AyeZeeBB f815658bf1 Draw the launcher on the best GPU; hide the CoreGameAssets layer
A blank launcher window (Launcher/gui_renderer.cpp, Launcher/gui.cpp)

Reported as a launcher that showed nothing, from someone with a GT 1030.
The log named the card it had used: Intel HD Graphics 4600, the onboard
chip beside it.
- D3D12CreateDevice(nullptr, ...) takes whichever adapter DXGI lists
  first, which on a PC with onboard graphics beside a real card is the
  onboard one. It now walks EnumAdapterByGpuPreference with
  HIGH_PERFORMANCE, skips software adapters and takes the first that
  gives a device, as a game would. The old default adapter and WARP
  remain behind it, so no working setup loses its device.
- That chip's Direct3D 12 driver cannot build a pipeline, and the ImGui
  backend creates one on the first frame while ignoring whether it
  worked (imgui_impl_dx12.cpp:792). Every draw then does nothing and the
  window shows only ClearRenderTargetView's colour, which is near black.
  Untextured shapes sample the font atlas's white pixel, so a failed
  atlas looks identical -- the drawn background disappears with the
  text. The pipeline and font texture are built in init now and checked,
  and a failure says to update the driver and that the card may be below
  what ReSkate and skate. need.
- None of this was diagnosable, because the renderer logged nothing at
  all. It now records the adapter, its memory and whether it is the
  software fallback; the window size, scale, system DPI and work area;
  the font atlas size and whether it built; and the first frame drawn.
  Those four lines are what turned "blank window, healthy log" into the
  two bugs above, and they separate a missing device from a missing
  pipeline from a window that draws and is still black.

World layers (Engine/Vfs/world_layer_scan.cpp)
- CoreGameAssets had a row like any other, and switching it off took the
  world away with no clue which row had done it. essential_layer keeps
  its node, so its children are still found and still switchable, and
  drops its row -- which removes it from the menu, from "world <key>
  off" and from layer sync at once, rather than hiding it in one place
  and leaving it reachable from another.
- Choices are stored by row key, not by index, so no saved setting
  shifts, and an "off" already stored for it has no row to apply to: a
  profile that turned it off fixes itself on the next launch.
- The cache stamp goes to 2, so a cache written before this is rebuilt
  instead of keeping the row alive on existing installs.
- The scan test asserted one row per node, which this breaks on purpose.
  It now checks the counts differ, that no row's key holds
  "coregameassets", and that the node is still there. Against a real
  install: 262 rows to 261, six maps, passing.
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ReSkate

play it offline, host your own lobbies and dedicated servers, and mod it. the launcher, the runtime that loads into the game, and the dedicated server.

ReSkate is a fan project. It is not affiliated with or endorsed by Electronic Arts or Full Circle. You need your own copy of skate. on Steam.

Features

  • Offline play. No EA servers needed. Your skater, outfits, unlocks and progress are saved on your PC, and the game runs even with Steam closed.
  • Multiplayer.
    • Host a Steam lobby for up to 32 players: public, or joined with a code, with an optional password. Everyone in a lobby is in one party.
    • Join dedicated servers from the in-game server browser.
    • Proximity voice chat, and text chat with emotes and an optional bad-word filter.
    • Parties on dedicated servers: invite, join, leave, promote.
    • Throwdowns with other players (Jam, Spot Battle and S.K.A.T.E.), and co-op challenges.
  • In-game menu and console.
    • Map and fast travel.
    • World: time of day, population, district levels, rotating parks.
    • The Park Editor: place, move and save objects with freecam, snapping and undo.
    • Skater options: first person, movement, boosts, noclip.
    • Progression, controls, graphics and multiplayer settings.
  • Mods.
    • Drop a mod in Mods/ and it is merged into the game at launch. Mods can add custom maps, loading screens, cosmetics and scripts.
    • Browse and install mods from the Thunderstore community in the launcher.
    • Most mod changes apply in game without a restart.
  • Launcher.
    • Checks that you have the supported game build, and can download exactly that build with your Steam account.
    • Keeps ReSkate itself up to date.

