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286 commits

Author SHA1 Message Date
Hyper
e4c43ae3b1
Make Bug Report issue template use separate required fields for specs (#1539)
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2025-04-12 14:38:04 +01:00
Pollot
abd71bb3e2
Add a guide for dumping the game using a USB storage device (#1471)
* Update README dumping requirements and instructions
Include the option of using a USB storage device for dumping game files in the README.

* Add note to hard drive dumping instructions
Clarify that the instructions for dumping game files directly from the Xbox 360 hard drive differ from those for using a USB storage device by adding a note to the hard drive dumping guide.

* Add dumping guide for USB storage devices
Add a comprehensive guide for dumping the game using a USB storage device instead of a Hard Drive Transfer Cable.

* Apply suggestions from the review

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

* Implement additional suggestions from the review
- Rename the file to ```DUMPING-USB-en.md```.
- Add Xbox 360 E to the note about incompatible consoles.
- Move the note under the Pre-requisites section.

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-04-12 14:27:17 +01:00
Skyth (Asilkan)
325e4d34a0
Fix profiler crashing in the installer. (#1507)
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2025-04-04 00:17:00 +03:00
Skyth (Asilkan)
1555b97b8a
Fix half pixel getting applied twice to reverse Z vertex shaders. (#1506) 2025-04-03 23:12:24 +03:00
Skyth (Asilkan)
5fca044662
Update version to v1.0.3. (#1492) 2025-04-03 21:55:21 +03:00
ĐeäTh
30aa528f84
Fix line splitting issues from localization changes (#1503)
* fix wrongly split lines from localization changes

* skip 0x200B line split guidance like new line if line starts with it
2025-04-03 20:49:40 +03:00
Skyth (Asilkan)
ff5aae2595
Fix persistent save data getting loaded before mods. (#1505) 2025-04-03 18:14:29 +03:00
Skyth (Asilkan)
21be4e17fb
Try creating the D3D12 device again if redirection to Vulkan fails. (#1504)
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2025-04-03 16:02:30 +03:00
Skyth (Asilkan)
8370312454
Redirect Intel GPUs to Vulkan on auto graphics API mode. (#1491)
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2025-03-30 19:06:03 +03:00
Skyth (Asilkan)
f7c823eeaf
Fix staffroll text getting cropped at narrow aspect ratios. (#1489) 2025-03-30 18:42:37 +03:00
squidbus
f5f92d0761
Prevent rendering ownership change between command lists. (#1486) 2025-03-30 15:53:11 +03:00
Skyth (Asilkan)
49d3b675ed
Implement a mechanism to survive from GPU driver crashes on Windows. (#1480)
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2025-03-30 04:36:55 +03:00
Al. Lopez
b282cbc4a2
Steam Virtual Gamepad support / Steam Input sharing Device Info with SDL (#1086)
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* Experimenting Button Label

Experimenting a way to add a hint for Button Labels. It should attempt to fix the Nintendo Layout issue when using a Nintendo Switch controller

* Create c-cpp.yml

* Create cmake-multi-platform.yml

* Create apply-patch.yml

* removing the workflows

* added experimental Steam Virtual Gamepad support

* restoring notes for Button Labels.

* Initial Gamepad Hotplug Logic improvements

This changes the way how a Controller will be prioritized. By default: it'll always prioritize based on Player 1. It should play nicely with Steam Deck's internal inputs when Steam Input is active

* Lightbar detection when using multiple PlayStation controllers at the same time.

An attempt to remedy the Lightbar activation. While Player 2/3/4 will override the in-game lightbar event upon connection: it'll later revert back to the in-game event.

* Attempt to reduce Input leaking

To avoid "the Controller is leaking" situation, there's now a Gamepad stat management that should reset Controller state based on connected controller.

* Lightbar active fix when gamepad plugged first prior to game launch

Another attempt to fix the lightbar by redoing the controller state mangement. For some reason: the Lightbar gets disabled when a controller is already plugged prior to game launch. It reverts back to normal until the next game event.

* Revert "restoring notes for Button Labels."

This reverts commit ef4e37cb41.

* Reapply "restoring notes for Button Labels."

This reverts commit f3ddd80024.

* Moving all Gamepad Hotplug changes to separate branch

To ensure all Hotplug-related changes don't accidentally get leftover: this commit will revert all the back back to the accidental removal of Button Label's note.

* added SDL's GameController naming convention as Fallback

If EInputDeviceExplicit doesn't recognize a specific Controller Type or Device: it'll fallback to SDL's naming conventions. This helps troubleshooting Controller-related issues when using the debug console.

* Official device naming scheme for EInputDeviceExplicit

Changes some of EInputDeviceExplicit's names to match the device's official name (such as Nintendo Switch Pro Controller, Xbox Wireless Controller, Amazon Luna Controller, etc.)

* spacing formatting fix

* remove "SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS" hint

since #1045 will include it: we're gonna get rid of it on this code section to avoid conflicts.

* moved EInputDevice Unknown class to the top priority

* Replacing EInputDeviceExplicit with SDL_GameControllerName

Based on @hyperbx's suggestions: It'll look for SDL's Controller Name as opposed to EInputDevice's naming scheme.

* remove hid::GetInputDeviceName() from hid.ccp

Now that SDL_GameControllerName handles Controller naming conventions, the hid.ccp portion of GetInputDeviceName is no longer needed.

* Fix indentation

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-03-29 21:38:44 +03:00
Hyper
6a50f9fc1f
Moved API to SWA submodule (#1326)
* Remove API sources

* Add SWA submodule
2025-03-29 21:25:24 +03:00
Skyth (Asilkan)
3d38fc1799
Update XenonRecomp submodule for the setjmp/longjmp fix. (#1458)
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2025-03-28 22:38:23 +03:00
Skyth (Asilkan)
33b557e68b
Check if the 4 GB memory allocation failed. (#1459)
* Check if the 4 GB memory allocation failed.

* Update UnleashedRecomp/locale/locale.cpp

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

* Update locale.cpp

* Add localizations.

* Fix installer not booting with the changes.

* Fix stale reference crash.

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2025-03-28 22:38:07 +03:00
Al. Lopez
acf260af79
Face Button follows Positional Button layout instead of Labels (#1045)
* Experimenting Button Label

Experimenting a way to add a hint for Button Labels. It should attempt to fix the Nintendo Layout issue when using a Nintendo Switch controller

* added description for Button Labels

* slightly reworded the description

* spaced out the initiation hints
2025-03-28 19:13:32 +03:00
Darío
53596b8e5c
Add CLI installation check option. (#1387)
* Add CLI installation check option.

* Show the console for Windows Release builds.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-03-28 19:08:45 +03:00
Hyper
1dd5ba7fcd
Fix DLC info message always being displayed (#1393)
* Fix DLC info message always being displayed

* Use uint32_t for version numbers

* Make AchievementManager follow the same naming convention as PersistentStorageManager

* persistent_data: remove header size field

* Make status success by default or on file not existing
2025-03-28 19:08:13 +03:00
Skyth (Asilkan)
4b4c439709
Update font atlas. (#1473)
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2025-03-25 19:42:12 +03:00
Lorsoen
1562907f18
Minor French translation nitpicks (#1205)
* First iteration

* Typo

* locale.cpp nitpicks

* Forgor

* Corrections + More nitpicking

* au dela -> au delà
2025-03-25 19:32:02 +03:00
Kuid0us
e1f773d65e
Japanese localization: Fix some typos and grammatical errors (#940)
* Japanese localization: Fix some typos and grammatical errors

* Fixed errors described in PR #940 review

* Revert camera movement description in Japanese

* put \u200B
2025-03-25 19:31:52 +03:00
Kuid0us
e0d3a36db9
Changed the game name "Sonic World Adventure" to "Sonic Unleashed" in Japanese installer introduction text (#557)
* Update locale.cpp

Changed Japanese installer introduction text.

* Moved line break location and changed "北米" to US

* Reverting US to 北米 and capitalizing the game name
2025-03-25 19:31:43 +03:00
Skyth (Asilkan)
44b864e527
Fix DX10 cubemap DDS files failing to load correctly. (#1470) 2025-03-25 15:25:03 +03:00
Skyth (Asilkan)
2344a6f10d
Implement hacky fix for some update files not loading. (#1327)
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2025-03-24 22:23:09 +03:00
ĐeäTh
bd589ed641
Reset session persistent shoe upgrade bools when achievements are reset (#1429) 2025-03-24 22:18:24 +03:00
ĐeäTh
d0cc13c2fd
Fix "Disable Boost Filter" code not affecting certain parts of the game. (#1468)
* hook different part of the code to affect Eggmanland too

* Update UnleashedRecomp/patches/misc_patches.cpp

Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>

---------

Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>
2025-03-24 22:15:46 +03:00
Hyper
8ca5f1bf53
Added code to force the alternate game title (#1249) 2025-03-24 21:57:35 +03:00
ĐeäTh
7f9ce5037e
Explicitly set working directory to executable directory on boot (#1430)
* Explicitly set working directory to executable directory on boot

* change to GetModuleFileNameW instead

* switch to pre-existing implementations of getting the executable path

* add argument to use current working directory

* use error code variant of current_path
2025-03-24 21:34:37 +03:00
Hyper
b76a44923d
Prohibit Channel Configuration changes during gameplay (#1432) 2025-03-24 21:26:21 +03:00
Onat Erdem
2322b75e54
Fix Options Menu sliders being frame-dependent at lower framerates (#677)
* Fix slider fastIncrement conditions

* Change options menu sliders' fastIncrement logic to use a persistent holdTime variable, rather than the current frame's deltaTime

* Clamp deltaTime to a max value of 1/15f

* Compile fix

* Spacing fix
2025-03-24 21:19:42 +03:00
Isaac Marovitz
2f43b9a304
Improve .gitignore (#576)
* Improve .gitignore

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

* Correct whoopsie

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

---------

Signed-off-by: Isaac Marovitz <isaacryu@icloud.com>
2025-03-24 21:06:55 +03:00
Skyth (Asilkan)
5b53a49114
Preload the executable on Windows. (#1457) 2025-03-24 21:04:47 +03:00
Hyper
8e0d1f2873
Added MSAA level availability checks (#1446)
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2025-03-24 20:57:50 +03:00
Skyth (Asilkan)
d15bb7a501
GPU Upload Heap & UMA. (#1421)
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* Initial work for GPU upload heap & UMA.

* Finish D3D12 Support.

* Rework the logic for the GPU Upload Heap fallback.

* Only enable UMA on Vulkan on integrated GPUs.

* Fix D3D12 fallback condition.

---------

Co-authored-by: Dario <dariosamo@gmail.com>
2025-03-24 03:07:12 +03:00
ĐeäTh
1c1dc09006
change alignment on shop title/ring count (#1425) 2025-03-23 22:50:19 +03:00
Skyth (Asilkan)
a02f34b028
Fix Cool Edge whale not having reflections. (#1441)
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* Fix Cool Edge whale not having reflections.

* Fix Vulkan validation error.
2025-03-23 18:59:10 +03:00
Skyth (Asilkan)
41fd1761b1
Apply half pixel offset in the vertex shader. (#1391) 2025-03-23 17:25:40 +03:00
Skyth (Asilkan)
7866765ab0
Fix mod include directories with backward slashes not working on Linux. (#1444) 2025-03-23 17:16:54 +03:00
MegAmi
824405b236
Replace Markdown issue template with YAML schema (#1426)
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* Replace Markdown issue template with YML schema

* YAML doesn't like that apparently

* Address requested changes
2025-03-19 01:55:02 +00:00
Hyper
d0368665dd
Update README FAQ (#1319)
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2025-03-11 15:26:14 +00:00
João Moura
cc1018a8fc
Pass release path to upload-artifact step on Windows builds (#1151)
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2025-03-10 15:18:37 +03:00
Skyth (Asilkan)
131427e017
Update version to v1.0.2. (#1149)
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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)
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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)
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2025-03-07 03:31:13 +03:00
Hyper
df5e48f528
Increase FPS slider max to 241 (#1082)
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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)
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- 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)
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"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
302 changed files with 13746 additions and 9000 deletions

124
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name: Bug Report
description: Report a bug, crash, or other type of error in Unleashed Recompiled
type: Bug
body:
- id: validation
type: checkboxes
attributes:
label: Validation
options:
- label: I have checked the [Issues](https://github.com/hedge-dev/UnleashedRecomp/issues) page to see if my problem has already been reported
required: true
- label: I have confirmed that this bug does not occur in the original game running on original Xbox 360 hardware
required: false
- id: dlc-installed
type: checkboxes
attributes:
label: If you have DLC installed, please specify which ones you have.
options:
- label: Apotos & Shamar Adventure Pack
required: false
- label: Chun-nan Adventure Pack
required: false
- label: Empire City & Adabat Adventure Pack
required: false
- label: Holoska Adventure Pack
required: false
- label: Mazuri Adventure Pack
required: false
- label: Spagonia Adventure Pack
required: false
- id: mods-used
type: textarea
validations:
required: false
attributes:
label: If you have mods enabled, please specify which ones you have.
description: Provide a list of your enabled mods in Hedge Mod Manager here. You will not receive support for issues *caused* by mods.
- id: codes-used
type: textarea
validations:
required: false
attributes:
label: If you have codes enabled, please specify which ones you have.
description: Provide a list of your enabled codes in Hedge Mod Manager here.
- id: describe-bug
type: textarea
validations:
required: true
attributes:
label: Describe the Bug
description: A clear and concise description of what the bug is.
- id: repro-steps
type: textarea
validations:
required: true
attributes:
label: Steps to Reproduce
description: Step-by-step instructions on how to reproduce the bug.
placeholder: |
1. Go to '...'
2. etc.
- id: expected-behavior
type: textarea
validations:
required: true
attributes:
label: Expected Behavior
description: A clear and concise description of what you expected to happen.
- id: footage
type: textarea
validations:
required: true
attributes:
label: Footage
description: Attach a screenshot or video of the bug. If possible, please also provide footage of the expected behaviour on original Xbox 360 hardware.
- id: specs-version
type: input
validations:
required: true
attributes:
label: Version
description: The version of Unleashed Recompiled you are running (e.g. **v1.0.0**). This can be found at the bottom right corner of the installer wizard, options menu, or in the application metadata.
- id: specs-cpu
type: input
validations:
required: true
attributes:
label: CPU
description: The name of your CPU (e.g. **Intel Core [...]**, **AMD Ryzen [...]**, etc.).
- id: specs-gpu
type: input
validations:
required: true
attributes:
label: GPU
description: The name of your GPU (e.g. **NVIDIA GeForce [...]**, **AMD Radeon [...]**, **Intel [...]**, etc.).
- id: specs-gpu-driver
type: input
validations:
required: true
attributes:
label: GPU Driver
description: The version of your GPU driver (e.g. **NVIDIA Driver 572.XX**, **AMD Driver 25.X.X**, **Intel Driver 32.X.XXX.XXXX** etc.).
- id: specs-ram
type: input
validations:
required: true
attributes:
label: Memory
description: The amount of system memory you have (e.g. **8 GB**, **16 GB**, etc.).
- id: specs-os
type: input
validations:
required: true
attributes:
label: Operating System
description: The name of the operating system you are running (e.g. **Windows 10**, **Windows 11**, **Linux distro**).
- id: additional-context
type: textarea
validations:
required: false
attributes:
label: Additional Context
description: Provide any other context about the problem here.

