Docs: local Sacred Gold install required, no hard-coded game path
README explains --game-dir and the stored GameDir; the VS Code launch uses the stored path and builds through build.ps1. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -3,13 +3,15 @@
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"configurations": [
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{
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// Builds, then starts the game through the launcher (no debugger in the game).
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// The game folder comes from build/x86-debug/sacredK.ini: run the
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// launcher once with --game-dir "<Sacred Gold folder>" (README.md).
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"name": "Run Sacred (sacredK)",
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"type": "cppvsdbg",
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"request": "launch",
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"program": "${workspaceFolder}/build/x86-debug/sacredK.exe",
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"args": ["--game-dir", "D:\\Gaming\\Sacred Gold", "log"],
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"args": ["log"],
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"cwd": "${workspaceFolder}/build/x86-debug",
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"preLaunchTask": "CMake: build",
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"preLaunchTask": "Build x86-debug",
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"console": "internalConsole"
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},
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{
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@@ -2,10 +2,13 @@
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"version": "2.0.0",
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"tasks": [
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{
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"label": "CMake: build",
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"type": "cmake",
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"command": "build",
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"targets": ["all"],
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// build.ps1 enters the MSVC x86 environment and builds the x86-debug
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// preset; unlike a CMake Tools task it needs no preset picked in VS Code.
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"label": "Build x86-debug",
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"type": "process",
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"command": "powershell",
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"args": ["-NoProfile", "-ExecutionPolicy", "Bypass", "-File", "${workspaceFolder}/build.ps1", "x86-debug"],
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"options": { "cwd": "${workspaceFolder}" },
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"group": { "kind": "build", "isDefault": true },
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"problemMatcher": ["$msCompile"]
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}
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@@ -14,9 +14,11 @@ the work so far is **mods** — behaviour changes on top of the original
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auto-attack, skill reworks, respec, map fixes, ...). The game stays playable
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at every step; the user plays it to test.
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- Target binary: the original `sacred.exe` in `D:\Gaming\Sacred Gold\`
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(path in `build\x86-debug\sacredK.ini`, `[paths] GameDir`). Ignore the
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`SacredReborn*` files in that folder.
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- Target binary: the original `sacred.exe` of a local Sacred Gold 2.28
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installation (see `README.md`, Supported build). The game is not in the
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repo; its folder is given to the launcher once (`--game-dir`) and kept in
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`build\<preset>\sacredK.ini`, `[paths] GameDir`. Read it from there; never
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hard-code a local path in code, docs or configs.
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- Game texts are German (Fertigkeiten, Attribute, Blitzschlag, ...); keep the
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game's names when talking about features.
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- The user's monitor is 3440x1440; the game renders about 1835x768 scaled up.
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@@ -41,11 +41,24 @@ the CMake presets.
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## Running
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The game is not part of this repository. You need a local installation of
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Sacred Gold 2.28 with the `sacred.exe` listed under [Supported build](#supported-build)
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(e.g. the Steam or GOG release), and you tell the launcher its folder once:
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```powershell
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build\x86-debug\sacredK.exe --game-dir "D:\Gaming\Sacred Gold" # first run; remembered in sacredK.ini
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build\x86-debug\sacredK.exe log # later runs; extra args go to the game
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build\x86-debug\sacredK.exe --game-dir "<Sacred Gold folder>" # first run; remembered in sacredK.ini
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build\x86-debug\sacredK.exe log # later runs; extra args go to the game
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```
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The folder is stored as `[paths] GameDir` in `sacredK.ini` next to the
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launcher (one per build preset, not tracked by git). Without it, the launcher
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looks for `sacred.exe` in its own folder and otherwise asks for `--game-dir`.
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The VS Code launch configuration relies on this stored path too.
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Save games and the game's `Settings.cfg` live in `Documents\Sacred\save` and
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`Documents\Sacred\config`; on the first start they are copied there from the
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game folder (see `docs/user-folders.md`).
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`sacredK.log` (next to the DLL) records what was hooked plus every message the
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game sends to its internal logger, even when the game's own logging is off.
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