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This project forked from skettios/luabackend

38.0 38.0 5.0 21.69 MB

A standalone script interpreter for PC games. Compatible with LuaEngine.

License: GNU General Public License v3.0

C++ 91.64% CMake 8.36%

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luabackend's Issues

LuaBackend hangs on Wine 8

When using LuaBackend on Linux, loading LuaBackend with Wine7 seems to work without issue, however the game Pauses when using Wine 8. I've only attempted at loading LuaBackend through Panacea, however no mods/scripts are activated.

.dll file borks controller input

Morning, I've been struggling with identifying the reason for my controller no longer working over steam link and finally figured out that the issue resolves if i rename the .dll so it's not usable. Not sure if this is known, or intended behavior but if possible it'd be lovely to have steam input support back for this game. Please let me know if you need anymore information.

Linux Support

Hi I’d like to be able to use this on my steam deck for kh1 and 2 but I can’t seem to get it to work. If I rename dbghelp to dinput8 it just crashes outright but it doesn’t seem to get loaded at all as dbghelp. Is there any dependencies this would need for it to possibly work. The error it gave as dinput was generic.

Optimize reading/writing

I've noticed that you initialize a protect_lock on every read and write operation, which results in two calls to VirtualProtect every time. Instead, you could look up all of the segments in the EXE and change their protections on startup, which would allow you to perform read/write operations without any additional function calls, like Panacea does in this code.

KH1 crashing

Hello, I'm trying to play kh1 using "Rich precense" but does not work. It crash every time I opened kh1.
I have "DINPUT8.dll" in KH_1.5_2.5 and the scripts in "Documents\KINGDOM HEARTS HD 1.5+2.5 ReMIX\scripts\kh1".
I try reinstalling the game, change the folder to another HDD but nothing :c

Ability to configure additional script path(s)

Consider adding the ability to append additional script path(s) that LuaBackend searches when looking for scripts to execute. This opens up the possibility for OpenKH mods to include Lua scripts in the mod itself.

  • would allow for GoA ROM to bundle its own Lua so that the game mod files and corresponding Lua script are never out of sync with each other
  • would potentially allow for the rando seed generator to include Lua scripts for quality of life, alternate win conditions, etc.
  • probably other possibilities

Implementation suggestions:

(1) Config in the folder with the dll

A config file of some sort in the folder that contains the LuaBackend dll itself (whether json, ini, yml, whatever makes sense / is easy enough to implement)

AdditionalScriptPaths=C:\openkh\mod\lua,C:\Users\sora\Documents\custom_lua_scripts

and then within each of those folders we could still have the sub-folders for kh1, kh2, etc, so C:\openkh\mod\lua\kh2 as an example.

(2) Config in the existing scripts folder

Instead of in the folder with the dll, could look for the config file in the existing well known scripts folder for a particular game that points to additional absolute script paths for just that game.

LuaBackend not launching

Hey, i recently got KH1.5+2.5 legally and wanted to install the LuaBackend.
But it does not Launch with KH2 and i don't know why.
I just dropped the .toml and the both .dll files in the game folder, created a scripts/kh2 folder and wanted to test it with the Skip Roxas Tutorial Lua and SoftReset Lua. But the Backend doesn't even start :/

EDIT: It doesn't even work with the cracked game.

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