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Fix AC6 name & ds1 xml serialize ItemState
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FrankvdStam committed Aug 30, 2023
1 parent 37e6424 commit e2a19cc
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Showing 8 changed files with 23 additions and 7 deletions.
Binary file modified Components/SoulMemory.dll
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Binary file modified Components/SoulSplitter.dll
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9 changes: 9 additions & 0 deletions Components/Updates.xml
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@@ -1,5 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<updates>
<update version="1.4.6">
<files>
<file path="Components/SoulMemory.dll" status="changed"/>
<file path="Components/SoulSplitter.dll" status="changed"/>
</files>
<changelog>
<change>AC6: fix auto select correct tab</change>
</changelog>
</update>
<update version="1.4.5">
<files>
<file path="Components/SoulMemory.dll" status="changed"/>
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13 changes: 9 additions & 4 deletions src/SoulMemory/README.md
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Expand Up @@ -75,6 +75,7 @@ Bellow are the API's available on each object. They are subject to change over t
ResultErr<RefreshError> TryRefresh(); //Tries to refresh attachment to the specific game, refreshes memory paths. Call this every frame or 60 times per second
TreeBuilder GetTreeBuilder(); //Returns an object that contains the relevant memory structure. Used internally, if unsure you can leave it alone
bool ReadEventFlag(uint eventFlagId); //Read an event flag from the specific game. Not implemented in Dark Souls 2 (more info about event flags on the wiki: https://github.com/FrankvdStam/SoulSplitter/wiki/Eventflags)
int GetInGameTimeMilliseconds(); //Get the ellapsed millis from the current loaded character
Process GetProcess(); //Get a raw process handle, from which you can implement your own systems
```

Expand All @@ -83,7 +84,6 @@ Process GetProcess(); //Get a raw process handle,
int GetAttribute(Attribute attribute); //Read an attribute (one of the player's levels)
bool IsWarpRequested(); //True if a loading screen is visible, and a warp was requested via a bonfire, homeward bone, darksign or homeward miracle
bool IsPlayerLoaded(); //True if the player object is loaded in memory
int GetInGameTimeMilliseconds(); //Returns the amount of milliseconds played on the current savefile. Returns 0 in the main menu
int NgCount(); //Returns what the current NG+ cycle is
int GetCurrentSaveSlot(); //Returns what the current, or last loaded save slot is
Vector3f GetPosition(); //Returns the players position in a vector of 3 floats
Expand All @@ -106,7 +106,6 @@ bool IsLoading(); //Returns true when a loadi
```C#
bool IsLoading(); //Returns true when a loading screen is visible
bool IsPlayerLoaded(); //Returns true when the player object is loaded into memory
int GetInGameTimeMilliseconds(); //Returns the amount of milliseconds played on the current savefile. Returns 0 in the main menu
void WriteInGameTimeMilliseconds(int millis); //Overwrite the game's in game time with a new value (used in blackscreen removal to create the illusion of a paused timer)
Vector3f GetPosition(); //Returns the players position in a vector of 3 floats
int ReadAttribute(Attribute attribute); //Read an attribute (one of the player's levels)
Expand All @@ -118,7 +117,6 @@ bool BlackscreenActive() //Reads a combination of fl
Refeshing Sekiro will install nologo and notutorial mods into the game. Additionally it installs a fix to the imprecise in game time.

```C#
int GetInGameTimeMilliseconds(); //Returns the amount of milliseconds played on the current savefile. Returns 0 in the main menu
void WriteInGameTimeMilliseconds(int value); //Overwrite the game's in game time with a new value (used in blackscreen removal to create the illusion of a paused timer)
bool IsPlayerLoaded(); //Returns true when the player object is loaded into memory
Vector3f GetPlayerPosition(); //Returns the players position in a vector of 3 floats
Expand All @@ -136,7 +134,14 @@ bool IsPlayerLoaded(); //Returns true if the playe
ScreenState GetScreenState(); //Returns the current "screenstate", can be InGame/Loading/MainMenu/Unknown
bool IsBlackscreenActive(); //Reads a combination of flags in memory to determine of a blackscreen is active
List<Item> ReadInventory(); //Reads the player's inventory. A part of the inventory seems stored in event flags (especially key-items) so be warned: some things might not be in this list
int GetInGameTimeMilliseconds(); //Returns the amount of milliseconds played on the current savefile. Returns 0 in the main menu
void WriteInGameTimeMilliseconds(int milliseconds); //Overwrite the game's in game time with a new value (used in blackscreen removal to create the illusion of a paused timer)
void ResetIgt(); //Overwrite the game's in game time with 0 (used to prepare NG+ save files)
```

### Armored Core 6

Refreshing Armored Core 6 will install nologo & a fix to the imprecise in game timer

```C#
//No game specific functions yet, only IGame functions available
```
2 changes: 1 addition & 1 deletion src/SoulMemory/SoulMemory.csproj
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Expand Up @@ -6,7 +6,7 @@
<Platforms>x64</Platforms>
<GeneratePackageOnBuild>True</GeneratePackageOnBuild>
<Title>SoulMemory</Title>
<Version>1.4.5</Version>
<Version>1.4.6</Version>
<Authors>Frank v.d. Stam</Authors>
<PackageProjectUrl>https://github.com/FrankvdStam/SoulSplitter</PackageProjectUrl>
<RepositoryUrl>https://github.com/FrankvdStam/SoulSplitter</RepositoryUrl>
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4 changes: 2 additions & 2 deletions src/SoulSplitter/Properties/AssemblyInfo.cs
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Expand Up @@ -27,5 +27,5 @@
[assembly: AssemblyCulture("")]
[assembly: ComVisible(false)]
[assembly: Guid("a30986d1-6b5a-415d-a737-ae0d9ef4ce9c")]
[assembly: AssemblyVersion("1.4.5")]
[assembly: AssemblyFileVersion("1.4.5")]
[assembly: AssemblyVersion("1.4.6")]
[assembly: AssemblyFileVersion("1.4.6")]
1 change: 1 addition & 0 deletions src/SoulSplitter/SoulComponent.cs
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Expand Up @@ -323,6 +323,7 @@ private void SelectGameFromLiveSplitState(LiveSplitState s)
break;
case "armoredcore6":
case "armoredcorevi:firesofrubicon":
MainWindow.MainViewModel.SelectedGame = Game.ArmoredCore6;
break;
}
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1 change: 1 addition & 0 deletions src/SoulSplitter/UI/Generic/HierarchicalViewModel.cs
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Expand Up @@ -190,6 +190,7 @@ private void OnPropertyChanged([CallerMemberName] string propertyName = null)
XmlInclude(typeof(Splits.DarkSouls1.Attribute)),
XmlInclude(typeof(SoulMemory.DarkSouls1.Boss)),
XmlInclude(typeof(SoulMemory.DarkSouls1.ItemType)),
XmlInclude(typeof(Splits.DarkSouls1.ItemState)),

XmlInclude(typeof(SoulMemory.DarkSouls3.Boss)),
XmlInclude(typeof(SoulMemory.DarkSouls3.Bonfire)),
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