├── .gitattributes ├── .gitignore ├── App.config ├── Assets ├── fist.ico └── fist.png ├── Form1.Designer.cs ├── Form1.cs ├── Form1.resx ├── Goldbergalizer.csproj ├── Goldbergalizer.sln ├── Program.cs ├── Properties ├── AssemblyInfo.cs ├── Resources.Designer.cs ├── Resources.resx ├── Settings.Designer.cs └── Settings.settings ├── README.md ├── fist.ico └── packages.config /.gitattributes: -------------------------------------------------------------------------------- 1 | ############################################################################### 2 | # Set default behavior to automatically normalize line endings. 3 | ############################################################################### 4 | * text=auto 5 | 6 | ############################################################################### 7 | # Set default behavior for command prompt diff. 8 | # 9 | # This is need for earlier builds of msysgit that does not have it on by 10 | # default for csharp files. 11 | # Note: This is only used by command line 12 | ############################################################################### 13 | #*.cs diff=csharp 14 | 15 | ############################################################################### 16 | # Set the merge driver for project and solution files 17 | # 18 | # Merging from the command prompt will add diff markers to the files if there 19 | # are conflicts (Merging from VS is not affected by the settings below, in VS 20 | # the diff markers are never inserted). Diff markers may cause the following 21 | # file extensions to fail to load in VS. An alternative would be to treat 22 | # these files as binary and thus will always conflict and require user 23 | # intervention with every merge. To do so, just uncomment the entries below 24 | ############################################################################### 25 | #*.sln merge=binary 26 | #*.csproj merge=binary 27 | #*.vbproj merge=binary 28 | #*.vcxproj merge=binary 29 | #*.vcproj merge=binary 30 | #*.dbproj merge=binary 31 | #*.fsproj merge=binary 32 | #*.lsproj merge=binary 33 | #*.wixproj merge=binary 34 | #*.modelproj merge=binary 35 | #*.sqlproj merge=binary 36 | #*.wwaproj merge=binary 37 | 38 | ############################################################################### 39 | # behavior for image files 40 | # 41 | # image files are treated as binary by default. 42 | ############################################################################### 43 | #*.jpg binary 44 | #*.png binary 45 | #*.gif binary 46 | 47 | ############################################################################### 48 | # diff behavior for common document formats 49 | # 50 | # Convert binary document formats to text before diffing them. This feature 51 | # is only available from the command line. Turn it on by uncommenting the 52 | # entries below. 53 | ############################################################################### 54 | #*.doc diff=astextplain 55 | #*.DOC diff=astextplain 56 | #*.docx diff=astextplain 57 | #*.DOCX diff=astextplain 58 | #*.dot diff=astextplain 59 | #*.DOT diff=astextplain 60 | #*.pdf diff=astextplain 61 | #*.PDF diff=astextplain 62 | #*.rtf diff=astextplain 63 | #*.RTF diff=astextplain 64 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.rsuser 8 | *.suo 9 | *.user 10 | *.userosscache 11 | *.sln.docstates 12 | 13 | # User-specific files (MonoDevelop/Xamarin Studio) 14 | *.userprefs 15 | 16 | # Mono auto generated files 17 | mono_crash.