Repo ↗ · 原始 README ↗ · 文件包(Markdown/授權)
封面參考(原作): Fallout: New Vegas · 原作宣傳圖,由 IGDB 提供。圖片版權屬原權利人,供辨識原作使用,不代表此重寫/模組專案的實際畫面。
來源維護者: slaterain · 版本: fb4b846471f7 · 整理日期: 2026-10-12
文件授權: MIT · LICENSE-APACHE · LICENSE-MIT · 本文形式: README 翻譯
下文為來源 README 的繁中翻譯,由 Kirikirin 使用 AI 輔助整理;功能、完成度與測試結果均為原作者描述,本站未逐項實機驗證。圖片改為來源連結,指令與技術識別保留原文。
nv-rs
[README 圖片:Rust](https://www.rust-lang.org/)
[README 圖片:Engine](https://bevyengine.org/)
[README 圖片:License: MIT](https://github.com/slaterain/nv-rs/blob/fb4b846471f7fb61aa770a900a967cbb524b79c1/LICENSE-MIT)
[README 圖片:License: Apache 2.0](https://github.com/slaterain/nv-rs/blob/fb4b846471f7fb61aa770a900a967cbb524b79c1/LICENSE-APACHE)
[README 圖片:Platform](https://github.com/slaterain/nv-rs/blob/fb4b846471f7fb61aa770a900a967cbb524b79c1/docs/PLAYTESTING.md)
[README 圖片:Status](https://github.com/slaterain/nv-rs/blob/fb4b846471f7fb61aa770a900a967cbb524b79c1/docs/MILESTONES.md)
以 Rust 和 Bevy 引擎從零開始重新實作 Fallout: New Vegas。它會從你自有的安裝中 Data 資料夾執行遊戲,目標是行為與原版完全一致(1:1)。
[!IMPORTANT]
nv-rs 是獨立專案,與 Bethesda Softworks、ZeniMax Media、Obsidian Entertainment 或 Microsoft 無隸屬關係,亦未獲其背書。本專案不含任何遊戲檔案;你需要自有的合法遊戲副本。
參見 LEGAL.md。
運作方式
- 執行階段使用原始檔案。 nv-rs 直接讀取遊戲本身的插件、封存檔、網格、貼圖、音效、選單與著色器。沒有轉換步驟,且安裝永遠不會被修改。
- 行為來自原始程式。 規則、常數與公式來自遊戲的程式(
FalloutNV.exe,以 Ghidra 讀取)、其資料,以及原版遊戲的錄製。沒有任何東西是憑空發明或憑肉眼調校的。方法描述於 docs/METHODOLOGY.md,其背後的決策則在 docs/adr/。 - 逐系統移植。
FalloutNV.exe中的每個函式都在帳冊中對應並追蹤(docs/LEDGER.md)。遊戲的程式碼正被逐函式翻譯成 Rust,位於enginecrate 中,每一部分都標註其來源位址並經過測試,順序依照對執行遊戲最重要的程度排列。計畫在 docs/ENGINE_PORT_PLAN.md。 - 與原版比對檢查。
research/中的工具會記錄原版程式實際的行為(在真實 CPU 上的函式結果、即時引數與狀態),以便 Rust 程式碼能與之對照測試。 - 模擬與呈現分離。 遊戲規則位於純 Rust crate 中,不依賴外部函式庫。Bevy 應用程式只負責渲染、播放音效與讀取輸入。這樣的分離也讓計畫中的 VR 支援得以實現(docs/VR.md)。
儲存庫結構
nv-rs/
├── Cargo.toml # core workspace (no external crates)
├── crates/ # readers, game rules, tools and test fixtures (table below)
├── viewer/ # the Bevy app (its own workspace, Bevy 0.16)
├── research/ # Ghidra scripts, the engine map and native oracle tools
│ ├── ghidra/ # identity, complete export, function cards, name import
│ ├── engine-map/ # every function of the exe, by unit and subsystem
│ └── nv-oracle/ # nv-call, nv-probe, nv-inject (own workspace, 32-bit Windows)
