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| Author: Leon
| | UCC is a command line utility for early Unreal engine games. Star Wars: Republic Commando ships without one, but a custom one has been made available as a result of reverse engineering. |
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| Used Tools: [[MS Visual Studio 2003]] | | Description: A custom UCC.exe for Republic Commando. Used for executing Unreal Commandlets. |
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| Description: A self written UCC for Republic Commando. Used for executing Unreal Commandlets.
| | Latest Build: [https://github.com/SWRC-Modding/CT/releases here] |
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| Github: [https://github.com/Leon280698/Republic-Commando-UCC here]
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| Latest Build: [http://www.moddb.com/games/star-wars-republic-commando/downloads/star-wars-republic-commando-ucc-exe here]
| | [[File:Uccshow.PNG]] |
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| | ===== Batchexport Commandlet ===== |
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| ==UCC.cpp==
| | The batchexport commandlet is made available by UCC. This commandlet can parse the game's resource archives in order to export any exportable type in bulk. Here is the syntax for converting some texture package, called "exampletexturepackage.utx" from the game into a set of tga files in ExampleOutputFolder: |
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| <source lang="cpp" line"> | | '''<sup>./ucc.exe batchexport exampletexturepackage.utx texture tga ".\\ExampleOutputFolder"</sup>''' |
| /* | |
| * This code compiles to a dll. In order to use it, SWRepublicCommando.exe needs to be modified so
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| * that it calls this dll's 'uccInit' instead of 'appInit' from Core.dll
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| * Also it's subsystem should be changed from window to console
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| * Everything compiles fine with Visual Studio .NET 2003 for maximum compatibility since it was
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| * also used to compile Republic Commando
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| * The following settings are needed to compile everything without errors:
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| * - Character Set = Not Set
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| * - Struct Member Alignment = 4 Bytes
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| * - Calling Convention = __fastcall
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| */
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| #pragma comment(lib, "Core.lib")
| | In particular, UCC can extract batches of sounds from the UAX archives where Republic Commando's voice lines and sound effects are stored. The batchexport commandlet does this. See [[Extract_Game_Audio_Using_UCC|how to extract game audio using UCC]] for details. |
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| #include <windows.h> //VirtualProtect
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| #include <cstdio> //std::puts
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| #include <cstdlib> //__argc, __argv
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| #include <cctype> //std::toupper
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| #include <string>
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| #include "Core/inc/Core.h"
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| namespace{
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| //Global variables
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| FOutputDevice* GFileLog; //OutputDevice that writes to a log file
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| //All commandlets shipped with RC
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| const char* DefaultCommandlets[40][2] = {
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| {"Editor", "AnalyzeContent"},
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| {"Editor", "BatchExport"},
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| {"Editor", "ChecksumPackage"},
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| {"Editor", "CheckUnicode"},
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| {"Editor", "CompareInt"},
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| {"IpDrv", "Compress"},
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| {"Editor", "CompressToDXT"},
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| {"Editor", "Conform"},
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| {"Editor", "ConvertMaterial"},
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| {"Editor", "CutdownContent"},
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| {"Editor", "DataRip"},
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| {"IpDrv", "Decompress"},
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| {"XGame", "DumpGameList"},
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| {"Editor", "DumpInt"},
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| {"XGame", "DumpMapList"},
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| {"XGame", "DumpMutatorList"},
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| {"Editor", "DumpSoundParams"},
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| {"Editor", "DumpSoundPropLog"},
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| {"XGame", "DumpWeaponList"},
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| {"Editor", "DXTConvert"},
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| {"Editor", "Exec"},
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| {"Editor", "FontUpdate"},
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| {"Core", "HelloWorld"},
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| {"Editor", "ImportAse"},
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| {"Editor", "ImportTexture"},
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| {"Editor", "ListPackageContents"},
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| {"Editor", "Make"},
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| {"Editor", "MapConvert"},
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| {"Editor", "Master"},
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| {"Editor", "MergeInt"},
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| {"Editor", "ModifyPackageFlags"},
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| {"Editor", "PackageFlag"},
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| {"Editor", "Pkg"},
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| {"Editor", "RearrangeInt"},
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| {"Editor", "ResavePackage"},
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| {"Engine", "Server"},
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| {"Editor", "StripSource"},
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| {"Editor", "TestMath"},
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| {"Editor", "UpdateUMod"},
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| {"Editor", "XACTExport"}
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| };
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| //Helper function used for case-insensitive string comparisons
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| std::string ToUpper(const std::string& s){
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| std::string result;
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| result.reserve(s.size());
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| for(std::size_t i = 0; i < s.size(); i++)
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| result += std::toupper(s[i]);
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| return result;
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| }
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| /*
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| * Replacement for Serialize function of 'InWarn', passed to appInit
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| * Have to do this vtable hack because creating new FFeedbackContext and passing it results in crash
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| */
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| void __stdcall FFeedbackContextAnsiSerialize(const TCHAR* V, EName Event){
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| TCHAR Temp[1024]= "";
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| if(Event==NAME_Title){
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| return;
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| }else if(Event==NAME_Heading){
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| appSprintf(Temp, "\n--------------------%s--------------------", V);
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| V = Temp;
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| }else if(Event==NAME_SubHeading){
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| appSprintf(Temp, "%s...", V);
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| V = Temp;
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| }else if(Event == NAME_Error || Event == NAME_Warning || Event == NAME_ExecWarning || Event == NAME_ScriptWarning || Event == NAME_Critical){
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| appSprintf(Temp, "%s: %s", *FName(Event), V);
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| V = Temp;
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| }
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| std::puts(V);
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| GFileLog->Serialize(V, Event);
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| }
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| }
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| //Entry point, called by modified SWRepublicCommando.exe
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| __declspec(dllexport) void uccInit(const TCHAR* InPackage, const TCHAR* InCmdLine, FOutputDevice* InLog, FOutputDeviceError* InError,
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| FFeedbackContext* InWarn, FConfigCache*(*ConfigFactory)(), UBOOL RequireConfig){
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| int ExitVal = EXIT_SUCCESS;
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|
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| GFileLog = InLog;
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| //Small vtable hack to have InWarn call my own Serialize function
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| //===============================================================
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| PVOID* vtable = *reinterpret_cast<PVOID**>(InWarn);
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| DWORD dwNull;
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| VirtualProtect(&vtable[0], 4, PAGE_EXECUTE_READWRITE, &dwNull);
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| vtable[0] = FFeedbackContextAnsiSerialize;
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| //===============================================================
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| InWarn->Log("=======================================");
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| InWarn->Log("ucc.exe for Star Wars Republic Commando");
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| InWarn->Log("made by Leon0628");
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| InWarn->Log("=======================================\n");
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| //Server stuff...
