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initial wf->uwp port
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mediaexplorer74 committed Nov 2, 2023
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30 changes: 19 additions & 11 deletions README.md
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# mt (Modding Terraria codename; desktop-uwp-1.3 branch)
# mt (Modding Terraria codename; 1.0-beta-uwp branch)

![](Images/intro.png)
My attempt(s) to "reconsruct" some smallest and simplest game mechanics aka Terraria project :)

## Tech. details

:: Terraria 1.3.x.x , UWP edition ::
:: Terraria 1.0 experimental UWP edition with special "modded" MonoGame ::

:: Min. Win. os build (SDK): 10240 (Astoria compatibility added)

## Screenshot(s)
![](Images/shot1.png)
![](Images/shot2.png)
![](Images/shot3.png)
![](Images/shot4.png)

## Progress of porting to uwp

:: Modded content added.
:: Sound effects fixed :)
:: DB storage ok
:: Some debug mode added (but remerked/commented partially... only "god mode for life autosaving" on at now)))
:: Some modded content added ... but all old terreria 1.0 theme remained, of couse!

:: DB "auto-handling" broken at now. So, terraria.bd file must be copied to AppData\Local\Packages\ME.ModdingTerrariaV1_...\LocalState
:: DB "auto-deploy" fixed. So, terraria.bd file will automatically copied to AppData\Local\Packages\ME.ModdingTerrariaV1_...\LocalState at first app start :)

:: The app can do only "start mode" (debugging "run mode" - in progress!)
:: The app do its work only at "start mode" (minimum WASD + UpDownLeftRight keyboard control, not touchscreen event yet, sadly...)

:: No sound, no save / restor settings (player's data storage mulfunction!)
:: No sound (wavebank WMA support not recovered, sadly), but save / restore settings (player/genworld data storage) fixed :)

### Content
This repo contains the decompiled source of the Terraria client binaries, from version 1.3.x.x. Decompiled with [JetBrains dotPeek](https://www.jetbrains.com/decompiler/).
This repo contains the decompiled source of the Terraria client binaries, from version 1.0-beta founded at [achive site](). Decompiled with [JetBrains dotPeek](https://www.jetbrains.com/decompiler/).

### Important
- This repo does not include the game content.
If you want the original content, buy the game on Steam, then place it at *Src\Contents* folder.
- If you want to fix music themes, find cool utils for modding music content, and use *Src\Contents\Wave Bank.xbw* (unpack it, explore Xbox row RIFF format, recode all music files, pack them...).
- Use this at your own risk: I am not responsible for any legal consequences that may occur by using this decompiled code, nor will I provide support for it.
I am just providing the decompiled code as a reference and making it easily accessible on GitHub.

## Todo
- Explore all code structures : :
- Try to patch decomp. bugs : :
- Research game mechanics : :
- Do something else (Port to w10m... Why not?) : :
- Add your own game mech
- Fix music : :
- Add touchscreen event handlers : :
- Do something else (deploy to old swwet Lumia phones... why not?) : :

## Add. info / References
- https://onlineblogzone.com/modding-terraria-part-1-getting-started/ Modding Terraria – Part 1 Getting Started (article)
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69 changes: 69 additions & 0 deletions Src/MT1Beta.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.7.33808.371
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "mt", "MT1Beta\mt.csproj", "{87838199-376B-4736-A92E-7105862395B0}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MonoGame.Framework.WindowsUAP", "MonoGame\MonoGame.Framework\MonoGame.Framework.WindowsUAP.csproj", "{09C41A48-7BF3-4A46-9EB8-CE95B4C27CA9}"
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123 changes: 123 additions & 0 deletions Src/MT1Beta/App.xaml.cs
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// Copyright (c) Microsoft Corporation. All rights reserved.
// The MIT License (MIT)