├── docs/ # roadmap, method, decisions, ledger, topic findings
├── scripts/ # acceptance routes, the ledger, packaging
└── distribution/ # files shipped in playtest packages
| 群組 | Crate | 功能 |
|---|---|---|
| 格式 | esm, bsa, nif, dds, mp3, bink, speedtree, shaders, assets, fos |
讀取遊戲的檔案:插件與記錄、封存檔、網格與動畫、貼圖、音訊、影片、樹狀結構、已編譯著色器、鬆散檔案/封存檔查找,以及原版遊戲的存檔(唯讀)。 |
| 引擎移植 | engine |
FalloutNV.exe 逐函式翻譯,執行於遊戲記憶體的模型上(ADR-0006, docs/ENGINE_CRATE.md)。 |
| 遊戲 | world, physics, script, scriptgen, ui, preview, cellview |
遊戲的規則:世界狀態與每幀順序、角色、AI、戰鬥、對話、任務、物品欄、存檔、碰撞、腳本引擎與翻譯成 Rust 的遊戲腳本、由遊戲 XML 建構的選單,以及逐 cell 的場景資料。 |
| 工具 | nvinspect |
對真實遊戲資料的命令列檢視:記錄、cell、網格、碰撞行走、覆蓋率表等等。 |
| 測試內容 | testdata |
為測試建構合成的插件、封存檔與網格,讓測試永遠不需要遊戲檔案。 |
| 應用程式 | viewer(二進位檔 nv-viewer) |
Bevy 應用程式:在遊戲 crate 之上的渲染、音訊與輸入。 |
發展藍圖
引擎移植
目前的主要工作。進度以帳冊衡量(docs/LEDGER.md)。
- [x] 階段 0:地圖與帳冊。 exe 中的每個函式都有對應的單元、子系統與狀態。
- [ ] 翻譯(持續進行):目前為止已翻譯超過 10,000 個 exe 函式(約佔整個程式的 15%;僅計遊戲程式碼,約 35% 已翻譯或追蹤)。大多數尚未在遊玩中啟用。
- [ ] 階段 1:幀骨架(接近完成):遊戲的每幀順序,從主迴圈往下,驅動應用程式系統的順序(docs/FRAME_SKELETON.md)。
- [ ] 階段 2:狀態模型與存檔: 遊戲的狀態存在於翻譯後程式碼的記憶體中,透過讀取真實存檔並以完全相同的方式寫回來驗證。
- [ ] 階段 3 之後: 整個系統逐一切換:腳本引擎、條件、AI、動畫、選單、Havok 的其餘部分與音訊。
里程碑
每個里程碑都有對照原版遊戲檢查的驗收關卡。狀態與證據在 docs/MILESTONES.md。
- [ ] M1:開場與持久世界(進行中):開場影片與甦醒、Doc Mitchell 的角色建立、出發前往 Goodsprings,以及完整保留所有狀態的存檔與讀取。
- [ ] M2:核心遊玩迴圈(與 M1 並行進行中):Sunny 的教學與一條 Goodsprings 任務分支:移動、武器、傷害、AI、對話、拾取、交易、成長與 V.A.T.S.。
- [ ] M3:本體遊戲系統與戰役: 涵蓋任務、生物、武器、效果、陣營、同伴、旅行與選單,直到戰役完成。
- [ ] M4:穩定性與效能: 長時間遊玩不當機、不遺失狀態,並有實測的幀時間與串流。
- [ ] M5:DLC 與模組: 官方 DLC 與已文件化的插件、封存檔與腳本擴充行為。
- [ ] M6:VR: 共享模擬與獨立的瞄準與視角,並在頭戴裝置上測試。
目前可遊玩的內容(2026 年 10 月):Doc Mitchell 的房子與他走向門口的過程、Goodsprings 及其居民進行日常作息,以及兩條由各自腳本驅動的 Goodsprings 任務:Back in the Saddle(Sunny 的教學)與 Ghost Town Gunfight。沿途還有:NPC 戰鬥、動畫與導航、對話、以物易物、Pip-Boy、收音機、物理與布娃娃物理、終端機與駭客;製作、Caravan 與部分 Dead Money 已納入,但到目前為止大多僅由測試檢查。這三條路線會在每次變更時自動重播(scripts/acceptance.ps1)。其中大部分是在引擎移植之前建構的,將會被翻譯後的程式碼逐系統取代。
目前還不是:完整的通關。路線的部分仍由主控台指令驅動,臉部編輯器尚未建構,且尚未有整條路線與原版遊戲並排比對過。不支援原生 NVSE 插件 DLL,無法載入原版遊戲存檔,且 VR 與效能目標尚未驗證。未完成的工作在 docs/TASKS.md。
快速開始
遊玩測試版本
從 Releases 下載 Windows x64 ZIP,解壓縮後執行 Play.cmd。將它指向你自己的 Fallout New Vegas\Data 資料夾。請先閱讀 docs/PLAYTESTING.md。
從原始碼建構
安裝 stable Rust,然後:
# Core workspace: readers, game rules, nvinspect
cargo build --release
