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Releases: Nnamllit1/Control-Resonant-Mod-Loader

CRML v0.1.0-alpha.4.5

CRML v0.1.0-alpha.4.5 Pre-release
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@github-actions github-actions released this 08 Oct 15:53

CRML Alpha 4.5

Adds compatibility with CONTROL Resonant 0.564.629.5. Download
crml-runtime-v0.1.0-alpha.4.5-windows-x64.zip and follow the
update instructions. Keep your existing
compatible mods; the separate SDK archive is for mod developers.

  • Updates native code addresses, data references and hook signatures for this
    executable. All three previously supported executable profiles remain available.
  • Preserves the released Wasm ABI 1 and SDK interfaces. Existing compatible mods
    do not need recompiling; this update adds no SDK features.
  • Retains executable, middleware and hook checks. The checked physics/UI
    middleware, stock UI resources and boundary-recovery script are unchanged.

The new executable SHA-256 is
9f56611d767c9227a8a1b250c01acf9478b50933c65f86a1e044fcc53df67cb1.
Other executable variants still use the untested-build consent dialog, which
links to the release downloads.

CRML v0.1.0-alpha.4.4

CRML v0.1.0-alpha.4.4 Pre-release
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@github-actions github-actions released this 02 Oct 15:36

CRML Alpha 4.4

Adds an executable compatibility profile for CONTROL Resonant 0.564.478.0. Download crml-runtime-v0.1.0-alpha.4.4-windows-x64.zip and follow the update instructions. Keep your installed mods.

  • Adds native addresses and signatures for the updated game executable. Previous executable profiles remain supported.
  • Keeps the existing Wasm ABI 1 and SDK interfaces unchanged; existing compatible mods do not need recompiling. This release contains no new SDK features.
  • Checks that every advertised executable profile is included in the packaged runtime and release metadata.
  • Retains executable fingerprint, middleware and native hook checks. Gameplay services remain experimental; live gameplay on this build has not yet been verified.

The new profile identifies executable SHA-256 4f6596b08bb5bc7fe4150cf5b9f71d7bae87eea02d66627c03a5e05ffe84ea62. A matching displayed game version alone does not establish native compatibility; other executable variants still require explicit consent.

See installation and troubleshooting.

CRML v0.1.0-alpha.4.3

CRML v0.1.0-alpha.4.3 Pre-release
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@github-actions github-actions released this 01 Oct 15:20

CRML Alpha 4.3

Adds an executable profile for CONTROL Resonant 0.564.208.5, while retaining the previous build's profile. Update the CRML runtime after installing this game update; existing ABI 1 mods do not need recompiling.

  • Movement, recovery, visibility, physics, camera observation, native UI and startup playback use the addresses and signatures for the identified executable.
  • The native UI adapter recognizes the updated game UI document. Executable, middleware and hook checks remain in place.
  • Wasm interfaces and the Alpha 4.2 SDK contracts are unchanged. Gameplay services remain experimental.
  • The SDK's optional native Mods page keeps Options input ownership while open, preventing gameplay controls from leaking through the settings menu. Only Mods is highlighted while selected, and closing it restores the stock settings controls.

The unknown-build prompt also links directly to CRML's GitHub releases:

  • Check for CRML updates on GitHub opens the releases page in your browser. The prompt stays open and the link does not approve mods or change your remembered choice.
  • The prompt explains that a game update or different edition can cause the mismatch. Close the game before installing a newer runtime; reinstalling the same version does not add compatibility.
  • If the browser cannot open, the prompt displays the download address. The fallback Windows dialog also includes that address.

Other executable variants still require explicit consent. Matching a displayed game version alone does not establish that an executable has the same native layout.

Players should download crml-runtime-v0.1.0-alpha.4.3-windows-x64.zip and keep their installed mods. The separate SDK includes the current headers, examples and developer tools.

See installation and troubleshooting.

CRML v0.1.0-alpha.4.2

CRML v0.1.0-alpha.4.2 Pre-release
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@github-actions github-actions released this 01 Oct 03:11

CRML Alpha 4.2

This release adds reusable Wasm input and runtime APIs while preserving existing ABI 1 mods.

