.com/renderbag/plume), a rendering hardware abstraction layer that will be getting support for Metal in the near future. You can join the macOS discussion on [this issue](https://github.com/hedge-dev/UnleashedRecomp/issues/455).
### What other platforms will be supported?
This project does not plan to support any more platforms other than Windows, Linux and potentially macOS at the moment. Any contributors who wish to support more platforms should do so through a fork.
### Do you have plans to recompile other Xbox 360 games or Sonic games?
The team behind Unleashed Recompiled does not currently have any plans to port more Xbox 360 games or Sonic games. Anyone is free to look into [XenonRecomp](https://github.com/hedge-dev/XenonRecomp) if they wish to investigate these opportunities.
## Building
[Check out the building instructions here](/docs/BUILDING.md).
## Credits
### Unleashed Recompiled
- [Skyth](https://github.com/blueskythlikesclouds): Creator and Lead Developer of the recompilation, as well as the developer of technologies created for it such as [XenonRecomp](https://github.com/hedge-dev/XenonRecomp) and [XenosRecomp](https://github.com/hedge-dev/XenosRecomp). Other responsibilities include the creation of the graphics and audio backends for the project, alongside custom menus, dynamic UI aspect ratio and various patches and new features added to the game.
- [Sajid](https://github.com/Sajidur78): Co-creator and Developer of the recompilation, as well as the developer of [XenonAnalyse](https://github.com/hedge-dev/XenonRecomp/?tab=readme-ov-file#XenonAnalyse). Other responsibilities include the implementation of core components for the project, like the Xbox 360 kernel translation layer used to make the game function.
- [Hyper](https://github.com/hyperbx): Developer of system level features, such as achievement support and the custom menus, alongside various other patches and features to make the game feel right at home on modern systems. Aided in the creation of concept art and the final options menu thumbnails.
- [Darío](https://github.com/DarioSamo): Creator of the graphics hardware abstraction layer [plume](https://github.com/renderbag/plume), used by the project's graphics backend. Alongside providing consultation for graphics and aiding with shader research and development, other responsibilities include the installer wizard and Linux support. Provided Spanish localization for the custom menus.
- [ĐeäTh](https://github.com/DeaTh-G): Supervisor of game accurate design philosophy regarding the custom menus. Aided in the implementation of annotation support for Japanese localization, whilst providing minor support for all localization.
- [RadiantDerg](https://github.com/RadiantDerg): Lead Artist behind the thumbnails used in the options menu. Other responsibilities include the creation of several debugging related codes for Hedge Mod Manager and providing aid with the research of the game's internals.
- [PTKay](https://github.com/PTKay): Lead Concept Artist for the custom menus. Aided in the development of the installer wizard's visuals.
- [SuperSonic16](https://github.com/thesupersonic16): Lead Developer of [Hedge Mod Manager](https://github.com/thesupersonic16/HedgeModManager), providing compatibility for modding with the recompilation. Aided in the creation of the deployment system for Linux builds.
- [NextinHKRY](https://github.com/NextinMono): Aided in researching the game's internals and creating concept art for some options menu thumbnails used in the final release. Provided Italian localization for the custom menus.
- [LadyLunanova](https://linktr.ee/ladylunanova): Artist behind the achievement trophy sprite and the keyboard and mouse icons used in the installer wizard.
- [LJSTAR](https://github.com/LJSTARbird): Artist behind the project logo, along with several thumbnail designs used in the options menu and created new icons for the button guide for opening the achievements menu. Provided French localization for the custom menus.
- [saguinee](https://twitter.com/saguinee): Artist behind thumbnail designs used in the options menu such as Hints and Battle Theme.
- [Goalringmod27](https://linktr.ee/goalringmod27): Concept Artist behind the achievements overlay shown during gameplay. Aided in the creation of the Transparency Anti-Aliasing thumbnail.
- [M&M](https://github.com/ActualMandM): Provisional support for dynamic UI aspect ratio.
- [DaGuAr](https://twitter.com/TheDaguar): Provided Spanish localization for the custom menus alongside Darío.
- [brianuuuSonic](https://github.com/brianuuu): Provided Japanese localization for the custom menus.
- [Kitzuku](https://github.com/Kitzuku): Provided German localization for the custom menus.
### Special Thanks
- [Mr-Wiseguy](https://github.com/Mr-Wiseguy): Creator of [N64: Recompiled](https://github.com/N64Recomp/N64Recomp), which was the inspiration behind the creation of this project. Provided information and assistance at the beginning of development.
- [xenia-project](https://github.com/xenia-project/xenia): Extraordinary amounts of research regarding the inner workings of the Xbox 360, which sped up the development of the recompilation.
- [Katlin Daigler](https://katlindaigler.carbonmade.com): Provided consultation for logo design.
- [ocornut](https://github.com/ocornut): Creator of [Dear ImGui](https://github.com/ocornut/imgui), which is used as the backbone of the custom menus.
- Raymond Chen: Useful resources on Windows application development with his blog ["The Old New Thing"](https://devblogs.microsoft.com/oldnewthing/).
+126 -68
View File
@@ -129,15 +129,15 @@ set(UNLEASHED_RECOMP_HID_CXX_SOURCES
)
set(UNLEASHED_RECOMP_PATCHES_CXX_SOURCES
"patches/ui/CHudPause_patches.cpp"
"patches/ui/CTitleStateIntro_patches.cpp"
"patches/ui/CTitleStateMenu_patches.cpp"
"patches/ui/frontend_listener.cpp"
"patches/aspect_ratio_patches.cpp"
"patches/audio_patches.cpp"
"patches/camera_patches.cpp"
"patches/CGameModeStageTitle_patches.cpp"
"patches/CHudPause_patches.cpp"
"patches/CTitleStateIntro_patches.cpp"
"patches/CTitleStateMenu_patches.cpp"
"patches/fps_patches.cpp"
"patches/frontend_listener.cpp"
"patches/input_patches.cpp"
"patches/inspire_patches.cpp"
"patches/misc_patches.cpp"
@@ -149,23 +149,24 @@ set(UNLEASHED_RECOMP_PATCHES_CXX_SOURCES
set(UNLEASHED_RECOMP_UI_CXX_SOURCES
"ui/achievement_menu.cpp"
"ui/achievement_overlay.cpp"
"ui/installer_wizard.cpp"
"ui/achievement_overlay.cpp"
"ui/black_bar.cpp"
"ui/button_guide.cpp"
"ui/fader.cpp"
"ui/game_window.cpp"
"ui/imgui_utils.cpp"
"ui/installer_wizard.cpp"
"ui/message_window.cpp"
"ui/options_menu_thumbnails.cpp"
"ui/options_menu.cpp"
"ui/sdl_listener.cpp"
"ui/game_window.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"
@@ -178,7 +179,10 @@ set(UNLEASHED_RECOMP_INSTALL_CXX_SOURCES
set(UNLEASHED_RECOMP_USER_CXX_SOURCES
"user/achievement_data.cpp"
"user/config.cpp"
"user/achievement_manager.cpp"
"user/config.cpp"
"user/registry.cpp"
"user/paths.cpp"
)
set(UNLEASHED_RECOMP_MOD_CXX_SOURCES
@@ -195,8 +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"
)
@@ -205,11 +207,9 @@ set(UNLEASHED_RECOMP_THIRDPARTY_INCLUDES
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/ddspp"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/imgui"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/implot"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/libmspack/libmspack/mspack"
"${UNLEASHED_RECOMP_THIRDPARTY_ROOT}/json/include"
"${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"
@@ -230,6 +230,7 @@ set(UNLEASHED_RECOMP_CXX_SOURCES
"exports.cpp"
"main.cpp"
"misc_impl.cpp"
"sdl_listener.cpp"
"stdafx.cpp"
"version.cpp"
@@ -246,19 +247,64 @@ set(UNLEASHED_RECOMP_CXX_SOURCES
${UNLEASHED_RECOMP_USER_CXX_SOURCES}
${UNLEASHED_RECOMP_MOD_CXX_SOURCES}
${UNLEASHED_RECOMP_THIRDPARTY_SOURCES}
)
)
include("version.cmake")
set(VERSION_TXT "${PROJECT_SOURCE_DIR}/res/version.txt")
# Only show Git info and build type if not Release.
set(SHOW_GIT_INFO_AND_BUILD_TYPE 0)
if (NOT ${CMAKE_BUILD_TYPE} MATCHES "Release")
set(SHOW_GIT_INFO_AND_BUILD_TYPE 1)
endif()
GenerateVersionSources(
OUTPUT_DIR ${PROJECT_SOURCE_DIR}
VERSION_TXT ${VERSION_TXT}
H_TEMPLATE "${PROJECT_SOURCE_DIR}/res/version.h.template"
CXX_TEMPLATE "${PROJECT_SOURCE_DIR}/res/version.cpp.template"
BUILD_TYPE ${CMAKE_BUILD_TYPE}
SHOW_GIT_INFO ${SHOW_GIT_INFO_AND_BUILD_TYPE}
SHOW_BUILD_TYPE ${SHOW_GIT_INFO_AND_BUILD_TYPE}
)
if (WIN32)
# Set up Win32 resources for application icon.
set(ICON_PATH "${PROJECT_SOURCE_DIR}/../UnleashedRecompResources/images/game_icon.ico")