* 18 | 19 | # Build results 20 | [Dd]ebug/ 21 | [Dd]ebugPublic/ 22 | [Rr]elease/ 23 | [Rr]eleases/ 24 | x64/ 25 | x86/ 26 | [Ww][Ii][Nn]32/ 27 | [Aa][Rr][Mm]/ 28 | [Aa][Rr][Mm]64/ 29 | bld/ 30 | [Bb]in/ 31 | [Oo]bj/ 32 | [Oo]ut/ 33 | [Ll]og/ 34 | [Ll]ogs/ 35 | 36 | # Visual Studio 2015/2017 cache/options directory 37 | .vs/ 38 | # Uncomment if you have tasks that create the project's static files in wwwroot 39 | #wwwroot/ 40 | 41 | # Visual Studio 2017 auto generated files 42 | Generated\ Files/ 43 | 44 | # MSTest test Results 45 | [Tt]est[Rr]esult*/ 46 | [Bb]uild[Ll]og.* 47 | 48 | # NUnit 49 | *.VisualState.xml 50 | TestResult.xml 51 | nunit-*.xml 52 | 53 | # Build Results of an ATL Project 54 | [Dd]ebugPS/ 55 | [Rr]eleasePS/ 56 | dlldata.c 57 | 58 | # Benchmark Results 59 | BenchmarkDotNet.Artifacts/ 60 | 61 | # .NET Core 62 | project.lock.json 63 | project.fragment.lock.json 64 | artifacts/ 65 | 66 | # ASP.NET Scaffolding 67 | ScaffoldingReadMe.txt 68 | 69 | # StyleCop 70 | StyleCopReport.xml 71 | 72 | # Files built by Visual Studio 73 | *_i.c 74 | *_p.c 75 | *_h.h 76 | *.ilk 77 | *.meta 78 | *.obj 79 | *.iobj 80 | *.pch 81 | *.pdb 82 | *.ipdb 83 | *.pgc 84 | *.pgd 85 | *.rsp 86 | *.sbr 87 | *.tlb 88 | *.tli 89 | *.tlh 90 | *.tmp 91 | *.tmp_proj 92 | *_wpftmp.csproj 93 | *.log 94 | *.vspscc 95 | *.vssscc 96 | .builds 97 | *.pidb 98 | *.svclog 99 | *.scc 100 | 101 | # Chutzpah Test files 102 | _Chutzpah* 103 | 104 | # Visual C++ cache files 105 | ipch/ 106 | *.aps 107 | *.ncb 108 | *.opendb 109 | *.opensdf 110 | *.sdf 111 | *.cachefile 112 | *.VC.db 113 | *.VC.VC.opendb 114 | 115 | # Visual Studio profiler 116 | *.psess 117 | *.vsp 118 | *.vspx 119 | *.sap 120 | 121 | # Visual Studio Trace Files 122 | *.e2e 123 | 124 | # TFS 2012 Local Workspace 125 | $tf/ 126 | 127 | # Guidance Automation Toolkit 128 | *.gpState 129 | 130 | # ReSharper is a .NET coding add-in 131 | _ReSharper*/ 132 | *.[Rr]e[Ss]harper 133 | *.DotSettings.user 134 | 135 | # TeamCity is a build add-in 136 | _TeamCity* 137 | 138 | # DotCover is a Code Coverage Tool 139 | *.dotCover 140 | 141 | # AxoCover is a Code Coverage Tool 142 | .axoCover/* 143 | !.axoCover/settings.json 144 | 145 | # Coverlet is a free, cross platform Code Coverage Tool 146 | coverage*.json 147 | coverage*.xml 148 | coverage*.info 149 | 150 | # Visual Studio code coverage results 151 | *.coverage 152 | *.coveragexml 153 | 154 | # NCrunch 155 | _NCrunch_* 156 | .*crunch*.local.xml 157 | nCrunchTemp_* 158 | 159 | # MightyMoose 160 | *.mm.* 161 | AutoTest.Net/ 162 | 163 | # Web workbench (sass) 164 | .sass-cache/ 165 | 166 | # Installshield output folder 167 | [Ee]xpress/ 168 | 169 | # DocProject is a documentation generator add-in 170 | DocProject/buildhelp/ 171 | DocProject/Help/*.HxT 172 | DocProject/Help/*.HxC 173 | DocProject/Help/*.hhc 174 | DocProject/Help/*.hhk 175 | DocProject/Help/*.hhp 176 | DocProject/Help/Html2 177 | DocProject/Help/html 178 | 179 | # Click-Once directory 180 | publish/ 181 | 182 | # Publish Web Output 183 | *.[Pp]ublish.xml 184 | *.azurePubxml 185 | # Note: Comment the next line if you want to checkin your web deploy settings, 186 | # but database connection strings (with potential passwords) will be unencrypted 187 | *.pubxml 188 | *.publishproj 189 | 190 | # Microsoft Azure Web App publish settings. 