cargo test --workspace
# The Bevy app (separate workspace)
cd viewer
cargo run --release -- "<path to Fallout New Vegas\Data>" GSDocMitchellHouse
核心 crate 及其測試不需要遊戲檔案。在真實資產上執行檢視器與 nvinspect 需要你的 Data 資料夾。若要重播驗收路線(Windows、PowerShell):
powershell -File scripts\acceptance.ps1 -Data "<path to Fallout New Vegas\Data>" -Build
Windows 是經過測試的平台。原生 Linux 與 macOS(Metal)支援已在開啟的 pull request 中。
文件
| 閱讀這個 | 用途 |
|---|---|
| CONTRIBUTING.md | 如何貢獻:認領任務、pull request、fork |
| docs/TASKS.md | 未完成的任務:主要系統(在 GitHub 上認領)與維護者的清單 |
| docs/MILESTONES.md | 進行中的工作、阻礙、證據與下一步行動 |
| docs/ENGINE_PORT_PLAN.md, docs/LEDGER.md | 引擎移植:計畫、階段,以及目前翻譯的進度 |
| docs/ENGINE_CRATE.md, docs/FRAME_SKELETON.md | 翻譯後的程式碼如何撰寫與測試;每幀順序 |
| docs/METHODOLOGY.md | 遊戲的程式如何被讀取與重新實作,附來源 |
| docs/adr/ | 決策:方法、符號、反編譯程式碼、工具、引擎記憶體模型 |
| docs/RESEARCH_WORKFLOW.md | 日常研究步驟與出處 |
| research/ghidra, research/nv-oracle | 研究工具與如何執行它們 |
| docs/TECHNICAL_REFERENCE.md | 詳細的功能描述 |
| docs/OPENING.md, docs/OPENING_LOOK_IK.md, docs/FACE_CREATION.md, docs/PERSISTENCE.md, docs/VIGOR.md | M1 主題發現 |
| docs/GOODSPRINGS_ROUTE.md, docs/PACKAGES.md, docs/PATHING.md, docs/NPC_COMBAT.md, docs/ANIMATION.md, docs/DIALOGUE.md, docs/PHYSICS.md, docs/WEAPON_EFFECTS.md, docs/PIPBOY.md | M2 主題發現(每一項都說明已追蹤、已測試與缺少的部分) |
| docs/CONTRIB_CHAZM.md, docs/CONTRIB_PLAYCON.md, docs/DEAD_MONEY.md | 貢獻者已合併的工作 |
| docs/VR.md | VR 的界線與提案 |
| docs/PLAYTESTING.md, docs/MAINTAINING.md | 測試版本與維護發行版 |
貢獻
nv-rs 由 slaterain 維護,歡迎貢獻者(及其 AI 代理)。入門方式:
- 閱讀 CONTRIBUTING.md 與 AGENTS.md,並將兩者都交給你的代理。
- 認領任務:docs/TASKS.md 中的主要系統是標題為
[task] …的 GitHub issue;開始前請留言Claiming this。 - 在 fork 中從最新的
main建立主題分支進行工作,並對main開啟一個通過檢查與驗收路線的小型 pull request。
目前最需要協助的地方: 由於遊戲本身的程式碼正逐系統移植,手寫的遊玩邏輯(任務腳本、AI、戰鬥規則、選單)將隨著翻譯後的系統上線而被取代。最有用的貢獻是平台支援、驗收路線與通關測試、對原版行為的研究、工具,以及來自測試版本的錯誤回報,尤其是任何與原版遊戲行為不同的地方。
已經在 fork 中有工作了嗎? 先同步你的 fork,然後依照
「已經在 fork 中工作了?」
來認領、rebase 你的工作並送成 pull request。
最終決定權在維護者(docs/GOVERNANCE.md)。
法律與授權
原創程式碼依你的選擇,以 MIT 或 Apache-2.0 雙重授權。授權僅涵蓋原創作品。Fallout 與 Fallout: New Vegas 是其各自所有者的商標。閱讀 LEGAL.md 以取得完整聲明,包括如何處理從遊戲程式中所學到的素材。
授權與來源聲明
原始 README 與翻譯沿用 MIT 授權;本次修改為繁中翻譯、連結與排版調整。可修改的 Markdown、原始 README、LICENSE 與 NOTICE 收錄於頂部文件包。原作遊戲內容與商標不因此獲得授權。
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