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				https://github.com/hedge-dev/UnleashedRecomp.git
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				An unofficial PC port of the Xbox 360 version of Sonic Unleashed created through the process of static recompilation.
				
			
		|  cd38776576 * Update checker. * Fix build and enum class. * Get rid of submodule for httplib. * Get rid of submodule for curl. * Minor style changes and fix video.cpp Linux build error. * CTitleStateIntro_patches: implemented update message * Update update_checker.cpp * CTitleStateIntro_patches: fix fade out accepting input --------- Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com> | ||
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| .github/workflows | ||
| flatpak | ||
| thirdparty | ||
| toolchains | ||
| tools | ||
| UnleashedRecomp | ||
| UnleashedRecompLib | ||
| UnleashedRecompResources@2d135d175d | ||
| .editorconfig | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| CMakePresets.json | ||
| README.md | ||
| update_submodules.bat | ||
| vcpkg.json | ||
UnleashedRecomp
Building
- Clone UnleashedRecomp with submodules (or run update_submodules.batto ensure submodules are pulled).
git clone --recurse-submodules https://github.com/hedge-dev/UnleashedRecomp.git
- Decompress and decrypt default.xex, apply the title update patch (default.xexp), and place the resulting file in./UnleashedRecompLib/private/.
- Decompress shader.arand place the resulting file in./UnleashedRecompLib/private/.
- Open the repository directory in Visual Studio 2022 and wait for CMake generation to complete. If you don't plan to debug, switch to the x64-Clang-Releaseconfiguration.
- Under Solution Explorer, right-click and choose "Switch to CMake Targets View".
- Right-click the UnleashedRecomp project and choose "Set as Startup Item", then choose "Add Debug Configuration".
- Add a currentDirproperty to the first element underconfigurationsin the generated JSON and set its value to the path to your game directory (where root is the directory containingdlc,game,save,update, etc).
- Run or debug UnleashedRecomp. The initial compilation might take a while to complete due to code and shader recompilation.