Getting started

  1. Download the latest ReSkate-<version>.zip from Releases.
  2. Extract ReSkateLauncher.exe and ReSkate.dll into either folder:
    • your skate. folder, beside Skate.exe (Steam → skate. → Manage → Browse local files); or
    • an empty folder, where the launcher installs the game for you (about 14 GB).
  3. Run ReSkateLauncher.exe.
    • It checks for ReSkate updates, then checks the game files against the supported build.
    • If the game is missing, or Steam has updated it past the supported build, sign in when asked. You can scan a QR code with the Steam app, or use your username and password with Steam Guard. It then downloads only the files it needs.
  4. Press PLAY.

ReSkate supports one game build at a time (Steam build 25414733).

Controls

Key Opens
Insert the ReSkate menu
~ (grave/tilde) the command console (help lists the commands)
T chat, in multiplayer

The menu and console keys can be changed in the launcher's Settings.

Where things are

What Where
Mods Mods\<mod name>\ beside Skate.exe, ordered by Mods\mods.json
Logs logs\ReSkate.log beside Skate.exe
Profile (skater, progress, parks) %LOCALAPPDATA%\ReSkate\profiles\offline\
The game's own settings and saves %LOCALAPPDATA%\ReSkate\Game\ (kept apart from the normal game)
Launcher settings ReSkateLauncher.settings.json beside the launcher

Mods

  • Install mods from the launcher's MODS page: browse Thunderstore, or drag a .zip or folder onto the window.
  • In game, the MODS tab of the ReSkate menu (Insert) turns mods on and off and applies the changes.
  • Mods are checked against the game build they were made for. Outdated mods, or mods that can't be merged cleanly, are left out with a message naming them, and the rest still load.

Only install mods you trust. Mods change game data, and custom scripts can run code.

Dedicated servers

ReSkateServer.exe is a headless lobby that needs neither the game nor Steam installed. It is in the ReSkateServer-<version>.zip of each release. See Server/README.txt for setup, ReSkateServer.json, admin commands, votes and the anti-cheat checks.

Building from source

Requirements

  • Windows 10 or 11, x64.
  • Visual Studio 2022 with the Desktop development with C++ workload (MSVC v143 and a Windows SDK).
  • CMake 3.24 or newer. Visual Studio's C++ CMake tools for Windows component provides one.

All third-party libraries are in the repository, so the build needs no package manager or network access.

Build

From a Developer PowerShell for VS 2022 in the repository folder:

cmake --preset vs2022-x64
cmake --build --preset release --parallel 4

The files are written to build/vs2022-x64/Release/:

File What it is
ReSkateLauncher.exe the launcher (also hosts crash reporting)
ReSkate.dll the runtime the launcher loads into the game
ReSkateServer.exe the dedicated server
ReSkateEmotePacker.exe builds the chat emote pack in assets/emotes

To work in Visual Studio, open build/vs2022-x64/DingoSDK.sln after configuring and select Release | x64.

Running your build

Close the game. Copy ReSkateLauncher.exe and ReSkate.dll beside Skate.exe, then run the launcher.

Local builds never replace themselves. They only report that an update exists, so a release can't overwrite the DLL you are testing.

Useful launcher flags:

Flag Effect
--no-gui start the game straight away, without the launcher window
--no-update skip the update check
--offline play offline, without Steam running
--windowed, --width=N, --height=N windowed mode and its size
--log-level=<trace|debug|info|warning|error> how much ReSkate.log records
--menu-key=0x2D, --console-key=0xC0 menu and console keys (virtual-key codes)
--no-loose-files ignore loose Lua and config files beside the game
--gpu-diagnostics record extra detail when the graphics driver crashes (DRED)