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Backup files are not needed, 256 | # because we have git ;-) 257 | _UpgradeReport_Files/ 258 | Backup*/ 259 | UpgradeLog*.XML 260 | UpgradeLog*.htm 261 | ServiceFabricBackup/ 262 | *.rptproj.bak 263 | 264 | # SQL Server files 265 | *.mdf 266 | *.ldf 267 | *.ndf 268 | 269 | # Business Intelligence projects 270 | *.rdl.data 271 | *.bim.layout 272 | *.bim_*.settings 273 | *.rptproj.rsuser 274 | *- [Bb]ackup.rdl 275 | *- [Bb]ackup ([0-9]).rdl 276 | *- [Bb]ackup ([0-9][0-9]).rdl 277 | 278 | # Microsoft Fakes 279 | FakesAssemblies/ 280 | 281 | # GhostDoc plugin setting file 282 | *.GhostDoc.xml 283 | 284 | # Node.js Tools for Visual Studio 285 | .ntvs_analysis.dat 286 | node_modules/ 287 | 288 | # Visual Studio 6 build log 289 | *.plg 290 | 291 | # Visual Studio 6 workspace options file 292 | *.opt 293 | 294 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 295 | *.vbw 296 | 297 | # Visual Studio LightSwitch build output 298 | **/*.HTMLClient/GeneratedArtifacts 299 | **/*.DesktopClient/GeneratedArtifacts 300 | **/*.DesktopClient/ModelManifest.xml 301 | **/*.Server/GeneratedArtifacts 302 | **/*.Server/ModelManifest.xml 303 | _Pvt_Extensions 304 | 305 | # Paket dependency manager 306 | .paket/paket.exe 307 | paket-files/ 308 | 309 | # FAKE - F# Make 310 | .fake/ 311 | 312 | # CodeRush personal settings 313 | .cr/personal 314 | 315 | # Python Tools for Visual Studio (PTVS) 316 | __pycache__/ 317 | *.pyc 318 | 319 | # Cake - Uncomment if you are using it 320 | # tools/** 321 | # !tools/packages.config 322 | 323 | # Tabs Studio 324 | *.tss 325 | 326 | # Telerik's JustMock configuration file 327 | *.jmconfig 328 | 329 | # BizTalk build output 330 | *.btp.cs 331 | *.btm.cs 332 | *.odx.cs 333 | *.xsd.cs 334 | 335 | # OpenCover UI analysis results 336 | OpenCover/ 337 | 338 | # Azure Stream Analytics local run output 339 | ASALocalRun/ 340 | 341 | # MSBuild Binary and Structured Log 342 | *.binlog 343 | 344 | # NVidia Nsight GPU debugger configuration file 345 | *.nvuser 346 | 347 | # MFractors (Xamarin productivity tool) working folder 348 | .mfractor/ 349 | 350 | # Local History for Visual Studio 351 | .localhistory/ 352 | 353 | # BeatPulse healthcheck temp database 354 | healthchecksdb 355 | 356 | # Backup folder for Package Reference Convert tool in Visual Studio 2017 357 | MigrationBackup/ 358 | 359 | # Ionide (cross platform F# VS Code tools) working folder 360 | .ionide/ 361 | 362 | # Fody - auto-generated XML schema 363 | FodyWeavers.xsd -------------------------------------------------------------------------------- /App.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /Assets/fist.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ealtairz2318/Goldberglarizer/fc86bc6ef42f39562f368cffa332d324c9f129da/Assets/fist.ico -------------------------------------------------------------------------------- /Assets/fist.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ealtairz2318/Goldberglarizer/fc86bc6ef42f39562f368cffa332d324c9f129da/Assets/fist.png -------------------------------------------------------------------------------- /Form1.Designer.cs: -------------------------------------------------------------------------------- 1 |  2 | namespace Goldbergalizer 3 | { 4 | partial class Golderberg_Alizer_Form 5 | { 6 | /// 7 | /// Required designer variable. 