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A project to rebuild all functionality via reverse engineering from the GOTY version of Plants VS Zombies (and expand upon it)

License: Creative Commons Zero v1.0 Universal

C 10.58% C++ 88.69% Shell 0.01% CMake 0.72% Reason 0.01%
decompilation decompiled plants-vs-zombies plantsvszombies pvz pvz-custom rebuilt reverse reverse-engineering reversing

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re-plants-vs-zombies's Issues

Error when trying to run

When running the built executable in GOTY and OG files with the up-to-date bass.dll it fails to run with the message: The application was unable to start correctly (0x000007b).

Error when trying to run

It says it can't find bass.dll, I have the Plants vs. Zombies game files, where do I put them?

height isn't a const

In imagelLib.cpp at line 71 it declares a variable called height. It's later used where a const should be.
Screenshot 2024-02-12 172705
I don't know much C++ so hopefully someone can help

When trying to compile a build in visual studio 2022 it gives this error

I tried to compile a build debug from the main branch and I got this error all this in visual studio 2022
Just clone the repo and try to compile as the instructions said
2024-03-07 15_22_54-re-plants-vs-zombies-vanilla - Microsoft Visual Studio

I also leave this here since I have no idea where to report it, I tried the minerscale fork and tried to compile when doing so everything seemed to work fine until I got an error with vulkan so I installed the vulkan sdk and it was fixed but when I put compile it the game stayed on a black screen with sound the game seems to work but it does not render
I say it here in the hope that Minerscale will look at it and also if you read this add a place to your fork where reporting bugs would be useful

Have some problem with sdl and sdl_image in gl branch.

image

I'm trying build new graphics in gl branch with VS2019 and get some new problems:
sdl,sdl_image git have no "build" forlder insteal it may be change to build-scripts (i tried and pass for the problem).
glwl forlder not include in project or may be visual studio cant findout ( i tried use glwl in the internet and pass for the problem ).
But Building get error with the problem in the image and i cant find solution for that.

Hope that with two of my problem can contribute to this git and fix it for users who use VS2019

Cmake build failing

As stated in the build steps, the following command is run:

cmake --build cmake-build

This however results in a build failure:

Looking for a ASM_NASM compiler failed with the following output:
-- The ASM_NASM compiler identification is unknown
-- Didn't find assembler
CMake Error at CMakeLists.txt:2 (project):
  No CMAKE_ASM_NASM_COMPILER could be found.

  Tell CMake where to find the compiler by setting either the environment
  variable "ASM_NASM" or the CMake cache entry CMAKE_ASM_NASM_COMPILER to the
  full path to the compiler, or to the compiler name if it is in the PATH.

I have defined ASM_NASM in my environment variables.

This was tested in both Visual Studio and Visual Studio Code

[Suggestion] Basic documentation

maybe add in the tools folder a file that contains basic documentation like how to add a delay between something and other basic stuff, would be very cool

Where does most of the codebase come from?

Hi Patoke,

My name's Aaron and I've been fiddling with this decomp for a bit (getting it to build with the extra x64 registers and from clang+cmake instead of visualstudio, stretch goal making the thing work on native Linux for giggles) and I'm wondering how this decompilation came together. I have a few questions and I can't work out how to contact you outside of a GitHub issue so here I am:

  1. How much of the work is your own and how much was done by Kopie?
  2. Is it a fork of https://github.com/rspforhp/PVZdotnet-ready-to-mod (which appears to be the mobile version) or is it something else? I couldn't make sense of Kopie's public repos.
  3. Is there a community I can talk to about the reversing effort and is it all in Chinese?
  4. Since I don't have a windows machine to test the build in a sane environment, I don't know how much of this decomp is working but I still have already found a few bugs (mostly related to uninitiated values) which I might submit a pull request for soon. I expect they're not a problem in VS because it clobbers the exact right value for things to be coincidentally clobbered but I don't know. Anyway I'm wondering where the build is at, does it run? I expect since you're talking about achievements and stuff it probably does. I've gotten a good way through resources unpacking before it kills itself (I think Wine is having a hard time with the widechars. Or I've just messed something up..)

Thanks very much for your time and your hard work on this project I think it's very cool,

Aaron.

Contact Information?

ive been working with a older decomp, and just saw this now.
is there any way i can contact you? it would be neat to discuss this decompile. i may have some fixes too if they arent already fixed, but im just building as i type this.

i mostly use discord, "spaghetto207".

Building problems

Collected a list of bugs with the game built from the source of the sexy-vk branch:

  • Zen Garden Crashes
  • No yellow background behind tooltips
  • Seeing Stars crashes with no error message
  • Imitater crashes when selecting him
    I would try to fix these although I don't know nearly enough C++ to try and solve these

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