CMake options

Option Default Effect
DINGOSDK_VERSION 0.0.0 version stamped into the binaries
DINGOSDK_LAUNCHER_AUTO_UPDATE OFF let the launcher replace itself and ReSkate.dll, and the server replace itself (release builds)
DINGOSDK_RELEASE_REPO Dingo-Shenanigans/ReSkate public GitHub repository whose latest release carries launcher.json and the files it pins
DINGOSDK_BACKTRACE_URL the project's endpoint Backtrace minidump submission URL; empty turns crash uploads off
DINGOSDK_TEST_GAME_ROOT empty a Skate folder, for the tests that read real game data

Tests

Each module keeps its regression tests in a Test/ folder. Turn them on with any of DINGOSDK_BUILD_MULTIPLAYER_TESTS, DINGOSDK_BUILD_LAUNCHER_TESTS, DINGOSDK_BUILD_PARK_EDITOR_TESTS and DINGOSDK_BUILD_BACKTRACE_TESTS, then run CTest:

cmake --preset vs2022-x64 -DDINGOSDK_BUILD_MULTIPLAYER_TESTS=ON -DDINGOSDK_BUILD_LAUNCHER_TESTS=ON
cmake --build --preset release --parallel 4
ctest --test-dir build/vs2022-x64 -C Release

The project builds with /W4 /WX: warnings are errors.

Project layout

The source tree loosely follows Frostbite's own layout.

Folder Contents
Engine/Core/ logging, console, JSON, storage, platform helpers, Detours hooks, crash reporting (Debug/)
Engine/Resource/ Frostbite data formats: EBX, TOC, CAS, bundles, shader lookup
Engine/Vfs/ InitFS, the Mods folder, mod merging, the content cache
Engine/Scripting/ custom Lua scripts
Engine/Game/ the game's native ABI and data models
Engine/Game/Build/<build>/ every address, fingerprint and patch tied to one Skate.exe build, as addr::<area>::<name>
Extension/ ReSkate's features, the in-game UI and diagnostics
Runtime/ ReSkate.dll: entry point, startup and exports
Launcher/ ReSkateLauncher.exe
Server/ ReSkateServer.exe
EmotePacker/ ReSkateEmotePacker.exe
External/ third-party libraries, pinned and hashed (see External/README.md)
assets/, config/ files built into the binaries: launcher art, emotes, default profile settings
cmake/ the build, split by area

Supporting a new game build

Feature code never contains addresses. Everything tied to one Skate.exe lives in Engine/Game/Build/<build>/ and in the pins of supported_build.h: file hashes, the Steam depot and manifest, and the content cache. A new game build means a new table and new pins. Most hooks and patches check the bytes they expect before touching them, so code from the wrong build is refused rather than patched.

Crash reports and privacy

When the launcher or the game crashes, ReSkate uploads a minidump and that session's log to the project's Backtrace account, so crashes can be fixed. The log never contains your Steam password or login name.

To turn it off, untick Send crash reports in the launcher's Settings (ADVANCED), or set the environment variable RESKATE_CRASH_REPORTING=0.

Third-party code

ReSkate uses Dear ImGui, Microsoft Detours, RapidJSON, spdlog, SQLite, LZ4, Zstandard, miniz, bcdec and Valve's networking headers, and the Montserrat and Permanent Marker fonts. Versions, licenses and local patches are in External/README.md. Every release ships their license files in licenses/.

License

Copyright © 2026 the ReSkate contributors.

ReSkate's source code is free software: you can redistribute it and modify it under the terms of the GNU General Public License, version 3. If you share a modified ReSkate, share its source code under the same license.

The license covers ReSkate's own code. It does not cover:

  • Third-party libraries and fonts in External/, which keep their own licenses (see External/README.md).
  • The chat emotes in assets/emotes/, which were made by other people.
  • Images of the game (assets/launcher/background.jpg, assets/startup_splash.jpg) and anything else from skate. The game and its content belong to Electronic Arts, and nothing here grants any rights to them.

AI disclosure

Parts of ReSkate, including code, reverse-engineering notes and documentation, were written with the help of AI coding assistants. The maintainers direct and test that work, but AI-written code can contain mistakes like any other. If something looks wrong, please open an issue.

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