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416 lines
16 KiB
Markdown
416 lines
16 KiB
Markdown
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====Goldberg Steam Emulator====
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---
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An emulator that supports LAN multiplayer without steam.
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https://gitlab.com/Mr_Goldberg/goldberg_emulator
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---
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## How to use:
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1. Replace the `steam_api(64).dll` (Windows) or `libsteam_api.so` (Linux) from the game with the emu.
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2. Use the command line tool `generate_emu_config` to generate the `steam_settings` folder
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3. Use the command line tool `generate_interfaces` to generate the file `steam_interfaces.txt`,
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then move it inside the folder `steam_settings`
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4. Move the entire folder `steam_settings` beside the emu .dll/.so.
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5. Copy the the example files `steam_settings.EXAMPLE\configs.xxx.EXAMPLE.ini` and paste them inside your own `steam_settings` folder, then the postfix `.EXAMPLE`.
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Make sure to only keep the options you need, don't sepecify everything
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Mr.Goldberg's note:
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> If the game has DRM (other than steamworks) you need to remove it first.
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---
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## Various configurations:
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Due to the various changes and additions, it became tedious to document everything,
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so it is recommended to check each example file in the `steam_settings` folder, and the various options inside `configs.xxx.ini`.
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---
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When you use the emu at least once, some default configurations are saved inside the global settings folder
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* `configs.main.ini`: configurations for the emu itself
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* `configs.user.ini`: configurations specific to the user
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* `configs.app.ini`: configurations specific to the game/app
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* `configs.overlay.ini`: configurations of the overlay
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---
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## Saves location:
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* On Windows:
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`%appdata%\GSE Saves\`
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For example, if your user Windows user name is `Lion`, the save location would be:
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`C:\Users\Lion\AppData\Roaming\GSE Saves\`
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* On Linux:
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* if `XDG_DATA_HOME` is defined:
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`$XDG_DATA_HOME/GSE Saves/`
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* Otherwise, if `HOME` is defined:
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`$HOME/.local/share/GSE Saves/`
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* Otherwise:
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`SAVE/GSE Saves/` (relative to the current directory, which might not be the same as app/game directory)
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You can override the name of the base folder `GSE Saves` to whatever you want per game, to do this modify `configs.user.ini` inside your `steam_settings` folder and change the value of `saves_folder_name`.
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Check the example file in `steam_settings.EXAMPLE\configs.EXAMPLE.ini`.
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---
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## Languages:
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You can include a `steam_settings\supported_languages.txt` file with a list of languages that the game supports.
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If the global emu language setting is not in this list of languages, the emu will default to the first language in the list.
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See the `steam_settings.EXAMPLE` folder for an example.
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---
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## Depots:
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This is pretty rare but some games might use depot ids to see if dlcs are installed.
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You can provide a list of installed depots to the game with a `steam_settings\depots.txt` file.
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See the `steam_settings.EXAMPLE` folder for an example.
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---
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## Subscribed Groups:
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Some games like payday 2 check which groups you are subscribed in and unlock things based on that.
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You can provide a list of subscribed groups to the game with a `steam_settings\subscribed_groups.txt` file.
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See `steam_settings.EXAMPLE\subscribed_groups.EXAMPLE.txt` for an example for payday 2.
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---
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## Subscribed Groups (Clans):
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Some games like counter-strike check which groups you are subscribed in and allow you to choose a group clan.
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You can provide a list of subscribed group ids, names, and tags to the game with a `steam_settings\subscribed_groups_clans.txt` file.
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Group ids must be valid and can be obtained by pasting '`/memberslistxml/?xml=1`' at the end of a Steam group page.
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See `steam_settings.EXAMPLE\subscribed_groups_clans.EXAMPLE.txt` for an example.
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---
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## App paths:
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Some rare games might need to be provided one or more paths to app ids.
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For example the path to where a dlc is installed.