1
.github/ISSUE_TEMPLATE/config.yml vendored Normal file
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blank_issues_enabled: true

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@ -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

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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
.github/workflows/validate-external.yml vendored Normal file
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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
.github/workflows/validate-internal.yml vendored Normal file
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@ -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
.github/workflows/validate.yml vendored Normal file
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@ -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

10
.gitignore vendored
View file

@ -397,3 +397,13 @@ FodyWeavers.xsd
# JetBrains Rider
*.sln.iml
# IntelliJ IDEs
.idea/
# macOS metadata
*.DS_Store
# CMake Files
**/cmake-build-debug
**/CMakeCache.txt

12
.gitmodules vendored
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 +55,9 @@
[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
[submodule "UnleashedRecomp/api"]
path = UnleashedRecomp/api
url = https://github.com/hedge-dev/SWA.git

674
COPYING Normal file
View file

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
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493
README.md
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@ -1,13 +1,480 @@
# 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 Storage Device (either an Xbox 360 hard drive or an external USB storage device)
- Xbox 360 Hard Drive Transfer Cable or a compatible SATA to USB adapter (only required for dumping from an Xbox 360 hard drive)
- 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.
- Xbox 360 Hard Drive Dumping Guide
- [English](/docs/DUMPING-en.md)
- Xbox 360 USB Dumping Guide
- [English](/docs/DUMPING-USB-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/).

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 +179,12 @@ 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"
"user/persistent_data.cpp"
"user/persistent_storage_manager.cpp"
)
set(UNLEASHED_RECOMP_MOD_CXX_SOURCES
@ -195,8 +201,6 @@ 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 +209,9 @@ 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"
@ -229,7 +231,9 @@ set(UNLEASHED_RECOMP_CXX_SOURCES
"app.cpp"
"exports.cpp"
"main.cpp"
"misc_impl.cpp"
"misc_impl.cpp"
"preload_executable.cpp"
"sdl_listener.cpp"
"stdafx.cpp"
"version.cpp"
@ -246,25 +250,74 @@ 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)
find_package(directx-headers CONFIG REQUIRED)
find_package(directx12-agility CONFIG REQUIRED)
target_compile_definitions(UnleashedRecomp PRIVATE UNLEASHED_RECOMP_D3D12)
target_compile_definitions(UnleashedRecomp PRIVATE
UNLEASHED_RECOMP_D3D12
D3D12MA_USING_DIRECTX_HEADERS
D3D12MA_OPTIONS16_SUPPORTED
)
endif()
if (CMAKE_SYSTEM_NAME MATCHES "Linux")
@ -272,6 +325,7 @@ 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 +352,14 @@ file(CHMOD ${DIRECTX_DXC_TOOL} PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE)
if (WIN32)
target_link_libraries(UnleashedRecomp PRIVATE
comctl32
ntdll
winmm
comctl32
dwmapi
ntdll
Shcore
Synchronization
winmm
)
endif()
endif()
target_link_libraries(UnleashedRecomp PRIVATE
fmt::fmt
@ -317,6 +373,7 @@ target_link_libraries(UnleashedRecomp PRIVATE
tomlplusplus::tomlplusplus
UnleashedRecompLib
xxHash::xxhash
CURL::libcurl
)
target_include_directories(UnleashedRecomp PRIVATE
@ -360,7 +417,10 @@ function(compile_pixel_shader FILE_PATH)
compile_shader(${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)
@ -373,60 +433,18 @@ 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)
function(generate_aggregate_header INPUT_DIRECTORY OUTPUT_FILE)
get_filename_component(ABS_OUTPUT_FILE "${OUTPUT_FILE}" ABSOLUTE)
file(GLOB_RECURSE HEADER_FILES "${INPUT_DIRECTORY}/*.h")
set(HEADER_CONTENT "#pragma once\n\n")
foreach(HEADER_FILE IN LISTS HEADER_FILES)
get_filename_component(ABS_HEADER_FILE "${HEADER_FILE}" ABSOLUTE)
if (ABS_HEADER_FILE STREQUAL ABS_OUTPUT_FILE)
continue()
endif()
file(RELATIVE_PATH RELATIVE_HEADER_FILE "${INPUT_DIRECTORY}" "${HEADER_FILE}")
string(APPEND HEADER_CONTENT "#include \"${RELATIVE_HEADER_FILE}\"\n")
endforeach()
if (EXISTS "${OUTPUT_FILE}")
file(READ "${OUTPUT_FILE}" EXISTING_CONTENT)
if (EXISTING_CONTENT STREQUAL HEADER_CONTENT)
return()
endif()
endif()
file(WRITE "${OUTPUT_FILE}" "${HEADER_CONTENT}")
endfunction()
generate_aggregate_header(
"${CMAKE_CURRENT_SOURCE_DIR}/api"
"${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 "${RESOURCES_OUTPUT_PATH}/font/im_font_atlas.dds" ARRAY_NAME "g_im_font_atlas_texture" COMPRESSION_TYPE "zstd")
@ -435,8 +453,10 @@ BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${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 +467,23 @@ 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 "${RESOURCES_OUTPUT_PATH}/images/options_menu/thumbnails/effects_volume.dds" ARRAY_NAME "g_effects_volume" COMPRESSION_TYPE "zstd")
@ -463,43 +492,50 @@ BIN2C(TARGET_OBJ UnleashedRecomp SOURCE_FILE "${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")

1
UnleashedRecomp/api Submodule

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Subproject commit f299dd8cf272a0110c91e54e2b6e308a2d897966

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#pragma once
namespace Chao::CSD
{
class CBase {};
}

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#pragma once
#include <SWA.inl>
namespace Chao::CSD
{
class CMotionPattern : CBase {};
}

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#pragma once
#include <SWA.inl>
#include <CSD/Manager/csdmBase.h>
#include <CSD/Manager/csdmResourceBase.h>
#include <CSD/Manager/csdmNodeObserver.h>
#include <CSD/Manager/csdmSubjectBase.h>
#include <Hedgehog/Math/Vector.h>
namespace Chao::CSD
{
struct Node;
class CNode : public CResourceBase<Node>, SubjectBase<CNodeObserver, CNode>, CBase
{
public:
SWA_INSERT_PADDING(0x34);
xpointer<CMotionPattern> m_pMotionPattern;
SWA_INSERT_PADDING(0x18);
~CNode();
void SetText(const char* in_pText);
void SetText(const wchar_t* in_pText);
void GetPosition(Hedgehog::Math::CVector2& out_rResult) const;
void SetPosition(float in_X, float in_Y);
void SetHideFlag(uint32_t in_HideFlag);
void SetRotation(float in_Rotation);
void SetScale(float in_X, float in_Y);
void SetPatternIndex(uint32_t in_PatternIndex);
};
}
#include <CSD/Manager/csdmNode.inl>

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#include "SWA.inl"
namespace Chao::CSD
{
inline CNode::~CNode()
{
SWA_VIRTUAL_FUNCTION(void, 0, this);
}
inline void CNode::SetText(const char* in_pText)
{
GuestToHostFunction<int>(sub_830BF640, this, in_pText);
}
inline void CNode::SetText(const wchar_t* in_pText)
{
GuestToHostFunction<int>(sub_830BF640, this, in_pText);
}
inline void CNode::GetPosition(Hedgehog::Math::CVector2& out_rResult) const
{
GuestToHostFunction<void>(sub_830BF008, &out_rResult, this);
}
inline void CNode::SetPosition(float in_X, float in_Y)
{
GuestToHostFunction<int>(sub_830BF078, this, in_X, in_Y);
}
inline void CNode::SetHideFlag(uint32_t in_HideFlag)
{
GuestToHostFunction<int>(sub_830BF080, this, in_HideFlag);
}
inline void CNode::SetRotation(float in_Rotation)
{
GuestToHostFunction<int>(sub_830BF088, this, in_Rotation);
}
inline void CNode::SetScale(float in_X, float in_Y)
{
GuestToHostFunction<int>(sub_830BF090, this, in_X, in_Y);
}
inline void CNode::SetPatternIndex(uint32_t in_PatternIndex)
{
GuestToHostFunction<int>(sub_830BF300, this, in_PatternIndex);
}
}

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#pragma once
#include "CSD/Manager/csdmObserverBase.h"
namespace Chao::CSD
{
class CNode;
class CNodeObserver : public CObserverBase<CNode> {};
}

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#pragma once
#include "SWA.inl"
namespace Chao::CSD
{
template<typename TObservee>
class CObserverBase
{
public:
struct Vftable
{
be<uint32_t> m_fpDtor;
};
xpointer<Vftable> m_pVftable;
SWA_INSERT_PADDING(0x08);
~CObserverBase();
};
}
#include "CSD/Manager/csdmObserverBase.inl"

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namespace Chao::CSD
{
template<typename TObservee>
inline CObserverBase<TObservee>::~CObserverBase()
{
GuestToHostFunction<void>(m_pVftable->m_fpDtor, this);
}
}

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#pragma once
#include "SWA.inl"
#include "CSD/Manager/csdmBase.h"
#include "CSD/Manager/csdmResourceBase.h"
namespace Chao::CSD
{
struct Project;
class CProject;
class CScene;
class CTexList;
class CProject : public CResourceBase<Project>, CBase
{
public:
SWA_INSERT_PADDING(0x1C);
RCPtr<CTexList> m_rcTexList;
SWA_INSERT_PADDING(0x1C);
RCPtr<CScene> CreateScene(const char* in_pName) const;
RCPtr<CScene> CreateScene(const char* in_pName, const char* in_pMotionName) const;
void DestroyScene(CScene* in_pScene);
void DestroyScene(RCPtr<CScene>& inout_rcScene);
static void DestroyScene(CProject* in_pProject, RCPtr<CScene>& inout_rcScene);
};
}
#include "CSD/Manager/csdmProject.inl"

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#include "kernel/function.h"
namespace Chao::CSD
{
inline RCPtr<CScene> CProject::CreateScene(const char* in_pName) const
{
RCPtr<CScene> rcScene;
GuestToHostFunction<void>(sub_830BEE00, this, rcScene, in_pName, nullptr);
return rcScene;
}
inline RCPtr<CScene> CProject::CreateScene(const char* in_pName, const char* in_pMotionName) const
{
RCPtr<CScene> rcScene;
GuestToHostFunction<void>(sub_830BECE0, this, rcScene, in_pName, in_pMotionName, nullptr);
return rcScene;
}
inline void CProject::DestroyScene(CScene* in_pScene)
{
GuestToHostFunction<void>(sub_830BE298, this, in_pScene);
}
inline void CProject::DestroyScene(RCPtr<CScene>& inout_rcScene)
{
if (!inout_rcScene)
return;
DestroyScene(inout_rcScene.Get());
inout_rcScene = nullptr;
}
inline void CProject::DestroyScene(CProject* in_pProject, RCPtr<CScene>& inout_rcScene)
{
if (in_pProject)
in_pProject->DestroyScene(inout_rcScene);
else
inout_rcScene = nullptr;
}
}

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#pragma once
#include "CSD/Manager/csdmRCPtrAbs.h"
namespace Chao::CSD
{
class RCPtrAbs::RCObject
{
public:
struct Vftable
{
be<uint32_t> m_fpDtor;
be<uint32_t> m_fpDeallocate;
};
xpointer<Vftable> m_pVftable;
xpointer<void> m_pMemory;
be<uint32_t> m_RefCount;
xpointer<void> m_pDealloctor;
be<uint32_t> m_eDealloctor;
~RCObject();
void Deallocate(void* in_pMemory);
void Release();
};
}
#include "CSD/Manager/csdmRCObject.inl"

