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sacred_k/tools/README.md
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2026-10-25 18:24:29 +01:00

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tools

Node tools need npm install here once (iced-x86). Paths to sacred.exe are passed explicitly.

Tool Purpose
disasm.mjs <exe> <va> [n] disassemble at an address, ignoring Ghidra's function boundaries
find-imm.mjs <exe> <value...> every instruction using an immediate value (e.g. 1024 768)
find-imm.mjs <exe> /regex/ every instruction whose text matches (e.g. /96AB0h\]/)
rtti.mjs <exe> <Class> vtables of an MSVC class via RTTI
decompile.ps1 <addr...> decompile from the persistent Ghidra project ghidra/
rename.ps1 apply the function names in names.txt to the Ghidra project (add names there as functions are identified)

Persistent Ghidra project (ghidra/, not in git)

Created once (about 7 minutes):

$env:GHIDRA_HEADLESS_MAXMEM = "8G"
& "$env:GHIDRA_INSTALL_DIR\support\analyzeHeadless.bat" ghidra sacred -import "<Sacred Gold>\sacred.exe"
& "$env:GHIDRA_INSTALL_DIR\support\analyzeHeadless.bat" ghidra sacred -process sacred.exe -scriptPath tools\ghidra -postScript ApplyRtti.java

ApplyRtti.java recovers the MSVC 6 RTTI that Ghidra's own script misses: 410 vtables, ~1200 extra functions, methods named Class::vfNN.

Automated in-game test

autotest-load.ps1 starts the game through the launcher, clicks "Spielen" -> a character (-Save: row in the character list) -> "Spielen" (its last world), takes screenshots in-game and with the ESC menu open, and stops the game. -Ini appends temporary settings to build\x86-debug\sacredK.ini (restored afterwards), e.g.

.\tools\autotest-load.ps1 -Name ws_off -Ini "[widescreen]`r`nEnabled=0"

Click positions are for the menu screens (2026-10-25) on a 3440x1440 monitor. game-input.ps1 has the building blocks (start, click, key, hold key, screenshot). Don't touch mouse/keyboard while a test runs.