# Create binary version number for Win32 integer attributes.
CreateVersionString(
VERSION_TXT ${VERSION_TXT}
OUTPUT_CSV 1
OUTPUT_VAR WIN32_VERSION_BINARY
)
# Create string version number for Win32 detailed attributes.
CreateVersionString(
VERSION_TXT ${VERSION_TXT}
BUILD_TYPE ${CMAKE_BUILD_TYPE}
SHOW_GIT_INFO ${SHOW_GIT_INFO_AND_BUILD_TYPE}
SHOW_BUILD_TYPE ${SHOW_GIT_INFO_AND_BUILD_TYPE}
OUTPUT_VAR WIN32_VERSION_STRING
)
# Set Win32 icon path.
set(WIN32_ICON_PATH "${PROJECT_SOURCE_DIR}/../UnleashedRecompResources/images/game_icon.ico")
configure_file("res/win32/res.rc.template" "${CMAKE_BINARY_DIR}/res.rc" @ONLY)
add_executable(UnleashedRecomp ${UNLEASHED_RECOMP_CXX_SOURCES} "${CMAKE_BINARY_DIR}/res.rc")
add_executable(UnleashedRecomp ${UNLEASHED_RECOMP_CXX_SOURCES} "${CMAKE_BINARY_DIR}/res.rc")
# Hide console for release configurations.
if (${CMAKE_BUILD_TYPE} MATCHES "Release")
target_link_options(UnleashedRecomp PRIVATE "/SUBSYSTEM:WINDOWS" "/ENTRY:mainCRTStartup")
endif()
else()
add_executable(UnleashedRecomp ${UNLEASHED_RECOMP_CXX_SOURCES})
endif()
if (UNLEASHED_RECOMP_FLATPAK)
target_compile_definitions(UnleashedRecomp PRIVATE "GAME_INSTALL_DIRECTORY=\"/var/data\"")
target_compile_definitions(UnleashedRecomp PRIVATE
"UNLEASHED_RECOMP_FLATPAK"
"GAME_INSTALL_DIRECTORY=\"/var/data\""
)
endif()
if (UNLEASHED_RECOMP_D3D12)
@@ -272,6 +318,7 @@ if (CMAKE_SYSTEM_NAME MATCHES "Linux")
endif()
find_package(directx-dxc REQUIRED)
find_package(CURL REQUIRED)
if (UNLEASHED_RECOMP_D3D12)
file(MAKE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/D3D12)
@@ -298,12 +345,14 @@ file(CHMOD ${DIRECTX_DXC_TOOL} PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE)
if (WIN32)
target_link_libraries(UnleashedRecomp PRIVATE
comctl32
ntdll
winmm
comctl32
dwmapi
ntdll
Shcore
Synchronization
winmm
)
endif()
endif()
target_link_libraries(UnleashedRecomp PRIVATE
fmt::fmt
@@ -317,6 +366,7 @@ target_link_libraries(UnleashedRecomp PRIVATE
tomlplusplus::tomlplusplus
UnleashedRecompLib
xxHash::xxhash
CURL::libcurl
)
target_include_directories(UnleashedRecomp PRIVATE
@@ -360,7 +410,10 @@ function(compile_pixel_shader FILE_PATH)
compile_shader(${FILE_PATH} ps_6_0)
endfunction()
compile_vertex_shader(copy_vs)
compile_pixel_shader(blend_color_alpha_ps)
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)
@@ -373,7 +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)
@@ -407,26 +463,10 @@ generate_aggregate_header(
"${CMAKE_CURRENT_SOURCE_DIR}/api/SWA.h"
)
# Only show build type if not Release.
set(SHOW_GIT_INFO_AND_BUILD_TYPE 0)
if (NOT ${CMAKE_BUILD_TYPE} MATCHES "Release")
set(SHOW_GIT_INFO_AND_BUILD_TYPE 1)
endif()
include("version.cmake")
GenerateVersionSources(
OUTPUT_DIR "${PROJECT_SOURCE_DIR}"
VERSION_TXT "${PROJECT_SOURCE_DIR}/res/version.txt"
H_TEMPLATE "${PROJECT_SOURCE_DIR}/res/version.h.template"
CXX_TEMPLATE "${PROJECT_SOURCE_DIR}/res/version.cpp.template"
BUILD_TYPE ${CMAKE_BUILD_TYPE}
SHOW_GIT_INFO ${SHOW_GIT_INFO_AND_BUILD_TYPE}
SHOW_BUILD_TYPE ${SHOW_GIT_INFO_AND_BUILD_TYPE}
)
set(RESOURCES_SOURCE_PATH "${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 "${RESOURCES_OUTPUT_PATH}/font/im_font_atlas.dds" ARRAY_NAME "g_im_font_atlas_texture" COMPRESSION_TYPE "zstd")
@@ -435,8 +475,10 @@ BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${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")
@@ -447,14 +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 "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/effects_volume.dds" ARRAY_NAME "g_effects_volume" COMPRESSION_TYPE "zstd")
@@ -463,43 +514,50 @@ BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/op
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/gi_texture_filtering_bilinear.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/gi_texture_filtering_bilinear.dds" ARRAY_NAME "g_gi_texture_filtering_bilinear" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/gi_texture_filtering_bicubic.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/gi_texture_filtering_bicubic.dds" ARRAY_NAME "g_gi_texture_filtering_bicubic" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/hints.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/hints.dds" ARRAY_NAME "g_hints" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/invert_camera_x.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/invert_camera_x.dds" ARRAY_NAME "g_invert_camera_x" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/invert_camera_y.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/invert_camera_y.dds" ARRAY_NAME "g_invert_camera_y" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/horizontal_camera.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/horizontal_camera.dds" ARRAY_NAME "g_horizontal_camera" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/language.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/language.dds" ARRAY_NAME "g_language" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/master_volume.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/master_volume.dds" ARRAY_NAME "g_master_volume" COMPRESSION_TYPE "zstd")
BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${RESOURCES_SOURCE_PATH}/images/options_menu/thumbnails/monitor.dds" DEST_FILE "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/monitor.dds" ARRAY_NAME "g_monitor" COMPRESSION_TYPE "zstd")
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);
}
+16
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"
@@ -52,8 +56,10 @@
#include "Hedgehog/Universe/Engine/hhUpdateInfo.h"
#include "Hedgehog/Universe/Engine/hhUpdateUnit.h"
#include "Hedgehog/Universe/Thread/hhParallelJob.h"
#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"
@@ -61,6 +67,11 @@
#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"
#include "SWA/HUD/Pause/HudPause.h"
@@ -76,8 +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"
@@ -100,6 +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"
@@ -107,6 +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 +1,55 @@
#pragma once
enum EAchievementID : uint32_t
{
eAchievementID_StillBroken = 24,
eAchievementID_LookingBetter,
eAchievementID_StillAJigsawPuzzle,
eAchievementID_PickingUpThePieces,
eAchievementID_AlmostThere,
eAchievementID_OneMoreToGo,
eAchievementID_WorldSavior = 31,
eAchievementID_PartlyCloudy,
eAchievementID_Sunny,
eAchievementID_HalfMoon,
eAchievementID_FullMoon,
eAchievementID_BlueStreak,
eAchievementID_PowerOverwhelming,
eAchievementID_GettingTheHangOfThings,
eAchievementID_CreatureOfTheNight,
eAchievementID_HelpingHand,
eAchievementID_LayTheSmackdown,
eAchievementID_WallCrawler,
eAchievementID_Airdevil,
eAchievementID_Hyperdrive,
eAchievementID_Basher,