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namespace Chao::CSD
{
inline RCPtrAbs::RCObject::~RCObject()
{
GuestToHostFunction<void>(m_pVftable->m_fpDtor, this);
}
inline RCPtrAbs::~RCPtrAbs()
{
RCPtrAbs::RCObject* pObj = m_pObject;
m_pObject = nullptr;
if (pObj)
pObj->Release();
}
inline void* RCPtrAbs::GetAbs() const
{
if (!m_pObject)
return nullptr;
return m_pObject->m_pMemory;
}
inline void RCPtrAbs::RCObject::Deallocate(void* in_pMemory)
{
GuestToHostFunction<void>(m_pVftable->m_fpDeallocate, this, in_pMemory);
}
inline void RCPtrAbs::RCObject::Release()
{
GuestToHostFunction<void>(sub_830BA068, this);
}
}

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#pragma once
#include "CSD/Manager/csdmRCPtr.h"
namespace Chao::CSD
{
template<typename T>
class RCPtr<T>::RCObjectImp : public RCObject {};
}

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namespace Chao::CSD
{
template<typename T>
void RCPtr<T>::RCObjectImp::Deallocate(void* in_pMemory)
{
// delete static_cast<T*>(in_pMemory);
}
template<typename T>
RCPtrAbs::RCObject* RCPtr<T>::CreateRCObject()
{
return new RCObjectImp();
}
}

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#pragma once
#include "CSD/Manager/csdmRCPtrAbs.h"
namespace Chao::CSD
{
template<typename T>
class RCPtr : RCPtrAbs
{
public:
class RCObjectImp;
RCPtr() : RCPtrAbs() {}
RCPtr(T* in_pMemory) : RCPtrAbs(in_pMemory) {}
RCPtr(const RCPtr& in_rOther) : RCPtrAbs(in_rOther) {}
RCPtr(RCPtr&& in_rOther) : RCPtrAbs(std::move(in_rOther)) {}
void Attach(T* in_pObject);
T* Get() const;
void Set(const RCPtr& in_rOther);
T* operator*() const;
T* operator->() const;
RCPtr& operator=(const RCPtr& in_rOther);
operator bool() const;
};
}
#include "CSD/Manager/csdmRCPtr.inl"

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namespace Chao::CSD
{
template<typename T>
void RCPtr<T>::Attach(T* in_pObject)
{
RCPtrAbs::AttachAbs(in_pObject);
}
template<typename T>
T* RCPtr<T>::Get() const
{
return static_cast<T*>(RCPtrAbs::GetAbs());
}
template<typename T>
void RCPtr<T>::Set(const RCPtr& in_rOther)
{
RCPtrAbs::SetAbs(in_rOther);
}
template<typename T>
T* RCPtr<T>::operator*() const
{
return Get();
}
template<typename T>
T* RCPtr<T>::operator->() const
{
return Get();
}
template<typename T>
RCPtr<T>& RCPtr<T>::operator=(const RCPtr& in_rOther)
{
Set(in_rOther);
return *this;
}
template<typename T>
RCPtr<T>::operator bool() const
{
return m_pObject != nullptr;
}
}

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#pragma once
#include "SWA.inl"
namespace Chao::CSD
{
class RCPtrAbs
{
public:
class RCObject;
struct Vftable
{
be<uint32_t> m_fpDtor;
be<uint32_t> m_fpCreateRCObject;
};
xpointer<Vftable> m_pVftable;
xpointer<RCObject> m_pObject;
RCPtrAbs();
RCPtrAbs(void* in_pMemory);
RCPtrAbs(const RCPtrAbs& in_rOther);
RCPtrAbs(RCPtrAbs&& in_rPtr);
~RCPtrAbs();
RCObject* CreateRCObject();
void AttachAbs(void* in_pMemory);
void* GetAbs() const;
void SetAbs(const RCPtrAbs& in_rPtr);
void* operator*() const;
void* operator->() const;
RCPtrAbs& operator=(const RCPtrAbs& in_rPtr);
operator bool() const;
};
}
#include "CSD/Manager/csdmRCPtrAbs.inl"

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namespace Chao::CSD
{
inline RCPtrAbs::RCPtrAbs()
{
AttachAbs(nullptr);
}
inline RCPtrAbs::RCPtrAbs(void* in_pMemory)
{
AttachAbs(in_pMemory);
}
inline RCPtrAbs::RCPtrAbs(const RCPtrAbs& in_rOther)
{
SetAbs(in_rOther);
}
inline RCPtrAbs::RCPtrAbs(RCPtrAbs&& in_rPtr) : m_pObject(in_rPtr.m_pObject)
{
in_rPtr.m_pObject = nullptr;
}
inline RCPtrAbs::RCObject* RCPtrAbs::CreateRCObject()
{
return GuestToHostFunction<RCPtrAbs::RCObject*>(m_pVftable->m_fpCreateRCObject, this);
}
inline void RCPtrAbs::AttachAbs(void* in_pMemory)
{
GuestToHostFunction<void>(sub_830BA298, this, in_pMemory);
}
inline void RCPtrAbs::SetAbs(const RCPtrAbs& in_rPtr)
{
GuestToHostFunction<void>(sub_830BA328, this, in_rPtr);
}
inline void* RCPtrAbs::operator*() const
{
return GetAbs();
}
inline void* RCPtrAbs::operator->() const
{
return GetAbs();
}
inline RCPtrAbs& RCPtrAbs::operator=(const RCPtrAbs& in_rPtr)
{
SetAbs(in_rPtr);
return *this;
}
inline RCPtrAbs::operator bool() const
{
return m_pObject != nullptr;
}
}

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#pragma once
#include "CSD/Manager/csdmRCPtr.h"
namespace Chao::CSD
{
template<typename T>
class CResourceBase
{
public:
struct Vftable
{
be<uint32_t> m_fpDtor;
be<uint32_t> m_fpCopyResource;
};
xpointer<Vftable> m_pVftable;
RCPtr<uint8_t> m_rcResourceHolder;
xpointer<T> m_pResource;
~CResourceBase();
void CopyResource(const CResourceBase& in_rOther);
};
}
#include "CSD/Manager/csdmResourceBase.h"

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namespace Chao::CSD
{
template<typename T>
inline CResourceBase<T>::~CResourceBase()
{
GuestToHostFunction<void>(m_pVftable->m_fpDtor, this);
}
template<typename T>
inline void CResourceBase<T>::CopyResource(const CResourceBase& in_rOther)
{
m_rcResourceHolder = in_rOther.m_rcResourceHolder;
m_pResource = in_rOther.m_pResource;
}
}

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#pragma once
#include "SWA.inl"
#include "CSD/Manager/csdmBase.h"
#include "CSD/Manager/csdmResourceBase.h"
#include "CSD/Manager/csdmSceneObserver.h"
#include "CSD/Manager/csdmSubjectBase.h"
namespace Chao::CSD
{
struct Scene;
class CScene;
class CNode;
enum EMotionRepeatType : uint32_t
{
eMotionRepeatType_PlayOnce = 0,
eMotionRepeatType_Loop = 1,
eMotionRepeatType_PingPong = 2,
eMotionRepeatType_PlayThenDestroy = 3
};
class CScene : public CResourceBase<Scene>, SubjectBase<CSceneObserver, CScene>, CBase
{
public:
SWA_INSERT_PADDING(0x60);
be<float> m_PrevMotionFrame;
be<float> m_MotionFrame;
be<float> m_MotionSpeed;
be<float> m_MotionStartFrame;
be<float> m_MotionEndFrame;
SWA_INSERT_PADDING(0x0C);
be<uint32_t> m_MotionDisableFlag;
SWA_INSERT_PADDING(0x10);
be<EMotionRepeatType> m_MotionRepeatType;
SWA_INSERT_PADDING(0x2C);
~CScene();
void Update(float in_DeltaTime = 0.0f);
void Render(void* in_pUnk);
void GetNode(RCPtr<CNode>& out_rResult, const char* in_pName);
bool SetMotion(const char* in_pName);
void SetMotionFrame(float in_MotionFrame);
void SetPosition(float in_X, float in_Y);
void SetHideFlag(uint32_t in_HideFlag);
void SetRotation(float in_Angle);
void SetScale(float in_X, float in_Y);
};
}
#include "CSD/Manager/csdmScene.inl"

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namespace Chao::CSD
{
inline CScene::~CScene()
{
SWA_VIRTUAL_FUNCTION(void, 0, this);
}
inline void CScene::Update(float in_DeltaTime)
{
SWA_VIRTUAL_FUNCTION(void, 2, this, in_DeltaTime);
}
inline void CScene::Render(void* in_pUnk)
{
SWA_VIRTUAL_FUNCTION(void, 3, this, in_pUnk);
}
inline void CScene::GetNode(RCPtr<CNode>& out_rResult, const char* in_pName)
{
GuestToHostFunction<void>(sub_830BCCA8, &out_rResult, this, in_pName);
}
inline bool CScene::SetMotion(const char* in_pName)
{
return GuestToHostFunction<bool>(sub_830BA760, this, in_pName);
}
inline void CScene::SetMotionFrame(float in_MotionFrame)
{
m_PrevMotionFrame = in_MotionFrame;
m_MotionFrame = in_MotionFrame;
}
inline void CScene::SetPosition(float in_X, float in_Y)
{
GuestToHostFunction<void>(sub_830BB550, this, in_X, in_Y);
}
inline void CScene::SetHideFlag(uint32_t in_HideFlag)
{
GuestToHostFunction<void>(sub_830BB378, this, in_HideFlag);
}
inline void CScene::SetRotation(float in_Angle)
{
GuestToHostFunction<void>(sub_830BB5F8, this, in_Angle);
}
inline void CScene::SetScale(float in_X, float in_Y)
{
GuestToHostFunction<void>(sub_830BB650, this, in_X, in_Y);
}
}

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#pragma once
#include "CSD/Manager/csdmObserverBase.h"
namespace Chao::CSD
{
class CScene;
class CSceneObserver : public CObserverBase<CScene> {};
}

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#pragma once
#include "SWA.inl"
namespace Chao::CSD
{
template<typename TObserver, typename TObservee>
class SubjectBase
{
public:
struct Vftable
{
be<uint32_t> m_fpDtor;
be<uint32_t> m_fpGetObservee;
};
xpointer<Vftable> m_pVftable;
SWA_INSERT_PADDING(0x0C);
~SubjectBase();
TObservee* GetObservee() const;
};
}
#include "CSD/Manager/csdmSubjectBase.inl"

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namespace Chao::CSD
{
template<typename TObserver, typename TObservee>
inline SubjectBase<TObserver, TObservee>::~SubjectBase()
{
GuestToHostFunction<void>(m_pVftable->m_fpDtor, this);
}
template<typename TObserver, typename TObservee>
inline TObservee* SubjectBase<TObserver, TObservee>::GetObservee() const
{
return nullptr;
}
}

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#pragma once
#include "CSD/Manager/csdmBase.h"
#include "CSD/Manager/csdmRCPtr.h"
namespace Chao::CSD
{
class CTexList : public CBase
{
public:
struct Vftable
{
be<uint32_t> m_fpDtor;
};
xpointer<Vftable> m_pVftable;
RCPtr<uint8_t> m_rcData;
~CTexList();
};
}
#include "CSD/Platform/csdTexList.inl"

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namespace Chao::CSD
{
inline CTexList::~CTexList()
{
GuestToHostFunction<void>(m_pVftable->m_fpDtor, this);
}
}

