49 lines
3.1 KiB
Markdown
49 lines
3.1 KiB
Markdown
# AGENTS.md — SlaveMatrixDecomp
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## Project
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Decompilation + modding re-architecture of "Slave Matrix" (Auto Eden). Three .NET 8 projects:
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- **SlaveMatrix** (`WinExe`) — game entrypoint `SlaveMatrix.Program.Main` at `SlaveMatrix/SlaveMatrix/GameClasses/Program.cs`
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- **2DGAMELIB** (class library) — legacy GDI+ rendering engine + core data types (BodyTemplate, ShapePart, etc.)
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- **SlaveMatrix.Extract** (`Exe`) — asset pipeline CLI; depends on SlaveMatrix for embedded resources
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## Build & Run
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```
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dotnet build Solution.sln # build all
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./run.sh # cd game_folder/ + DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 + dotnet run
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dotnet run --project SlaveMatrix.Extract -- --output <path> # asset extraction
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```
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Game **must** run with `game_folder/` as working directory. `launchSettings.json` sets `../game_folder` automatically.
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## Key Quirks
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- **C# 9.0** (`LangVersion` in `.csproj`). No `ImplicitUsings` in SlaveMatrix/2DGAMELIB. Extract has `ImplicitUsings=enable` + `Nullable=enable` — it can use modern C#.
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- **x64 only**, `AllowUnsafeBlocks=true`, `InvariantGlobalization=true` (required on Linux).
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- **BinaryFormatter** for legacy saves: `EnableUnsafeBinaryFormatterSerialization=true`, `NoWarn=SYSLIB0011`.
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- **`System.Drawing.EnableUnixSupport`** set at startup (`runtimeconfig.template.json` + `AppContext.SetSwitch` in `Program.cs`). `NoWarn=CA1416` suppresses platform-compat warnings across all projects.
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- **Newtonsoft.Json** (not `System.Text.Json`) in 2DGAMELIB and Extract.
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- **Empty `RootNamespace`** in SlaveMatrix/2DGAMELIB — types live in global namespace.
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- **`GenerateAssemblyInfo=false`** — legacy `Properties/AssemblyInfo.cs`.
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- **`global.json`** pins SDK 8.0 with `rollForward=latestMajor, allowPrerelease=true`.
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- **No test projects**, no CI/CD, no formatter/linter config.
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- **843 BodyPartClasses** (`SlaveMatrix/SlaveMatrix/BodyPartClasses/`). **Do not rename** — C# reflection (`Type.GetType`) resolves joint type names at runtime.
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## Architecture
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- **BodyTemplate** (13 binary `Obj` resources) → `VariantGrid` → `MorphVariant` → `PartGroup` → `ShapePart` tree (cardinal-spline curves + joint points). Deserialized via `BinaryFormatter` + `RemappedTypeBinder`.
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- **Extract pipeline** loads the 13 embedded resources, applies `MigrateKeys()` (20-entry runtime KeyMap for Japanese→English lookups), then exports:
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- Intermediate JSON → `extracted/` (gitignored)
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- SVG + YAML per part → `SlaveMatrix/Assets/Parts/` (checked in)
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- `Catalog.yaml` → `SlaveMatrix/Assets/`
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- **EnglishNameMap** in `SlaveMatrix.Extract/Program.cs` (~176 entries) is for extraction output naming only, separate from the runtime KeyMap.
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- **game_folder/ content** is copied to build output via `<Content Include="..\game_folder\**\*" CopyToOutputDirectory="PreserveNewest" />`.
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- **Phase 0 (extraction) is complete.** Phases 1-5 (engine rewrite, Vulkan/Silk.NET) are planned in `PLAN.md`.
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## Git
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- `.gitignore` excludes: `**/bin/`, `**/obj/`, `.vs/`, `.idea/`, `Config.ini`, `game_folder/save/*`, `extracted/`.
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- `SlaveMatrix/Assets/` (auto-generated) **is** checked in.
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- `game_folder/` runtime assets are checked in (bgm, text, etc.).
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