eAchievementID_Smasher,
eAchievementID_Crasher,
eAchievementID_Thrasher,
eAchievementID_SocialButterfly,
eAchievementID_HungryHungryHedgehog,
eAchievementID_AcePilot,
eAchievementID_DayTripper,
eAchievementID_HardDaysNight,
eAchievementID_GetOnTheExorciseBandwagon,
eAchievementID_GyroWithRelish = 64,
eAchievementID_PigInABlanket,
eAchievementID_ExoticToppings,
eAchievementID_SausageFriedRice,
eAchievementID_IcedHotdog,
eAchievementID_KebabOnABun,
eAchievementID_KetchupAndMustard,
eAchievementID_HardBoiled,
eAchievementID_FriedClamRoll,
eAchievementID_FirstTimeCustomer,
eAchievementID_OhYouShouldntHave,
eAchievementID_ThatsEnoughSeriously,
eAchievementID_Hedgehunk,
eAchievementID_IAintAfraidOfNoGhost,
eAchievementID_BFFs,
eAchievementID_SpeedingTicket,
eAchievementID_ComboKing,
eAchievementID_RingLeader,
eAchievementID_KnockoutBrawler,
eAchievementID_BlueMeteor
};
@@ -1,6 +1,7 @@
#pragma once
#include <SWA.inl>
#include <SWA/Achievement/AchievementID.h>
namespace SWA::Achievement
{
@@ -11,7 +12,7 @@ namespace SWA::Achievement
{
public:
SWA_INSERT_PADDING(0x08);
be<uint32_t> m_AchievementID;
be<EAchievementID> m_AchievementID;
};
SWA_INSERT_PADDING(0x98);
@@ -1,6 +1,7 @@
#pragma once
#include <SWA.inl>
#include <SWA/Achievement/AchievementID.h>
namespace SWA
{
@@ -9,7 +10,7 @@ namespace SWA
public:
SWA_INSERT_PADDING(0x38);
be<uint32_t> m_Unk1;
be<uint32_t> m_AchievementID;
be<EAchievementID> m_AchievementID;
uint8_t m_Unk2;
};
}
@@ -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);
}
+77
View File
@@ -0,0 +1,77 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
struct SGlobals
{
// 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;
// IsCollisionRender
static inline bool* ms_IsCollisionRender;
// N/A
static inline bool* ms_IsLoading;
// IsObjectCollisionRender
static inline bool* ms_IsObjectCollisionRender;
// ms_IsRenderDebugDraw: デバッグ描画
static inline bool* ms_IsRenderDebugDraw;
// ms_IsRenderDebugDrawText: デバッグ文字描画
static inline bool* ms_IsRenderDebugDrawText;
// ms_IsRenderDebugPositionDraw: デバッグ位置描画
static inline bool* ms_IsRenderDebugPositionDraw;
// ms_IsRenderGameMainHud: ゲームメインHUD 描画
static inline bool* ms_IsRenderGameMainHud;
// ms_IsRenderHud: 全 HUD 描画
static inline bool* ms_IsRenderHud;
// 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;
// ms_LightFieldDebug: 値をデバッグ表示
static inline bool* ms_LightFieldDebug;
// VisualizeLoadedLevel: ミップレベルを視覚化 赤=0, 緑=1, 青=2, 黄=未ロード
static inline bool* ms_VisualizeLoadedLevel;
static void Init()
{
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);
ms_IsRenderDebugDraw = (bool*)MmGetHostAddress(0x8328BB23);
ms_IsRenderDebugDrawText = (bool*)MmGetHostAddress(0x8328BB25);
ms_IsRenderDebugPositionDraw = (bool*)MmGetHostAddress(0x8328BB24);
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);
}
@@ -21,14 +21,20 @@ namespace SWA
{
public:
SWA_INSERT_PADDING(0xD8);
be<uint32_t> m_pUnk;
be<uint32_t> m_FieldD8;
SWA_INSERT_PADDING(0x3C);
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcNightToDay;
SWA_INSERT_PADDING(0x0C);
be<uint32_t> m_IsVisible;
SWA_INSERT_PADDING(0x0C);
be<ELoadingDisplayType> m_LoadingDisplayType;
SWA_INSERT_PADDING(0x65);
SWA_INSERT_PADDING(0x61);
bool m_IsNightToDay;
};
SWA_ASSERT_OFFSETOF(CLoading, m_FieldD8, 0xD8);
SWA_ASSERT_OFFSETOF(CLoading, m_rcNightToDay, 0x118);
SWA_ASSERT_OFFSETOF(CLoading, m_IsVisible, 0x12C);
SWA_ASSERT_OFFSETOF(CLoading, m_LoadingDisplayType, 0x13C);
SWA_ASSERT_OFFSETOF(CLoading, m_IsNightToDay, 0x1A1);
}
+23 -4
View File
@@ -48,8 +48,7 @@ namespace SWA
class CHudPause : public CGameObject
{
public:
xpointer<void> m_pVftable;
SWA_INSERT_PADDING(0x2C);
SWA_INSERT_PADDING(0x30);
RCPtr<CProject> m_rcPause;
RCPtr<CScene> m_rcBg;
RCPtr<CScene> m_rcBg1;
@@ -58,12 +57,32 @@ namespace SWA
RCPtr<CScene> m_rcBg1Select_2;
RCPtr<CScene> m_rcStatusTitle;
RCPtr<CScene> m_rcFooterA;
SWA_INSERT_PADDING(0x5C);
SWA_INSERT_PADDING(0x59);
bool m_IsVisible;
SWA_INSERT_PADDING(0x02);
be<EActionType> m_Action;
be<EMenuType> m_Menu;
be<EStatusType> m_Status;
be<ETransitionType> m_Transition;
SWA_INSERT_PADDING(0x20);
SWA_INSERT_PADDING(0x04);
be<uint32_t> m_Submenu;
SWA_INSERT_PADDING(0x18);
bool m_IsShown;
};
SWA_ASSERT_OFFSETOF(CHudPause, m_rcPause, 0xEC);
SWA_ASSERT_OFFSETOF(CHudPause, m_rcBg, 0xF4);
SWA_ASSERT_OFFSETOF(CHudPause, m_rcBg1, 0xFC);
SWA_ASSERT_OFFSETOF(CHudPause, m_rcBg1_2, 0x104);
SWA_ASSERT_OFFSETOF(CHudPause, m_rcBg1Select, 0x10C);
SWA_ASSERT_OFFSETOF(CHudPause, m_rcBg1Select_2, 0x114);
SWA_ASSERT_OFFSETOF(CHudPause, m_rcStatusTitle, 0x11C);
SWA_ASSERT_OFFSETOF(CHudPause, m_rcFooterA, 0x124);
SWA_ASSERT_OFFSETOF(CHudPause, m_IsVisible, 0x185);
SWA_ASSERT_OFFSETOF(CHudPause, m_Action, 0x188);
SWA_ASSERT_OFFSETOF(CHudPause, m_Menu, 0x18C);
SWA_ASSERT_OFFSETOF(CHudPause, m_Status, 0x190);
SWA_ASSERT_OFFSETOF(CHudPause, m_Transition, 0x194);
SWA_ASSERT_OFFSETOF(CHudPause, m_Submenu, 0x19C);
SWA_ASSERT_OFFSETOF(CHudPause, m_IsShown, 0x1B8);
}
@@ -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);
}
@@ -115,7 +115,7 @@ namespace boost
}
public:
shared_ptr() : px(nullptr), pn(nullptr) {}
shared_ptr() : px(), pn() {}
// TODO
explicit shared_ptr(T* p) = delete;
+25 -3
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@@ -1,4 +1,5 @@
#include <app.h>
#include "app.h"
#include <api/SWA.h>
#include <gpu/video.h>
#include <install/installer.h>
#include <kernel/function.h>
@@ -8,6 +9,7 @@
#include <ui/game_window.h>
#include <user/config.h>
#include <user/paths.h>
#include <user/registry.h>
void App::Restart(std::vector<std::string> restartArgs)
{
@@ -26,7 +28,7 @@ void App::Exit()
std::_Exit(0);
}
// SWA::CApplication
// SWA::CApplication::CApplication
PPC_FUNC_IMPL(__imp__sub_824EB490);
PPC_FUNC(sub_824EB490)
{
@@ -34,6 +36,9 @@ PPC_FUNC(sub_824EB490)
App::s_isMissingDLC = !Installer::checkAllDLC(GetGamePath());
App::s_language = Config::Language;
SWA::SGlobals::Init();
Registry::Save();
__imp__sub_824EB490(ctx, base);
}
@@ -55,6 +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
@@ -64,12 +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);
}
+2
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@@ -8,12 +8,14 @@ public:
static inline bool s_isInit;
static inline bool s_isMissingDLC;
static inline bool s_isLoading;
static inline bool s_isSaving;
static inline bool s_isWerehog;
static inline bool s_isSaveDataCorrupt;
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();
+22 -9
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@@ -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{};
@@ -29,14 +30,28 @@ 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);
}
void XAudioInitializeSystem()
{
#ifdef _WIN32
// Force wasapi on Windows.