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#pragma once
#include <Hedgehog/Base/System/hhAllocator.h>
namespace hh
{
template<
class Key,
class T,
class Compare = std::less<Key>,
class Allocator = Hedgehog::Base::TAllocator<std::pair<const Key, T>>>
class map
{
protected:
enum EColor
{
eColor_Red,
eColor_Black
};
struct SNode
{
using allocator_type = typename std::allocator_traits<Allocator>::template rebind_alloc<SNode>;
xpointer<SNode> pLeft;
xpointer<SNode> pParent;
xpointer<SNode> pRight;
std::pair<const Key, T> Value;
uint8_t Color;
bool IsNil;
};
Compare m_Comp;
typename SNode::allocator_type m_Alloc;
xpointer<SNode> m_pHead;
be<uint32_t> m_Count;
struct SFindResult
{
SNode* pParent;
bool IsRight;
SNode* pBound;
};
bool LowerBoundDuplicate(const SNode* pBound, const Key& in_rKey) const
{
return !pBound->IsNil && !m_Comp(in_rKey, pBound->Value.first);
}
SFindResult FindLowerBound(const Key& in_rKey) const
{
SFindResult result{ m_pHead->pParent, true, m_pHead };
SNode* pNode = result.pParent;
while (!pNode->IsNil)
{
result.pParent = pNode;
if (m_Comp(pNode->Value.first, in_rKey))
{
result.IsRight = true;
pNode = pNode->pRight;
}
else
{
result.IsRight = false;
result.pBound = pNode;
pNode = pNode->pLeft;
}
}
return result;
}
SNode* Find(const Key& in_rKey) const
{
const SFindResult result = FindLowerBound(in_rKey);
return LowerBoundDuplicate(result.pBound, in_rKey) ? result.pBound : m_pHead.get();
}
static SNode* Max(SNode* pNode)
{
while (!pNode->pRight->IsNil)
pNode = pNode->pRight;
return pNode;
}
static SNode* Min(SNode* pNode)
{
while (!pNode->pLeft->IsNil)
pNode = pNode->pLeft;
return pNode;
}
public:
using key_type = Key;
using mapped_type = T;
using value_type = std::pair<const Key, T>;
using size_type = std::size_t;
using difference_type = std::ptrdiff_t;
using key_compare = Compare;
using allocator_type = Allocator;
using reference = value_type&;
using const_reference = const value_type&;
using pointer = typename std::allocator_traits<Allocator>::pointer;
using const_pointer = typename std::allocator_traits<Allocator>::const_pointer;
class iterator
{
public:
using iterator_category = std::bidirectional_iterator_tag;
using value_type = std::pair<const Key, T>;
using difference_type = std::ptrdiff_t;
using pointer = value_type*;
using reference = value_type&;
iterator(const std::nullptr_t&) = delete;
iterator(SNode* pNode) : m_pNode(pNode) {}
reference operator*() const { return m_pNode->Value; }
pointer operator->() const { return &m_pNode->Value; }
iterator& operator++()
{
if (m_pNode->pRight->IsNil)
{
SNode* pNode;
while (!(pNode = m_pNode->pParent)->IsNil && m_pNode == pNode->pRight)
m_pNode = pNode;
m_pNode = pNode;
}
else
{
m_pNode = map::Min(m_pNode->pRight);
}
return *this;
}
iterator operator++(int)
{
iterator temp(*this);
++(*this);
return temp;
}
iterator& operator--()
{
if (m_pNode->IsNil)
{
m_pNode = m_pNode->pRight;
}
else if (m_pNode->pLeft->IsNil)
{
SNode* pNode;
while (!(pNode = m_pNode->pParent)->IsNil && m_pNode == pNode->pLeft)
m_pNode = pNode;
if (!m_pNode->IsNil)
m_pNode = pNode;
}
else
{
m_pNode = map::Max(m_pNode->pLeft);
}
return *this;
}
iterator operator--(int)
{
iterator temp(*this);
--(*this);
return temp;
}
bool operator==(const iterator& rhs) const { return m_pNode == rhs.m_pNode; }
bool operator!=(const iterator& rhs) const { return !(*this == rhs); }
private:
SNode* m_pNode;
friend class iterator;
friend class map;
};
class const_iterator
{
public:
using iterator_category = std::bidirectional_iterator_tag;
using value_type = std::pair<const Key, T>;
using difference_type = std::ptrdiff_t;
using pointer = const value_type*;
using reference = const value_type&;
const_iterator(const std::nullptr_t&) = delete;
const_iterator(SNode* pNode) : m_pNode(pNode) {}
const_iterator(const iterator& iterator) : m_pNode(iterator.m_pNode) {}
reference operator*() const { return m_pNode->Value; }
pointer operator->() const { return &m_pNode->Value; }
const_iterator& operator++()
{
if (m_pNode->pRight->IsNil)
{
SNode* pNode;
while (!(pNode = m_pNode->pParent)->IsNil && m_pNode == pNode->pRight)
m_pNode = pNode;
m_pNode = pNode;
}
else
{
m_pNode = map::Min(m_pNode->pRight);
}
return *this;
}
const_iterator operator++(int)
{
const_iterator temp(*this);
++(*this);
return temp;
}
const_iterator& operator--()
{
if (m_pNode->IsNil)
{
m_pNode = m_pNode->pRight;
}
else if (m_pNode->pLeft->IsNil)
{
SNode* pNode;
while (!(pNode = m_pNode->pParent)->IsNil && m_pNode == pNode->pLeft)
m_pNode = pNode;
if (!m_pNode->IsNil)
m_pNode = pNode;
}
else
{
m_pNode = map::Max(m_pNode->pLeft);
}
return *this;
}
const_iterator operator--(int)
{
const_iterator temp(*this);
--(*this);
return temp;
}
bool operator==(const const_iterator& rhs) const { return m_pNode == rhs.m_pNode; }
bool operator!=(const const_iterator& rhs) const { return !(*this == rhs); }
private:
SNode* m_pNode;
friend class map;
};
using reverse_iterator = std::reverse_iterator<iterator>;
using const_reverse_iterator = std::reverse_iterator<const_iterator>;
public:
allocator_type get_allocator() const
{
return m_Alloc;
}
T& at(const Key& key)
{
return Find(key)->Value.second;
}
const T& at(const Key& key) const
{
return Find(key)->Value.second;
}
iterator begin()
{
return iterator(m_pHead->pLeft);
}
const_iterator begin() const
{
return const_iterator(m_pHead->pLeft);
}
const_iterator cbegin() const
{
return const_iterator(m_pHead->pLeft);
}
iterator end()
{
return iterator(m_pHead);
}
const_iterator end() const
{
return const_iterator(m_pHead);
}
const_iterator cend() const
{
return const_iterator(m_pHead);
}
reverse_iterator rbegin()
{
return reverse_iterator(end());
}
const_reverse_iterator rbegin() const
{
return const_reverse_iterator(end());
}
const_reverse_iterator crbegin() const
{
return const_reverse_iterator(cend());
}
reverse_iterator rend()
{
return reverse_iterator(begin());
}
const_reverse_iterator rend() const
{
return const_reverse_iterator(begin());
}
const_reverse_iterator crend() const
{
return const_reverse_iterator(cbegin());
}
bool empty() const
{
return m_Count == 0;
}
size_type size() const
{
return m_Count;
}
size_type max_size() const
{
return ~0u;
}
size_type count(const Key& key) const
{
return LowerBoundDuplicate(FindLowerBound(key).pBound, key) ? 1u : 0u;
}
iterator find(const Key& key)
{
return iterator(Find(key));
}
const_iterator find(const Key& key) const
{
return const_iterator(Find(key));
}
};
static_assert(sizeof(map<int, int>) == 0xC);
}

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@ -1,255 +0,0 @@
#pragma once
#include <Hedgehog/Base/System/hhAllocator.h>
namespace hh
{
template<typename T, typename Allocator = Hedgehog::Base::TAllocator<T>>
class vector
{
protected:
Allocator m_Alloc;
xpointer<T> m_pFirst;
xpointer<T> m_pLast;
xpointer<T> m_pEnd;
public:
using value_type = T;
using allocator_type = Allocator;
using size_type = std::size_t;
using difference_type = std::ptrdiff_t;
using reference = value_type&;
using const_reference = const value_type&;
using pointer = typename std::allocator_traits<Allocator>::pointer;
using const_pointer = typename std::allocator_traits<Allocator>::const_pointer;
class iterator
{
public:
using iterator_category = std::random_access_iterator_tag;
using value_type = T;
using difference_type = std::ptrdiff_t;
using pointer = T*;
using reference = T&;
iterator() : m_pPtr(nullptr) {}
iterator(T* p) : m_pPtr(p) {}
reference operator*() const { return *m_pPtr; }
pointer operator->() const { return m_pPtr; }
iterator& operator++() { ++m_pPtr; return *this; }
iterator operator++(int) { iterator tmp = *this; ++(*this); return tmp; }
iterator& operator--() { --m_pPtr; return *this; }
iterator operator--(int) { iterator tmp = *this; --(*this); return tmp; }
iterator& operator+=(difference_type n) { m_pPtr += n; return *this; }
iterator operator+(difference_type n) const { iterator tmp = *this; return tmp += n; }
friend iterator operator+(difference_type n, iterator it) { return it + n; }
iterator& operator-=(difference_type n) { return *this += -n; }
iterator operator-(difference_type n) const { iterator tmp = *this; return tmp -= n; }
difference_type operator-(const iterator& other) const { return m_pPtr - other.m_pPtr; }
reference operator[](difference_type n) const { return *(*this + n); }
bool operator==(const iterator& other) const { return m_pPtr == other.m_pPtr; }
bool operator!=(const iterator& other) const { return !(*this == other); }
bool operator<(const iterator& other) const { return m_pPtr < other.m_pPtr; }
bool operator<=(const iterator& other) const { return !(other < *this); }
bool operator>(const iterator& other) const { return other < *this; }
bool operator>=(const iterator& other) const { return !(*this < other); }
private:
T* m_pPtr;
friend class vector;
friend class const_iterator;
};
class const_iterator
{
public:
using iterator_category = std::random_access_iterator_tag;
using value_type = T;
using difference_type = std::ptrdiff_t;
using pointer = const T*;
using reference = const T&;
const_iterator() : m_pPtr(nullptr) {}
const_iterator(T* p) : m_pPtr(p) {}
const_iterator(const iterator& other) : m_pPtr(other.m_pPtr) {}
reference operator*() const { return *m_pPtr; }
pointer operator->() const { return m_pPtr; }
const_iterator& operator++() { ++m_pPtr; return *this; }
const_iterator operator++(int) { const_iterator tmp = *this; ++(*this); return tmp; }
const_iterator& operator--() { --m_pPtr; return *this; }
const_iterator operator--(int) { const_iterator tmp = *this; --(*this); return tmp; }
const_iterator& operator+=(difference_type n) { m_pPtr += n; return *this; }
const_iterator operator+(difference_type n) const { const_iterator tmp = *this; return tmp += n; }
friend const_iterator operator+(difference_type n, const_iterator it) { return it + n; }
const_iterator& operator-=(difference_type n) { return *this += -n; }
const_iterator operator-(difference_type n) const { const_iterator tmp = *this; return tmp -= n; }
difference_type operator-(const const_iterator& other) const { return m_pPtr - other.m_pPtr; }
reference operator[](difference_type n) const { return *(*this + n); }
bool operator==(const const_iterator& other) const { return m_pPtr == other.m_pPtr; }
bool operator!=(const const_iterator& other) const { return !(*this == other); }
bool operator<(const const_iterator& other) const { return m_pPtr < other.m_pPtr; }
bool operator<=(const const_iterator& other) const { return !(other < *this); }
bool operator>(const const_iterator& other) const { return other < *this; }
bool operator>=(const const_iterator& other) const { return !(*this < other); }
private:
T* m_pPtr;
friend class vector;
};
using reverse_iterator = std::reverse_iterator<iterator>;
using const_reverse_iterator = std::reverse_iterator<const_iterator>;
allocator_type get_allocator() const
{
return m_Alloc;
}
reference at(size_type pos)
{
return m_pFirst[pos];
}
const_reference at(size_type pos) const
{
return m_pFirst[pos];
}
reference operator[](size_type pos)
{
return m_pFirst[pos];
}
const_reference operator[](size_type pos) const
{
return m_pFirst[pos];
}
reference front()
{
return m_pFirst[0];
}
const_reference front() const
{
return m_pFirst[0];
}
reference back()
{
return m_pLast[-1];
}
const_reference back() const
{
return m_pLast[-1];
}
T* data()
{
return m_pFirst;
}
const T* data() const
{
return m_pFirst;
}
iterator begin()
{
return iterator(m_pFirst);
}
const_iterator begin() const
{
return const_iterator(m_pFirst);
}
const_iterator cbegin() const
{
return const_iterator(m_pFirst);
}
iterator end()
{
return iterator(m_pLast);
}
const_iterator end() const
{
return const_iterator(m_pLast);
}
const_iterator cend() const
{
return const_iterator(m_pLast);
}
reverse_iterator rbegin()
{
return reverse_iterator(end());
}
const_reverse_iterator rbegin() const
{
return const_reverse_iterator(end());
}
const_reverse_iterator crbegin() const
{
return const_reverse_iterator(cend());
}
reverse_iterator rend()
{
return reverse_iterator(begin());
}
const_reverse_iterator rend() const
{
return const_reverse_iterator(begin());
}
const_reverse_iterator crend() const
{
return const_reverse_iterator(cbegin());
}
bool empty() const
{
return m_pFirst == m_pLast;
}
size_type size() const
{
return m_pLast - m_pFirst;
}
size_type max_size() const
{
return ~0u;
}
size_type capacity() const
{
return m_pEnd - m_pFirst;
}
};
SWA_ASSERT_SIZEOF(vector<int>, 0x10);
}

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@ -1,36 +0,0 @@
#pragma once
#include "SWA.inl"
inline void* __HH_ALLOC(const uint32_t in_Size)
{
return GuestToHostFunction<void*>(sub_822C0988, in_Size);
}
inline void __HH_FREE(const void* in_pData)
{
GuestToHostFunction<void>(sub_822C0270, in_pData);
}
namespace Hedgehog::Base
{
template<class T>
class TAllocator
{
public:
using value_type = T;
TAllocator() noexcept {}
template<class U> TAllocator(TAllocator<U> const&) noexcept {}
value_type* allocate(std::size_t n)
{
return reinterpret_cast<value_type*>(__HH_ALLOC(n * sizeof(value_type)));
}
void deallocate(value_type* p, std::size_t) noexcept
{
__HH_FREE(p);
}
};
}

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@ -1,27 +0,0 @@
#pragma once
#include <SWA.inl>
namespace Hedgehog::Base
{
class CSharedString;
class CStringSymbol
{
public:
be<uint32_t> m_Index;
CStringSymbol();
CStringSymbol(const char* in_pName);
CStringSymbol(const CSharedString& in_rName);
bool operator==(const CStringSymbol& in_rOther) const;
bool operator!=(const CStringSymbol& in_rOther) const;
bool operator<(const CStringSymbol& in_rOther) const;
};
SWA_ASSERT_OFFSETOF(CStringSymbol, m_Index, 0);
SWA_ASSERT_SIZEOF(CStringSymbol, 4);
}
#include <Hedgehog/Base/System/hhSymbol.inl>

