Rename project to sacredK
sacred_re.dll/.exe/.ini/.log/_crash files are now sacredK.*; inventory saves with the old "sacred_re.inventory" format id still load. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -6,8 +6,8 @@ project, autotest) first; this file adds how we work and what we learned.
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## What this is
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`sacred_re.dll` is injected into the original **Sacred Gold 2.28**
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`sacred.exe` (2006, 32-bit, MSVC 6) by the launcher `sacred_re.exe`. It
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`sacredK.dll` is injected into the original **Sacred Gold 2.28**
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`sacred.exe` (2006, 32-bit, MSVC 6) by the launcher `sacredK.exe`. It
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hooks and patches the running game: some functions are rewritten, most of
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the work so far is **mods** — behaviour changes on top of the original
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(widescreen, HUD layout, 7 weapon sets / art slots, key bindings, WASD,
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@@ -15,7 +15,7 @@ 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\sacred_re.ini`, `[paths] GameDir`). Ignore the
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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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- Game texts are German (Fertigkeiten, Attribute, Blitzschlag, ...); keep the
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game's names when talking about features.
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@@ -65,12 +65,12 @@ at every step; the user plays it to test.
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```powershell
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.\build.ps1 # x86-debug -> build\x86-debug\
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build\x86-debug\sacred_re.exe log # start the game with the DLL
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build\x86-debug\sacredK.exe log # start the game with the DLL
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```
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New source files must be added to `CMakeLists.txt`. Output to check:
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`build\x86-debug\sacred_re.log` (written anew each start; our lines plus the
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game's own log). Crashes: `sacred_re_crash.txt` / `.dmp` next to the DLL
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`build\x86-debug\sacredK.log` (written anew each start; our lines plus the
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game's own log). Crashes: `sacredK_crash.txt` / `.dmp` next to the DLL
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(exception, module+offset, ebp chain); Windows also records the faulting
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offset in the Application event log (`Get-WinEvent`, provider "Application
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Error"). The debug build's run-time checks turn calling-convention mistakes
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