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices.WindowsRuntime;
using Windows.ApplicationModel;
using Windows.ApplicationModel.Activation;
using Windows.Foundation;
using Windows.Foundation.Collections;
using Windows.Storage;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Controls.Primitives;
using Windows.UI.Xaml.Data;
using Windows.UI.Xaml.Input;
using Windows.UI.Xaml.Media;
using Windows.UI.Xaml.Navigation;


namespace GameManager
{
sealed partial class App : Application
{
public App()
{
this.InitializeComponent();
this.Suspending += OnSuspending;
}


protected override async void OnLaunched(LaunchActivatedEventArgs e)
{

// **********************************************************************************
// The database will be installed together with the application in the folder.
// However, the application takes databases from
// the ApplicationData.Current.LocalFolder folder.
// Therefore, when we first launch the application,
// we need to copy the database to ApplicationData.Current.LocalFolder
/*
// "First app start or not"?
if (await ApplicationData.Current.LocalFolder.TryGetItemAsync("terraria.db") == null)
{
StorageFile databaseFile = default;
try
{
databaseFile =
await Package.Current.InstalledLocation.GetFileAsync("terraria.db");
// Copy DB
await databaseFile.CopyAsync(ApplicationData.Current.LocalFolder);
}
catch (Exception ex)
{
Debug.WriteLine("[ex] databaseFile.CopyAsync error: " + ex.Message);
}
}
*/
//**************************************************************************



Frame rootFrame = Window.Current.Content as Frame;

// Do not repeat app initialization when the Window already has content,
// just ensure that the window is active
if (rootFrame == null)
{
// Create a Frame to act as the navigation context and navigate to the first page
rootFrame = new Frame();

rootFrame.NavigationFailed += OnNavigationFailed;

if (e.PreviousExecutionState == ApplicationExecutionState.Terminated)
{
//TODO: Load state from previously suspended application
}

// Place the frame in the current Window
Window.Current.Content = rootFrame;
}

if (rootFrame.Content == null)
{
// When the navigation stack isn't restored navigate to the first page,
// configuring the new page by passing required information as a navigation
// parameter
rootFrame.Navigate(typeof(GamePage), e.Arguments);
}
// Ensure the current window is active
Window.Current.Activate();
}

/// <summary>
/// Invoked when Navigation to a certain page fails
/// </summary>
/// <param name="sender">The Frame which failed navigation</param>
/// <param name="e">Details about the navigation failure</param>
void OnNavigationFailed(object sender, NavigationFailedEventArgs e)
{
throw new Exception("Failed to load Page " + e.SourcePageType.FullName);
}

/// <summary>
/// Invoked when application execution is being suspended. Application state is saved
/// without knowing whether the application will be terminated or resumed with the contents
/// of memory still intact.
/// </summary>
/// <param name="sender">The source of the suspend request.</param>
/// <param name="e">Details about the suspend request.</param>
private void OnSuspending(object sender, SuspendingEventArgs e)
{
var deferral = e.SuspendingOperation.GetDeferral();
//TODO: Save application state and stop any background activity
deferral.Complete();
}
}
}
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MainPackage=C:\Users\Admin\source\repos\!GameDev\W10MGameDevQuickie\Src\MT1Beta\bin\WindowsUniversal\ARM\Debug\mt_1.0.0.0_ARM_Debug.appx
ResourcePack=C:\Users\Admin\source\repos\!GameDev\W10MGameDevQuickie\Src\MT1Beta\bin\WindowsUniversal\ARM\Debug\mt_1.0.0.0_scale-100.appx
ResourcePack=C:\Users\Admin\source\repos\!GameDev\W10MGameDevQuickie\Src\MT1Beta\bin\WindowsUniversal\ARM\Debug\mt_1.0.0.0_scale-125.appx
ResourcePack=C:\Users\Admin\source\repos\!GameDev\W10MGameDevQuickie\Src\MT1Beta\bin\WindowsUniversal\ARM\Debug\mt_1.0.0.0_scale-150.appx
ResourcePack=C:\Users\Admin\source\repos\!GameDev\W10MGameDevQuickie\Src\MT1Beta\bin\WindowsUniversal\ARM\Debug\mt_1.0.0.0_scale-400.appx
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