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This sets the paths returned by the `Steam_Apps::GetAppInstallDir` function.
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See `[app::paths]` inside `steam_settings.EXAMPLE\configs.app.EXAMPLE.ini` for an example.
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Note that paths are treated as relative paths **from where the steam_api dll is located**.
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---
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---
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## Mods:
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* Put your mod in the `steam_settings\mods\<MOD NUMBER>\` folder
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* Modify `mods.json` and specify `primary_filename` and `preview_filename`, other options in this json file are optional.
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* Put the mod image/preview inside `steam_settings\mod_images\<MOD NUMBER>`
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Mod data folder must be a number corresponding to the file id of the mod.
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See the `steam_settings.EXAMPLE` folder for an example.
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---
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## Steam appid:
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Put your `steam_appid.txt` in the `steam_settings` folder because this is where the emulator checks first.
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If there is no `steam_appid.txt` in the `steam_settings` folder it will try opening it from the run path of the game.
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If one isn't there it will try to load it from beside steam api dll.
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The steam appid can also be set using the `SteamAppId` or `SteamGameId` env variables (this is how real steam tells games what their appid is).
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But it is highly recommended to always create this file inside `steam_settings` folder
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---
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---
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## Custom Broadcast IPs:
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If you want to set custom ips (or domains) which the emulator will send broadcast packets to, make a list of them, one on each line in: `GSE Saves\settings\custom_broadcasts.txt`
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If the custom IPs/domains are specific for one game only you can put the `custom_broadcasts.txt` in the `steam_settings` folder.
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An example is provided in `steam_settings.EXAMPLE\custom_broadcasts.EXAMPLE.txt`
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---
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## Achievements, Items or Inventory:
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Create a file named `items.json` and/or `achievements.json` inside the `steam_settings` folder which will contain every item/achievement you want to have in your game.
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An example can be found in `steam_settings.EXAMPLE` that works with Killing Floor 2.
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The `items.json` syntax is simple, you **MUST** validate your `.json` file before trying to run your game or you won't have any item in your inventory.
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Just look for "online json validator" on your web brower to valide your file.
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You can use https://steamdb.info/ to list items and attributes they have and put them into your .json, you can also use the command line tool `generate_emu_config`.
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Keep in mind that some item are not valid to have in your inventory.
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---
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For example, in PayDay2 all items below `item_id` `50000` will make your game crash.
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* `items.json` should contain all the item definitions for the game,
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* `default_items.json` is the quantity of each item that you want a user to have initially in their inventory. By default the user will have no items.
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It is recommended to use the command line tool `generate_emu_config` for that matter
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---
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## Leaderboards:
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By default the emulator assumes all leaderboards queried by the game `FindLeaderboard()` exist and creates them with the most common options (sort method descending, display type numeric).
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In some games this default behavior doesn't work and so you may need to tweak which leaderboards the game sees.
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To do that, you can put a `leaderboards.txt` file in the `steam_settings` folder.
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The format is:
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`LEADERBOARD_NAME=sort method=display type`
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For the sort methods:
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* 0 = none
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* 1 = ascending
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* 2 = descending
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For the display type
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* 0 = none
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* 1 = numeric
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* 2 = time seconds
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* 3 = milliseconds
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An example can be found in `steam_settings.EXAMPLE`
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---
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## Stats:
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By default this emulators assumes all stats do not exist unless they have been written once by the game.
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This works for the majority of games but some games might read a stat for the first time
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and expect a default value to be read when doing so.
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To set the type for each stat along with the default value, put a `stats.txt` file in the `steam_settings` folder.
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The format is:
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`STAT_NAME=type=default value`
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The type can be
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* int
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* float
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* avgrate
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The default value is simply a number that represents the default value for the stat.
