Code here is decompiled with IDA Pro and manually cleaned up, uninlined and rewritten to use templates. It is not a matching decompilation, and there is no workflow to merge the functions here with functions from the binary. The .exe contains class names as part of RTTI (see objtree.txt) but there has been no source leak. There has however been a debug info leak for Tomb Raider (2013). It's a different game, but uses a similar engine. This debug info contains:
- file names and line numbers
- function and class names
- function signatures (argument and return types)
- struct layouts (including inheritance and template names)
The first commit to integrate information from Tomb Raider is dated 14 July 2022. Some parts have no correspondence to Tomb Raider, for example everything in the 'camera', 'input' or 'postprocessing' subdirectory.
This build uses DirectX 11 through the dxvk-native project. CMake will automatically download and build the sources.
git clone https://github.com/rrika/cdcEngineDXHR.git
cd cdcEngineDXHR
mkdir native_build
cd native_build
cmake .. -DNATIVE_BUILD=ON
make
This build requires the Windows SDK. There exists a Rust tool named xwin that can download it on non-windows systems. See the rustup instructions for how to install Rust. Once that is done you can build and run xwin.
cargo install xwin --locked
xwin --accept-license --arch x86 splat
mv .xwin-cache/splat winsdk # need this specific folder name
# rm -rf .xwin-cache # if you want
The CMake build of this project expects to be in a directory adjacent to winsdk
.
git clone https://github.com/rrika/cdcEngineDXHR.git
cd cdcEngineDXHR
mkdir build
cd build
cmake ..
make
In Visual Studio 2019 choose "Open a local folder" on start-up. VS should detect the CMakeLists.txt file and set up the build for you. Be sure to select x86, not x64.
This project requires a copy of Deus Ex: Human Revolution Director's Cut to run. In the installation location you will find a number of files:
BIGFILE.000
BIGFILE.001
BIGFILE.002
...
DXHRDC.exe
Run the binary as follows:
export BIGFILE=path/to/game/BIGFILE.000
./dxhr # for linux build
./dxhr.exe # for windows build
In Visual Studio you can set the environment to BIGFILE=C:/path/to/game/BIGFILE.000
in the project properties. If you have installed the game through Steam on windows/wine, the files will be detected automatically.