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
2026-10-13 23:55:57 +02:00

sacred_re

An incremental reimplementation of Sacred Gold 2.28 (sacred.exe, 2006).

sacred_re.dll is injected into the original game at startup and replaces game functions with rewritten C++ one by one. Everything not yet rewritten keeps running as original machine code, so the game stays playable at every step and each rewrite can be tested in-game immediately. Once enough is rewritten, the original executable can be dropped.

No game assets or original code are included; you need your own installed copy of Sacred Gold.

Supported build

Only this executable is supported (all hook addresses are specific to it):

File sacred.exe, 12,103,680 bytes
SHA-256 fe774c6f985b02c9ce03103c2e55e5d853258c0cc3c737ccd211219c74460cb9
PE timestamp 0x451BBE74 (2006-09-28)

The DLL checks the timestamp and image size at startup and leaves any other build unpatched.

Building

Requirements: Visual Studio 2022 Build Tools ("Desktop development with C++", MSVC x86 + Windows SDK), CMake ≥ 3.24, Ninja, git (Detours is fetched at configure time).

.\build.ps1               # x86-debug   -> build\x86-debug\
.\build.ps1 x86-release   # x86-release -> build\x86-release\

Everything is 32-bit x86: the code runs inside the 32-bit game process. In an IDE (CLion, VS Code), select an MSVC toolchain with x86 architecture and use the CMake presets.

Running

build\x86-debug\sacred_re.exe --game-dir "D:\Gaming\Sacred Gold"   # first run; remembered in sacred_re.ini
build\x86-debug\sacred_re.exe log                                  # later runs; extra args go to the game

sacred_re.log (next to the DLL) records what was hooked plus every message the game sends to its internal logger, even when the game's own logging is off.

Hooks can be switched off individually in sacred_re.ini (next to the DLL) to compare a rewrite against the original:

[hooks]
CmdLineHasFlag=0

Layout

src/re/         hook framework, injection-side startup, logging, config
src/launcher/   sacred_re.exe — starts sacred.exe with the DLL injected
src/game/       rewritten game code and original-layout structs, by subsystem
src/mods/       behaviour changes on top of the original (e.g. borderless.cpp)
docs/           reverse-engineering notes; function-map.md tracks progress

Adding a rewritten function

namespace game {
bool __cdecl CmdLineHasFlag(const char* cmdline, const char* flag, bool quiet);
RE_HOOK(0x00813140, CmdLineHasFlag);   // also defines CmdLineHasFlag_original
bool __cdecl CmdLineHasFlag(const char* cmdline, const char* flag, bool quiet) { ... }
}

The signature and calling convention must match the original exactly. Add the file to CMakeLists.txt and a row to docs/function-map.md.

Portability rules (for an eventual 64-bit build)

The game is 32-bit and must stay so while we hook into it, but new code should not make that permanent:

  • use fixed-width types (uint32_t, not long/DWORD) for anything with a fixed layout;
  • never store pointers in, or cast pointers to, 32-bit integers;
  • keep file and network formats behind explicit serialization code instead of fwrite-ing structs.
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custom sacred "fork"
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