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# Format Style Options - Created with Clang Power Tools
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AccessModifierOffset: -4
AlignConsecutiveMacros: true
AllowShortFunctionsOnASingleLine: Empty
AllowShortEnumsOnASingleLine: false
AlwaysBreakTemplateDeclarations: Yes
ColumnLimit: 150
EmptyLineBeforeAccessModifier: Never
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NamespaceIndentation: All
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cmake_minimum_required(VERSION 3.25 FATAL_ERROR)
project(4JLibs LANGUAGES CXX)
add_library(4JLibs.Globals INTERFACE)
target_include_directories(4JLibs.Globals INTERFACE
${CMAKE_CURRENT_SOURCE_DIR}/inc
)
set(CMAKE_DEBUG_POSTFIX "_d")
# msvc specific flags
if(MSVC)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
endif()
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{
"configurations": [
{
"name": "x64-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"inheritEnvironments": [ "msvc_x64_x64" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x64-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"buildRoot": "${projectDir}\\out\\build\\${name}",
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"inheritEnvironments": [ "msvc_x64_x64" ],
"variables": []
}
]
}
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# 4JLibs implementation guide
Whilst the library can be a direct replacement to the standard libraries shipped by the source leak, we can apply some enhancements to the original code
Some functions were misimplemented due to the Windows library being a direct port off the Xbox 360 libraries, and because this platform was never supposed to see the light of day
This guide will explain every change you can do in the source leak to improve it, like displaying save thumbnails, displaying save titles on the load menu and more
## Save thumbnails
#### The original code for displaying and saving thumbnails was broken for the Windows platform, either by poor ports or lack of care, in this section it will be explained how to enable this feature for the Windows platform using 4JLibs
In the files ``ConsoleSaveFileOriginal.cpp`` and ``ConsoleSaveFileSplit.cpp`` (the latter might not exist if you are using the December build) there was a mistake when calling ``app.GetSaveThumbnail``
To fix this issue, you need to replace the line of code:
```cpp
#if ( defined _XBOX || defined _DURANGO )
```
For:
```cpp
#if ( defined _XBOX || defined _DURANGO || defined _WINDOWS64 )
```
In the files ``Windows64_App.h`` and ``Windows64_App.cpp``, it is assumed that thumbnail capturing is broken, therefore the functions responsible for doing the capturing are empty, we need to fill them back up as follows:
Below the implementation of:
```cpp
class CConsoleMinecraftApp : public CMinecraftApp
{
public:
```
You need to add the line:
```cpp
ImageFileBuffer m_ThumbnailBuffer;
```
Then, in ``Windows64_App.cpp``, you need to replace the empty implementations of ``CConsoleMinecraftApp::CaptureSaveThumbnail()`` and ``CConsoleMinecraftApp::GetSaveThumbnail`` with the following:
```cpp
void CConsoleMinecraftApp::CaptureSaveThumbnail()
{
RenderManager.CaptureThumbnail(&m_ThumbnailBuffer);
}
void CConsoleMinecraftApp::GetSaveThumbnail(PBYTE *pbData,DWORD *pdwSize)
{
if (m_ThumbnailBuffer.Allocated())
{
if (pbData)
{
*pbData = new BYTE[m_ThumbnailBuffer.GetBufferSize()];
*pdwSize = m_ThumbnailBuffer.GetBufferSize();
memcpy(*pbData, m_ThumbnailBuffer.GetBufferPointer(), *pdwSize);
}
m_ThumbnailBuffer.Release();
}
}
```
These changes are enough to display the save thumbnails in the save selector, but we also need to fix the save data displayed in the actual load menu, which we will do as follows
In the file ``UIScene_LoadMenu.cpp``, you need to replace the line:
```cpp
#if defined(__PS3__) || defined(__ORBIS__)|| defined(_DURANGO) || defined (__PSVITA__)
```
With:
```cpp
#if defined(__PS3__) || defined(__ORBIS__)|| defined(_DURANGO) || defined (__PSVITA__) || defined (_WINDOWS64)
```
Then, below that, there's the following chunk of code:
```cpp
#else // __ORBIS__
{
SceCesUcsContext Context;
sceCesUcsContextInit( &Context );
uint32_t utf8Len, utf16Len;
sceCesUtf8StrToUtf16Str(&Context, (uint8_t *)params->saveDetails->UTF8SaveFilename, srclen, &utf8Len, u16Message, dstlen, &utf16Len);
}
#endif
```
You want to modify the ``#else`` conditional to be:
```cpp
#elif defined(__ORBIS__) || defined(__PSVITA__)
```
This way the Windows platform doesn't try accessing PS4/PSVita functions
Then you want to comment/remove the following chunk of code:
```cpp
if(params->saveDetails->pbThumbnailData)
{
m_pbThumbnailData = params->saveDetails->pbThumbnailData;
m_uiThumbnailSize = params->saveDetails->dwThumbnailSize;
m_bSaveThumbnailReady = true;
}
else
```
You can replace it for
```cpp
//if(params->saveDetails->pbThumbnailData)
//{
// m_pbThumbnailData = params->saveDetails->pbThumbnailData;
// m_uiThumbnailSize = params->saveDetails->dwThumbnailSize;
// m_bSaveThumbnailReady = true;
//}
//else
```
This is because, for a ``SAVE_DETAILS`` object, the thumbnail data is always pointing to valid memory (aka, it's always allocated)
After all these changes, save titles and thumbnails should be properly displayed across the game
## Renderer bugs/artifacts on newer Visual Studio versions
In the file ``Windows64_Minecraft.cpp``, the depth stencil view descriptor is not null terminated which causes undefined behaviour
In the case of newer compilers like Visual Studio 2022/2026, this causes the ``descDSView.Flags`` field to be filled with garbage data, and therefore causing visual glitches in game because the depth stencil fails to be created
To fix this issue, below the line:
```cpp
D3D11_DEPTH_STENCIL_VIEW_DESC descDSView;
```
You need to fill the structure with zeros, you can do it like this:
```cpp
ZeroMemory(&descDSView, sizeof(descDSView));
```
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MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# 4JLibs
A project that aims at rebuilding the 4J libraries source code via decompilation for the Minecraft: Legacy Console Edition
## Implementation
For implementation details, please look at the [IMPLEMENTATION_GUIDE.md](IMPLEMENTATION_GUIDE.md) file
## Why?
This would allow compiling the Minecraft: Legacy Console Edition source code from newer versions of Visual Studio, expand the Renderer code, add new Input support, etc...
This would also help document the structure of their projects for decompilation projects of newer versions of this version of the game
## How can I build this?
Just open the main folder and compile with your favourite code editor!
## What is implemented?
All projects can be linked against the main game code, whilst there's some unnamed stuff in the Renderer, this works just fine and the game can be played