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sa2-mod-loader's Introduction

Sonic Adventure 2 PC Mod Loader

System Requirements

To use SA2 Mod Loader, you must have:

  • Sonic Adventure 2 PC, 2012 Steam version
  • Windows 7 or later

License

DISCLAIMER: Any and all content presented in this repository is presented for informational and educational purposes only. Commercial usage is expressly prohibited. X-Hax claims no ownership of any code in these repositories. You assume any and all responsibility for using this content responsibly. X-Hax claims no responsibility or warranty.

Trademarks

Sega, Sonic, Sonic the Hedgehog, and Sonic Adventure 2 are either trademarks or registered trademarks of SEGA of America, Inc.

sa2-mod-loader's People

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sa2-mod-loader's Issues

Game crashes when playing with or without mods and cheats.

Yep, they closed the issue.

Describe the bug
Launched the game with mods, it crashed, launched the game without mods, it crashed, cheats wasnt even enabled, how.

To Reproduce
Steps to reproduce the behavior:

  1. Download mods and put them in the mods folder.
  2. Install Mod Loader.
  3. Launch game.
  4. Game crashes.

Expected behavior
Actually launch the game with mods without crashes.

Screenshots
SAModManager_LF1lLzePWj

Desktop:

  • OS: Windows 11.
  • Version 1.2.9.

Additional context
Yes, i have read the guide and tried every one, no, it didnt do anything to fix the problem. I even reinstalled SA2 two times and it still isnt fixed, hard-uninstalled the game and reinstalled it and installed the latest version of VC++ and .NET DR 7.0. (deleting the SA2 folder and redownloading it in Steam.) It did nothing.

YES, it IS the Steam version.

(Steam Proton) Clicking the config button for a mod like CWE causes an error, and prevents any of the config options from showing up

Basically it makes the mod loader impossible to use on Linux, at least if you have any big mods like CWE.

Error log below:

> See the end of this message for details on invoking \njust-in-time (JIT) debugging instead of this dialog box.\n\n************** Exception Text **************\nSystem.IndexOutOfRangeException: Index was outside the bounds of the array.
> at System.Windows.Forms.PropertyGrid.UpdatePropertiesViewTabVisibility () [0x0006e] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>  at System.Windows.Forms.PropertyGrid.ShowEventsButton (System.Boolean value) [0x00061] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.PropertyGrid.set_SelectedObjects (System.Object[] value) [0x004c1] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.PropertyGrid.set_SelectedObject (System.Object value) [0x0001b] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at (wrapper remoting-invoke-with-check) System.Windows.Forms.PropertyGrid.set_SelectedObject(object)
>   at ModManagerCommon.Forms.ModConfigDialog.ModConfigDialog_Load (System.Object sender, System.EventArgs e) [0x0002d] in <7c849c5936d84cc49daa19d63b86616a>:0 
>   at System.Windows.Forms.Form.OnLoad (System.EventArgs e) [0x000d1] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Form.OnCreateControl () [0x00031] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Control.CreateControl (System.Boolean fIgnoreVisible) [0x000ed] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Control.CreateControl () [0x00008] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Control.WmShowWindow (System.Windows.Forms.Message& m) [0x00051] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x0071b] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00043] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.ContainerControl.WndProc (System.Windows.Forms.Message& m) [0x0001a] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Form.WmShowWindow (System.Windows.Forms.Message& m) [0x00013] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Form.WndProc (System.Windows.Forms.Message& m) [0x00290] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Control+ControlNativeWindow.OnMessage (System.Windows.Forms.Message& m) [0x00001] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x000b3] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
>   at System.Windows.Forms.NativeWindow.Callback (System.Windows.Forms.Message& m) [0x00025] in <2736a4f873604bfea9e5f3a0d64b37d6>:0 
> 
> \n************** Loaded Assemblies **************\nmscorlib\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/4.5/mscorlib.dll\n----------------------------------------\nSA2ModManager\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/starx555/LinuxInternalStorage/Steam/steamapps/common/Sonic%20Adventure%202/Launcher.exe\n----------------------------------------\nModManagerCommon\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/starx555/LinuxInternalStorage/Steam/steamapps/common/Sonic%20Adventure%202/ModManagerCommon.dll\n----------------------------------------\nSystem.Core\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/gac/System.Core/4.0.0.0__b77a5c561934e089/System.Core.dll\n----------------------------------------\nSystem.Windows.Forms\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/gac/System.Windows.Forms/4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll\n----------------------------------------\nSystem\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/gac/System/4.0.0.0__b77a5c561934e089/System.dll\n----------------------------------------\nSystem.Drawing\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/gac/System.Drawing/4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll\n----------------------------------------\nAccessibility\n    Assembly Version: 4.0.0.0\n    Win32 Version: \n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/gac/Accessibility/4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll\n----------------------------------------\nSystem.Configuration\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/gac/System.Configuration/4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll\n----------------------------------------\nSystem.Xml\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/home/starx555/.local/share/Steam/steamapps/common/Proton%206.3/dist/share/wine/mono/wine-mono-6.3.0/lib/mono/gac/System.Xml/4.0.0.0__b77a5c561934e089/System.Xml.dll\n----------------------------------------\nMicrosoft.GeneratedCode\n    Assembly Version: 1.0.0.0\n    Win32 Version: n/a\n    CodeBase: \n----------------------------------------\nMicrosoft.GeneratedCode\n    Assembly Version: 1.0.0.0\n    Win32 Version: n/a\n    CodeBase: \n----------------------------------------\n\n************** JIT Debugging **************\n'
> 

