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An unofficial PC port of the Xbox 360 version of Sonic Unleashed created through the process of static recompilation.
![]() * Implement audio timing with integer math. * Add busy loop to audio thread. * Implement a frame limiter. * Implement implot. * Add more stuff to the profiler window. * Redo frame limiter logic to fix drifting. * Move frame limiter, add limiters for SFD & loading screen. * Update waiting logic for audio thread. * Correct small delta time errors. * Decrease delta time error threshold. * Set busy wait threshold to 2ms. * Change spin wait in D3D12 present to infinite wait. * Replace FPS literals with constants. |
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flatpak | ||
thirdparty | ||
toolchains | ||
tools | ||
UnleashedRecomp | ||
UnleashedRecompLib | ||
UnleashedRecompResources@a9f556b443 | ||
.editorconfig | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
CMakePresets.json | ||
README.md | ||
update_submodules.bat | ||
vcpkg.json |
UnleashedRecomp
Building
- 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
- Decompress and decrypt
default.xex
, apply the title update patch (default.xexp
), and place the resulting file in./UnleashedRecompLib/private/
. - Decompress
shader.ar
and place the resulting file in./UnleashedRecompLib/private/
. - Open the repository directory in Visual Studio 2022 (not Preview) and wait for CMake generation to complete. If you don't plan to debug, switch to the
x64-Clang-Release
configuration. - Under Solution Explorer, right-click and choose "Switch to CMake Targets View".
- Right-click the UnleashedRecomp project and choose "Set as Startup Item", then choose "Add Debug Configuration".
- Add a
currentDir
property to the first element underconfigurations
in the generated JSON and set its value to the path to your game directory (where root is the directory containingdlc
,game
,save
,update
, etc). - Run or debug UnleashedRecomp. The initial compilation might take a while to complete due to code and shader recompilation.