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@ -1,31 +0,0 @@
namespace Hedgehog::Base
{
inline CStringSymbol::CStringSymbol()
{
}
inline CStringSymbol::CStringSymbol(const char* in_pName)
{
GuestToHostFunction<void>(sub_82E014D8, this, in_pName);
}
inline CStringSymbol::CStringSymbol(const CSharedString& in_rName)
{
GuestToHostFunction<void>(sub_82E013B0, this, &in_rName);
}
inline bool CStringSymbol::operator==(const CStringSymbol& in_rOther) const
{
return m_Index == in_rOther.m_Index;
}
inline bool CStringSymbol::operator!=(const CStringSymbol& in_rOther) const
{
return m_Index != in_rOther.m_Index;
}
inline bool CStringSymbol::operator<(const CStringSymbol& in_rOther) const
{
return m_Index < in_rOther.m_Index;
}
}

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@ -1,20 +0,0 @@
#pragma once
#include "Hedgehog/Base/Thread/hhHolderBase.h"
#define HH_BASE_HOLDER(x) \
Hedgehog::Base::THolder(x)
namespace Hedgehog::Base
{
template<typename T, bool ForceSync = true>
class THolder : public CHolderBase
{
public:
THolder(T* in_pObject) : CHolderBase(in_pObject, ForceSync) {}
T* get() const;
T* operator->() const;
T* operator*() const;
};
}

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@ -1,28 +0,0 @@
#pragma once
#include "SWA.inl"
namespace Hedgehog::Base
{
class CSynchronizedObject;
class CHolderBase
{
protected:
xpointer<CSynchronizedObject> m_pSynchronizedObject;
bool m_Locked;
public:
CHolderBase() : m_pSynchronizedObject(nullptr), m_Locked(false) {}
CHolderBase(CSynchronizedObject* in_pSynchronizedObject, bool in_ForceSync = false);
CHolderBase(CHolderBase&& io_rOther);
CHolderBase(const CHolderBase& in_rOther);
~CHolderBase();
CSynchronizedObject* get() const;
CSynchronizedObject* operator->() const;
CSynchronizedObject* operator*() const;
explicit operator bool() const;
};
}

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@ -1,12 +0,0 @@
#pragma once
#include "SWA.inl"
namespace Hedgehog::Base
{
class CSynchronizedObject
{
public:
SWA_INSERT_PADDING(0x04);
};
}

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@ -1,27 +0,0 @@
#pragma once
#include "SWA.inl"
#include "Hedgehog/Base/Thread/hhHolder.h"
namespace Hedgehog::Base
{
template<typename T, bool ForceSync = false>
class TSynchronizedPtr
{
xpointer<T> m_pObject;
public:
TSynchronizedPtr(T* in_pObject);
TSynchronizedPtr();
TSynchronizedPtr(const TSynchronizedPtr& in_rOther);
TSynchronizedPtr(TSynchronizedPtr&& io_rOther);
TSynchronizedPtr<T, ForceSync>& operator=(T* const in_pObject);
THolder<T, ForceSync> get() const;
THolder<T, ForceSync> operator->() const;
THolder<T, ForceSync> operator*() const;
explicit operator bool() const;
};
}

View file

@ -1,22 +0,0 @@
#pragma once
#include <SWA.inl>
namespace Hedgehog::Base
{
struct SStringHolder
{
be<uint32_t> RefCount;
char aStr[];
static SStringHolder* GetHolder(const char* in_pStr);
static SStringHolder* Make(const char* in_pStr);
void AddRef();
void Release();
bool IsUnique() const;
};
}
#include <Hedgehog/Base/Type/detail/hhStringHolder.inl>

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@ -1,47 +0,0 @@
namespace Hedgehog::Base
{
inline SStringHolder* SStringHolder::GetHolder(const char* in_pStr)
{
return (SStringHolder*)((size_t)in_pStr - sizeof(RefCount));
}
inline SStringHolder* SStringHolder::Make(const char* in_pStr)
{
auto pHolder = (SStringHolder*)__HH_ALLOC(sizeof(RefCount) + strlen(in_pStr) + 1);
pHolder->RefCount = 1;
strcpy(pHolder->aStr, in_pStr);
return pHolder;
}
inline void SStringHolder::AddRef()
{
std::atomic_ref refCount(RefCount.value);
be<uint32_t> original, incremented;
do
{
original = RefCount;
incremented = original + 1;
} while (!refCount.compare_exchange_weak(original.value, incremented.value));
}
inline void SStringHolder::Release()
{
std::atomic_ref refCount(RefCount.value);
be<uint32_t> original, decremented;
do
{
original = RefCount;
decremented = original - 1;
} while (!refCount.compare_exchange_weak(original.value, decremented.value));
if (decremented == 0)
__HH_FREE(this);
}
inline bool SStringHolder::IsUnique() const
{
return RefCount == 1;
}
}

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@ -1,38 +0,0 @@
#pragma once
#include <Hedgehog/Base/Type/detail/hhStringHolder.h>
namespace Hedgehog::Base
{
class CSharedString
{
private:
xpointer<const char> m_pStr;
SStringHolder* GetHolder() const;
CSharedString(SStringHolder* in_pHolder);
public:
static constexpr size_t npos = ~0u;
CSharedString();
CSharedString(const char* in_pStr);
CSharedString(const CSharedString& in_rOther);
CSharedString(CSharedString&& io_rOther);
~CSharedString();
const char* get() const;
const char* c_str() const;
const char* data() const;
size_t size() const;
size_t length() const;
bool empty() const;
const char* begin() const;
const char* end() const;
};
}
#include <Hedgehog/Base/Type/hhSharedString.inl>

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@ -1,78 +0,0 @@
namespace Hedgehog::Base
{
inline SStringHolder* CSharedString::GetHolder() const
{
return SStringHolder::GetHolder(m_pStr);
}
inline CSharedString::CSharedString(SStringHolder* in_pHolder) : m_pStr(in_pHolder->aStr)
{
}
inline CSharedString::CSharedString() : m_pStr(nullptr)
{
}
inline CSharedString::CSharedString(const char* in_pStr) : m_pStr(nullptr)
{
size_t length;
if (in_pStr && (length = strlen(in_pStr)) != 0)
m_pStr.ptr = g_memory.MapVirtual(SStringHolder::Make(in_pStr)->aStr);
}
inline CSharedString::CSharedString(const CSharedString& in_rOther) : m_pStr(in_rOther.m_pStr)
{
GetHolder()->AddRef();
}
inline CSharedString::CSharedString(CSharedString&& io_rOther) : m_pStr(io_rOther.m_pStr)
{
io_rOther.m_pStr = nullptr;
}
inline CSharedString::~CSharedString()
{
GetHolder()->Release();
}
inline const char* CSharedString::get() const
{
return m_pStr;
}
inline const char* CSharedString::c_str() const
{
return get();
}
inline const char* CSharedString::data() const
{
return get();
}
inline size_t CSharedString::size() const
{
return strlen(m_pStr);
}
inline size_t CSharedString::length() const
{
return size();
}
inline bool CSharedString::empty() const
{
return size() == 0;
}
inline const char* CSharedString::begin() const
{
return get();
}
inline const char* CSharedString::end() const
{
return &m_pStr[size()];
}
}

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@ -1,23 +0,0 @@
#pragma once
#include "SWA.inl"
namespace Hedgehog::Base
{
class CObject
{
public:
CObject();
CObject(const swa_null_ctor&);
void* operator new(const size_t in_Size);
void* operator new(const size_t in_Size, const size_t in_Align);
void operator delete(void* in_pMem);
void* operator new(const size_t in_Size, void* in_pObj);
void* operator new(const size_t in_Size, const size_t in_Align, void* in_pObj);
void operator delete(void* in_pMem, void* in_pObj);
};
}

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@ -1,40 +0,0 @@
#pragma once
#include <Hedgehog/Base/hhObject.h>
#include <Hedgehog/Base/Type/hhSharedString.h>
namespace Hedgehog::Database
{
enum EDatabaseDataFlags : uint8_t
{
eDatabaseDataFlags_IsMadeOne = 0x1,
eDatabaseDataFlags_IsMadeAll = 0x2,
eDatabaseDataFlags_CreatedFromArchive = 0x4,
eDatabaseDataFlags_IsMadeMakingOne = 0x8
};
class CDatabaseData : public Base::CObject
{
public:
struct Vftable
{
be<uint32_t> m_fpDtor;
be<uint32_t> m_fpCheckMadeAll;
};
xpointer<Vftable> m_pVftable;
uint8_t m_Flags;
Base::CSharedString m_TypeAndName;
~CDatabaseData();
bool CheckMadeAll();
bool IsMadeOne() const;
void SetMadeOne();
bool IsMadeAllInternal();
bool IsMadeAll();
};
}
#include "Hedgehog/Database/System/hhDatabaseData.inl"

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@ -1,36 +0,0 @@
namespace Hedgehog::Database
{
inline CDatabaseData::~CDatabaseData()
{
GuestToHostFunction<void>(m_pVftable->m_fpDtor, this);
}
inline bool CDatabaseData::CheckMadeAll()
{
return GuestToHostFunction<bool>(m_pVftable->m_fpCheckMadeAll, this);
}
inline bool CDatabaseData::IsMadeOne() const
{
return (m_Flags & eDatabaseDataFlags_IsMadeOne) != 0;
}
inline void CDatabaseData::SetMadeOne()
{
m_Flags |= eDatabaseDataFlags_IsMadeOne;
}
inline bool CDatabaseData::IsMadeAllInternal()
{
if ((m_Flags & eDatabaseDataFlags_IsMadeOne) == 0 || !CheckMadeAll())
return false;
m_Flags |= eDatabaseDataFlags_IsMadeAll;
return true;
}
inline bool CDatabaseData::IsMadeAll()
{
return (m_Flags & eDatabaseDataFlags_IsMadeAll) != 0 || IsMadeAllInternal();
}
}

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@ -1,31 +0,0 @@
#pragma once
#include "SWA.inl"
namespace Hedgehog::Math
{
class CVector2
{
public:
be<float> X;
be<float> Y;
};
class CVector
{
public:
be<float> X;
be<float> Y;
be<float> Z;
be<float> W;
};
class CVector4
{
public:
be<float> X;
be<float> Y;
be<float> Z;
be<float> W;
};
}

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@ -1,19 +0,0 @@
#pragma once
#include <SWA.inl>
namespace Hedgehog::Mirage
{
class CRenderingInfrastructure;
class CVertexDeclarationPtr
{
public:
xpointer<void> m_pD3DVertexDeclaration;
xpointer<CRenderingInfrastructure> m_pRenderingInfrastructure;
};
SWA_ASSERT_OFFSETOF(CVertexDeclarationPtr, m_pD3DVertexDeclaration, 0x0);
SWA_ASSERT_OFFSETOF(CVertexDeclarationPtr, m_pRenderingInfrastructure, 0x4);
SWA_ASSERT_SIZEOF(CVertexDeclarationPtr, 0x8);
}

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@ -1,39 +0,0 @@
#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CMaterialData;
class CTexsetData;
class CShaderListData;
class CParameterFloat4Element;
class CParameterInt4Element;
class CParameterBoolElement;
class CMaterialData : public Database::CDatabaseData
{
public:
boost::shared_ptr<CShaderListData> m_spShaderListData;
boost::shared_ptr<CTexsetData> m_spTexsetData;
hh::vector<boost::shared_ptr<CParameterFloat4Element>> m_Float4Params;
hh::vector<boost::shared_ptr<CParameterInt4Element>> m_Int4Params;
hh::vector<boost::shared_ptr<CParameterBoolElement>> m_Bool4Params;
uint8_t m_AlphaThreshold;
bool m_DoubleSided;
bool m_Additive;
};
SWA_ASSERT_OFFSETOF(CMaterialData, m_spShaderListData, 0xC);
SWA_ASSERT_OFFSETOF(CMaterialData, m_spTexsetData, 0x14);
SWA_ASSERT_OFFSETOF(CMaterialData, m_Float4Params, 0x1C);
SWA_ASSERT_OFFSETOF(CMaterialData, m_Int4Params, 0x2C);
SWA_ASSERT_OFFSETOF(CMaterialData, m_Bool4Params, 0x3C);
SWA_ASSERT_OFFSETOF(CMaterialData, m_AlphaThreshold, 0x4C);
SWA_ASSERT_OFFSETOF(CMaterialData, m_DoubleSided, 0x4D);
SWA_ASSERT_OFFSETOF(CMaterialData, m_Additive, 0x4E);
SWA_ASSERT_SIZEOF(CMaterialData, 0x50);
}

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@ -1,43 +0,0 @@
#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Base/Type/hhSharedString.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
#include <Hedgehog/MirageCore/Misc/hhVertexDeclarationPtr.h>
namespace Hedgehog::Mirage
{
class CMaterialData;
class CMeshData : public Database::CDatabaseData
{
public:
be<uint32_t> m_IndexNum;
be<uint32_t> m_VertexNum;
be<uint32_t> m_VertexSize;
be<uint32_t> m_NodeNum;
xpointer<uint8_t> m_pNodeIndices;
be<uint32_t> m_VertexOffset;
be<uint32_t> m_IndexOffset;
xpointer<void> m_pD3DIndexBuffer;
xpointer<void> m_pD3DVertexBuffer;
CVertexDeclarationPtr m_VertexDeclarationPtr;
SWA_INSERT_PADDING(0x4);
boost::shared_ptr<CMaterialData> m_spMaterial;
SWA_INSERT_PADDING(0xC);
};
SWA_ASSERT_OFFSETOF(CMeshData, m_IndexNum, 0xC);
SWA_ASSERT_OFFSETOF(CMeshData, m_VertexNum, 0x10);
SWA_ASSERT_OFFSETOF(CMeshData, m_VertexSize, 0x14);
SWA_ASSERT_OFFSETOF(CMeshData, m_NodeNum, 0x18);
SWA_ASSERT_OFFSETOF(CMeshData, m_pNodeIndices, 0x1C);
SWA_ASSERT_OFFSETOF(CMeshData, m_VertexOffset, 0x20);
SWA_ASSERT_OFFSETOF(CMeshData, m_IndexOffset, 0x24);
SWA_ASSERT_OFFSETOF(CMeshData, m_pD3DIndexBuffer, 0x28);
SWA_ASSERT_OFFSETOF(CMeshData, m_pD3DVertexBuffer, 0x2C);
SWA_ASSERT_OFFSETOF(CMeshData, m_VertexDeclarationPtr, 0x30);
SWA_ASSERT_OFFSETOF(CMeshData, m_spMaterial, 0x3C);
SWA_ASSERT_SIZEOF(CMeshData, 0x50);
}

