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>
- 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>
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>
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>
- 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>