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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@@ -1,8 +1,8 @@
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# sacred_re
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# sacredK
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An incremental reimplementation of **Sacred Gold 2.28** (`sacred.exe`, 2006).
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`sacred_re.dll` is injected into the original game at startup and replaces game
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`sacredK.dll` is injected into the original game at startup and replaces game
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functions with rewritten C++ one by one. Everything not yet rewritten keeps
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running as original machine code, so the game stays playable at every step and
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each rewrite can be tested in-game immediately. Once enough is rewritten, the
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@@ -42,14 +42,14 @@ the CMake presets.
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## Running
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```powershell
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build\x86-debug\sacred_re.exe --game-dir "D:\Gaming\Sacred Gold" # first run; remembered in sacred_re.ini
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build\x86-debug\sacred_re.exe log # later runs; extra args go to the game
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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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```
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`sacred_re.log` (next to the DLL) records what was hooked plus every message the
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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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Hooks can be switched off individually in `sacred_re.ini` (next to the DLL)
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Hooks can be switched off individually in `sacredK.ini` (next to the DLL)
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to compare a rewrite against the original:
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```ini
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@@ -61,7 +61,7 @@ CmdLineHasFlag=0
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```
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src/re/ hook framework, injection-side startup, logging, config
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src/launcher/ sacred_re.exe — starts sacred.exe with the DLL injected
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src/launcher/ sacredK.exe — starts sacred.exe with the DLL injected
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src/game/ rewritten game code and original-layout structs, by subsystem
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src/mods/ behaviour changes on top of the original (e.g. borderless.cpp)
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docs/ reverse-engineering notes; function-map.md tracks progress
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