Dynamic file replacement

Maybe like an xml or json file, the mod loader reads it and applies file replacements based on settings in the config.ini file.

"Mod loader could not be read"

image_2024-05-23_140612631
Description
A clear and concise description of what the bug is.

Steps Taken
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Feature idea: File/folder aliases

File and folder aliases can allow people to make the directory structure of their mods more organised, and make texture mods easily compatible with my mod without doubling the amount of storage required.

Flatpak/Steam Deck support of Sa2 Mod Loader

Hello, I've done some hackery to get the mod loader to work on Steam running on Linux and I was able to get it to work great, but I was wondering if we could get an official port of this to Linux that could be distributed with a Flatpak making this super simple for Steam Deck owners to install and start modding away on their shiny new handheld.

"Don't Lose Rings When Hit" code

Sonic Adventure DX's mod loader comes with a code to prevent the ring total going down after being hit. I made one for Sonic Adventure 2.

Code "Don't Lose Rings When Hit"
write16 006C1B36 0xD08B

For what it's worth since this is the first time I've made a code for any game that's actually patching executable code (and first time where I've analysed the code myself to follow what's happening) I thought I'd quickly run down my working to make sure I haven't missed anything obvious or non-obvious.

There's a function at 0x0044CE10 that could be called addRings(). It loads the current ring count into eax, then adds the value from edx to it.
In the case of losing rings edx is set to the two's complement of the current ring count.

When hit the ring count is copied into edx at 0x006C1B0D. From there it's copied into ebp and one of two things happen:
If ebp is greater than 20 ebp is set to 20 (presumably this is used to determine how many rings fall out) edx is then converted to its two's complement and addRings() is called.
If ebp is less than or equal to 20 the code diverts to check if ebp is 0 and if it is it jumps to the "lose a life" code, otherwise it returns to where edx is negated and addRings() is called.

Ideally I'd have been able to prevent loading the ring count into edx with nops but that just causes you to always lose a life. In the end I figured out I was able to replace the neg edx instruction with mov edx,eax as eax is set to 0 at that point in the code anyway.

Possible conflict with CWE V8.1?

I was able to play CWE V8.1 (Chao World Extended, created by DarkyBenji and the rest of them) just fine on SA2 a while ago, but when I went to go play it today when I loaded the ModLoader, it downloaded an update, and then it seems to keep breaking afterwards (game crashes before the SEGA logo shows). I don't know if the recent commit (as of now, it was an hour ago) is causing something to go wrong with it.

I've tested it out without CWE and with it, and it seems to run fine if CWE is not currently loaded. Otherwise, it crashes.
I'd like some help with this so I can know what's going on.