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#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CMaterialData;
class CMeshIndexData : public Hedgehog::Database::CDatabaseData
{
public:
be<uint32_t> m_IndexNum;
be<uint32_t> m_NodeNum;
xpointer<uint8_t> m_pNodeIndices;
xpointer<void> m_pD3DIndexBuffer;
boost::shared_ptr<CMaterialData> m_spMaterial;
};
SWA_ASSERT_OFFSETOF(CMeshIndexData, m_IndexNum, 0xC);
SWA_ASSERT_OFFSETOF(CMeshIndexData, m_NodeNum, 0x10);
SWA_ASSERT_OFFSETOF(CMeshIndexData, m_pNodeIndices, 0x14);
SWA_ASSERT_OFFSETOF(CMeshIndexData, m_pD3DIndexBuffer, 0x18);
SWA_ASSERT_OFFSETOF(CMeshIndexData, m_spMaterial, 0x1C);
SWA_ASSERT_SIZEOF(CMeshIndexData, 0x24);
}

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#pragma once
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CNodeGroupModelData;
class CMeshData;
class CModelNodeData;
class CMatrixData;
class CAabbData;
class CSphereData;
class CMorphModelData;
class CModelData : public Database::CDatabaseData
{
public:
be<uint32_t> m_NodeGroupModelNum;
hh::vector<boost::shared_ptr<CNodeGroupModelData>> m_NodeGroupModels;
hh::vector<boost::shared_ptr<CMeshData>> m_OpaqueMeshes;
hh::vector<boost::shared_ptr<CMeshData>> m_TransparentMeshes;
hh::vector<boost::shared_ptr<CMeshData>> m_PunchThroughMeshes;
be<uint32_t> m_NodeNum;
boost::shared_ptr<uint8_t[]> m_spNodeParentIndices;
boost::shared_ptr<CModelNodeData[]> m_spNodes;
boost::shared_ptr<CMatrixData[]> m_spNodeMatrices;
boost::shared_ptr<CAabbData> m_spAabb;
boost::shared_ptr<CSphereData> m_spSphere;
hh::vector<boost::shared_ptr<CMorphModelData>> m_MorphModels;
};
SWA_ASSERT_OFFSETOF(CModelData, m_NodeGroupModelNum, 0xC);
SWA_ASSERT_OFFSETOF(CModelData, m_NodeGroupModels, 0x10);
SWA_ASSERT_OFFSETOF(CModelData, m_OpaqueMeshes, 0x20);
SWA_ASSERT_OFFSETOF(CModelData, m_TransparentMeshes, 0x30);
SWA_ASSERT_OFFSETOF(CModelData, m_PunchThroughMeshes, 0x40);
SWA_ASSERT_OFFSETOF(CModelData, m_NodeNum, 0x50);
SWA_ASSERT_OFFSETOF(CModelData, m_spNodeParentIndices, 0x54);
SWA_ASSERT_OFFSETOF(CModelData, m_spNodes, 0x5C);
SWA_ASSERT_OFFSETOF(CModelData, m_spNodeMatrices, 0x64);
SWA_ASSERT_OFFSETOF(CModelData, m_spAabb, 0x6C);
SWA_ASSERT_OFFSETOF(CModelData, m_spSphere, 0x74);
SWA_ASSERT_OFFSETOF(CModelData, m_MorphModels, 0x7C);
SWA_ASSERT_SIZEOF(CModelData, 0x8C);
}

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#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
#include <Hedgehog/MirageCore/Misc/hhVertexDeclarationPtr.h>
namespace Hedgehog::Mirage
{
class CMorphTargetData;
class CMeshIndexData;
class CMorphModelData : public Hedgehog::Database::CDatabaseData
{
public:
be<uint32_t> m_VertexNum;
be<uint32_t> m_VertexSize;
be<uint32_t> m_MorphTargetVertexSize;
xpointer<void> m_pD3DVertexBuffer;
CVertexDeclarationPtr m_VertexDeclarationPtr;
hh::vector<boost::shared_ptr<CMorphTargetData>> m_MorphTargetList;
hh::vector<boost::shared_ptr<CMeshIndexData>> m_OpaqueMeshList;
hh::vector<boost::shared_ptr<CMeshIndexData>> m_TransparentMeshList;
hh::vector<boost::shared_ptr<CMeshIndexData>> m_PunchThroughMeshList;
};
SWA_ASSERT_OFFSETOF(CMorphModelData, m_VertexNum, 0xC);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_VertexSize, 0x10);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_MorphTargetVertexSize, 0x14);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_pD3DVertexBuffer, 0x18);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_VertexDeclarationPtr, 0x1C);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_MorphTargetList, 0x24);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_OpaqueMeshList, 0x34);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_TransparentMeshList, 0x44);
SWA_ASSERT_OFFSETOF(CMorphModelData, m_PunchThroughMeshList, 0x54);
SWA_ASSERT_SIZEOF(CMorphModelData, 0x64);
}

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#pragma once
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CMeshData;
class CNodeGroupModelData : public Database::CDatabaseData
{
public:
hh::vector<boost::shared_ptr<CMeshData>> m_OpaqueMeshes;
hh::vector<boost::shared_ptr<CMeshData>> m_TransparentMeshes;
hh::vector<boost::shared_ptr<CMeshData>> m_PunchThroughMeshes;
be<uint32_t> m_SpecialMeshGroupNum;
boost::shared_ptr<be<uint32_t>> m_SpecialMeshGroupModes;
hh::vector<hh::vector<boost::shared_ptr<CMeshData>>> m_SpecialMeshGroups;
Base::CSharedString m_Name;
};
SWA_ASSERT_OFFSETOF(CNodeGroupModelData, m_OpaqueMeshes, 0xC);
SWA_ASSERT_OFFSETOF(CNodeGroupModelData, m_TransparentMeshes, 0x1C);
SWA_ASSERT_OFFSETOF(CNodeGroupModelData, m_PunchThroughMeshes, 0x2C);
SWA_ASSERT_OFFSETOF(CNodeGroupModelData, m_SpecialMeshGroupNum, 0x3C);
SWA_ASSERT_OFFSETOF(CNodeGroupModelData, m_SpecialMeshGroupModes, 0x40);
SWA_ASSERT_OFFSETOF(CNodeGroupModelData, m_SpecialMeshGroups, 0x48);
SWA_ASSERT_OFFSETOF(CNodeGroupModelData, m_Name, 0x58);
SWA_ASSERT_SIZEOF(CNodeGroupModelData, 0x5C);
}

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#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Base
{
class CCriticalSectionD3D9;
}
namespace Hedgehog::Mirage
{
class CRenderingInfrastructure;
class CPixelShaderCodeData : public Database::CDatabaseData
{
public:
xpointer<void> m_pD3DPixelShader;
xpointer<uint8_t> m_spFunction;
boost::shared_ptr<Base::CCriticalSectionD3D9> m_spCriticalSection;
xpointer<CRenderingInfrastructure> m_pRenderingInfrastructure;
};
SWA_ASSERT_OFFSETOF(CPixelShaderCodeData, m_pD3DPixelShader, 0xC);
SWA_ASSERT_OFFSETOF(CPixelShaderCodeData, m_spFunction, 0x10);
SWA_ASSERT_OFFSETOF(CPixelShaderCodeData, m_spCriticalSection, 0x14);
SWA_ASSERT_OFFSETOF(CPixelShaderCodeData, m_pRenderingInfrastructure, 0x1C);
SWA_ASSERT_SIZEOF(CPixelShaderCodeData, 0x20);
}

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@ -1,22 +0,0 @@
#pragma once
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CPixelShaderCodeData;
class CPixelShaderParameterData;
class CPixelShaderData : public Hedgehog::Database::CDatabaseData
{
public:
boost::shared_ptr<CPixelShaderCodeData> m_spCode;
SWA_INSERT_PADDING(0x4);
hh::vector<boost::shared_ptr<CPixelShaderParameterData>> m_ParameterList;
};
SWA_ASSERT_OFFSETOF(CPixelShaderData, m_spCode, 0xC);
SWA_ASSERT_OFFSETOF(CPixelShaderData, m_ParameterList, 0x18);
SWA_ASSERT_SIZEOF(CPixelShaderData, 0x28);
}

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#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Base/Container/hhMap.h>
#include <Hedgehog/Base/System/hhSymbol.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CVertexShaderData;
class CPixelShaderData;
class CVertexShaderPermutationData
{
public:
hh::map<be<uint32_t>, boost::shared_ptr<CVertexShaderData>> m_VertexShaders;
be<uint32_t> m_SubPermutations;
};
SWA_ASSERT_OFFSETOF(CVertexShaderPermutationData, m_VertexShaders, 0x0);
SWA_ASSERT_OFFSETOF(CVertexShaderPermutationData, m_SubPermutations, 0xC);
SWA_ASSERT_SIZEOF(CVertexShaderPermutationData, 0x10);
class CPixelShaderPermutationData
{
public:
hh::map<Base::CStringSymbol, boost::shared_ptr<CVertexShaderPermutationData>> m_VertexShaderPermutations;
hh::map<be<uint32_t>, boost::shared_ptr<CPixelShaderData>> m_PixelShaders;
be<uint32_t> m_SubPermutations;
};
SWA_ASSERT_OFFSETOF(CPixelShaderPermutationData, m_VertexShaderPermutations, 0x0);
SWA_ASSERT_OFFSETOF(CPixelShaderPermutationData, m_PixelShaders, 0xC);
SWA_ASSERT_OFFSETOF(CPixelShaderPermutationData, m_SubPermutations, 0x18);
SWA_ASSERT_SIZEOF(CPixelShaderPermutationData, 0x1C);
class CShaderListData : public Database::CDatabaseData
{
public:
hh::map<Base::CStringSymbol, CPixelShaderPermutationData> m_PixelShaderPermutations;
};
SWA_ASSERT_OFFSETOF(CShaderListData, m_PixelShaderPermutations, 0xC);
SWA_ASSERT_SIZEOF(CShaderListData, 0x18);
}

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@ -1,29 +0,0 @@
#pragma once
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CSphereData;
class CNodeGroupModelData;
class CMeshData;
class CTerrainModelData : public Database::CDatabaseData
{
public:
SWA_INSERT_PADDING(0x4);
hh::vector<boost::shared_ptr<CNodeGroupModelData>> m_NodeGroupModels;
hh::vector<boost::shared_ptr<CMeshData>> m_OpaqueMeshes;
hh::vector<boost::shared_ptr<CMeshData>> m_TransparentMeshes;
hh::vector<boost::shared_ptr<CMeshData>> m_PunchThroughMeshes;
boost::shared_ptr<CSphereData> m_spSphere;
};
SWA_ASSERT_OFFSETOF(CTerrainModelData, m_NodeGroupModels, 0x10);
SWA_ASSERT_OFFSETOF(CTerrainModelData, m_OpaqueMeshes, 0x20);
SWA_ASSERT_OFFSETOF(CTerrainModelData, m_TransparentMeshes, 0x30);
SWA_ASSERT_OFFSETOF(CTerrainModelData, m_PunchThroughMeshes, 0x40);
SWA_ASSERT_OFFSETOF(CTerrainModelData, m_spSphere, 0x50);
SWA_ASSERT_SIZEOF(CTerrainModelData, 0x58);
}

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#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CTextureData;
class CTexsetData : public Database::CDatabaseData
{
public:
hh::vector<boost::shared_ptr<CTextureData>> m_TextureList;
hh::vector<Base::CSharedString> m_TextureNameList;
bool m_ConstTexCoord;
};
SWA_ASSERT_OFFSETOF(CTexsetData, m_TextureList, 0xC);
SWA_ASSERT_OFFSETOF(CTexsetData, m_TextureNameList, 0x1C);
SWA_ASSERT_OFFSETOF(CTexsetData, m_ConstTexCoord, 0x2C);
SWA_ASSERT_SIZEOF(CTexsetData, 0x30);
}

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@ -1,17 +0,0 @@
#pragma once
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CTextureData : public Database::CDatabaseData
{
public:
SWA_INSERT_PADDING(0x8);
uint8_t m_TexcoordIndex;
SWA_INSERT_PADDING(0x1B);
};
SWA_ASSERT_OFFSETOF(CTextureData, m_TexcoordIndex, 0x14);
SWA_ASSERT_SIZEOF(CTextureData, 0x30);
}