SDL_setenv("SDL_AUDIODRIVER", "wasapi", true);
#endif
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();
}
@@ -94,6 +109,8 @@ void XAudioRegisterClient(PPCFunc* callback, uint32_t param)
void XAudioSubmitFrame(void* samples)
{
auto floatSamples = reinterpret_cast<be<float>*>(samples);
if (g_downMixToStereo)
{
// 0: left 1.0f, right 0.0f
@@ -103,8 +120,6 @@ void XAudioSubmitFrame(void* samples)
// 4: left 1.0f, right 0.0f
// 5: left 0.0f, right 1.0f
auto floatSamples = reinterpret_cast<be<float>*>(samples);
std::array<float, 2 * XAUDIO_NUM_SAMPLES> audioFrames;
for (size_t i = 0; i < XAUDIO_NUM_SAMPLES; i++)
@@ -116,22 +131,20 @@ void XAudioSubmitFrame(void* samples)
float ch4 = floatSamples[4 * XAUDIO_NUM_SAMPLES + i];
float ch5 = floatSamples[5 * XAUDIO_NUM_SAMPLES + i];
audioFrames[i * 2 + 0] = ch0 + ch2 * 0.75f + ch4;
audioFrames[i * 2 + 1] = ch1 + ch2 * 0.75f + ch5;
audioFrames[i * 2 + 0] = (ch0 + ch2 * 0.75f + ch4) * Config::MasterVolume;
audioFrames[i * 2 + 1] = (ch1 + ch2 * 0.75f + ch5) * Config::MasterVolume;
}
SDL_QueueAudio(g_audioDevice, &audioFrames, sizeof(audioFrames));
}
else
{
auto rawSamples = reinterpret_cast<be<uint32_t>*>(samples);
std::array<uint32_t, XAUDIO_NUM_CHANNELS * XAUDIO_NUM_SAMPLES> audioFrames;
std::array<float, XAUDIO_NUM_CHANNELS * XAUDIO_NUM_SAMPLES> audioFrames;
for (size_t i = 0; i < XAUDIO_NUM_SAMPLES; i++)
{
for (size_t j = 0; j < XAUDIO_NUM_CHANNELS; j++)
audioFrames[i * XAUDIO_NUM_CHANNELS + j] = rawSamples[j * XAUDIO_NUM_SAMPLES + i];
audioFrames[i * XAUDIO_NUM_CHANNELS + j] = floatSamples[j * XAUDIO_NUM_SAMPLES + i] * Config::MasterVolume;
}
SDL_QueueAudio(g_audioDevice, &audioFrames, sizeof(audioFrames));
+24 -1
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@@ -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, XAUDIO_NUM_CHANNELS, 256);
Mix_OpenAudio(XAUDIO_SAMPLES_HZ, AUDIO_F32SYS, 2, 4096);
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
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@@ -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
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@@ -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
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@@ -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
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@@ -1,5 +1,3 @@
#pragma once
void Game_PlaySound(const char* pName);
void Window_SetDisplay(int displayIndex);
void Window_SetFullscreen(bool isEnabled);
+2
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@@ -7,6 +7,8 @@
typedef returnType _##procName(__VA_ARGS__); \
_##procName* procName = (_##procName*)PROC_ADDRESS(libraryName, #procName);
#define STR(x) #x
template<typename T>
inline T RoundUp(const T& in_rValue, uint32_t in_round)
{
+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();
}
+16 -11
View File
@@ -1,14 +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_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
@@ -31,8 +34,10 @@ union ImGuiCallbackData
{
float boundsMin[2];
float boundsMax[2];
uint32_t gradientTop;
uint32_t gradientBottom;
uint32_t gradientTopLeft;
uint32_t gradientTopRight;
uint32_t gradientBottomRight;
uint32_t gradientBottomLeft;
} setGradient;
struct
@@ -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();
}
+137 -14
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 };
@@ -2210,6 +2285,9 @@ namespace plume {
}
void D3D12CommandQueue::executeCommandLists(const RenderCommandList **commandLists, uint32_t commandListCount, RenderCommandSemaphore **waitSemaphores, uint32_t waitSemaphoreCount, RenderCommandSemaphore **signalSemaphores, uint32_t signalSemaphoreCount, RenderCommandFence *signalFence) {
assert(commandLists != nullptr);
assert(commandListCount > 0);
for (uint32_t i = 0; i < waitSemaphoreCount; i++) {
D3D12CommandSemaphore *interfaceSemaphore = static_cast<D3D12CommandSemaphore *>(waitSemaphores[i]);
d3d->Wait(interfaceSemaphore->d3d, interfaceSemaphore->semaphoreValue);
@@ -2222,9 +2300,7 @@ namespace plume {
executionVector.emplace_back(static_cast<ID3D12CommandList *>(interfaceCommandList->d3d));
}
if (!executionVector.empty()) {
d3d->ExecuteCommandLists(UINT(executionVector.size()), executionVector.data());
}
d3d->ExecuteCommandLists(UINT(executionVector.size()), executionVector.data());
for (uint32_t i = 0; i < signalSemaphoreCount; i++) {
D3D12CommandSemaphore *interfaceSemaphore = static_cast<D3D12CommandSemaphore *>(signalSemaphores[i]);
@@ -3243,7 +3319,7 @@ namespace plume {
// D3D12Device
D3D12Device::D3D12Device(D3D12Interface *renderInterface) {
D3D12Device::D3D12Device(D3D12Interface *renderInterface, const std::string &preferredDeviceName) {
assert(renderInterface != nullptr);
this->renderInterface = renderInterface;
@@ -3324,10 +3400,19 @@ namespace plume {
dynamicDepthBiasOption = d3d12Options16.DynamicDepthBiasSupported;
}
// Check if the architecture has UMA.
bool uma = false;
D3D12_FEATURE_DATA_ARCHITECTURE1 architecture1 = {};
res = deviceOption->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE1, &architecture1, sizeof(architecture1));
if (SUCCEEDED(res)) {
uma = architecture1.UMA;
}
// 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) {
@@ -3346,8 +3431,16 @@ namespace plume {
capabilities.sampleLocations = samplePositionsOption;
capabilities.triangleFan = triangleFanSupportOption;
capabilities.dynamicDepthBias = dynamicDepthBiasOption;
description.name = Utf16ToUtf8(adapterDesc.Description);
capabilities.uma = uma;
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;
@@ -3364,6 +3457,10 @@ namespace plume {
return;
}
#ifdef D3D12_DEBUG_SET_STABLE_POWER_STATE
d3d->SetStablePowerState(TRUE);
#endif
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
allocatorDesc.pDevice = d3d;
allocatorDesc.pAdapter = adapter;
@@ -3431,6 +3528,13 @@ 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() {
@@ -3505,6 +3609,10 @@ 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);
@@ -3691,10 +3799,6 @@ namespace plume {
return countsSupported;
}
void D3D12Device::waitIdle() const {
assert(false && "Use fences to replicate wait idle behavior on D3D12.");
}
void D3D12Device::release() {
if (d3d != nullptr) {
d3d->Release();
@@ -3738,6 +3842,21 @@ 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() {
@@ -3746,8 +3865,8 @@ 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;
}
@@ -3755,6 +3874,10 @@ namespace plume {
return capabilities;
}
const std::vector<std::string> &D3D12Interface::getDeviceNames() const {
return deviceNames;
}
bool D3D12Interface::isValid() const {
return dxgiFactory != nullptr;
}
+22 -4
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;
@@ -436,13 +452,13 @@ 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;
const RenderDeviceCapabilities &getCapabilities() const override;
const RenderDeviceDescription &getDescription() const override;
RenderSampleCounts getSampleCountsSupported(RenderFormat format) const override;
void waitIdle() const override;
void release();
bool isValid() const;
};
@@ -450,11 +466,13 @@ 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) {
@@ -198,7 +200,7 @@ namespace plume {
// Concrete implementation shortcuts.
inline void executeCommandLists(const RenderCommandList *commandList, RenderCommandFence *signalFence = nullptr) {
executeCommandLists(commandList != nullptr ? &commandList : nullptr, commandList != nullptr ? 1 : 0, nullptr, 0, nullptr, 0, signalFence);
executeCommandLists(&commandList, 1, nullptr, 0, nullptr, 0, signalFence);
}
};
@@ -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;
@@ -226,18 +235,19 @@ 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;
virtual const RenderDeviceCapabilities &getCapabilities() const = 0;
virtual const RenderDeviceDescription &getDescription() const = 0;
virtual RenderSampleCounts getSampleCountsSupported(RenderFormat format) const = 0;
virtual void waitIdle() const = 0;
};
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,
@@ -475,6 +483,20 @@ namespace plume {
typedef uint32_t RenderSampleCounts;
enum class RenderDeviceType {
UNKNOWN,
INTEGRATED,
DISCRETE,
VIRTUAL,
CPU
};
enum class RenderResolveMode {
MIN,
MAX,
AVERAGE
};
// Global functions.
constexpr uint32_t RenderFormatSize(RenderFormat format) {
@@ -1754,7 +1776,9 @@ namespace plume {
struct RenderDeviceDescription {
std::string name = "Unknown";
uint32_t driverVersion = 0;
RenderDeviceType type = RenderDeviceType::UNKNOWN;
RenderDeviceVendor vendor = RenderDeviceVendor::UNKNOWN;
uint64_t driverVersion = 0;
uint64_t dedicatedVideoMemory = 0;
};
@@ -1780,6 +1804,9 @@ namespace plume {
// Draw.
bool triangleFan = false;
bool dynamicDepthBias = false;
// UMA.