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You can use the command line tool `generate_emu_config` to generate a stats config
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---
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## SteamHTTP:
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Create a `steam_settings\http\` folder which should contain the domain name and path to the files that will be returned by steamHTTP like so \(For example this url: `https://en.wikipedia.org/wiki/Main_Page`\):
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* Create a folder `steam_settings\http\en.wikipedia.org\wiki\Main_Page`
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* The `Main_Page` **file** would contain the data returned by the steamHTTP api when it tries to access: `https://en.wikipedia.org/wiki/Main_Page`
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An example that was made for payday 2 can be found in `steam_settings.EXAMPLE`
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---
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## Avatar:
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Copy a `png`, or a `jpg`, or a `jpeg` image file to your `GSE Settings/settings` folder and name it `account_avatar`.
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You can also place this file inside the local `steam_settings` folder of the game.
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Players avatars are shared over the local network
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You can find an example in `steam_settings.EXAMPLE`
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---
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## Support for CPY steam_api(64).dll cracks (Windows only):
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See the build in the experimental folder.
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**Notes:**
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You must all be on the same LAN for it to work.
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**IMPORTANT:**
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Do not run more than one steam game with the **same appid** at the same time on the same computer with this emu or there might be network issues (dedicated servers should be fine though).
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---
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## Overlay:
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**Note: at the moment this feature is only enabled in the experimental builds**
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**It's a highly experimental feature, use at your own risk**
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---
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This is made possible using the amazing third-party library `Ingame Overlay project`: https://github.com/Nemirtingas/ingame_overlay
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The overlay can be enabled by modifying `configs.overlay.ini` and setting `enable_experimental_overlay=1`.
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Use `SHIFT-TAB` to open the overlay.
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This feature is **highly experimental** and might cause crashes or other problems.
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Alternatively, you can use the dedicated tool `lobby_connect` to join a game lobby.
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---
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## Overlay notifications sounds:
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**Note: at the moment this feature is only enabled in the experimental builds for Windows only**
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---
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You can place a `.wav` file called `overlay_achievement_notification.wav` inside either the local `steam_settings/sounds` folder of the game, or inside `GSE Settings/settings/sounds` folder, which will be played whenever an achievement is unlocked.
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You can place a `.wav` file called `overlay_friend_notification.wav` inside either the local `steam_settings/sounds` folder of the game, or inside `GSE Settings/settings/sounds` folder, which will be played whenever a friend sends an invitation.
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You can find an example in `steam_settings.EXAMPLE`
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---
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## Controller:
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**Note: at the moment this feature is only enabled in the Windows experimental builds and the linux builds**
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---
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SteamController/SteamInput support is limited to **XInput** controllers.
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---
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If your controller is not XInput, there are many tools (at least for windows) that you can use to make it emulate an XInput one.
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Steam uses things called action sets for controller configuration. An action set is a group of action names.
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Action names are bound to buttons, triggers or joysticks.
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The emulator needs to know for each action set, which button is linked to which action name.
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Create a `ACTION_SET_NAME.txt` file in the `steam_settings\controller\` folder for every action set the game uses.
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To see an example for the game Crystar see: `steam_settings.EXAMPLE\controller.EXAMPLE`
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In the action set txt files the format is:
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* For digital actions (buttons, on or off):
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`ACTION_NAME=BUTTON_NAME`
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* For analog actions (joysticks, triggers):
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`ACTION_NAME=ANALOG_NAME=input source mode`
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Actions can be bound to more than one button by separating the buttons with, like this:
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`ACTION_NAME=A,B`
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You can use the command line tool `generate_emu_config` to generate a config file.
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Or if you want to configure a game yourself, find the `vdf` file for `xbox360` or `xbox one` controller of the game and use the tool `parse_controller_vdf`, you should be able to figure things out.
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For example to get the vdf file for the game Crystar: https://steamdb.info/app/981750/config/
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If you look at: `steamcontrollerconfigdetails`, you will see something like: `1779660455/controller_type: controller_xbox360`
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`1779660455` refers to a file id that you can dl using your favorite steam workshop downloader site.
