REDCODE 58f3bf6884 Phase 0.3-0.5: SVG export + YAML sidecars + asset catalog
- Add hair class KeyMap entries (基髪→BaseHair, 前髪→FrontHair, 胸毛→ChestHair)
- Implement cardinal spline → cubic Bezier SVG export for all 175 body parts
- Generate YAML sidecar files (part.yaml) per part with metadata
- Write Catalog.yaml index for runtime asset loading
- Output to SlaveMatrix/Assets/Parts/{EnglishName}/ structure
- Each part directory contains part.yaml + x{x}y{y}.svg morph variants
- 838 SVGs across 324 morph variants, 175 sidecars, 1 catalog
- Extraction tool now serves as the asset build pipeline step
2026-06-13 17:56:01 +02:00
2025-09-18 08:43:54 -07:00
2025-05-05 19:38:50 -07:00
2025-09-18 09:32:08 -07:00
2025-09-18 09:22:04 -07:00

Slave Matrix Decomp

This is an effort to decompile, optimize, and add modding support to "Slave Matrix" by "Auto Eden".

Building

Windows

open the solution file with visual studio and build it

Linux

download the dotnet runtime, on arch it is provided by the dotnet-sdk package and run run.sh

TODO

  • replace System.Drawing with openGL
    • figure out how to render cubic beziers efficiently
  • sort out the 900 BodyPart Classes
    • it seems like the compiler did alot of inlining so its probably best to abstract that out
    • can't rename classes because C# reflection is used to determine joint types
  • look into C# Blazor, it should be possible to compile this to web assembly and run it in the browser
  • split game loop into reasonable sections instead of a big state machine
Description
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Readme 63 MiB
Languages
C# 100%