bool uma = false;
};
struct RenderInterfaceCapabilities {
+145 -12
View File
@@ -705,6 +705,21 @@ namespace plume {
}
}
static RenderDeviceType toDeviceType(VkPhysicalDeviceType type) {
switch (type) {
case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU:
return RenderDeviceType::INTEGRATED;
case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU:
return RenderDeviceType::DISCRETE;
case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU:
return RenderDeviceType::VIRTUAL;
case VK_PHYSICAL_DEVICE_TYPE_CPU:
return RenderDeviceType::CPU;
default:
return RenderDeviceType::UNKNOWN;
}
}
static void setObjectName(VkDevice device, VkDebugReportObjectTypeEXT objectType, uint64_t object, const std::string &name) {
# ifdef VULKAN_OBJECT_NAMES_ENABLED
VkDebugMarkerObjectNameInfoEXT nameInfo = {};
@@ -2329,7 +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);
@@ -2507,6 +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) {
@@ -3059,12 +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();
@@ -3194,6 +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);
@@ -3457,7 +3561,7 @@ namespace plume {
// VulkanDevice
VulkanDevice::VulkanDevice(VulkanInterface *renderInterface) {
VulkanDevice::VulkanDevice(VulkanInterface *renderInterface, const std::string &preferredDeviceName) {
assert(renderInterface != nullptr);
this->renderInterface = renderInterface;
@@ -3490,14 +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;
}
}
}
@@ -3868,6 +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);
@@ -4074,10 +4190,6 @@ namespace plume {
}
}
void VulkanDevice::waitIdle() const {
vkDeviceWaitIdle(vk);
}
void VulkanDevice::release() {
if (allocator != VK_NULL_HANDLE) {
vmaDestroyAllocator(allocator);
@@ -4216,6 +4328,23 @@ 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() {
@@ -4224,8 +4353,8 @@ 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;
}
@@ -4233,6 +4362,10 @@ namespace plume {
return capabilities;
}
const std::vector<std::string> &VulkanInterface::getDeviceNames() const {
return deviceNames;
}
bool VulkanInterface::isValid() const {
return instance != nullptr;
}
+20 -4
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;
@@ -409,13 +423,13 @@ 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;
const RenderDeviceCapabilities &getCapabilities() const override;
const RenderDeviceDescription &getDescription() const override;
RenderSampleCounts getSampleCountsSupported(RenderFormat format) const override;
void waitIdle() const override;
void release();
bool isValid() const;
};
@@ -424,6 +438,7 @@ 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 +447,9 @@ 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 +1,41 @@
#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h"
#ifdef __spirv__
#define g_SrcAlpha_DestAlpha vk::RawBufferLoad<float4>(g_PushConstants.PixelShaderConstants + 2400, 0x10)
#define s0_Texture2DDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 0)
#define s0_SamplerDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 192)
#else
cbuffer PixelShaderConstants : register(b1, space4)
{
float4 g_SrcAlpha_DestAlpha : packoffset(c150);
};
cbuffer SharedConstants : register(b2, space4)
{
uint s0_Texture2DDescriptorIndex : packoffset(c0.x);
uint s0_SamplerDescriptorIndex : packoffset(c12.x);
DEFINE_SHARED_CONSTANTS();
};
#endif
float4 main(
in float4 iPos : SV_Position,
in float4 iTexCoord0 : TEXCOORD0) : SV_Target0
{
Texture2D<float4> texture = g_Texture2DDescriptorHeap[s0_Texture2DDescriptorIndex];
SamplerState samplerState = g_SamplerDescriptorHeap[s0_SamplerDescriptorIndex];
float4 color = texture.Sample(samplerState, iTexCoord0.xy);
if (any(or(iTexCoord0.xy < 0.0, iTexCoord0.xy > 1.0)))
color = float4(0.0, 0.0, 0.0, 1.0);
color.rgb *= color.a * g_SrcAlpha_DestAlpha.x;
color.a = g_SrcAlpha_DestAlpha.y + (1.0 - color.a) * g_SrcAlpha_DestAlpha.x;
return color;
}
@@ -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));
}
@@ -38,7 +38,7 @@ cbuffer SharedConstants : register(b2, space4)
#endif
float4 main(in float4 position : SV_Position, in float2 texCoord : TEXCOORD0) : SV_Target
float4 main(in float4 position : SV_Position, in float4 texCoord : TEXCOORD0) : SV_Target
{
Texture2D<float4> sampColor = g_Texture2DDescriptorHeap[sampColor_Texture2DDescriptorIndex];
Texture2D<float4> sampVelocityMap = g_Texture2DDescriptorHeap[sampVelocityMap_Texture2DDescriptorIndex];
@@ -48,19 +48,19 @@ float4 main(in float4 position : SV_Position, in float2 texCoord : TEXCOORD0) :
SamplerState sampVelocityMap_s = g_SamplerDescriptorHeap[sampVelocityMap_SamplerDescriptorIndex];
SamplerState sampZBuffer_s = g_SamplerDescriptorHeap[sampZBuffer_SamplerDescriptorIndex];
float depth = sampZBuffer.SampleLevel(sampZBuffer_s, texCoord, 0).x;
float4 velocityMap = sampVelocityMap.SampleLevel(sampVelocityMap_s, texCoord, 0);
float depth = sampZBuffer.SampleLevel(sampZBuffer_s, texCoord.xy, 0).x;
float4 velocityMap = sampVelocityMap.SampleLevel(sampVelocityMap_s, texCoord.xy, 0);
float2 velocity = (velocityMap.xz + velocityMap.yw / 255.0) * 2.0 - 1.0;
int sampleCount = min(64, round(length(velocity * g_ViewportSize.xy)));
float2 sampleOffset = velocity / (float) sampleCount;
float3 color = sampColor.SampleLevel(sampColor_s, texCoord, 0).rgb;
float3 color = sampColor.SampleLevel(sampColor_s, texCoord.xy, 0).rgb;
int count = 1;
for (int i = 1; i <= sampleCount; i++)
{
float2 sampleCoord = texCoord + sampleOffset * i;
float2 sampleCoord = texCoord.xy + sampleOffset * i;
float3 sampleColor = sampColor.SampleLevel(sampColor_s, sampleCoord, 0).rgb;
float sampleDepth = sampZBuffer.SampleLevel(sampZBuffer_s, sampleCoord, 0).x;
@@ -6,10 +6,13 @@ struct PushConstants
{
float2 BoundsMin;
float2 BoundsMax;
uint GradientTop;
uint GradientBottom;
uint GradientTopLeft;
uint GradientTopRight;
uint GradientBottomRight;
uint GradientBottomLeft;
uint ShaderModifier;
uint Texture2DDescriptorIndex;
float2 DisplaySize;
float2 InverseDisplaySize;
float2 Origin;
float2 Scale;
+120 -47
View File
@@ -60,17 +60,17 @@ float4 SampleLinear(float2 uvTexspace)
}
float4 PixelAntialiasing(float2 uvTexspace)
{
{
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 * 960.0;
float2 seam = floor(uvTexspace + 0.5);
uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam;
uvTexspace = clamp(uvTexspace, seam - 0.5, seam + 0.5);
if ((g_PushConstants.InverseDisplaySize.y / g_PushConstants.InverseDisplaySize.x) >= (4.0 / 3.0))
uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0f;
else
uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0f;
return SampleLinear(uvTexspace);
return SampleLinear(uvTexspace - 0.5);
}
float median(float r, float g, float b)
@@ -78,67 +78,118 @@ 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;
color *= PixelAntialiasing(interpolators.Position.xy - (g_PushConstants.ProceduralOrigin + 0.5));
color *= PixelAntialiasing(interpolators.Position.xy - g_PushConstants.ProceduralOrigin);
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;
