Initial Commit

This commit is contained in:
DazedAnon 2026-07-25 13:17:23 -05:00
commit ecf37e3a2a
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.gitignore vendored Normal file
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# Ignore all files
*.*
# File Types
!*.mps
!*.json
!*.txt
!*.project
!*.js
!*.7z
!*.csv
!*.ain
!*.fnl
!*.ks
!*.tjs
!*.yaml
!*.rb
!*.rvdata2
# Other Needed Files
!.gitignore
!README.md
!patch-config.txt
!patch-config.example.txt
!GameUpdate*
!patch*
!Game.dat
!bsxx.dat*
!game.ini
!package.nw
!SRPG_Unpacker.exe
!(SRPG_Unpacker Patcher).bat
!UberWolfCli.exe
!UberWolfCli.LICENSE.txt
!Data/BasicData/CommonEvent.dat
!Data/BasicData/DataBase.dat
!Data/BasicData/CDataBase.dat
!Data/BasicData/SysDatabase.dat
# WolfDawn pristine originals kept locally for re-injection (never shipped)
wolf_json/originals/
# Ignore
previous_patch_sha.txt
kabe3_save.dat
kabe3_system.dat
psbpack.dat
Save*
cg.dat
scene.dat
BSXScript_*
# Images

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GameUpdate.bat Normal file
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@echo off
setlocal EnableExtensions EnableDelayedExpansion
REM When deployed on a game: this file sits in the game root; patch scripts live in .\gameupdate\
REM In this repo the same layout is kept for neatness: this bat is under gameupdate\ next to a nested gameupdate\ folder with patch.ps1.
set "GU_ROOT=%~dp0"
REM Game root is this batch file's folder (not %%CD%%, so full-path launches still work).
set "GAME_ROOT=!GU_ROOT!"
if "!GAME_ROOT:~-1!"=="\" set "GAME_ROOT=!GAME_ROOT:~0,-1!"
set "PATCH_SCRIPT_DIR=!GU_ROOT!gameupdate"
if not exist "!PATCH_SCRIPT_DIR!\patch.ps1" (
echo ERROR: patch.ps1 not found at:
echo !PATCH_SCRIPT_DIR!\patch.ps1
echo Expected layout: GameUpdate.bat and a gameupdate folder next to each other ^(same parent^).
pause
exit /b 1
)
REM Copy patch.ps1 so the live script can be overwritten during updates
copy /Y "!PATCH_SCRIPT_DIR!\patch.ps1" "!PATCH_SCRIPT_DIR!\patch2.ps1" >nul
if errorlevel 1 (
echo ERROR: Could not copy patch.ps1 to patch2.ps1 in:
echo !PATCH_SCRIPT_DIR!
pause
exit /b 1
)
set "_my_shell=pwsh"
where /q !_my_shell!
if !errorlevel! neq 0 (
echo PowerShell 7 ^(pwsh^) not found.
if /I "%GAMEUPDATE_PROMPT_PWSH%"=="1" (
echo.
set /p "INSTALL_PWSH=PowerShell 7 is faster. Install now via winget? (Y/N): "
if /I "!INSTALL_PWSH!"=="Y" (
echo Installing PowerShell 7 via winget...
winget install --id Microsoft.PowerShell --source winget --accept-package-agreements --accept-source-agreements
where /q pwsh
if !errorlevel! equ 0 (
set "_my_shell=pwsh"
echo PowerShell 7 installed; using pwsh.
) else (
echo Install failed or unavailable; falling back to powershell.
set "_my_shell=powershell"
)
) else (
echo Skipping install; falling back to powershell.
set "_my_shell=powershell"
)
) else (
echo Tip: Set GAMEUPDATE_PROMPT_PWSH=1 to offer PowerShell 7 install.
echo Falling back to powershell...
set "_my_shell=powershell"
)
where /q !_my_shell!
if !errorlevel! neq 0 (
echo ERROR: Neither pwsh nor powershell was found.
del /Q "!PATCH_SCRIPT_DIR!\patch2.ps1" >nul 2>&1
pause
exit /b 1
)
)
!_my_shell! -NoProfile -ExecutionPolicy Bypass -File "!PATCH_SCRIPT_DIR!\patch2.ps1" -GameRoot "!GAME_ROOT!"
set "GU_PATCH_EXIT=!errorlevel!"
del /Q "!PATCH_SCRIPT_DIR!\patch2.ps1" >nul 2>&1
exit /b !GU_PATCH_EXIT!

