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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@@ -9,7 +9,7 @@
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// Mouse positions are mapped back from that rectangle to game pixels, both in
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// GetMouseClientPos (polled by the game) and in mouse window messages.
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//
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// sacred_re.ini:
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// sacredK.ini:
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// [borderless]
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// Enabled=1 ; 0 = original behaviour
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// IntegerScale=0 ; 1 = scale by whole multiples only (sharper, larger bars)
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@@ -11,7 +11,7 @@ namespace game {
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// cParticleSystem_burningBone::Render (vf04 0x774e10, vtable 0x895b84):
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// crashed reading the device it was given, which was null (2026-10-16, Esc
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// pressed while walking; Windows reported sacred.exe+0x374e39). Who renders
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// it without a device is not known yet (sacred_re_crash.txt will tell). With
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// it without a device is not known yet (sacredK_crash.txt will tell). With
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// no device there is nothing to draw.
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// (device, a 4x4 matrix by value; ret 0x44).
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struct Matrix4 {
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@@ -16,7 +16,7 @@
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// inside both.
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// The world never sees these offsets: they are only active inside the hooks.
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//
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// sacred_re.ini:
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// sacredK.ini:
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// [hud]
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// Enabled=1
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+1
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@@ -16,7 +16,7 @@
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// off. Alt+key arrives as WM_SYSKEYDOWN and is not handled here anyway.)
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//
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// The bindings are set on the options window's key bindings tab
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// (mods/options.cpp) and kept in sacred_re.ini (key names: kKeyNames below,
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// (mods/options.cpp) and kept in sacredK.ini (key names: kKeyNames below,
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// None):
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// [keys]
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// SkillSlot0=0 ... SkillSlot6=6 ; cast combat-art slot (0 = right mouse button art)
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@@ -33,7 +33,7 @@ const wchar_t* BindingGroup(int index);
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int BindingKey(int index); // virtual key, 0 = none
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int DefaultBindingKey(int index);
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// Sets all bindings (`keys[BindingCount()]`) and writes them to sacred_re.ini.
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// Sets all bindings (`keys[BindingCount()]`) and writes them to sacredK.ini.
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void SetBindingKeys(const int* keys);
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// Whether `vk` can be bound, and its name as shown ("Leertaste", "F1", ...).
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@@ -193,7 +193,7 @@ void PutArtSlot(const json& variants, uint8_t* slot) {
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json ToJson(const std::vector<uint8_t>& block, const uint8_t* shadow) {
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Reader r(block);
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json j;
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j["format"] = "sacred_re.inventory";
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j["format"] = "sacredK.inventory";
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j["version"] = kVersion;
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j["player"] = r.U16();
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j["flags"] = r.U16();
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@@ -262,7 +262,9 @@ json ToJson(const std::vector<uint8_t>& block, const uint8_t* shadow) {
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// The original block for slots 1-5; slots 6-7 are applied afterwards.
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std::vector<uint8_t> ToBlock(const json& j) {
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if (j.at("format") != "sacred_re.inventory" || j.at("version").get<int>() > kVersion) {
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// "sacred_re.inventory": saves from before the project was renamed to sacredK.
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const auto format = j.at("format").get<std::string>();
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if ((format != "sacredK.inventory" && format != "sacred_re.inventory") || j.at("version").get<int>() > kVersion) {
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throw std::runtime_error("unknown inventory format / version");
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}
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Writer w;
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@@ -1,7 +1,7 @@
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// Options window in three tabs: Allgemein, Beute, Tastenbelegung (request of
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// 2026-10-18). Beute holds the game's auto-pickup settings (first iteration:
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// moved there from the common page); Tastenbelegung sets the key bindings of
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// mods/input.cpp, which had only been settable in sacred_re.ini.
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// mods/input.cpp, which had only been settable in sacredK.ini.
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//
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// The window (cUI_Options, vtable 0x89505c, constructor 0x716570 building its
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// controls in 0x7184e0) is laid out for 1024x768: six frames in two columns
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@@ -334,7 +334,7 @@ void Save() {
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}
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}
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}
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const json j = {{"format", "sacred_re.shared_chest"}, {"version", kFileVersion}, {"items", items}};
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const json j = {{"format", "sacredK.shared_chest"}, {"version", kFileVersion}, {"items", items}};
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const std::string path = FilePath();
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const std::string temp = path + ".tmp";
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{
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@@ -8,7 +8,7 @@
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// 1024x768 layout, and set the variables from the render size.
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// See docs/widescreen.md.
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//
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// sacred_re.ini:
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// sacredK.ini:
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// [widescreen]
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// Enabled=1
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// Height=768 ; world pixels visible vertically (768 = original look);
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