@@ -146,7 +197,29 @@ float4 main(in Interpolators interpolators) : SV_Target
else if (any(g_PushConstants.BoundsMin != g_PushConstants.BoundsMax))
{
float2 factor = saturate((interpolators.Position.xy - g_PushConstants.BoundsMin) / (g_PushConstants.BoundsMax - g_PushConstants.BoundsMin));
color *= lerp(DecodeColor(g_PushConstants.GradientTop), DecodeColor(g_PushConstants.GradientBottom), smoothstep(0.0, 1.0, factor.y));
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL)
{
float bevelSize = 0.9;
float shadow = saturate((factor.x - bevelSize) / (1.0 - bevelSize));
shadow = max(shadow, saturate((factor.y - bevelSize) / (1.0 - bevelSize)));
float rim = saturate((1.0 - factor.x - bevelSize) / (1.0 - bevelSize));
rim = max(rim, saturate((1.0 - factor.y - bevelSize) / (1.0 - bevelSize)));
float3 rimColor = float3(1, 0.8, 0.29);
float3 shadowColor = float3(0.84, 0.57, 0);
color.rgb = lerp(color.rgb, rimColor, smoothstep(0.0, 1.0, rim));
color.rgb = lerp(color.rgb, shadowColor, smoothstep(0.0, 1.0, shadow));
}
else
{
float4 top = lerp(DecodeColor(g_PushConstants.GradientTopLeft), DecodeColor(g_PushConstants.GradientTopRight), smoothstep(0.0, 1.0, factor.x));
float4 bottom = lerp(DecodeColor(g_PushConstants.GradientBottomLeft), DecodeColor(g_PushConstants.GradientBottomRight), smoothstep(0.0, 1.0, factor.x));
color *= lerp(top, bottom, smoothstep(0.0, 1.0, factor.y));
}
}
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_GRAYSCALE)
+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
+4 -2
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"
@@ -18,7 +18,7 @@ struct Video
static inline uint32_t s_viewportWidth;
static inline uint32_t s_viewportHeight;
static void CreateHostDevice(const char *sdlVideoDriver);
static bool CreateHostDevice(const char *sdlVideoDriver);
static void WaitOnSwapChain();
static void Present();
static void StartPipelinePrecompilation();
@@ -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
+39 -15
View File
@@ -68,7 +68,7 @@ public:
bool CanPoll()
{
return controller && (GameWindow::s_isFocused || Config::AllowBackgroundInput);
return controller;
}
void PollAxis()
@@ -127,6 +127,11 @@ public:
SDL_GameControllerRumble(controller, vibration.wLeftMotorSpeed * 256, vibration.wRightMotorSpeed * 256, VIBRATION_TIMEOUT_MS);
}
void SetLED(const uint8_t r, const uint8_t g, const uint8_t b) const
{
SDL_GameControllerSetLED(controller, r, g, b);
}
};
std::array<Controller, 4> g_controllers;
@@ -182,6 +187,15 @@ static void SetControllerInputDevice(Controller* controller)
}
}
static void SetControllerTimeOfDayLED(Controller& controller, bool isNight)
{
auto r = isNight ? 22 : 0;
auto g = isNight ? 0 : 37;
auto b = isNight ? 101 : 184;
controller.SetLED(r, g, b);
}
int HID_OnSDLEvent(void*, SDL_Event* event)
{
switch (event->type)
@@ -191,7 +205,13 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
const auto freeIndex = FindFreeController();
if (freeIndex != -1)
g_controllers[freeIndex] = Controller(event->cdevice.which);
{
auto controller = Controller(event->cdevice.which);
g_controllers[freeIndex] = controller;
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
}
break;
}
@@ -219,12 +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();
@@ -241,8 +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:
{
@@ -258,17 +288,8 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
case SDL_USER_EVILSONIC:
{
auto* controller = FindController(event->cdevice.which);
if (!controller)
break;
auto isNight = event->user.code;
auto r = isNight ? 22 : 0;
auto g = isNight ? 0 : 37;
auto b = isNight ? 101 : 184;
SDL_GameControllerSetLED(controller->controller, r, g, b);
for (auto& controller : g_controllers)
SetControllerTimeOfDayLED(controller, event->user.code);
break;
}
@@ -279,12 +300,15 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
void hid::Init()
{
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS3, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_WII, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_XINPUT_ENABLED, "1");
SDL_InitSubSystem(SDL_INIT_EVENTS);
+12 -1
View File
@@ -1,14 +1,25 @@
#include "hid.h"
#include <ui/game_window.h>
#include <user/config.h>
hid::EInputDevice hid::g_inputDevice;
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()
{
return GameWindow::s_isFocused || Config::AllowBackgroundInput;
}
bool hid::IsInputDeviceController()
+4 -1
View File
@@ -33,14 +33,17 @@ namespace hid
extern EInputDeviceExplicit g_inputDeviceExplicit;
extern uint16_t g_prohibitedButtons;
extern bool g_isLeftStickProhibited;
extern bool g_isRightStickProhibited;
void Init();
void SetProhibitedButtons(uint16_t wButtons);
uint32_t GetState(uint32_t dwUserIndex, XAMINPUT_STATE* pState);
uint32_t SetState(uint32_t dwUserIndex, XAMINPUT_VIBRATION* pVibration);
uint32_t GetCapabilities(uint32_t dwUserIndex, XAMINPUT_CAPABILITIES* pCaps);
void SetProhibitedInputs(uint16_t wButtons = 0, bool leftStick = false, bool rightStick = false);
bool IsInputAllowed();
bool IsInputDeviceController();
std::string GetInputDeviceName();
}
+2 -1
View File
@@ -5321,6 +5321,7 @@ const uint64_t GameHashes[] = {
10073206724900292034ULL,
13849076872517480735ULL,
18429668117940514005ULL,
14872142036681345494ULL,
7440489770734063325ULL,
1423900708842059394ULL,
7094898889553293067ULL,
@@ -8340,7 +8341,7 @@ const std::pair<const char *, uint32_t> GameFiles[] = {
{ "Town_SouthEastAsia_Night.arl", 2 },
{ "WorldMap.ar.00", 2 },
{ "WorldMap.arl", 2 },
{ "default.xex", 3 },
{ "default.xex", 4 },
{ "movie/CHN.sfd", 1 },
{ "movie/HedgehogEngine_logo.sfd", 1 },
{ "movie/Inspire/ex00_movie.sfd", 1 },
+2 -1
View File
@@ -10,6 +10,7 @@ const uint64_t UpdateHashes[] = {
6914273463875662709ULL,
15542186142639918255ULL,
17773094197787397017ULL,
4145621795357905881ULL,
5694064368761413534ULL,
10660633045276223515ULL,
6259845327508088719ULL,
@@ -48,7 +49,7 @@ const uint64_t UpdateHashes[] = {
};
const std::pair<const char *, uint32_t> UpdateFiles[] = {
{ "default.xexp", 3 },
{ "default.xexp", 4 },
{ "work/ActD_MykonosAct1/Base.set.xml", 1 },
{ "work/ActD_NY/Mission_NYCity_S20_10.set.xml", 1 },
{ "work/ActD_SubEU_01/Set2.set.xml", 1 },
+38 -7
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;
}
@@ -201,7 +207,17 @@ static DLC detectDLC(const std::filesystem::path &sourcePath, VirtualFileSystem
bool Installer::checkGameInstall(const std::filesystem::path &baseDirectory, std::filesystem::path &modulePath)
{
modulePath = baseDirectory / PatchedDirectory / GameExecutableFile;
return std::filesystem::exists(modulePath);
if (!std::filesystem::exists(modulePath))
return false;
if (!std::filesystem::exists(baseDirectory / UpdateDirectory / UpdateExecutablePatchFile))
return false;
if (!std::filesystem::exists(baseDirectory / GameDirectory / GameExecutableFile))
return false;
return true;
}
bool Installer::checkDLCInstall(const std::filesystem::path &baseDirectory, DLC dlc)
@@ -256,7 +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))
@@ -419,7 +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.