UPDATE (15:48 UTC -5)

It seems that this crashed gets bypassed if I allow sonic2app.exe to run as an Administrator, but otherwise, it keeps crashing without it.
Not sure why this is the case, but at least I have a method to get around the crashing issue I'm still experiencing.

ReplaceTexture Does Not Replace PRS-Compressed GVR Data

When adding a ReplaceTexture call to a DLL mod, the specified change will not apply if the game loads the original PRS-compressed GVM texture archive and there are no PAK/PVMX texture packs that override it. The function works as intended with PAK (including ones that come with the game) and PVMX texture archives.

Sonic Adventure 2 Crash

While using the Archipelago Mod (which allows many different players to all play their own single player games and send "checks" to other games), if the Biolizard fight with Shadow is dealt the final blow as these "checks" from other games are sent, the game will crash. This happens as long as the check has been sent after dealing the final blow but before Shadow does his victory pose.

  1. Go to Biolizard fight with Shadow
  2. Get the Boss to one hit remaining
  3. Pause the game
  4. Make sure another player using the Archipelago mod sends a lot of checks
  5. Finish the boss

Obviously the game should not be crashing here, as it does not interfere with any other part of the game.
CrashDump_04_06_2024_01_15_56.dmp
ModList_06_04_2024_01_15_57.json
image

"Mod Type" Tags for mod.ini's.

It'd be easier to view inactive mods if they could be sorted by tags describing the type of mod they are like 'Character', 'Sound', 'Stage Texture' etc. instead of alphabetical order as it is now. This would also help with identifying conflicting active mods.

SA2 Mod Manager Upgrade Error

Am I doing something wrong?

Steps Taken
Steps to reproduce the behavior:

Opened SA2 mod manager normally and as admin

Got an update notification

click okay

SA2 mod manager is being deprecated popup

click on Get the new SA Mod Manager

SA2 mod manger : Unable to retrieve update information

Screenshot (244)

Unhandled Exception when using 1-click Install

I recently got the SA2 Mod Manager off of Gamebanana, but since using it I've had issues using the 1-click install option. Sometimes it does work, but otherwise it'll throw an error that seems to be related to timeouts with Gamebanana:

Unhandled exception has occurred in your application...

Exception Text
System.Net.WebException: The operation has timed out
at System.Net.WebClient.DownloadDataInternal(Uri address, WebRequest& request)
at System.Net.WebClient.DownloadString(Uri address)
at System.Net.WebClient.DownloadString(String address)
at ModManagerCommon.GameBananaItem.Load(String itemType, Int64 itemId) in C:\Programs\sa2-mod-loader\mod-loader-common\ModManagerCommon\GameBanana.cs:line 26
at SA2ModManager.MainForm.HandleUri(String uri) in C:\Programs\sa2-mod-loader\SA2ModManager\MainForm.cs:line 292
at SA2ModManager.MainForm.MainForm_Shown(Object sender, EventArgs e) in C:\Programs\sa2-mod-loader\SA2ModManager\MainForm.cs:line 390
at System.Windows.Forms.Form.OnShown(EventArgs e)
at System.Windows.Forms.Form.CallShownEvent()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
Loaded Assemblies
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
SA2ModManager
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/Sonic%20Adventure%202%20-%20Battle/SA2ModManager.exe
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
ModManagerCommon
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Downloads/Sonic%20Adventure%202%20-%20Battle/ModManagerCommon.DLL
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
Newtonsoft.Json
Assembly Version: 12.0.0.0
Win32 Version: 12.0.2.23222
CodeBase: file:///D:/Downloads/Sonic%20Adventure%202%20-%20Battle/Newtonsoft.Json.DLL

Installing mods manually works fine, though. It's just more of an annoyance having to manually import everything.
So, if anyone knows an answer to this issue, help would be much appreciated.
Thanks,
Omega207
P.S. Super unrelated, and I don't really care if nobody answers this question, but how does the level tester work? I've tried, but whenever I try to spawn in a location, it just puts me on the title screen. Is there something I'm missing?

