This is mainly a personal playground to learn the tricks and trades of video game reverse engineering/hacking. It currently is only a wrapper around launching Spelunky 2 with an injected dll which loads resources from disk and injects ScyllaHide but hopefully will become more in the future.
A huge thanks to the modlunky2 team for their input, suggestions, support and for making all their hard work open source. Special thanks to gmosjack
, Dregu
and iojonmbnmb
that made it possible for this tool to exist.
Only Windows build is supported:
git clone git@github.com:spelunky-fyi/Playlunky.git
cd playlunky
git submodule update --init --recursive
mkdir build
cd build
cmake ..
cmake --build . --config Release
cmake --install .
Build artifacts are found in the publish
folder.
If you have installed Spelunky 2 then the install folder should be found during configuration of the project and starting a debugging session will launch Spelunky 2 with the playlunky64.dll
injected. If you want to debug the game itself as well as the playlunky64.dll
it is highly recommended to get the Microsoft Child Process Debugging Power Tool extension and enable child process debugging in Debug
→ Other Debug Targets
→ Child Process Debugging Settings...
Furthermore, if the game employs any anti-debugging strategies it is supported to inject ScyllaHide into the game process. To do this download ScyllaHide from Github and extract it into a ScyllaHide subfolder right next to the game. The playlunky64.dll
will do the rest.
- MSVC 2019 (for C++20)
- python
- cmake
- conan
Copy all build artifacts into your Spelunky 2 folder, from there you can launch playlunky_launcher.exe
to launch the game with the dll injected.
- Loose loading of resources
- The game still loads files packed in the exe
- Prioritizes loose files over files packed in the exe
- Anti-anti-debug injection
- If ScyllaHide exists next to the exe it will inject that to circumvent any anti-debugging measures that might exist in the exe (there appear to be none in this version, but there were in pervious versions)
- Only tries to inject ScyllaHide if a debugger is attached to the exe on boot
- Logging to console
- Creates a console window if started with
--console
that grabs all of the games logging output for easier debugging
- Creates a console window if started with
- Mod Management
- Loads mods from the
Mods/Packs
folder, where each folder is one mod - Users can specify priority of mods using the
Mods/Packs/load_order.txt
file (useful in case multiple mods replace the same asset) - On first load:
- zip files get extracted into their own mod folders
- the files in the mod folder are reorganized to align with the games original structure
- all png files are automatically converted to dds, so mods can be distributed as usual (mods store a small database to catch when they get updated)
- stickers and journal entries are generated from character mods
- Loads mods from the