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@ -1,30 +0,0 @@
#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Base
{
class CCriticalSectionD3D9;
}
namespace Hedgehog::Mirage
{
class CRenderingInfrastructure;
class CVertexShaderCodeData : public Database::CDatabaseData
{
public:
xpointer<void> m_pD3DVertexShader;
xpointer<uint8_t> m_spFunction;
boost::shared_ptr<Base::CCriticalSectionD3D9> m_spCriticalSection;
xpointer<CRenderingInfrastructure> m_pRenderingInfrastructure;
};
SWA_ASSERT_OFFSETOF(CVertexShaderCodeData, m_pD3DVertexShader, 0xC);
SWA_ASSERT_OFFSETOF(CVertexShaderCodeData, m_spFunction, 0x10);
SWA_ASSERT_OFFSETOF(CVertexShaderCodeData, m_spCriticalSection, 0x14);
SWA_ASSERT_OFFSETOF(CVertexShaderCodeData, m_pRenderingInfrastructure, 0x1C);
SWA_ASSERT_SIZEOF(CVertexShaderCodeData, 0x20);
}

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#pragma once
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CVertexShaderCodeData;
class CVertexShaderParameterData;
class CVertexShaderData : public Hedgehog::Database::CDatabaseData
{
public:
boost::shared_ptr<CVertexShaderCodeData> m_spCode;
SWA_INSERT_PADDING(0x4);
hh::vector<boost::shared_ptr<CVertexShaderParameterData>> m_ParameterList;
};
SWA_ASSERT_OFFSETOF(CVertexShaderData, m_spCode, 0xC);
SWA_ASSERT_OFFSETOF(CVertexShaderData, m_ParameterList, 0x18);
SWA_ASSERT_SIZEOF(CVertexShaderData, 0x28);
}

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#pragma once
#include "SWA.inl"
#include "Hedgehog/Base/hhObject.h"
namespace Hedgehog::Mirage
{
class CRenderable : public Base::CObject
{
public:
xpointer<void> m_pVftable;
bool m_Enabled;
};
}

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#pragma once
#include <boost/smart_ptr/shared_ptr.h>
#include <Hedgehog/Base/Container/hhVector.h>
#include <Hedgehog/Database/System/hhDatabaseData.h>
namespace Hedgehog::Mirage
{
class CShaderListData;
}
namespace Hedgehog::Sparkle
{
class CParticleMaterial : public Hedgehog::Database::CDatabaseData
{
public:
enum EBlendMode
{
eBlendMode_Zero,
eBlendMode_Typical,
eBlendMode_Add,
eBlendMode_Subtract
};
hh::vector<boost::anonymous_shared_ptr> m_spFieldC;
boost::shared_ptr<Hedgehog::Mirage::CShaderListData> m_spDefaultShaderListData; // BillboardParticle_d[v]
boost::shared_ptr<Hedgehog::Mirage::CShaderListData> m_spShaderListData;
bool m_Field2C;
be<uint32_t> m_BlendMode;
be<uint32_t> m_AddressMode;
Hedgehog::Base::CSharedString m_MaterialName;
Hedgehog::Base::CSharedString m_TextureName;
Hedgehog::Base::CSharedString m_DeflectionTextureName;
Hedgehog::Base::CSharedString m_ShaderName;
be<float> m_Field48;
be<float> m_Field4C;
};
SWA_ASSERT_SIZEOF(CParticleMaterial, 0x50);
}

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#pragma once
#include "SWA.inl"
#include "Hedgehog/Universe/Engine/hhMessageProcess.h"
#include "Hedgehog/Universe/Thread/hhParallelJob.h"
namespace Hedgehog::Universe
{
class CMessageActor : public IMessageProcess, public IParallelJob
{
public:
SWA_INSERT_PADDING(0x88);
};
}

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@ -1,14 +0,0 @@
#pragma once
#include "SWA.inl"
#include "Hedgehog/Base/hhObject.h"
namespace Hedgehog::Universe
{
class IMessageProcess : public Base::CObject
{
public:
IMessageProcess() {}
IMessageProcess(const swa_null_ctor& nil) : CObject(nil) {}
};
}

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@ -1,32 +0,0 @@
#pragma once
#include <SWA.inl>
#include <Hedgehog/Base/hhObject.h>
#include <Hedgehog/Universe/Engine/hhMessageProcess.h>
#include <Hedgehog/Universe/Engine/hhStateMachineMessageReceiver.h>
namespace Hedgehog::Universe
{
class CStateMachineBase : public IStateMachineMessageReceiver, public Base::CObject
{
public:
class CStateBase : public IMessageProcess
{
public:
SWA_INSERT_PADDING(0x08);
xpointer<void> m_pContext;
xpointer<CStateMachineBase> m_pStateMachine;
be<float> m_Time;
SWA_INSERT_PADDING(0x4C);
void* GetContextBase() const;
template<typename T>
T* GetContextBase() const;
};
SWA_INSERT_PADDING(0x60);
};
}
#include <Hedgehog/Universe/Engine/hhStateMachineBase.inl>

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@ -1,13 +0,0 @@
namespace Hedgehog::Universe
{
inline void* CStateMachineBase::CStateBase::GetContextBase() const
{
return m_pContext;
}
template<typename T>
inline T* CStateMachineBase::CStateBase::GetContextBase() const
{
return (T*)m_pContext.get();
}
}

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#pragma once
#include <SWA.inl>
namespace Hedgehog::Universe
{
class IStateMachineMessageReceiver
{
public:
IStateMachineMessageReceiver(const swa_null_ctor&) {}
};
}

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#pragma once
#include "SWA.inl"
namespace Hedgehog::Universe
{
struct SUpdateInfo
{
be<float> DeltaTime;
be<uint32_t> Frame;
Base::CSharedString Category;
};
}

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@ -1,25 +0,0 @@
#pragma once
#include "SWA.inl"
#include "Hedgehog/Universe/Thread/hhParallelJob.h"
namespace Hedgehog::Universe
{
class CUpdateUnit : public Base::CObject, public IParallelJob
{
public:
xpointer<void> m_pVftable;
SWA_INSERT_PADDING(0x20);
CUpdateUnit(const swa_null_ctor& nil) : CObject(nil), IParallelJob(nil) {}
CUpdateUnit();
// TODO: implement virtual functions.
// virtual ~CUpdateUnit();
//
// virtual void ExecuteParallelJob(const SUpdateInfo& in_rUpdateInfo) override;
//
// virtual void UpdateParallel(const SUpdateInfo& in_rUpdateInfo) {}
// virtual void UpdateSerial(const SUpdateInfo& in_rUpdateInfo) {}
};
}

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#pragma once
#include "SWA.inl"
#include "Hedgehog/Universe/Engine/hhUpdateInfo.h"
namespace Hedgehog::Universe
{
class IParallelJob
{
public:
xpointer<void> m_pVftable;
IParallelJob() {}
IParallelJob(const swa_null_ctor&) {}
// TODO: implement virtual functions.
// virtual ~IParallelJob() = default;
//
// virtual void ExecuteParallelJob(const SUpdateInfo& in_rUpdateInfo) = 0;
};
}

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# SWA
## Contribution Guide
### Naming Conventions
- Use `camelCase` for local variables, `SNAKE_CASE` for preprocessor macros, and `PascalCase` for everything else. SWA-specific types that don't exist in the game should use `snake_case` for better differentiation.
- Class names should be prefixed with `C`, e.g., `CSonicContext`.
- Struct names should be prefixed with `S`, e.g., `SUpdateInfo`.
- Class members should be prefixed with `m_`, e.g., `m_Time`. Do not use this prefix for struct members.
- Enum names should be prefixed with `E`, e.g., `ELightType`.
- Enum members should start with `e`, followed by the enum name and an underscore, e.g., `eLightType_Point`.
- For enum members indicating the count of elements, prefix with `n`, followed by the name, e.g., `nLightType`.
- Pointers should be prefixed with `p`, e.g., `pSonicContext`.
- Shared pointers should be prefixed with `sp`, e.g., `spDatabase`.
- References should be prefixed with `r`, e.g., `rMessage`.
- Input function arguments should be prefixed with `in_`, e.g., `in_Name`.
- Output function arguments should be prefixed with `out_`, e.g., `out_Value`.
- Static class members should be prefixed with `ms_`, e.g., `ms_Instance`.
- Static members outside a class should be prefixed with `g_`, e.g., `g_AllocationTracker`.
- SWA-specific preprocessor macros should start with `SWA_`, e.g., `SWA_INSERT_PADDING`.
- Hedgehog namespace-specific preprocessor macros should start with `HH_` along with the library's shorthand, e.g., `HH_FND_MSG_MAKE_TYPE`.
- Function pointers should be prefixed with `fp`, e.g., `fpCGameObjectConstructor`.
Combine prefixes as necessary, e.g., `m_sp` for a shared pointer as a class member or `in_r` for a const reference as a function argument.
### Coding Style
- Always place curly brackets on a new line.
- Prefer forward declaring types over including their respective headers.
- Use <> includes relative to the project's root directory path.
- Use C++17's nested namespace feature instead of defining multiple namespaces on separate lines.
- Enum classes are prohibited as they were not available when the game was developed.
- Avoid placing function definitions in .h files, instead, implement functions in the header's respective .inl file, similar to a .cpp file.
- Ensure that all class members are declared as public. Even if you suspect that a class member was private in the original code, having it public is more convenient in a modding API.
- Avoid placing multiple class definitions in a single header file unless you have a good reason to do so.
- Keep function pointers or addresses outside functions, define them as global variables in the corresponding .inl file. Mark these global variables as `inline` and never nest them within class definitions. You do not need to use the `g_` prefix for function pointers, `fp` is sufficient.
- Use primitive types defined in `cstdint` instead of using types that come with the language, e.g., use `uint32_t` instead of `unsigned int`. Using `float`, `double` and `bool` is okay.
### Mapping Rules
- Always include the corresponding `offsetof`/`sizeof` assertions for mapped classes/structs. If you are uncertain about the type's size, you can omit the `sizeof` assertion.
- Use the exact type name from the game if it's available through RTTI, otherwise, you can look for shared pointers that may reveal the original type name.
- If you are unsure about the name of a class/struct member, use `Field` followed by the hexadecimal byte offset (e.g., `m_Field194`). Avoid names like `m_StoresThisThingMaybe`, you can write comments next to the definition for speculations.
- If a portion of the byte range is irrelevant to your research or not mapped yet, use the `SWA_INSERT_PADDING` macro to align class/struct members correctly.
- When the class has a virtual function table, if you don't want to map every function in it, you can map only the virtual destructor.
- The original file locations are likely available in the executable file as assertion file paths. If you cannot find the file path, use your intuition to place the file in a sensible place.