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| for(int i = 1; i < __argc; i++){
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| std::string Temp = ToUpper(__argv[i]);
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| //In case user wants to start a server, redirecting log to console and returning to SWRepublicCommando.exe
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| //Uses RC server command line syntax, not Engine.ServerCommandlet!!!
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| if(Temp == "-SERVER"){
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| appInit(InPackage, InCmdLine, InWarn, InError, InWarn, ConfigFactory, RequireConfig);
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| return;
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| }
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| }
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| //Actual UCC stuff...
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| try{
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| GIsStarted = 1;
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| GIsGuarded = 1;
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| appInit(InPackage, InCmdLine, InLog, InError, InWarn, ConfigFactory, 1);
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| UObject::SetLanguage("int");
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| if(__argc > 1){
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| //Initializing global state
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| GIsUCC = GIsClient = GIsServer = GIsEditor = GIsScriptable = GLazyLoad = 1;
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| std::string ClassName = __argv[1];
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| std::string Upper = ToUpper(ClassName);
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| DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet;
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| bool bIsUScript = true; //Whether the commandlet is written in UnrealScript or native code
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| //Looking it up in list of default commandlets
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| for(int i = 0; i < ARRAY_COUNT(DefaultCommandlets); i++){
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| if(Upper == ToUpper(DefaultCommandlets[i][1]) || //Only name without package
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| Upper == ToUpper(DefaultCommandlets[i][1]) + "COMMANDLET"){ //Only name with "Commandlet"
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| ClassName = std::string(DefaultCommandlets[i][0]) + "." + DefaultCommandlets[i][1] + "Commandlet";
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| //HelloWorld is the only standard commandlet written in UnrealScript
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| bIsUScript = ClassName == "Core.HelloWorldCommandlet";
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| break;
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| }else if(Upper == ToUpper(std::string(DefaultCommandlets[i][0]) + "." + DefaultCommandlets[i][1]) || //Package.Name
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| Upper == ToUpper(std::string(DefaultCommandlets[i][0]) + "." + DefaultCommandlets[i][1]) + "COMMANDLET"){ //Package.Name + "Commandlet"
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| //HelloWorld is the only standard commandlet written in UnrealScript
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| bIsUScript = Upper == "CORE.HELLOWORLD" || Upper == "CORE.HELLOWORLDCOMMANDLET";
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| break;
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| }
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| }
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| if(ToUpper(ClassName) == "EDITOR.MAKE" || ToUpper(ClassName) == "EDITOR.MAKECOMMANDLET")
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| LoadFlags |= LOAD_DisallowFiles; //Not sure what this does but the original ucc has it aswell...
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| UClass* Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, ClassName.c_str(), NULL, LoadFlags, NULL);
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| if(!Class) //If class failed to load, appending "Commandlet" and trying again
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| Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, (ClassName + "Commandlet").c_str(), NULL, LoadFlags, NULL);
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| if(Class){
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| UCommandlet* Commandlet = ConstructObject<UCommandlet>(Class);
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| InWarn->Logf("Executing %s\n", Class->GetFullName());
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| Commandlet->InitExecution();
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| Commandlet->ParseParms(appCmdLine());
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| GLog = InWarn; //Redirecting commandlet output to console
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| if(!bIsUScript)
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| Commandlet->Main(appCmdLine());
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| else
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| Commandlet->Main(FString(appCmdLine())); //For non-native commandlets this overload has to be used
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| GLog = GFileLog;
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| }else{
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| InWarn->Logf("Commandlet %s not found", ClassName.c_str());
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| }
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| }else{
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| InWarn->Log("Usage:");
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| InWarn->Log(" ucc PackageName.CommandletName <parameters>");
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| InWarn->Log("OR");
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| InWarn->Log(" ucc uscript PackageName.CommandletName <parameters>");
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| InWarn->Log(" for commandlets written in UnrealScript");
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| }
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| appPreExit();
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| GIsGuarded = 0;
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| }catch(...){
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| ExitVal = EXIT_FAILURE;
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| GIsGuarded = 0;
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| InError->HandleError();
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| }
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| appExit();
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| std::exit(ExitVal); //Needed in order to prevent this function from returning to SWRepublicCommando.exe
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| }
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| </source>
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