Commit Graph
8 Commits
Author SHA1 Message Date
khallaandClaude Opus 5.5 9fb6c6b406 docs: map inventory weapon sets and combat-art slots; function names
Groundwork for 7 weapon sets / 7 combat-art slots (docs/skill-slots.md).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 23:48:11 +02:00
khallaandClaude Opus 5.5 52db0f79f9 tools: function names for the Ghidra project, Hold-Key test helper
- 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>
2026-10-14 09:08:52 +02:00
khallaandClaude Opus 5.5 2853f82627 HUD: hover and tooltips for moved windows
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>
2026-10-14 04:11:49 +02:00
khallaandClaude Opus 5.5 ed3163d312 HUD: centre the taskbar, move the portrait/health panel to the right edge
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>
2026-10-14 03:37:05 +02:00
khallaandClaude Opus 5.5 f73c4154ad Remove dxwrapper; test scripts focus the game window
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>
2026-10-14 03:17:23 +02:00
khallaandClaude Opus 5.5 df31c9c105 Widescreen: keep original size, extend view horizontally; fix player/camera
- 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>
2026-10-14 01:48:08 +02:00
khallaandClaude Opus 5.5 b2dc1338d2 Map the world view sizing; add RE tooling
- docs/widescreen.md: render-thread frame, cWorldView0 layout and methods,
  view size = zoom * 1024.0/768.0 float constants and all their users,
  ortho projection extents, open questions (activity radius, buffers).
- tools: find-imm (immediate/regex instruction search), rtti (vtables via
  MSVC RTTI), decompile.ps1 + Ghidra scripts for a persistent project;
  ApplyRtti recovers 410 vtables / ~1200 functions Ghidra misses.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 00:19:52 +02:00
khallaandClaude Opus 5.5 d9f5c85430 Initial sacred_re scaffold with borderless fullscreen mod
- 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>
2026-10-13 23:55:50 +02:00