cUI_Taskbar2's slot arrays move behind the (enlarged) object with room
for 7 each; all instructions addressing them, the relative accesses
between the two arrays, the slot loops and the count clamp are patched
from tables in game/addresses.h (belt loops untouched). Slots 6 / 7
unlock at levels 45 / 65; AssignArtToSlot accepts slots up to 6. Slot
keys call the taskbar's selection directly (honouring COMBINE_SLOTS).
Shared code: re::PatchAll / PatchInstructionByte for patch tables,
game/engine/objects.h for object, RTTI and kernel calls, slot-hook
templates in skillslots.cpp.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Weapon sets and combat-art slots 6-7 live in a shadow inventory per
inventory; the slot methods run the original code on it for slots >= 5,
so item references, icon resources and selection events stay the
game's own. Save games (cInventoryManager::Serialize) and hero files
(saveHero / loadHero) store inventories as JSON ("SRIJ" + length);
vanilla blocks are still read, which migrates old saves. Multiplayer
transfers keep the binary format. nlohmann/json fetched via git.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Raw WM_KEYDOWN/WM_KEYUP are handled in both window procedures (the game
swaps 0x8110d0 and 0x8122a0 with SetWindowLong; 0x8110d0 is the in-game
one). Bound keys are swallowed and post the original hotkey's key event
to the kernel, so F-keys work and bindings are layout independent
([keys] in sacred_re.ini). Replaces the WASD hotkey remap and the digit
swap; W/A/S/D and the digit row no longer reach the game. Skill keys
still cast through the right mouse button. Enabled switches removed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A digit that selects a combat-art slot now also presses the right mouse
button (posted WM_RBUTTONDOWN, released with the key), so the game casts
the art at the cursor like a right-click. SwapDigits trades the digit
rows; the key rewrite shares the WASD remap in the engine/UI receivers.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
While W/A/S/D are held, the controlled creature gets a plain walk order every
engine tick toward its position plus the pressed screen direction, as the
mouse does while its button is held (every mouse event re-sends a walk to the
cursor point); releasing sends the target-less stop order of a released mouse
button. W/A/S/D key events are swallowed before the hotkeys see them; their
old actions move to G (action slot 3), V (pick up nearby) and K (save game
window) for now, configurable in [wasd].
docs/wasd.md: order format, measured mouse behaviour, hotkey map.
docs/todo.md: better pathfinder; final bindings for the moved hotkeys.
re::ConfigString for string settings.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- tools/names.txt lists identified sacred.exe functions ("0xADDR
Class::Method"); rename.ps1 / Rename.java apply them to the persistent
Ghidra project, so decompiles read with real names.
- decompile.ps1: parameters other than the addresses are named-only (the
first address was taken as -Out).
- game-input.ps1: Hold-Key for polled keys such as movement.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Primitives covering the whole 1024x768 layout inside a moved window, such as
the dimming behind the exit confirmation, were shifted with the window and
left both sides undimmed; they are stretched to the render width instead.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Creatures were culled beyond 1024+200 x 768+200 screen pixels (cmp 4C8h /
3C8h in both object passes): invisible in the right part of a wide view,
and the player too once the centre passed 1224. The bounds follow the
render size now.
- Centre immediates written as negatives (-200h / -180h), missed before:
the row renderer's static object origin (0x62babb) and aiming at the
cursor (0x4fb620).
- HUD: moved windows no longer shift the shared mouse cursor object; the
cursor accessor (0x6550f0) hands them a per-thread shifted copy and writes
back what they changed. World input on other threads read the shifted
position now and then, which made hold-to-move jerky.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Mouse move events carry previous and current x (+4, +0xc); button events
x at +8. All are shifted, and restored to the saved values.
- The cursor object's previous x (+0xc) is shifted too: picking up an item
writes the cursor position into the event (0x6559a0).
- GetMouseClientPos returns the shifted position inside a moved window.
- Window hit tests (vf1c 0x731d40, taskbar 0x6dfb10) called outside a window
scope, e.g. 'is UI under the cursor' for world picking (0x75a370), use the
offset the top-level window was last drawn with.
