github jedijosh920/SWROTS-PC v0.1.0

latest releases: v0.6.0, v0.5.0, v0.4.0...
pre-releaseone month ago

The first public release: the game boots, plays its movies and menus, and is playable through
level changes, restarts and saving.

The port

  • The game's own code runs natively as a 32-bit Windows program, with no emulation layer. The
    Xbox kernel, Direct3D (to Direct3D 9), audio (to XAudio2) and controller libraries are replaced
    by native Windows code.
  • Level changes and mission restarts restart the game in the same window, as the console
    reboots into itself.
  • First-run setup from your disc image (.iso / .xiso, or a .7z / .zip / .rar containing
    one): it checks that it is the supported North American release, copies the game files into
    GameData\ and adds a Start menu shortcut (and optionally a desktop one).
  • Saves in saves\, temporary files in cache\, a log in logs\swrots.log (the previous run's
    in logs\swrots.previous.log).

Graphics

  • Any window size, borderless fullscreen, optional VSync, and a picture scaled to fit the window
    at the right aspect ratio (or stretched, Stretch=1).
  • 16:9 widescreen (the game's anamorphic mode) or 4:3.
  • Higher internal resolution (ResolutionScale, automatic by default: 2x for 720p, 3x for 1080p
    and 1440p, 5x for 4K), anisotropic filtering up to 16x, the game's bloom on or off, sharp on
    high-DPI displays.
  • 30 fps like the original; 60 fps experimental (FpsLimit=60).

Input

  • Keyboard and mouse, rebindable in controls.ini, with mouse sensitivity and walk speed.
  • Xbox controllers (XInput) and PlayStation controllers (DualShock 4, DualSense) with rumble.

Modding

  • Mods as loose files in mods\: textures, models and other game files replace the packed
    copies without rebuilding the level archives; disc files (configs, movies, audio banks) too.
  • Asset dumping (DumpResources=1) and resource logging (LogResources=1) to find the files a
    level loads and the paths a mod must use.
  • Guides: modding, including a worked character swap.

Developer tools

  • A debug menu (DebugMenu=1, opened with ~): the game's own console, which the Xbox release had
    no window for, with its variables and commands, and switches for god mode, AI and the engine's
    hidden debug displays (fps counter, profiler, memory display).
  • A flight recorder (the last 3 seconds of frames), Xbox library call tracing and file-open
    tracing, for bug reports and research.

Known issues

  • On-screen button prompts and some messages still refer to the Xbox and its controller.
  • 60 fps is experimental: some of the game's logic is timed for 30 fps.
  • The keyboard and the first controller are both player 1; two-player modes need two controllers.
  • Only the North American release is supported.

All releases: changelog

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