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Unofficial PC rebuild of SSX Tricky (PS2) in Unreal Engine 5.8
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查看完整 README ↗An unofficial, non-commercial fan rebuild of the PS2 snowboarding game SSX Tricky in Unreal Engine 5.8. The game's behaviour (riding, tricks, AI racers, cameras, menus, HUD, audio) is reimplemented in C++ to match the original as closely as possible, and checked by automated tests against recordings of the original game.
[!WARNING] This project was made entirely with AI. All of it was written by AI models: the reverse engineering of the original game (the analysis, the notes and the Python reference models), the Unreal C++ port, the data extraction and conversion tools, the editor scripts, the tests and this README. The behaviour is checked against recordings of the original game, but the code has not been reviewed the way hand-written software would be. Don't treat it as an example of good programming or copy its patterns into code you care about.
No game data is in this repository. You need your own, legally owned copy of SSX Tricky (NTSC-U, game id SLUS-20326) as a disc image. The tools read everything from that image and write it to git-ignored folders on your machine. Never commit or share those folders, or the packaged game made from them.
LICENSE covers only the code, tools and scripts in this repository, not the game or its data (see NOTICE).tools\find_ue.bat), in this order:
UE_ROOT environment variable (for example set "UE_ROOT=D:\Epic\UE_5.8");local_settings.bat in the repo folder, if you made one: copy local_settings.example.bat to
local_settings.bat and put your engine folder in it (the file is git-ignored);HKLM\SOFTWARE\EpicGames\Unreal Engine\5.8);C:\Program Files\Epic Games\UE_5.8.
The folder must contain Engine\Binaries\Win64\UnrealEditor-Cmd.exe; otherwise the scripts stop and say
where they looked. build_data.bat without import does not need the engine.
The command lines below write the engine folder as %UE_ROOT%.PATH, with these packages:
pip install pycdlib pillow numpy capstone zstandard
C:\SSXTrickyRebuild): Unreal's build writes
intermediate files with long names and fails in deeply nested folders (Windows' 260-character path limit).One command does everything: it converts the game data from your disc, builds the editor, imports the tracks, riders and audio into Unreal, and packages a playable game.
build.bat "C:\path\to\your image.iso"
SLUS-20326.iso, or if local_settings.bat
sets SSX_ISO (see step 1).dev for a Development build with logging (Packaged-Dev\) instead of the normal Shipping build.refs to also write the test reference data (see step 5).noenhanced to skip the Enhanced-look data (see Enhanced look); that look then has flat detail.It stops at the first error and says which step failed. At the end it prints the time taken and where the game is:
Packaged\Windows\SSXTricky.exe (or Packaged-Dev\Windows\SSXTricky.exe with dev). The full run takes a long
time (the import and the cook are the slow parts); plan for a couple of hours on the first run.
The sections below are the same work split into separate steps, for when you only need part of it.
Do one of these (image files, *.iso, are git-ignored):
SLUS-20326.iso;local_settings.bat (copy local_settings.example.bat):
set "SSX_ISO=D:\path\to\your image.iso";build_data.batbuild_data.bat uses SSX_ISO from local_settings.bat, else .\SLUS-20326.iso
build_data.bat "C:\path\to\your image.iso" any other path
build_data.bat "C:\path\to\your image.iso" refs also writes the test reference data (step 5)
build_data.bat "C:\path\to\your image.iso" import also builds the editor and imports everything into Unreal
What it does, in order:
extracted\), unpacks the BIG archives (unpacked\) and converts textures, tracks, riders,
audio, speech, movies and fonts (converted\).Unreal\SSXTrickyRebuild\SimData\ and parts of converted\).import: builds the editor and runs the Unreal import scripts (riders, audio, one map per track, the
front-end map). This is needed before you can play in the editor or package the game.Steps 1 and 2 take roughly half an hour; import adds about as much again. Run it again whenever the tools change.
First create the Visual Studio project files, either way:
以上为 README 的开头部分。其余内容请阅读原文。 查看完整 README ↗