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Port nativo

Haunting Ground (OpenHuey)

Port nativo de Haunting Ground (OpenHuey) para PC.

Haunting Ground (OpenHuey)

Port nativo basado en su ficha de origen.

README del repositorio

OpenHuey

Another kind of Hewie (Discord setup at https://discord.gg/7sMGvfBAE)

Download: OpenHuey latest (Linux and Windows, rebuilt on every merge) · all releases. You need your own copy of Haunting Ground (USA) for the PS2: start openhuey and pick its disc image (.iso) the first time - it is imported once into library/ beside it. No game data is included. To update: UPDATE on the title (or openhuey --update). When an update reads more of the game than your library has (0.1.18: faces and hands), OpenHuey says so as it starts and offers to import the disc again - pick the .iso once more; saves and settings are kept (or openhuey --import disc.iso). Mods: mods/ beside it (openhuey-src/docs/modding.md).

OpenHuey rebuilds Haunting Ground (Capcom, PS2, 2005, SLUS_210.75) for PC, in three parts:

PartPathWhat it is
The decompilationsrc/, include/The executable as C, each function checked against the original in an emulated PS2 CPU (tools/difftest.py). Functional, not byte-matching. docs/decomp.md
hgnative/That C running natively (SDL3, OpenGL, libavcodec): the reference for how the game behaves.
openhuey (once hga)openhuey-src/ (once new-src-actors/)The game rewritten for clarity and modding: a C engine, with Fiona, Hewie, the stalkers and the story as actors passing messages, written in Forth. A console runs Forth live. openhuey-src/README.md

openhuey plays the whole story: the title, the rooms and their scripts and cutscenes, Fiona, Hewie, the stalkers, items and the menu, saving, the game over and the endings, the mini-game where you play as Hewie, and the extras room's movies and galleries. Not yet: a few of the model gallery's details (some figures' second textures and idles).

Building

Needs CMake, a C compiler and SDL3 (movies: libavcodec, loaded at run time). Data: openhuey imports the disc image (.iso) once into its library (chosen in a file dialog the first time, or openhuey --import disc.iso); a disc image, its DATA.CVM or the extracted folder can also be given as an argument. hg reads the disc image, DATA.CVM or folder as an argument, or chosen and remembered.

# OpenHuey
cmake -S openhuey-src -B build/openhuey-src -G Ninja
cmake --build build/openhuey-src
build/openhuey-src/openhuey                # (or --import disc.iso, or [disc.iso | data folder])
ctest --test-dir build/openhuey-src        # the tests, headless

# hg (first: tools/setup.sh, then .venv/bin/python configure.py --split; the executable
# SLUS_210.75, sha1 e0867d2ec83e6e2fccf147ad9e645a9a662d1c15, in baserom/)
cmake -S native -B build/native/cmake
cmake --build build/native/cmake -j8
build/native/cmake/hg [disc.iso | data folder]

In openhuey: ` opens the Forth console (free-play skips the opening, castle-2f-3 room! goes to a room, more in openhuey-src/scripts/debug.fs; Ctrl+V pastes, Ctrl+C copies the line or the last output, Ctrl+Shift+C the whole log); F1 the settings (the picture - presets enhanced, the default, and as on the PS2 - fullscreen, the controls); F11 or Alt+Return fullscreen; F2 shows the debug meters, the actors and the version; F3 frees the camera; F5 / F9 quicksave and load; F12 keeps a bug report (in user/bugs/: a report, a screenshot and a save, and the console opened for a note - or bug <what happened> at the console). In hg: F5 / F9 quicksave and load; HG_EVLOG=1 traces the room scripts, HG_ROOM=2A starts at a room, HG_HEADLESS=1 HG_MAXFRAMES=n runs without a window.

Controls

A gamepad works too, through SDL.

KeyPadIn playIn menus
WASDLeft stickMove
ArrowsD-padMove the cursor
X / SpaceCrossHold to runConfirm
C / BackspaceCircleAct: examine, doors
ZSquareShove / kick
VTriangleThrow / set downCancel; skip a paused movie
Q / EL1 / R1Q: crouch; E: fleeTurn pages
I J K L, FRight stick, R3Hewie's commands
ReturnStartPausePause a movie
TabSelectThe menuClose it

The earlier rewrite new-src/ (hg2) is retired, kept at the tag new-src-final.

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