  • Mods can declare up to 16 named input actions in mod.ini. Each mod receives its own held-state bits through input_actions(), independently of noclip or physics mode. Existing fixed-control imports remain available.

  • capabilities() reports the services both declared by the mod and available in the current runtime. release() requests cleanup of that mod's native leases without unloading it. Existing fuel, memory, call budgets and automatic cleanup remain in force.

  • The SDK includes capability constants and a C/WAT input-actions example. The standalone host reports unavailable game/input services without reading desktop keys.

  • Engine observation and inspection modules now live in runtime/diagnostics/ as normal C++ sources. Their build and startup gates are unchanged.

  • Normal startup prepares gameplay services from mod manifests, allowing movement, player visibility and prop damping together. Shared controller/input hooks preserve per-service ownership and cleanup. A service that fails compatibility checks does not disable other available services.

  • Wasm physics continues after its diagnostic recording reaches the size limit or ten minutes. Per-operation time limits, stale-handle checks and restoration still apply.

  • physics_select_near accepts a mod-chosen search offset and radius. The damping example supplies its region, value and duration in guest source and reports rejected requests. The older fixed-region selection import remains compatible.

  • New player.read and camera.read capabilities return copied player position and selected-camera pose/lens state. They do not enable flight or grant camera ownership. physics_read returns owner-scoped damping and speed samples for a selected prop.

  • The SDK includes fixed-width snapshot layouts and a state-watch example whose position and camera-change logic runs in Wasm. The physics example checks sampled damping after an accepted request.

  • Engine research now traces authored audio controls through resource lookup, backend playing IDs and deferred emitter cleanup. These static findings do not enable audio playback imports.

  • Research also covers deferred entity spawning and native UI resource, page and model lifetimes. A separately enabled development extension adds a Mods tab to the game's own options menu; settings-page creation is not exposed to Wasm.

  • Experimental ui.read and ui.activate imports expose recognized startup screens and a bounded Continue action. The SDK's separate startup-skip example chooses eligible notices, timing and retries in Wasm. Consent screens and initial configuration remain interactive. The runtime alone does not skip screens.

  • Experimental media.read and media.skip expose the reviewed boot-video adapter with a named playback snapshot and queued skip. The startup-skip example selects the boot resource in Wasm. Native initialization and the original two-second playback gate remain enforced; this is not arbitrary cinematic control or an instant-start guarantee.

  • Experimental ui.presentation provides temporary, owner-scoped hiding by an exact native UI ID or class name. The startup example selects the splash element and renews a short lease while the engine finishes initialization. Continue is dispatched once per screen visit; repeated polling no longer resubmits the event during the same visit. Preference loading, saving and consent remain controlled by the engine.

  • Boot-video observation is throttled at each reviewed call site, avoiding repeated metadata copying in the engine's busy startup loop while retaining the original skip gate.

  • UI presentation works with embedded renderers that lack the CSS priority getter. A failed presentation request no longer prevents an independent Continue action from being dispatched.

Movement remains noncolliding. Collision-preserving flight and camera writes are not provided. Lua source loading is not included in this release.

Players should download crml-runtime-v0.1.0-alpha.4.2-windows-x64.zip and install mods separately. Mod authors should download the SDK. New action bindings and imports require Alpha 4.2; existing ABI 1 packages continue to work.

Close the game before updating and keep installed mods and settings. Compatibility with other loaders is not guaranteed. See installation and the Wasm API.

CRML v0.1.0-alpha.4.1

CRML v0.1.0-alpha.4.1 Pre-release
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@github-actions github-actions released this 30 Sep 15:01

CRML Alpha 4.1

This compatibility update adds a choice for untested game builds and changes keyboard polling to avoid interfering with other mods' hotkeys.

