From dca0bf65d538257379ff989852a05e8a929ca4e6 Mon Sep 17 00:00:00 2001 From: Anairkoen Schno Date: Fri, 13 Dec 2019 23:27:50 -0600 Subject: [PATCH] Documentation changes and reorganization --- docs/articles/contributing.md | 39 +++++++++++++++++++++ docs/articles/index.md | 7 +++- docs/articles/start-user.md | 30 +++++++++++++++- docs/articles/toc.yml | 2 ++ docs/index.md | 64 +++++------------------------------ docs/toc.yml | 2 +- 6 files changed, 86 insertions(+), 58 deletions(-) create mode 100644 docs/articles/contributing.md diff --git a/docs/articles/contributing.md b/docs/articles/contributing.md new file mode 100644 index 00000000..187f8971 --- /dev/null +++ b/docs/articles/contributing.md @@ -0,0 +1,39 @@ +--- +uid: articles.contributing +--- + +# Contributing + +## Prerequisites + +- Microsoft Visual Studio 2019 or later (2017 may work, no guarantees) +- Tools for C/C++ (MSVC) v141 +- .NET 4.6.1 SDK and .NET 4.7.2 SDK +- Beat Saber (if developing for .NET 4.5+) +- Muse Dash (if developing for .NET 3.5) + +## Building + +1. Clone with `git clone https://github.com/beat-saber-modding-group/BeatSaber-IPA-Reloaded.git --recursive` +2. Create a file, `bsinstalldir.txt` in the solution root. Do NOT create this in Visual Studio; VS adds a BOM at the begginning of the file that the tools used cannot read. + It should contain the path to your Beat Saber installation, using forward slashes with a trailing slash. e.g. + + ``` + C:/Program Files (x86)/Steam/steamapps/common/Beat Saber/ + ``` + + If you intend to be doing .NET 3.5 centric development, you must put your Muse Dash installation folder in a file named `mdinstalldir.txt` that is otherwise identical to + `bsinstalldir.txt`. + +3. Open `BSIPA.sln` in Visual Studio. +4. Choose the configuration that you intend to target during development. +5. Rebuild all. + + When you make a change somewhere in BSIPA itself, right click on `BSIPA-Meta` and click `Build` or `Rebuild`. This sets up the output in `path/to/solution/BSIPA-Meta/bin/` to be what + should be copied to the game directory. + + When making a change to Mod List, you only need to build Mod List itself. Install by copying everything in `path/to/solution/BSIPA-ModList/bin/` to your game + directory. + +When building a Debug build, all referenced assemblies from Beat Saber will be copied from the install directory provided in `bsinstalldir.txt` into `Refs/`. Any new references +should reference the copy in there. When building for Release, it just uses the files already in `Refs/`. diff --git a/docs/articles/index.md b/docs/articles/index.md index c368553c..fdbf8c80 100644 --- a/docs/articles/index.md +++ b/docs/articles/index.md @@ -4,4 +4,9 @@ uid: articles.start # Getting Started -Starting out is quite simple. Just follow one of the guides to the left! +Starting out is quite simple. Just follow one of the following guides: + +- +- + +Or, if you want to contribute, see . diff --git a/docs/articles/start-user.md b/docs/articles/start-user.md index c676f56c..a9a9224a 100644 --- a/docs/articles/start-user.md +++ b/docs/articles/start-user.md @@ -8,7 +8,20 @@ uid: articles.start.user > This guide assumes that you are starting completely fresh. 1. Grab a release from the GitHub [Releases page](https://github.com/beat-saber-modding-group/BeatSaber-IPA-Reloaded/releases). - Make sure to download `BSIPA.zip`, as `ModList.zip` contains the Beat Saber mod for showing your mods in-game, not the loader itself. + Make sure to download one of the `BSIPA-*.zip`s, as `ModList.zip` contains the Beat Saber mod for showing your mods in-game, not the loader itself. + + > [!NOTE] + > The specific ZIP you need to download varies on the game you will be patching. For example, if you are patching Beat Saber, you will need the file + > `BSIPA-x64-Net4.zip`. This is because Beat Saber is a 64 bit game running .NET 4. If you are patching Muse Dash, however, you nee the file + > `BSIPA-x86-Net3.zip`. + > + > [!TIP] + > There are a few tricks for figuring out which file you need. If the game has a folder called `MonoBleedingEdge` in the install directory, then you + > need one of the `Net4` builds. To determine *which* build to use, right click on the game executable, go to the `Compatability` tab, check the + > `Run this program in compatability mode for` checkbox, and look and see if the dropdown has any Windows XP emulation options. If it does, the + > application is 32 bit, and you need to get one of the x86 builds. Otherwise, get one of the x64 builds. + > + > Make sure to uncheck that checkbox before leaving the menu. 2. Extract the zip into your game installation directory. There should now be a folder named `IPA` and a file named `IPA.exe` in the same folder as the game executable. @@ -57,5 +70,20 @@ uid: articles.start.user Many plugins will come in a zip such that the root of the zip represents the game install directory, so all you may have to do is extract the plugin into the game installation folder. +> [!NOTE] +> +> For some reason, by default, Wine does not load DLLs in quite the same way that Windows