Skip Intro function breaks loading screen mods

I've been using the Loading Screens Are Stupid mod before to get rid of the loading screen text and Omochao tips since my PC is fast enough to make loading times to even read the texts almost non-existent/make the game more like the GameCube version's loading screens and the mod worked fine, but after enabling the "Skip Intro" function in the Mod Loader, the loading screen tips still appear. I have tried also installing No Loading Screen Tips mod and that doesn't work unless I turn off Skip Intro.

Mods can't add new SFX banks

The game uses the FindFirstFile/FindNextFile API to scan the sound effect folders for csb files to load. This leaves the game unable to detect when a mod adds a new file or folder that didn't exist in the base game. We need to somehow make our own version of the API that searches multiple folders or the internal file list, or rewrite the function in question to do those things. I'm not really sure what the best way to go about this would be.

SA2 PC: ReplaceFile function doesn't work with .pak texture files

Attempting to replace a .pak texture file using the ReplaceFile function via code results in one of two outcomes: Either the game crashes upon attempting to load the affected textures, or the .pak replacement is ignored entirely.

Whenever a .pak file already exists somewhere, either in the game itself or via enabled mods, setting a function to replace the file and its .prs equivalent is necessary for any changes to take effect, though the game will only recognize the .prs texture file. Having the replacement .pak texture file in its appropriate location will crash the game with this message:

Microsoft Visual C++ Runtime Library

Runtime Error!

Program: [path to sonic2app.exe]

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

Replacing event cutscene textures produces the second outcome, though the process of setting the function to replace the .pak and .prs versions of the files is still required, even if there is no .pak file in the game's directory or other mods.

UI is messy on high DPI scaling

I recently upgraded to a 4K TV (not really by choice) and the SA2 Mod Loader has problems with high DPI scaling looking like as shown below. I have app scaling on Windows set to 200% since everything looks too tiny at the default scaling but for the mod loader of SA2 it causes this problem where as SA1's and Sonic R's Mod Loaders don't seem to have this problem.

SA2ModManager-2021_11_17_22-07-45

Game freeze on loading

Sometimes, the game will freeze during loading, after the text "start load tex" is printed to the console. The crash is somewhere in the texture loader. On my end specifically, it tends to happen when I'm recording video.

Data.Dll.dll can't be found.

Hello, I have been trying to troubleshoot an issue recently with the SA2 Mod Loader dealing with the loader not being able to find the Data.Dll.dll file.

My process in extracting the files is that I extract them into the SA2 folder in the Steam Common program files, then move the resource file into the Mod Loader folder.

After that, I get an error saying the specific file can't be found (Most likely the dll). What would you suggest on doing?

P.S: I am correctly putting the mods in the Mods folder. Should I move the Mod Manager into the main SA2 folder?

Crash when loading a stage via debug

After the latest auto-update, I tried loading a stage via the new-ish debug tab, but not even the two logos pop up. My window literally freezes on a black screen. Can you confirm that this is a real issue? Thanks.

mod.ini doesn't exist

I've downloaded this mod on gamebanana and here
There is NO mod.ini file in either
I've looked everywhere
hopefully this has been resolved but by the looks of it
It isn't

SA2 keeps showing an error closing the game.

Description
I'm trying to play the games with mods to fix and make the gamplay better. Everything goes well for a level or two then it just shuts down. It confuses me because the mods all seem to be fine and I see no real issues with them. I tried uninstalling the modloader but it didn't work, I tried taking out some mods but that didn't work, although I did not check each one by one because it would take too long. And most of them go to stages I haven't gotten to yet and most are just bug and lighting fixes.

Steps Taken
Steps to reproduce the behavior:

  1. Go to 'The game'
  2. Click on 'The game and play it'
  3. Scroll down to 'Just play the game'
  4. See error

Expected behavior
The game should just be working.

Error message that doesn't seem to break anything?

Since the latest update, upon the mod loader attempting to check for mod updates, I've been getting an error message. Though it doesn't appear anything is broken aside from maybe the ability to update mods from here instead of getting them through the site? A bit strange.

0554

Since the window cannot be resized to show the entire output, I'll just put it like this instead:

0555
0556
0557

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