  • An unrecognized executable opens a native Windows prompt confirming that CRML loaded. No mods or gameplay hooks start until you continue. You can leave CRML disabled and optionally remember either choice for that exact executable.
  • Hook signature checks remain required after approval. An untested build may still behave incorrectly or crash; this release does not certify every storefront or edition.
  • CRML reads a cached keyboard snapshot instead of repeatedly calling GetAsyncKeyState, avoiding consumption of the shared pressed-key bit used by other polling code. Flight still suppresses its movement controls while active. Compatibility with individual third-party mods still needs testing.
  • The proxy starts CRML on the first forwarded XInput call, rather than requiring one particular export to be called. Missing runtime dependencies produce a Windows error dialog.

Download crml-runtime-v0.1.0-alpha.4.1-windows-x64.zip to use mods. Close the game, extract the ZIP, and copy its contents beside CONTROLResonant.exe, replacing CRML's files and keeping your installed mods. Launch using your normal storefront or launcher. The SDK download is for mod authors.

The runtime alone does not include a gameplay mod or an in-game panel. Install your chosen mod separately. Replacing compatibility.json does not enable a mod or change engine addresses.

To reset a remembered compatibility decision, remove crml/compatibility-choice.txt with the game closed. Logs are in crml/crml.log. Lua source support remains separate development work and is not included in this release.

Installation · Troubleshooting

CRML v0.1.0-alpha.4

CRML v0.1.0-alpha.4 Pre-release
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@github-actions github-actions released this 28 Sep 18:42

CRML v0.1.0-alpha.4

CONTROL Resonant Mod Loader is a shared runtime for sandboxed WebAssembly mods.
This experimental release supports the game build recorded in compatibility.json.

Download

To use mods, download crml-runtime-v0.1.0-alpha.4-windows-x64.zip.
It contains the loader, runtime dependencies and installation instructions.
Install individual mods separately using their own instructions.

To write mods, download crml-sdk-v0.1.0-alpha.4-windows-x64.zip.
It contains headers, example source, a WAT compiler and a standalone host.
Keep the SDK outside the game folder.

GitHub's Source code downloads are for building CRML itself. Players do not need them.

Install

  1. Close CONTROL Resonant and extract the runtime ZIP with Extract All.
  2. In Steam, right-click the game and choose Manage > Browse local files.
  3. Copy the extracted contents beside CONTROLResonant.exe. The new
    xinput1_4.dll and crml folder should sit beside the game executable.
  4. Add compatible mods, then start normally through Steam or double-click
    CONTROLResonant.exe with Steam running.

No compiling or separate launcher is needed. For updates and removal, read
README-CRML.txt inside the ZIP or the installation guide.

Changes

  • Two framework downloads: runtime for players and SDK for mod authors.
  • The runtime no longer installs the hello example; it remains in the SDK.
  • Documentation separates installation, mod authoring and contributor research.
  • Mod authoring starts with the downloaded SDK instead of a native source build.

Gameplay support remains experimental and limited to the supported executable
fingerprint. Individual mods define their own features, controls and requirements.
Direct Lua source mods and arbitrary native mod DLLs are not supported.

Documentation · Create a mod

CRML v0.1.0-alpha.3

CRML v0.1.0-alpha.3 Pre-release
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@github-actions github-actions released this 28 Sep 15:48

CRML v0.1.0-alpha.3

An experimental Windows x64 runtime for sandboxed Wasm mods, with a playable
noclip and free-flight example for the fingerprinted CONTROL Resonant build.

  • Runtime: install CRML, then add the mods you want.
  • Noclip: the movement mod and enable marker; requires the matching runtime.
  • Noclip bundle: the runtime and movement mod together.
  • SDK: headers, example source, and standalone Wasm tools for mod authors.

Flight starts off. Use F6 to toggle, WASD to move, Space/Ctrl to rise or
descend, and Shift to fly faster. Insert hides or shows the redesigned panel
without changing flight. Esc or focus loss cancels flight.

The player moves through geometry; the camera remains controlled by the game.
Return to safe ground before turning flight off. Unknown game fingerprints refuse
gameplay support, and game updates may require a new runtime. Direct Lua source
mods and arbitrary native mod DLLs are not supported by this release.

Read the installation/removal instructions inside the archive before copying
files. Keep custom mods when upgrading and do not overwrite a different XInput
proxy. SHA-256 checksums and package metadata accompany the downloads.

Documentation and supported API