does, causing issues with the injection. +> To make the injection work with Wine, `winhttp` has to have a DLL override set to `native,builtin`. This can be set either through +> Protontricks, or with the following `.reg` file. +> +> ```reg +> REGEDIT4 +> [HKEY_CURRENT_USER\Software\Wine\DllOverrides] +> "winhttp"="native,builtin" +> ``` +> +> For Steam there's a per-game Wine prefix under `compatdata`. In this case `SteamLibrary/steamapps/compatdata/620980/pfx/user.reg`. +> Changes to this file will likely be ovewritten when the game updates or if local files are validated through Steam. + Thats really all you have to do! The installation should persist across game updates for as long as `winhttp.dll` is present in the game directory, though your plugins will be moved to a different folder when it does update so things don't break horribly. diff --git a/docs/articles/toc.yml b/docs/articles/toc.yml index ad2f8869..82cba063 100644 --- a/docs/articles/toc.yml +++ b/docs/articles/toc.yml @@ -7,5 +7,7 @@ href: start-user.md - name: As a Developer href: start-dev.md + - name: As a Contributor + href: contributing.md - name: The Command Line href: command-line.md diff --git a/docs/index.md b/docs/index.md index 203a33d6..617996cf 100644 --- a/docs/index.md +++ b/docs/index.md @@ -1,10 +1,15 @@ --- -title: Beat Saber IPA +title: BSIPA - Home +uid: home --- -# ![Beat Saber IPA Reloaded](images/banner_dark.svg) [![Build status](https://ci.appveyor.com/api/projects/status/1ruhnnfeudrrd097?svg=true)](https://ci.appveyor.com/project/nike4613/beatsaber-ipa-reloaded-9smsb) +# ![BSIPA](images/banner_dark.svg) -Beat Saber IPA - The mod injector tailored for Beat Saber +[![Build status](https://ci.appveyor.com/api/projects/status/1ruhnnfeudrrd097?svg=true)](https://ci.appveyor.com/project/nike4613/beatsaber-ipa-reloaded-9smsb) + +BSIPA - The Unity mod injector for the new age (pending confirmation). + +Assuming, that is, that Unity 2017 is "new age". ## How To Install @@ -20,14 +25,7 @@ Beat Saber IPA - The mod injector tailored for Beat Saber ## Arguments -`IPA.exe file-to-patch [arguments]` - -- `--launch`: Launch the game after patching -- `--revert`: Revert changes made by IPA (= unpatch the game) -- `--nowait`: Never keep the console open -- See `-h` or `--help` for more options. - -Unconsumed arguments will be passed on to the game in case of `--launch`. +See . ## How To Develop @@ -41,47 +39,3 @@ See [Developing](xref:articles.start.dev) for more information. ## How To Keep The Game Patched BSIPA will automatically repatch the game when it updates, as long as `winhttp.dll` is present in the install directory. - -## Notes for running under Wine - -For some reason, by default, Wine does not load DLLs in quite the same way that Windows does, causing issues with the injection. -To make the injection work with Wine, `winhttp` has to have a DLL override set to `native,builtin`. This can be set either through -Protontricks, or with the following `.reg` file. - -```reg -REGEDIT4 -[HKEY_CURRENT_USER\Software\Wine\DllOverrides] -"winhttp"="native,builtin" -``` - -For Steam there's a per-game Wine prefix under `compatdata`. In this case `SteamLibrary/steamapps/compatdata/620980/pfx/user.reg`. -Changes to this file will likely be ovewritten when the game updates or if local files are validated through Steam. - -## Developing BSIPA itself - -### Prerequisites - -- Microsoft Visual Studio 2019 or later (2017 may work, no guarantees) -- Tools for C/C++ (MSVC) v141 -- .NET 4.6.1 SDK and .NET 4.7.2 SDK - -### Building - -1. Clone with `git clone https://github.com/beat-saber-modding-group/BeatSaber-IPA-Reloaded.git --recursive` -2. Create a file, `bsinstalldir.txt` in the solution root. Do NOT create this in Visual Studio; VS adds a BOM at the begginning of the file that the tools used cannot read. - It should contain the path to your Beat Saber installation, using forward slashes with a trailing slash. e.g. - ``` - C:/Program Files (x86)/Steam/steamapps/common/Beat Saber/ - ``` -3. Open `BSIPA.sln` in Visual Studio. -4. Choose the configuration `x64-Net4` -5. Rebuild all. - - When you make a change somewhere in BSIPA itself, right click on `BSIPA-Meta` and click `Build` or `Rebuild`. This sets up the output in `path/to/solution/BSIPA-Meta/bin/` to be what - should be copied to the game directory. - - When making a change to the Mod List, you only need to build the mod list. Install by copying everything in `path/to/solution/BSIPA-ModList/bin/` to your game - directory. - -When building a Debug build, all referenced assemblies from Beat Saber will be copied from the install directory provided in `bsinstalldir.txt` into `Refs/`. Any new references -should reference the copy in there. When building for Release, it just uses the files already in `Refs/` diff --git a/docs/toc.yml b/docs/toc.yml index ace93a2c..7a3c1754 100644 --- a/docs/toc.yml +++ b/docs/toc.yml @@ -1,6 +1,6 @@ - name: Articles href: articles/ - homepage: articles/index.md + homepage: ./index.md - name: C# API Documentation href: api/ homepage: api/index.md