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Higurashi Assembly

This repository contains the vanilla and modded versions of the decompiled Assembly-CSharp.dll for all Higurashi Chapters.

Branches and Arcs

There are three branches per arc, the most pertinent being <arc>-mod, the mod version of a given arc. The vanilla MG and reconstructed vanilla Steam (may not be exactly the same) versions of the game can be found for each arc at <arc>-mg and <arc>-steam respectively, and should be useful for comparison.

The branch lineage looks like this, where the parent of a branch at depth n is the nearest branch above at depth n-1; for example, the parent of hima-mg is tata-mg.

oni-mg
* oni-steam
** oni-mod
*** mod <-- development
**** f-lipsync <-- example feature in progress
* wata-mg
** wata-steam
*** wata-mod
** tata-mg
*** tata-steam
**** tata-mod
*** hima-mg
**** hima-steam
***** hima-mod
****** console-arcs
**** mea-mg

...etc. The rationale behind this is that each arc seems to build on the code from the previous arc, and the Steam versions seem to be extensions of the MG versions, while our mods are based on the Steam version.

Ongoing development will be based on the mod branch and the relevant branch for each arc is <arc>-mod, with the exception of console-arcs, which is branched off hima-mod.

Decompilation

I think the following versions of ILSpy were used for decompilation:

This requires both the MG and the steam versions of the game.

Steps to get the code for a new game (using Minagoroshi as an example)):

  • Prepare a new branch
    • Checkout the previous branch's vanilla arc, let's assume tsumi-mg
    • git checkout -b mina-mg
    • Take note of the DLLs in the ./DLLs folder
    • Delete all code from this branch's folders without commmitting yet
  • Open ILSpy
  • Load Assembly-CSharp.dll from that MG-version <data>/Managed directory
  • Save the code as a project to the repo's workspace, where the tsumi code was and is now deleted
    • Now, the Minagoroshi code will be there
  • Carry over any DLLs from the new game's directory to the DLLs folder that were there for the previous game's DLLs folder (also, the Assembly-CSharp.csproj file will reference these DLLs)
  • Run the program located at https://github.com/07th-mod/reorder-attributes on all the C# files (e.g. using a combination of find and xargs in a unix command line). After doing this, git diff should not show changes resulting from inconsistent attribute ordering.
  • Try to build. If it fails, the decompiler may have failed to decompile some things correctly
    • Compare to the previous arc's code using git diff.
    • If the diff looks substantial, then it may require manually analyzing the code to figure out its intended behavior and correction from there.
    • If the diff looks trivial, then it is probably the same old code as the last arc; you can checkout the corresponding code from the previous arc instead.
  • Test the build by copying over the resulting Assembly-CSharp.dll to the games's installation directory and running the game. Ensure everything looks to be in a working state before proceeding.
  • Check in the new branch.
  • For the -steam branch, this process can either be repeated with the steam version's DLL with the parent branch being the mg version of this game instead of the previous arc, or one can merge the steam branch (recommended).
    • If doing it from the Steam DLL, check the steam branch history to see what changes we have made to the base Steam code and apply those accordingly.
  • For the -mod branch, create the -mod branch based on the steam branch and merge the mod branch. It may also be possible to base this branch off of the previous branch's mod branch for less conflicts, but the previous arcs all has a branch parentage of arc-mg <- arc-steam <- arc-mod as in the diagram above.

Supported video formats

For Chapters 1-8 and console

TODO - If anyone knows what encoding settings we used for the previous chapters (for linux and windows), let me know.

For Chapter 9: (Rei) and above

These chapters use the native Unity video playback for both Windows and Linux.

Additionally, I modified it so that it will play any compatible container format it can find (note that just because the container is correct doesn't mean the video will play!). Previous chapters would play .mp4 files for Windows, and .ogv files for Linux.

On Windows

  • Many video containers and formats are supported
  • Suggest using H.264 + AAC audio

On Linux

  • Only very specific formats are supported.