- The item carried by the cursor (0x6555e0) and the UI manager's centred
status line / message box (0x75bbf0, 0x75c200) draw with the centre offset.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Alt object labels and floating texts are packed into a 1024x768 area
(push 300h/400h at 0x6272f8 and 0x60e940): widened to the render size.
- Screen centre immediates in the light/effect position list (0x41b1xx..)
and the floating text (damage number) projection 0x41e460/0x41eaf0 now use
the render centre; lights were offset from the player before.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Windows poll the mouse cursor object (0xcdbadc, x +4) for hover; it is
shifted inside a moved window's render/event scope like the events.
Tooltips are separate windows placed by the hovered window in its 1024
layout, so cUI_Tooltip renders with the offset of the moved window under
the cursor. Adds Move-To to the test input helpers.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Generic cUI_Window2 hooks centre dialogs, inventory, maps, traders and the
ESC menu. Event shifting now targets the cursor position of mouse events
(move/down/up, x at +8) instead of category 5 UI events, whose +0x48 is not
a point for commands such as opening the ESC menu.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
New mods/hud: while a HUD window renders, screen-space vertices passed to
D3D7 DrawPrimitive/DrawIndexedPrimitive are shifted by dx; while it handles
an event, the UI event point (category 5, +0x48) is shifted by -dx. Applied
to cUI_Taskbar2 (centred) and cUI_Mercenary (portrait + health, right edge).
3D belt items line up without help (their projection is screen-centred).
re::AttachRuntimeHook hooks functions only known at runtime (COM methods).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The default render size (1835x768) is below Direct3D 7's 2048 limit, so the
D3D7 -> D3D9 wrapper and its device-info workaround are no longer needed.
The game pauses start-up until its window is active; game-input.ps1 now
activates it reliably (Alt + SetForegroundWindow, polled), which dxwrapper
had masked. borderless logs the first failed presents.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Default render size is 768 high and as wide as the monitor aspect
(1835x768 on 3440x1440), scaled up: everything keeps the size players
know and the view only grows sideways. Height=0 keeps native 1:1.
- Ground: 818/888 clip limits, screen centre floats and integer
immediates, ground quad list (capped at 1749) moved with the tile list.
- 3D: cGranny ortho (+-512 x +-384, incl. HUD items) scaled; inverse
projection 0x623a20 (1/1024, 1/768) follows the render size, which fixes
the camera following the player ("outside world") and the missing
player / ESC menu.
- tools: game-input.ps1 + autotest-load.ps1 drive the game (load the first
save game, screenshots in-game and with the ESC menu).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- mods/widescreen: redirect the world view's reads of the 1024.0/768.0
constants and the 3D ortho extents to our variables; render size =
monitor; relocate the world view's tile draw list (1750 entries, no
bounds check) into an enlarged object (16384 entries).
- mods/dxwrapper: route DirectDraw through dxwrapper (Dd7to9, D3D9) since
Windows' D3D7 cannot render to targets larger than 2048; fix the game's
device info GUID pointer that dxwrapper's enumeration leaves invalid.
Pinned release fetched by CMake (hash-checked), installed next to the DLL.
- Main menu (UI thread) and loading screen render in a 1024x768 viewport
and are presented scaled ("classic" layout); in-game uses the full size.
- re/patch: verified code patches (operand redirect, push immediates,
displacements) and startup hooks; build.ps1/CMake download fixes.
In-game view untested yet; HUD still at the top-left.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Hooks now refer to addr::* instead of literal addresses; the header also
lists the world view's users of the 1024.0/768.0 constants and the ortho
projection extent pushes for the widescreen work.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Launcher (sacred_re.exe) starts sacred.exe with sacred_re.dll injected
via Detours; the DLL verifies the Sacred Gold 2.28 build before hooking.
- Hook framework: RE_HOOK for game addresses, RE_HOOK_API for Windows
APIs, per-hook enable/disable in sacred_re.ini, sacred_re.log.
- Game code: Log (0x66f1c0) hooked, CmdLineHasFlag (0x813140) rewritten.
- Borderless mod: forces windowed mode, covers the monitor, scales the
1024x768 image aspect-correct, remaps mouse input, keeps running in the
background with keyboard input hidden while unfocused.
- CMake/Ninja/MSVC x86 build, VS Code setup, disasm tool, function map.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>