@@ -487,7 +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;
}
@@ -567,5 +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;
};
+172
View File
@@ -0,0 +1,172 @@
#include "update_checker.h"
#include <curl/curl.h>
#include <nlohmann/json.hpp>
#include "version.h"
#ifdef WIN32
#include <shellapi.h>
#endif
#include <os/logger.h>
// UpdateChecker
using json = nlohmann::json;
static const char *CHECK_URL = "https://api.github.com/repos/hedge-dev/UnleashedRecomp/releases/latest";
static const char *VISIT_URL = "https://github.com/hedge-dev/UnleashedRecomp/releases/latest";
static const char *USER_AGENT = "UnleashedRecomp-Agent";
static std::atomic<bool> g_updateCheckerInProgress = false;
static std::atomic<bool> g_updateCheckerFinished = false;
static UpdateChecker::Result g_updateCheckerResult = UpdateChecker::Result::NotStarted;
size_t updateCheckerWriteCallback(void *contents, size_t size, size_t nmemb, std::string *output)
{
size_t totalSize = size * nmemb;
output->append((char *)contents, totalSize);
return totalSize;
}
static bool parseVersion(const std::string &versionStr, int &major, int &minor, int &revision)
{
size_t start = 0;
if (versionStr[0] == 'v')
{
start = 1;
}
size_t firstDot = versionStr.find('.', start);
size_t secondDot = versionStr.find('.', firstDot + 1);
if (firstDot == std::string::npos || secondDot == std::string::npos)
{
return false;
}
try
{
major = std::stoi(versionStr.substr(start, firstDot - start));
minor = std::stoi(versionStr.substr(firstDot + 1, secondDot - firstDot - 1));
revision = std::stoi(versionStr.substr(secondDot + 1));
}
catch (const std::exception &e)
{
LOGF_ERROR("Error while parsing version: {}.", e.what());
return false;
}
return true;
}
void updateCheckerThread()
{
CURL *curl = curl_easy_init();
CURLcode res;
int major, minor, revision;
std::string response;
curl_easy_setopt(curl, CURLOPT_URL, CHECK_URL);
curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, updateCheckerWriteCallback);
curl_easy_setopt(curl, CURLOPT_WRITEDATA, &response);
curl_easy_setopt(curl, CURLOPT_FOLLOWLOCATION, 1L);
curl_easy_setopt(curl, CURLOPT_USERAGENT, USER_AGENT);
res = curl_easy_perform(curl);
if (res == CURLE_OK)
{
try
{
json root = json::parse(response);
auto tag_name_element = root.find("tag_name");
if (tag_name_element != root.end() && tag_name_element->is_string())
{
if (parseVersion(*tag_name_element, major, minor, revision))
{
if ((g_versionMajor < major) || (g_versionMajor == major && g_versionMinor < minor) || (g_versionMajor == major && g_versionMinor == minor && g_versionRevision < revision))
{
g_updateCheckerResult = UpdateChecker::Result::UpdateAvailable;
}
else
{
g_updateCheckerResult = UpdateChecker::Result::AlreadyUpToDate;
}
}
else
{
LOG_ERROR("Error while parsing response: tag_name does not contain a valid version string.");
g_updateCheckerResult = UpdateChecker::Result::Failed;
}
}
else
{
LOG_ERROR("Error while parsing response: tag_name not found or not the right type.");
g_updateCheckerResult = UpdateChecker::Result::Failed;
}
}
catch (const json::exception &e)
{
LOGF_ERROR("Error while parsing response: {}", e.what());
g_updateCheckerResult = UpdateChecker::Result::Failed;
}
}
else
{
LOGF_ERROR("Error while performing request: {}", curl_easy_strerror(res));
g_updateCheckerResult = UpdateChecker::Result::Failed;
}
curl_easy_cleanup(curl);
g_updateCheckerFinished = true;
g_updateCheckerInProgress = false;
}
void UpdateChecker::initialize()
{
curl_global_init(CURL_GLOBAL_DEFAULT);
}
bool UpdateChecker::start()
{
if (g_updateCheckerInProgress)
{
return false;
}
g_updateCheckerInProgress = true;
g_updateCheckerFinished = false;
std::thread thread(&updateCheckerThread);
thread.detach();
return true;
}
UpdateChecker::Result UpdateChecker::check()
{
if (g_updateCheckerFinished)
{
return g_updateCheckerResult;
}
else if (g_updateCheckerInProgress)
{
return UpdateChecker::Result::InProgress;
}
else
{
return UpdateChecker::Result::NotStarted;
}
}
void UpdateChecker::visitWebsite()
{
#if defined(WIN32)
ShellExecuteA(0, 0, VISIT_URL, 0, 0, SW_SHOW);
#elif defined(__linux__)
std::string command = "xdg-open " + std::string(VISIT_URL) + " &";
std::system(command.c_str());
#else
static_assert(false, "Visit website not implemented for this platform.");
#endif
}
+18
View File
@@ -0,0 +1,18 @@
#pragma once
struct UpdateChecker
{
enum class Result
{
NotStarted,
InProgress,
AlreadyUpToDate,
UpdateAvailable,
Failed
};
static void initialize();
static bool start();
static Result check();
static void visitWebsite();
};
@@ -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
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@@ -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;
+44 -22
View File
@@ -405,57 +405,79 @@ uint32_t XamInputGetState(uint32_t userIndex, uint32_t flags, XAMINPUT_STATE* st
{
memset(state, 0, sizeof(*state));
uint32_t result = hid::GetState(userIndex, state);
if (hid::IsInputAllowed())
hid::GetState(userIndex, state);
if (GameWindow::s_isFocused)
auto keyboardState = SDL_GetKeyboardState(NULL);
if (GameWindow::s_isFocused && !keyboardState[SDL_SCANCODE_LALT])
{
auto keyboardState = SDL_GetKeyboardState(NULL);
if (keyboardState[SDL_SCANCODE_UP])
if (keyboardState[Config::Key_LeftStickUp])
state->Gamepad.sThumbLY = 32767;
if (keyboardState[SDL_SCANCODE_DOWN])
if (keyboardState[Config::Key_LeftStickDown])
state->Gamepad.sThumbLY = -32768;
if (keyboardState[SDL_SCANCODE_LEFT])
if (keyboardState[Config::Key_LeftStickLeft])
state->Gamepad.sThumbLX = -32768;
if (keyboardState[SDL_SCANCODE_RIGHT])
if (keyboardState[Config::Key_LeftStickRight])
state->Gamepad.sThumbLX = 32767;
if (keyboardState[SDL_SCANCODE_1])
if (keyboardState[Config::Key_RightStickUp])
state->Gamepad.sThumbRY = 32767;
if (keyboardState[Config::Key_RightStickDown])
state->Gamepad.sThumbRY = -32768;
if (keyboardState[Config::Key_RightStickLeft])
state->Gamepad.sThumbRX = -32768;
if (keyboardState[Config::Key_RightStickRight])
state->Gamepad.sThumbRX = 32767;
if (keyboardState[Config::Key_LeftTrigger])
state->Gamepad.bLeftTrigger = 0xFF;
if (keyboardState[SDL_SCANCODE_3])
if (keyboardState[Config::Key_RightTrigger])
state->Gamepad.bRightTrigger = 0xFF;
if (keyboardState[SDL_SCANCODE_I])
if (keyboardState[Config::Key_DPadUp])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_UP;
if (keyboardState[SDL_SCANCODE_K])
if (keyboardState[Config::Key_DPadDown])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_DOWN;
if (keyboardState[SDL_SCANCODE_J])
if (keyboardState[Config::Key_DPadLeft])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_LEFT;
if (keyboardState[SDL_SCANCODE_L])
if (keyboardState[Config::Key_DPadRight])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_RIGHT;
if (keyboardState[SDL_SCANCODE_RETURN] && !keyboardState[SDL_SCANCODE_LALT])
if (keyboardState[Config::Key_Start])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_START;
if (keyboardState[SDL_SCANCODE_BACKSPACE])
if (keyboardState[Config::Key_Back])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_BACK;
if (keyboardState[SDL_SCANCODE_Q])
if (keyboardState[Config::Key_LeftBumper])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_LEFT_SHOULDER;
if (keyboardState[SDL_SCANCODE_E])
if (keyboardState[Config::Key_RightBumper])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_RIGHT_SHOULDER;
if (keyboardState[SDL_SCANCODE_S])
if (keyboardState[Config::Key_A])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_A;
if (keyboardState[SDL_SCANCODE_D])
if (keyboardState[Config::Key_B])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_B;
if (keyboardState[SDL_SCANCODE_A])
if (keyboardState[Config::Key_X])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_X;
if (keyboardState[SDL_SCANCODE_W])
if (keyboardState[Config::Key_Y])
state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_Y;
}
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
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@@ -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 =
{
"'"
};
File diff suppressed because it is too large Load Diff
+505 -112
View File
@@ -16,344 +16,691 @@
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" }
}
},
{
"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 Unleashed Recompiled!\n\nYou'll need an Xbox 360 copy\nof Sonic Unleashed in order to proceed with the installation." },
{ ELanguage::Italian, "Benvenuto a Unleashed 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 files for the game and its title update. You can use digital dumps or an extracted folder containing the unmodified files." }
{ 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 files for the DLC. You can use digital dumps or an extracted folder containing the unmodified files." }
{ 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. Please confirm 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 échoué.\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 ?" }
}
},
{
// Notes: message appears when the SYS-DATA is corrupted (mismatching file size).
// Notes: message appears when SYS-DATA is corrupted (mismatching file size) 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.
// 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::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::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::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::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." }
}
},
{
"System_Win32_MissingDLLs",
{
{ ELanguage::English, "The module \"%s\" could not be found.\n\nPlease make sure that:\n\n- You extracted this copy of Unleashed Recompiled fully and not just the *.exe file.\n- You are not running Unleashed Recompiled from a *.zip file." },
{ ELanguage::Japanese, "モジュール\"%s\"が見つかりませんでした\n\n次の点を確認してください:\n\n※Unleashed Recompiledの*.exeファイルだけを抽出していなく、 コピーを完全に抽出してること\n※Unleashed Recompiledを*.zipファイルから実行していないこと" },
{ ELanguage::German, "Das Modul \"%s\" konnte nicht gefunden werden.\n\nBitte stelle sicher, dass:\n\n- Diese Kopie von Unleashed Recompiled vollständig entpackt wurde und nicht nur die *.exe-Datei.\n- Unleashed Recompiled nicht direkt aus einer *.zip-Datei ausgeführt wird." },
{ ELanguage::French, "Le module \"%s\" n'a pas pu être trouvé.\n\nVeuillez vous assurer que :\n\n- Vous avez extrait Unleashed Recompiled dans son entièreté et pas seulement le fichier *.exe.\n- Vous n'exécutez pas Unleashed Recompiled à partir d'un fichier *.zip." },
{ ELanguage::Spanish, "No se pudo encontrar el módulo \"%s\".\n\nAsegúrese de que:\n\n- Ha extraido esta copia de Unleashed Recompiled por completo y no solo el archivo *.exe.\n- No está ejecutando Unleashed Recompiled desde un archivo *.zip." },
{ ELanguage::Italian, "Impossibile trovare il modulo \"%s\".\n\nAssicurati che:\n\n- Hai estratto questa copia di Unleashed Recompiled correttamente e non solo il file *.exe.\n- Non stai eseguendo Unleashed Recompiled da un file *.zip." }
}
},
{
@@ -381,70 +728,116 @@ 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);
+107 -25
View File
@@ -1,4 +1,5 @@
#include <stdafx.h>
#include <cpuid.h>
#include <cpu/guest_thread.h>
#include <gpu/video.h>
#include <kernel/function.h>
@@ -10,15 +11,32 @@
#include <xex.h>
#include <apu/audio.h>
#include <hid/hid.h>
#include <user/achievement_data.h>
#include <user/config.h>
#include <user/paths.h>
#include <user/registry.h>
#include <kernel/xdbf.h>
#include <install/installer.h>
#include <install/update_checker.h>
#include <os/logger.h>
#include <os/process.h>
#include <os/registry.h>
#include <ui/game_window.h>
#include <ui/installer_wizard.h>
#include <mod/mod_loader.h>
#ifdef _WIN32
#include <timeapi.h>
#endif
#if defined(_WIN32) && defined(UNLEASHED_RECOMP_D3D12)
static std::array<std::string_view, 3> g_D3D12RequiredModules =
{
"D3D12/D3D12Core.dll",
"dxcompiler.dll",
"dxil.dll"
};
#endif
const size_t XMAIOBegin = 0x7FEA0000;
const size_t XMAIOEnd = XMAIOBegin + 0x0000FFFF;
@@ -98,33 +116,33 @@ 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
@@ -132,19 +150,47 @@ 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;
}
__attribute__((constructor(101), target("no-avx,no-avx2"), noinline))
void init()
{
#ifdef __x86_64__
uint32_t eax, ebx, ecx, edx;
// Execute CPUID for processor info and feature bits.