  • Unity suggests using vp8 video encoding files and vorbis audio encoding.

  • The following ffmpeg encode command is tested working on Ubuntu 20.04: ffmpeg -i mv11.mp4 -c:a libvorbis -c:v libvpx -crf 20 -b:v 10M mv11.webm.

    • -b:v 10M more or less sets maximum bitrate that the encoder can use (I think)
    • -crf 20 more or less sets the quality (I think)
    • Increasing one without the other will cap the quality/filesize, so you will need to play around with the values.
  • The .ogv container didn't work for me, even though the Unity page states it is supported.

  • For more details on VP8 encoding see https://trac.ffmpeg.org/wiki/Encode/VP8

For more details on the Unity Video Player, see https://docs.unity3d.com/Manual/VideoSources-FileCompatibility.html

Encoding Tips

Use the -to command to process just part of the video for testing. For example, ffmpeg -to 00:00:10 -i in.webm out.mp4 will process just the first 10 seconds of the video.

Build details

Building on Windows

  • These projects (Assembly-CSharp.csproj) have been built successfully with:
    • Visual Studio Community 2017 v15.7.5 and msbuild v15.7.180.61344, though in theory any compiler supporting C# 7.1 should suffice.
    • Microsoft Visual Studio Community 2022 (64-bit) v17.7.5
  • To build with Visual Studio, load the sln file and use build command.

Let us know if you have issues building the project.

Building on Linux

  • On Linux, you can use Mono to build the DLL using the msbuild command (see below)(just run msbuild /p:Configuration=Release)

Using msbuild (Windows or Linux with Mono installed)

  • On Windows, you will need to open a Developer Command Prompt to be able to run msbuild
    • Try typing Developer Command Prompt in your search bar after VS is installed to find it
  • Use msbuild to build a debug DLL
  • Use msbuild /p:Configuration=Release to build a release DLL
  • The resulting Assembly-CSharp.dll will be located at bin/Debug/Assembly-CSharp.dll or bin/Release/Assembly-CSharp.dll

CI Setup

Previously we had our CI running on Travis, but we've now switched over to Github Actions on each individual mod's repository (NOT in this repository!).

Each time we publish a new release of the core part of the mod, the CI on each repository fetches the corresponding branch and compiles a DLL. The DLL is then included in the release archive.

The CI on this repository is only used to make sure nothing is broken, by compiling the project on every push or pull request.

The CI uses Mono which is bundled with the ubuntu-latest runner on Github actions to compile the DLL (the old Travis runner also used Linux/Mono to compile for a very long time without any issues).

Pre-Built Releases

You can find the releases each chapter here.

The DLL will be located in the HigurashiEp[EPISODE_NUMBER]_Data\Managed\Assembly-CSharp.dll in the release archive .zip file, along with a version information .txt file.

Branch Repo Link Note
oni-mod Ch.1 Onikakushi
wata-mod Ch.2 Watanagashi
tata-mod Ch.3 Tatarigoroshi
hima-mod Ch.4 Himatsubushi
mea-mod Ch.5 Meakashi
tsumi-mod Ch.6 Tsumihoroboshi
mina-mod Ch.7 Minagoroshi
matsuri-mod Ch.8 Matsuribayashi
rei-mod Ch.9 Rei Uses new Unity 2019.4.X
console-arcs Console Arcs Based on Ch.4 Himatsubishi DLL

Visual Studio issues

ProjectGUID Changes when reloading project, then building

If you change branches, Visual Studio will ask you to 'reload the project'. If you then build the project, the <ProjectGuid> might change (in Assembly-CSharp.csproj).

This only happens when reloading the project - if you close the project, change branch, then open it again, it won't change the GUID.

You can keep using the 'reload the project' feature, just don't commit the updated GUID (however, if you modify the GUID accidentally, it has no effect)

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