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#!/bin/bash
# Enable error handling
set -e
# Re-exec from a temp copy so applying the patch zip cannot overwrite/truncate
# this launcher while bash is still reading it (same idea as patch.sh -> patch2.sh).
if [ -z "${GAMEUPDATE_LINUX_REEXEC:-}" ]; then
SELF="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)/$(basename "${BASH_SOURCE[0]}")"
GAME_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
TMP_SELF="$(mktemp)"
cp -f "$SELF" "$TMP_SELF"
chmod +x "$TMP_SELF"
export GAMEUPDATE_LINUX_REEXEC=1
# shellcheck disable=SC2093
exec bash "$TMP_SELF" "$GAME_ROOT"
fi
GAME_ROOT="$1"
PATCH_DIR="$GAME_ROOT/gameupdate"
REEXEC_PATH="$0"
cleanup_reexec() {
rm -f "$REEXEC_PATH"
}
trap cleanup_reexec EXIT
cd "$GAME_ROOT"
cp "$PATCH_DIR/patch.sh" "$PATCH_DIR/patch2.sh"
set +e
bash "$PATCH_DIR/patch2.sh"
patch_exit=$?
set -e
rm -f "$PATCH_DIR/patch2.sh"
if [ "$patch_exit" -ne 0 ]; then
echo "GameUpdate failed (exit $patch_exit)."
fi
# Match Windows patch.ps1 pause when launched interactively (double-click / terminal).
if [ -t 0 ] && [ -t 1 ]; then
echo
read -r -p "Press Enter to close..."
fi
exit "$patch_exit"

