THIS IS A HIGHLY WORK/DEVELOPMENT IN PROGRESS VERSION
THINGS ARE BROKEN AND EVERYTHING IS SUBJECT TO CHANGE
First cut after massive refactoring with most critical and fundamental changes implemented.
We need to start somewhere, and this might be as good as anything else, so we can get started
with testing, bug fixing and iterating for the next releases.
The following list is non-exhaustive, does not guarantee anything does work, yet, and is supposed
to give a high level idea of what all of this is about. Updated documentation will reflect all of
this at some later point in time in more detail.
A common "core" now abstracts logging, thread, property and configuration infrastructure and
provides a common interface. This is used by bemanitools internally as well as all tools, hooks
and APIs provided and don't depend on the game, version of the game or AVS version available
anymore
New bemanitools (public) API
Versioned API allowing for handling incremental API changes as well as breaking changes by
providing a new/different version when necessary
Unified interfaces for bemanitools core API, i.e. logging, threads, configuration
SDK with examples (TBD)
Dogfooding approach: Bemanitools uses its own (public) API to implement and provide fundamental
features like configurable keyboard implementations for IO or hooks for different games and
versions
All bemanitools hooks and IO libraries have been or are about to be re-worked to use the new APIs
New hook API allows for more fine grained runtime control when stages of the hook are to be
executed, i.e. pre AVS, before main game, iat hooking instead of relying purely on DllMain
(which is still a compatible option though)
launcher as a replacement for bootstrap: Bring it significantly closer to the original bootstrap
by supporting completely vanilla data and bootstrap.xml configurations to run the games. Note
that bemanitools does not include any code or means to run DRM'd data, only decrypted
inject is also being reworked to use as much of the same "infrastructure" as launcher to provide
a more seamless bootstrapping process for games that keeps pre-eapki data as vanilla as possible
THIS IS A HIGHLY WORK/DEVELOPMENT IN PROGRESS VERSION
THINGS ARE BROKEN AND EVERYTHING IS SUBJECT TO CHANGE
First cut after massive refactoring with most critical and fundamental changes implemented. We need to start somewhere, and this might be as good as anything else, so we can get started with testing, bug fixing and iterating for the next releases.
The following list is non-exhaustive, does not guarantee anything does work, yet, and is supposed to give a high level idea of what all of this is about. Updated documentation will reflect all of this at some later point in time in more detail.