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The url would be: https://steamcommunity.com/sharedfiles/filedetails/?id=1779660455
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The glyphs directory contains some glyphs for the controller buttons for the games that use the `GetGlyphForActionOrigin()` function.
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If you want to use the real steam glyphs instead of the free ones in the example directory copy them from: `<Steam Directory>\tenfoot\resource\images\library\controller\api` folder.
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### Valid digital button names:
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* DUP
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* DDOWN
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* DLEFT
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* DRIGHT
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* START
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* BACK
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* LSTICK
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* RSTICK
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* LBUMPER
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* RBUMPER
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* A
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* B
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* X
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* Y
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* DLTRIGGER (emulated buttons, the joy ones are used by games in menus for example. When the game wants to know if the trigger is pressed without the intensity)
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* DRTRIGGER
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* DLJOYUP
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* DLJOYDOWN
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* DLJOYLEFT
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* DLJOYRIGHT
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* DRJOYUP
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* DRJOYDOWN
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* DRJOYLEFT
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* DRJOYRIGHT
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### Valid analog names:
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* LTRIGGER
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* RTRIGGER
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* LJOY
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* RJOY
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* DPAD
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---
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## Auth token (app ticket):
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By default the emu will send the old token format for various APIs, like:
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* `Steam_GameServer::GetAuthSessionTicket()`
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* `Steam_User::GetAuthSessionTicket()`
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* `Steam_User::GetAuthTicketForWebApi()`
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You can make the emu generate new ticket data, and additionally the GC token.
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Modify `configs.main.ini` and set `new_app_ticket=1` and additionally `gc_token=1`
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---
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## Fake Windows dll/exe certificate and antivirus software:
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The Windows build is signed with a fake self-signed certificate, this helps in bypassing some basic checks by apps,
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but it also triggers some antivirus software.
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First of all, **never** install these certificates to your certificate store, they are randomly generated.
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Second, the project is not a malware, if your antivirus software complains, be sure it's a false-positive.
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---
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## List of valid steam languages:
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Check this link for a complete list: https://partner.steamgames.com/doc/store/localization/languages
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Look for the column `API language code`
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* arabic
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* bulgarian
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* schinese
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* tchinese
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* czech
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* danish
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* dutch
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* english
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* finnish
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* french
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* german
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* greek
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* hungarian
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* italian
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* japanese
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* koreana
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* norwegian
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* polish
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* portuguese
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* brazilian
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* romanian
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* russian
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* spanish
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* latam
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* swedish
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* thai
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* turkish
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* ukrainian
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* vietnamese
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---
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## Bypass overlay and auto accept game/lobby invites:
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**Note: at the moment this feature is only enabled in the experimental builds**
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---
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When the overlay is enabled and working, you can bypass it and auto-accept invites (lobby or game) from a list of Steam IDs (SteamID64 format).
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The configuration file `auto_accept_invite.txt` allows you to do that, it works like this:
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* Adding an empty file: will accept invites from anyone (same behavior as if the overlay was disabled)
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* Adding a file with some friends IDs (each on a separate line):
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* If the friend ID is found in this file, the invitation will be accepted automatically
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* If the friend ID is not found, you'll get the regular overlay invitation
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Check the example file in the `steam_settings` folder
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---
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## Enable non-LAN behavior in `steam_matchmaking_servers`:
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By default, match making servers (which handles browsing for matches) will always return LAN servers list whenever the game inquires about the available servers with a specific type (Internet, Friends, LAN, etc...).
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You can make the emu return the proper/actual servers list for the given type, by modifying `configs.main.ini` and setting `matchmaking_server_list_actual_type-1`.
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**This is currently broken**.
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Also, match making servers will return the info of the server from the incoming local packets, you can make the emu retrieve the actual server info by performing a source server query, this is enabled by setting `matchmaking_server_details_via_source_query-1` inside `configs.main.ini`.
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**This is currently broken**.
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---
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