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README.md Normal file
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# Apply Patch
1. Click Code
2. Click Download ZIP
3. Extract to game folder and Replace All.
## Future Patching
1. Run **`GameUpdate.bat`** to auto patch (Windows).
### Folder layout
**In this translation-tool repo:** Patch payloads stay tidy inside **`gameupdate/gameupdate/`** (`patch.ps1`, `patch-config.txt`, etc.). **`GameUpdate.bat`** and **`GameUpdate_linux.sh`** sit one level up, under **`gameupdate/`**.
**On an installed game (what gets copied over):** Put **`GameUpdate.bat`** in the **game root**, next to the game exe. Put **`patch.ps1`** and friends inside **`gameupdate\`** under that same root (mirror names—still **`gameupdate\`**). **`GameUpdate.bat`** finds **`gameupdate\patch.ps1`** from its own folder, so **`GameRoot`** is correct even if the console cwd is somewhere else.
**Copy checklist:** From the tool repo's **`gameupdate/`**, copy **`GameUpdate.bat`** to `<game>\`; copy everything inside **`gameupdate/gameupdate/`** into `<game>\gameupdate\`.
2. Optional: set `GAMEUPDATE_PROMPT_PWSH=1` before running `GameUpdate.bat` if you want users to be prompted to install PowerShell 7 via winget.
3. Optional: set `GAMEUPDATE_DL_ATTEMPTS` (default `2`) to control retries for API checks/downloads. Lower values fail faster; higher values tolerate flaky networks.
### patch-config.txt
Create `gameupdate/patch-config.txt` next to `patch.ps1` (see `patch-config.example.txt`).
In DazedTL, set **Config → Game Update Defaults** (forge, host, org/username, branch) once. Step 1 **Copy gameupdate/** writes those into each game's `patch-config.txt`. You still set `repo=` per game.
```txt
forge=gitlab
host=gitgud.io
username=YOUR_ORG_OR_USER
repo=YOUR_PATCH_REPO
branch=main
```
| Key | Meaning |
|-----|---------|
| `forge` | `gitlab` (default), `github`, or `forgejo` (`gitea` also accepted) |
| `host` | Hostname only. Defaults: `gitgud.io` / `github.com` / `codeberg.org` |
| `username` | Owner / org / group (`owner=` / `org=` aliases work) |
| `repo` | Repository name |
| `branch` | Branch to track |
Examples:
```txt
# GitLab / gitgud
forge=gitlab
host=gitgud.io
username=myorg
repo=cool-game-en
branch=main
# GitHub
forge=github
host=github.com
username=myorg
repo=cool-game-en
branch=main
# Forgejo / Codeberg
forge=forgejo
host=codeberg.org
username=myorg
repo=cool-game-en
branch=main
```
Older configs with only `username` / `repo` / `branch` still work (assumes GitLab on `gitgud.io`).
# Troubleshooting
**GAMEUPDATE.bat doesn't update and closes immediately**
1. Make sure your path doesn't contain any Japanese characters or lots of whitespace.
2. Make sure you actually have permissions in the folder
3. Auto-update calls the forge's public HTTP API (GitLab `/api/v4`, GitHub `/repos/...`, Forgejo `/api/v1`), not the web “Download ZIP” button - no account is required for public patch repos.
# Wolf Games
WOLF RPG installs from DLSite ship a master `Data.wolf` archive that takes priority over loose English patch files. `GameUpdate.bat` detects that and unpacks it automatically with the bundled `UberWolfCli.exe` (MIT, [Sinflower/UberWolf](https://github.com/Sinflower/UberWolf)), then renames `Data.wolf` to `Data.wolf.bak` so the patched loose `Data/` files load.
Just run **`GameUpdate.bat`**. No manual UberWolf download is required.
If unpack fails (rare Pro / protected builds), unpack once with [UberWolf](https://github.com/Sinflower/UberWolf/releases), ensure a loose `Data/` folder exists, rename or remove `Data.wolf`, delete `gameupdate/previous_patch_sha.txt`, and run `GameUpdate.bat` again.
# Edit/Contribute
TLDR 3 steps.
Fork the repository.
Make the changes.
Submit a merge request.
If everything looks good and doesn't break things I'll merge it in.
Longer Version:
# Required Software:
* [VSCode](https://code.visualstudio.com/) Make sure you check all the boxes for context menus.
* [Git](https://git-scm.com/downloads) (Use the default for everything. Just keep clicking Next)
# Guide to contributing
### 1. Fork the Repository
- Go to the repository you want to fork.
- Click the "Fork" button.
### 2. Clone Your Fork
- Clone your forked repository to your local machine.
```sh
git clone https://gitgud.io/YOUR_USERNAME/REPO_NAME.git
```
### 3. Make Your Changes (In VSCode)
- Edit the files locally on your new branch using VSCode.
- Add and commit your changes.
```sh
git add .
git commit -m "Description of your changes"
```
### 4. Push Your Changes
- Push your changes to your fork on GitGud.io.
```sh
git push origin your-feature-branch
```
### 5. Create a Merge Request
- Go to your fork on GitGud.io.
- Click on "Merge Requests" in the sidebar.
- Click the "New merge request" button.
- Select the branch you made changes to and the target project (the original repo).
- Provide a title and description for your merge request and submit it.
---
## Example
Assuming you want to fork a repository named `example-project`:
### 1. Fork the Repo
- Navigate to `https://gitgud.io/original_user/example-project` and click "Fork".
### 2. Clone Your Fork
```sh
git clone https://gitgud.io/YOUR_USERNAME/example-project.git
```
### 3. Make Changes and Commit
```sh
# Make changes to the files
git add .
git commit -m "Add new feature to example project"
```
### 4. Push Changes
```sh
git push origin add-new-feature
```
### 5. Create a Merge Request
- Go to `https://gitgud.io/YOUR_USERNAME/example-project/merge_requests` and click on "New merge request"
- Choose the source branch `add-new-feature` and target branch (default: `main` or `master`)
- Fill in the details and submit the merge request

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MIT License
Copyright (c) 2023 Sinflower
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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}
]

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[
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[
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