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#pragma once
#include "CSD/Manager/csdmBase.h"
#include "CSD/Manager/csdmMotionPattern.h"
#include "CSD/Manager/csdmNode.h"
#include "CSD/Manager/csdmNodeObserver.h"
#include "CSD/Manager/csdmObserverBase.h"
#include "CSD/Manager/csdmProject.h"
#include "CSD/Manager/csdmRCObject.h"
#include "CSD/Manager/csdmRCObjectImp.h"
#include "CSD/Manager/csdmRCPtr.h"
#include "CSD/Manager/csdmRCPtrAbs.h"
#include "CSD/Manager/csdmResourceBase.h"
#include "CSD/Manager/csdmScene.h"
#include "CSD/Manager/csdmSceneObserver.h"
#include "CSD/Manager/csdmSubjectBase.h"
#include "CSD/Platform/csdTexList.h"
#include "Hedgehog/Base/Container/hhMap.h"
#include "Hedgehog/Base/Container/hhVector.h"
#include "Hedgehog/Base/System/hhAllocator.h"
#include "Hedgehog/Base/System/hhSymbol.h"
#include "Hedgehog/Base/Thread/hhHolder.h"
#include "Hedgehog/Base/Thread/hhHolderBase.h"
#include "Hedgehog/Base/Thread/hhSynchronizedObject.h"
#include "Hedgehog/Base/Thread/hhSynchronizedPtr.h"
#include "Hedgehog/Base/Type/detail/hhStringHolder.h"
#include "Hedgehog/Base/Type/hhSharedString.h"
#include "Hedgehog/Base/hhObject.h"
#include "Hedgehog/Database/System/hhDatabaseData.h"
#include "Hedgehog/Math/Vector.h"
#include "Hedgehog/MirageCore/Misc/hhVertexDeclarationPtr.h"
#include "Hedgehog/MirageCore/RenderData/hhMaterialData.h"
#include "Hedgehog/MirageCore/RenderData/hhMeshData.h"
#include "Hedgehog/MirageCore/RenderData/hhMeshIndexData.h"
#include "Hedgehog/MirageCore/RenderData/hhModelData.h"
#include "Hedgehog/MirageCore/RenderData/hhMorphModelData.h"
#include "Hedgehog/MirageCore/RenderData/hhNodeGroupModelData.h"
#include "Hedgehog/MirageCore/RenderData/hhPixelShaderCodeData.h"
#include "Hedgehog/MirageCore/RenderData/hhPixelShaderData.h"
#include "Hedgehog/MirageCore/RenderData/hhShaderListData.h"
#include "Hedgehog/MirageCore/RenderData/hhTerrainModelData.h"
#include "Hedgehog/MirageCore/RenderData/hhTexsetData.h"
#include "Hedgehog/MirageCore/RenderData/hhTextureData.h"
#include "Hedgehog/MirageCore/RenderData/hhVertexShaderCodeData.h"
#include "Hedgehog/MirageCore/RenderData/hhVertexShaderData.h"
#include "Hedgehog/MirageCore/Renderable/hhRenderable.h"
#include "Hedgehog/Sparkle/hhParticleMaterial.h"
#include "Hedgehog/Universe/Engine/hhMessageActor.h"
#include "Hedgehog/Universe/Engine/hhMessageProcess.h"
#include "Hedgehog/Universe/Engine/hhStateMachineBase.h"
#include "Hedgehog/Universe/Engine/hhStateMachineMessageReceiver.h"
#include "Hedgehog/Universe/Engine/hhUpdateInfo.h"
#include "Hedgehog/Universe/Engine/hhUpdateUnit.h"
#include "Hedgehog/Universe/Thread/hhParallelJob.h"
#include "SWA/Achievement/AchievementManager.h"
#include "SWA/Achievement/AchievementTest.h"
#include "SWA/CSD/CsdDatabaseWrapper.h"
#include "SWA/CSD/CsdProject.h"
#include "SWA/CSD/CsdTexListMirage.h"
#include "SWA/CSD/GameObjectCSD.h"
#include "SWA/Camera/Camera.h"
#include "SWA/Camera/CameraController.h"
#include "SWA/CharacterUtility/CharacterProxy.h"
#include "SWA/HUD/GeneralWindow/GeneralWindow.h"
#include "SWA/HUD/Loading/Loading.h"
#include "SWA/HUD/Pause/HudPause.h"
#include "SWA/HUD/SaveIcon/SaveIcon.h"
#include "SWA/HUD/Sonic/HudSonicStage.h"
#include "SWA/Inspire/InspireMovieOverlay.h"
#include "SWA/Inspire/InspireMovieOverlayInfo.h"
#include "SWA/Inspire/InspireOpacityAnimationInfo.h"
#include "SWA/Inspire/InspireScene.h"
#include "SWA/Inspire/InspireSceneData.h"
#include "SWA/Inspire/InspireSceneInfo.h"
#include "SWA/Inspire/InspireTextureAnimationInfo.h"
#include "SWA/Inspire/InspireTextureOverlay.h"
#include "SWA/Inspire/InspireTextureOverlayInfo.h"
#include "SWA/Menu/MenuWindowBase.h"
#include "SWA/Movie/MovieDisplayer.h"
#include "SWA/Movie/MovieManager.h"
#include "SWA/Player/Character/EvilSonic/EvilSonic.h"
#include "SWA/Player/Character/EvilSonic/EvilSonicContext.h"
#include "SWA/Player/Character/EvilSonic/Hud/EvilHudGuide.h"
#include "SWA/Sequence/Unit/SequenceUnitBase.h"
#include "SWA/Sequence/Unit/SequenceUnitPlayMovie.h"
#include "SWA/Sequence/Utility/SequencePlayMovieWrapper.h"
#include "SWA/Sound/Sound.h"
#include "SWA/Sound/SoundBGMActSonic.h"
#include "SWA/Sound/SoundBGMBase.h"
#include "SWA/System/Application.h"
#include "SWA/System/ApplicationD3D9.h"
#include "SWA/System/ApplicationDocument.h"
#include "SWA/System/ApplicationXenon.h"
#include "SWA/System/Game.h"
#include "SWA/System/GameDocument.h"
#include "SWA/System/GameMode/GameMode.h"
#include "SWA/System/GameMode/GameModeStage.h"
#include "SWA/System/GameMode/GameModeStageMovie.h"
#include "SWA/System/GameMode/GameModeStageTitle.h"
#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/TitleStateWorldMap.h"
#include "SWA/System/GameMode/WorldMap/WorldMapCamera.h"
#include "SWA/System/GameMode/WorldMap/WorldMapCursor.h"
#include "SWA/System/GameObject.h"
#include "SWA/System/GameParameter.h"
#include "SWA/System/GammaController.h"
#include "SWA/System/InputState.h"
#include "SWA/System/PadState.h"
#include "SWA/System/World.h"
#include "boost/smart_ptr/make_shared_object.h"
#include "boost/smart_ptr/shared_ptr.h"

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@ -1,21 +0,0 @@
#pragma once
#include <cpu/guest_stack_var.h>
#include <kernel/function.h>
#define SWA_CONCAT2(x, y) x##y
#define SWA_CONCAT(x, y) SWA_CONCAT2(x, y)
#define SWA_INSERT_PADDING(length) \
uint8_t SWA_CONCAT(pad, __LINE__)[length]
#define SWA_ASSERT_OFFSETOF(type, field, offset) \
static_assert(offsetof(type, field) == offset)
#define SWA_ASSERT_SIZEOF(type, size) \
static_assert(sizeof(type) == size)
#define SWA_VIRTUAL_FUNCTION(returnType, virtualIndex, ...) \
GuestToHostFunction<returnType>(*(be<uint32_t>*)(g_memory.Translate(*(be<uint32_t>*)(this) + (4 * virtualIndex))), __VA_ARGS__)
struct swa_null_ctor {};

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@ -1,22 +0,0 @@
#pragma once
#include <SWA.inl>
namespace SWA::Achievement
{
class CManager : public Hedgehog::Universe::CUpdateUnit
{
public:
class CMember
{
public:
SWA_INSERT_PADDING(0x08);
be<uint32_t> m_AchievementID;
};
SWA_INSERT_PADDING(0x98);
xpointer<CMember> m_pMember;
be<uint32_t> m_IsUnlocked;
SWA_INSERT_PADDING(0x10);
};
}

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@ -1,15 +0,0 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CAchievementTest
{
public:
SWA_INSERT_PADDING(0x38);
be<uint32_t> m_Unk1;
be<uint32_t> m_AchievementID;
uint8_t m_Unk2;
};
}

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@ -1,25 +0,0 @@
#pragma once
#include "boost/smart_ptr/shared_ptr.h"
namespace Hedgehog::Database
{
class CDatabase;
}
namespace SWA
{
class CCsdProject;
class CCsdDatabaseWrapper
{
public:
Hedgehog::Database::CDatabase* m_pDatabase;
CCsdDatabaseWrapper(Hedgehog::Database::CDatabase* in_pDatabase) : m_pDatabase(in_pDatabase) {}
boost::shared_ptr<CCsdProject> GetCsdProject(const Hedgehog::Base::CSharedString& in_rName);
};
}
#include "SWA/CSD/CsdDatabaseWrapper.inl"

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@ -1,9 +0,0 @@
namespace SWA
{
inline boost::shared_ptr<CCsdProject> CCsdDatabaseWrapper::GetCsdProject(const Hedgehog::Base::CSharedString& in_rName)
{
boost::shared_ptr<CCsdProject> spCsdProject;
GuestToHostFunction<void>(sub_825E2B40, &in_rName, this, &spCsdProject, 0);
return spCsdProject;
}
}

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@ -1,18 +0,0 @@
#pragma once
#include "CSD/Manager/csdmRCPtr.h"
#include "Hedgehog/Database/System/hhDatabaseData.h"
namespace Chao::CSD
{
class CProject;
}
namespace SWA
{
class CCsdProject : public Hedgehog::Database::CDatabaseData
{
public:
Chao::CSD::RCPtr<Chao::CSD::CProject> m_rcProject;
};
}

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@ -1,18 +0,0 @@
#pragma once
#include "CSD/Platform/csdTexList.h"
namespace Hedgehog::Mirage
{
class CTexsetData;
}
namespace SWA
{
class CCsdTexListMirage : public Chao::CSD::CTexList
{
public:
boost::shared_ptr<Hedgehog::Mirage::CTexsetData> m_spTexsetData;
SWA_INSERT_PADDING(0x04);
};
}

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@ -1,20 +0,0 @@
#pragma once
#include "SWA.inl"
#include "CSD/Manager/csdmRCPtr.h"
#include "SWA/System/GameObject.h"
namespace Chao::CSD
{
class CProject;
}
namespace SWA
{
class CGameObjectCSD : public CGameObject
{
public:
xpointer<void> m_pVftable;
Chao::CSD::RCPtr<Chao::CSD::CProject> m_rcProject;
};
}

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@ -1,24 +0,0 @@
#pragma once
#include <SWA.inl>
#include <SWA/System/GameObject.h>
namespace SWA
{
class CCamera : public CGameObject // , public Hedgehog::Universe::TStateMachine<CCamera>
{
public:
xpointer<void> m_pVftable;
SWA_INSERT_PADDING(0xC4);
be<float> m_VertAspectRatio;
SWA_INSERT_PADDING(0x48);
be<float> m_HorzAspectRatio;
SWA_INSERT_PADDING(0x178);
be<float> m_FieldOfView;
be<float> m_VertFieldOfView;
be<float> m_HorzFieldOfView;
SWA_INSERT_PADDING(0x18);
bool m_InvertY;
bool m_InvertX;
};
}

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@ -1,17 +0,0 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CCameraController : public Hedgehog::Universe::CStateMachineBase::CStateBase
{
public:
SWA_INSERT_PADDING(0x04);
be<float> m_FieldOfView;
SWA_INSERT_PADDING(0x68);
};
SWA_ASSERT_OFFSETOF(CCameraController, m_FieldOfView, 0x64);
SWA_ASSERT_SIZEOF(CCameraController, 0xD0);
}

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@ -1,14 +0,0 @@
#pragma once
#include <Hedgehog/Math/Vector.h>
namespace SWA
{
class CCharacterProxy
{
public:
SWA_INSERT_PADDING(0x120);
Hedgehog::Math::CVector m_Position;
Hedgehog::Math::CVector m_Velocity;
};
}

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@ -1,18 +0,0 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CGeneralWindow
{
public:
SWA_INSERT_PADDING(0xD0);
Chao::CSD::RCPtr<Chao::CSD::CProject> m_rcGeneral;
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcBg;
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcWindow;
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;
};
}

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@ -1,34 +0,0 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
enum ELoadingDisplayType
{
eLoadingDisplayType_MilesElectric,
eLoadingDisplayType_None,
eLoadingDisplayType_WerehogMovie,
eLoadingDisplayType_MilesElectricContext,
eLoadingDisplayType_Arrows,
eLoadingDisplayType_NowLoading,
eLoadingDisplayType_EventGallery,
eLoadingDisplayType_ChangeTimeOfDay,
eLoadingDisplayType_Blank
};
class CLoading
{
public:
SWA_INSERT_PADDING(0xD8);
be<uint32_t> m_pUnk;
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);
bool m_IsNightToDay;
};
}

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@ -1,69 +0,0 @@
#pragma once
#include <SWA.inl>
using namespace Chao::CSD;
namespace SWA
{
enum EActionType : uint32_t
{
eActionType_Undefined,
eActionType_Status,
eActionType_Return,
eActionType_Inventory,
eActionType_Skills,
eActionType_Lab,
eActionType_Wait,
eActionType_Restart = 8,
eActionType_Continue
};
enum EMenuType : uint32_t
{
eMenuType_WorldMap,
eMenuType_Village,
eMenuType_Stage,
eMenuType_Hub,
eMenuType_Misc
};
enum EStatusType : uint32_t
{
eStatusType_Idle,
eStatusType_Accept,
eStatusType_Decline
};
enum ETransitionType : uint32_t
{
eTransitionType_Undefined,
eTransitionType_Quit = 2,
eTransitionType_Dialog = 5,
eTransitionType_Hide,
eTransitionType_Abort,
eTransitionType_SubMenu
};
class CHudPause : public CGameObject
{
public:
xpointer<void> m_pVftable;
SWA_INSERT_PADDING(0x2C);
RCPtr<CProject> m_rcPause;
RCPtr<CScene> m_rcBg;
RCPtr<CScene> m_rcBg1;
RCPtr<CScene> m_rcBg1_2;
RCPtr<CScene> m_rcBg1Select;
RCPtr<CScene> m_rcBg1Select_2;
RCPtr<CScene> m_rcStatusTitle;
RCPtr<CScene> m_rcFooterA;
SWA_INSERT_PADDING(0x5C);
be<EActionType> m_Action;
be<EMenuType> m_Menu;
be<EStatusType> m_Status;
be<ETransitionType> m_Transition;
SWA_INSERT_PADDING(0x20);
bool m_IsShown;
};
}

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@ -1,13 +0,0 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CSaveIcon : Hedgehog::Universe::CUpdateUnit
{
public:
SWA_INSERT_PADDING(0xD8);
bool m_IsVisible;
};
}

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@ -1,22 +0,0 @@
#pragma once
#include <SWA.inl>
namespace SWA
{
class CHudSonicStage
{
public:
SWA_INSERT_PADDING(0xE0);
Chao::CSD::RCPtr<Chao::CSD::CProject> m_rcPlayScreen;
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcSpeedGauge;
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcRingEnergyGauge;
Chao::CSD::RCPtr<Chao::CSD::CScene> m_rcGaugeFrame;
SWA_INSERT_PADDING(0x28);
Chao::CSD::RCPtr<Chao::CSD::CNode> m_rcScoreCount;
Chao::CSD::RCPtr<Chao::CSD::CNode> m_rcTimeCount;
Chao::CSD::RCPtr<Chao::CSD::CNode> m_rcTimeCount2;
Chao::CSD::RCPtr<Chao::CSD::CNode> m_rcTimeCount3;
Chao::CSD::RCPtr<Chao::CSD::CNode> m_rcPlayerCount;
};
}

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@ -1,17 +0,0 @@
#pragma once
#include <SWA.inl>
#include <SWA/Inspire/InspireMovieOverlayInfo.h>
namespace SWA::Inspire
{
class CScene;
class CMovieOverlay
{
public:
boost::shared_ptr<CMovieOverlayInfo> m_spInfo;
xpointer<CScene> m_pScene;
xpointer<Hedgehog::Mirage::CTextureData> m_pTextureData;
};
}

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