Files
sacred_k/tools
khallaandClaude Opus 5.5 838b1aa491 Options: tabs Allgemein / Beute / Tastenbelegung with key bindings
- Options window in three tabs; the auto-pickup settings move to Beute;
  sliders move with their page; black sides like the save game screen.
- Tastenbelegung: every binding settable (click, press key; Esc cancels,
  Backspace unbinds), "Alle zurücksetzen" as a game button, saved on OK.
- Potions bindable (default unbound), named by the game's potion texts; the
  game's own potion hotkeys are off; bar tooltips show the bound key.
- Map (M), overview map (Tab, held) and labels (Alt, held) bindable; the
  game's own M / Tab / Alt handling is switched off.
- Save game key calls the game's save window code instead of a posted key.
- Teleportationstrank: fixed text replacement from startup (also the
  Ausdauertrank items, potion kind 5 as well).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 00:38:34 +02:00
..

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 "Spiel laden" -> "Laden" -> "Ok" (first save game), takes screenshots in-game and with the ESC menu open, and stops the game. -Ini appends temporary settings to build\x86-debug\sacred_re.ini (restored afterwards), e.g.

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

Click positions assume the classic menu layout scaled onto 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.