__get_cpuid(1, &eax, &ebx, &ecx, &edx);
// Check for AVX support.
if ((ecx & (1 << 28)) == 0)
{
printf("[*] CPU does not support the AVX instruction set.\n");
#ifdef _WIN32
MessageBoxA(nullptr, "Your CPU does not meet the minimum system requirements.", "Unleashed Recompiled", MB_ICONERROR);
#endif
std::_Exit(1);
}
#endif
}
int main(int argc, char *argv[])
{
#ifdef _WIN32
timeBeginPeriod(1);
#endif
os::process::CheckConsole();
if (!os::registry::Init())
LOGN_WARNING("OS does not support registry.");
os::logger::Init();
bool forceInstaller = false;
@@ -167,6 +213,34 @@ int main(int argc, char *argv[])
Config::Load();
#if defined(_WIN32) && defined(UNLEASHED_RECOMP_D3D12)
for (auto& dll : g_D3D12RequiredModules)
{
if (!std::filesystem::exists(g_executableRoot / dll))
{
char text[512];
snprintf(text, sizeof(text), Localise("System_Win32_MissingDLLs").c_str(), dll.data());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, GameWindow::GetTitle(), text, GameWindow::s_pWindow);
std::_Exit(1);
}
}
#endif
// Check the time since the last time an update was checked. Store the new time if the difference is more than six hours.
constexpr double TimeBetweenUpdateChecksInSeconds = 6 * 60 * 60;
time_t timeNow = std::time(nullptr);
double timeDifferenceSeconds = difftime(timeNow, Config::LastChecked);
if (timeDifferenceSeconds > TimeBetweenUpdateChecksInSeconds)
{
UpdateChecker::initialize();
UpdateChecker::start();
Config::LastChecked = timeNow;
Config::Save();
}
if (Config::ShowConsole)
os::process::ShowConsole();
HostStartup();
std::filesystem::path modulePath;
@@ -174,24 +248,32 @@ int main(int argc, char *argv[])
bool runInstallerWizard = forceInstaller || forceDLCInstaller || !isGameInstalled;
if (runInstallerWizard)
{
Video::CreateHostDevice(sdlVideoDriver);
if (!Video::CreateHostDevice(sdlVideoDriver))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, GameWindow::GetTitle(), Localise("Video_BackendError").c_str(), GameWindow::s_pWindow);
std::_Exit(1);
}
if (!InstallerWizard::Run(GAME_INSTALL_DIRECTORY, isGameInstalled && forceDLCInstaller))
{
return 1;
std::_Exit(0);
}
}
ModLoader::Init();
AchievementData::Load();
KiSystemStartup();
uint32_t entry = LdrLoadModule(modulePath);
if (!runInstallerWizard)
Video::CreateHostDevice(sdlVideoDriver);
{
if (!Video::CreateHostDevice(sdlVideoDriver))
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, GameWindow::GetTitle(), Localise("Video_BackendError").c_str(), GameWindow::s_pWindow);
std::_Exit(1);
}
}
Video::StartPipelinePrecompilation();
+129 -25
View File
@@ -5,7 +5,10 @@
#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>
enum class ModType
@@ -90,7 +93,7 @@ std::vector<std::filesystem::path>* ModLoader::GetIncludeDirectories(size_t modI
void ModLoader::Init()
{
std::filesystem::path userPath = GetUserPath();
const std::filesystem::path& userPath = GetUserPath();
IniFile configIni;
if (!configIni.read(userPath / "cpkredir.ini"))
@@ -110,7 +113,15 @@ void ModLoader::Init()
if (!saveFilePathU8.empty())
ModLoader::s_saveFilePath = std::u8string_view((const char8_t*)saveFilePathU8.c_str());
else
ModLoader::s_saveFilePath = userPath / "mlsave/SYS-DATA";
ModLoader::s_saveFilePath = userPath / "mlsave";
ModLoader::s_saveFilePath /= "SYS-DATA";
}
if (configIni.getString("CPKREDIR", "LogType", std::string()) == "console")
{
os::process::ShowConsole();
s_isLogTypeConsole = true;
}
std::string modsDbIniFilePathU8 = configIni.getString("CPKREDIR", "ModsDbIni", "");
@@ -187,15 +198,56 @@ void ModLoader::Init()
modSaveFilePathU8 = modIni.getString("Main", "SaveFile", std::string());
}
if (!mod.includeDirs.empty())
g_mods.emplace_back(std::move(mod));
if (!modSaveFilePathU8.empty())
{
std::replace(modSaveFilePathU8.begin(), modSaveFilePathU8.end(), '\\', '/');
ModLoader::s_saveFilePath = modDirectoryPath / std::u8string_view((const char8_t*)modSaveFilePathU8.c_str());
// Save file paths in HMM mods are treated as folders.
if (mod.type == ModType::HMM)
ModLoader::s_saveFilePath /= "SYS-DATA";
foundModSaveFilePath = true;
}
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;
}
}
}
}
}
@@ -326,6 +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));
@@ -507,14 +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);
}
@@ -529,25 +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
@@ -561,6 +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);
@@ -29,6 +29,11 @@ std::filesystem::path os::process::GetWorkingDirectory()
}
}
bool os::process::SetWorkingDirectory(const std::filesystem::path& path)
{
return chdir(path.c_str()) == 0;
}
bool os::process::StartProcess(const std::filesystem::path& path, const std::vector<std::string>& args, std::filesystem::path work)
{
pid_t pid = fork();
@@ -55,3 +60,14 @@ bool os::process::StartProcess(const std::filesystem::path& path, const std::vec
return true;
}
void os::process::CheckConsole()
{
// Always visible on Linux.
g_consoleVisible = true;
}
void os::process::ShowConsole()
{
// Unnecessary on Linux.
}
@@ -0,0 +1,21 @@
#include <os/registry.h>
// TODO: Implement
inline bool os::registry::Init()
{
return false;
}
// TODO: read from file?
template<typename T>
bool os::registry::ReadValue(const std::string_view& name, T& data)
{
return false;
}
// TODO: write to file?
template<typename T>
bool os::registry::WriteValue(const std::string_view& name, const T& data)
{
return false;
}
+5
View File
@@ -2,7 +2,12 @@
namespace os::process
{
inline bool g_consoleVisible;
std::filesystem::path GetExecutablePath();
std::filesystem::path GetWorkingDirectory();
bool SetWorkingDirectory(const std::filesystem::path& path);
bool StartProcess(const std::filesystem::path& path, const std::vector<std::string>& args, std::filesystem::path work = {});
void CheckConsole();
void ShowConsole();
}
+18
View File
@@ -0,0 +1,18 @@
#pragma once
namespace os::registry
{
bool Init();
template<typename T>
bool ReadValue(const std::string_view& name, T& data);
template<typename T>
bool WriteValue(const std::string_view& name, const T& data);
}
#if _WIN32
#include <os/win32/registry_win32.inl>
#elif defined(__linux__)
#include <os/linux/registry_linux.inl>
#endif
+5 -1
View File
@@ -1,9 +1,10 @@
#include <os/logger.h>
#include <os/process.h>
#define FOREGROUND_WHITE (FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE)
#define FOREGROUND_YELLOW (FOREGROUND_RED | FOREGROUND_GREEN)
HANDLE g_hStandardOutput;
static HANDLE g_hStandardOutput;
void os::logger::Init()
{
@@ -12,6 +13,9 @@ void os::logger::Init()
void os::logger::Log(const std::string_view str, ELogType type, const char* func)
{
if (!os::process::g_consoleVisible)
return;
switch (type)
{
case ELogType::Utility:

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