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
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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