8 | /// 9 | private System.ComponentModel.IContainer components = null; 10 | 11 | /// 12 | /// Clean up any resources being used. 13 | /// 14 | /// true if managed resources should be disposed; otherwise, false. 15 | protected override void Dispose(bool disposing) 16 | { 17 | if (disposing && (components != null)) 18 | { 19 | components.Dispose(); 20 | } 21 | base.Dispose(disposing); 22 | } 23 | 24 | #region Windows Form Designer generated code 25 | 26 | /// 27 | /// Required method for Designer support - do not modify 28 | /// the contents of this method with the code editor. 29 | /// 30 | private void InitializeComponent() 31 | { 32 | System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(Golderberg_Alizer_Form)); 33 | this.GameFolder_text_box = new System.Windows.Forms.TextBox(); 34 | this.GameFolder_Text = new System.Windows.Forms.Label(); 35 | this.GameFolder_Btn_Finder = new System.Windows.Forms.Button(); 36 | this.Golberglarize_Btn = new System.Windows.Forms.Button(); 37 | this.label1 = new System.Windows.Forms.Label(); 38 | this.label2 = new System.Windows.Forms.Label(); 39 | this.Update_btn = new System.Windows.Forms.Button(); 40 | this.SuspendLayout(); 41 | // 42 | // GameFolder_text_box 43 | // 44 | this.GameFolder_text_box.Location = new System.Drawing.Point(86, 71); 45 | this.GameFolder_text_box.Name = "GameFolder_text_box"; 46 | this.GameFolder_text_box.ReadOnly = true; 47 | this.GameFolder_text_box.Size = new System.Drawing.Size(192, 20); 48 | this.GameFolder_text_box.TabIndex = 0; 49 | // 50 | // GameFolder_Text 51 | // 52 | this.GameFolder_Text.AutoSize = true; 53 | this.GameFolder_Text.Location = new System.Drawing.Point(2, 74); 54 | this.GameFolder_Text.Name = "GameFolder_Text"; 55 | this.GameFolder_Text.Size = new System.Drawing.Size(78, 13); 56 | this.GameFolder_Text.TabIndex = 1; 57 | this.GameFolder_Text.Text = "Game Folder(s)"; 58 | // 59 | // GameFolder_Btn_Finder 60 | // 61 | this.GameFolder_Btn_Finder.Location = new System.Drawing.Point(284, 69); 62 | this.GameFolder_Btn_Finder.Name = "GameFolder_Btn_Finder"; 63 | this.GameFolder_Btn_Finder.Size = new System.Drawing.Size(75, 23); 64 | this.GameFolder_Btn_Finder.TabIndex = 2; 65 | this.GameFolder_Btn_Finder.Text = "..."; 66 | this.GameFolder_Btn_Finder.UseVisualStyleBackColor = true; 67 | this.GameFolder_Btn_Finder.Click += new System.EventHandler(this.GameFolder_Btn_Finder_Click); 68 | // 69 | // Golberglarize_Btn 70 | // 71 | this.Golberglarize_Btn.Location = new System.Drawing.Point(130, 165); 72 | this.Golberglarize_Btn.Name = "Golberglarize_Btn"; 73 | this.Golberglarize_Btn.Size = new System.Drawing.Size(119, 29); 74 | this.Golberglarize_Btn.TabIndex = 3; 75 | this.Golberglarize_Btn.Text = "Golberglarize!"; 76 | this.Golberglarize_Btn.UseVisualStyleBackColor = true; 77 | this.Golberglarize_Btn.Click += new System.EventHandler(this.Goldbergalarize); 78 | // 79 | // label1 80 | // 81 | this.label1.AutoSize = true; 82 | this.label1.Location = new System.Drawing.Point(288, 309); 83 | this.label1.Name = "label1"; 84 | this.label1.Size = new System.Drawing.Size(89, 13); 85 | this.label1.TabIndex = 4; 86 | this.label1.Text = "by @ealtairz2318"; 87 | // 88 | // label2 89 | // 90 | this.label2.AutoSize = true; 91 | this.label2.Location = new System.Drawing.Point(5, 309); 92 | this.label2.Name = "label2"; 93 | this.label2.Size = new System.Drawing.Size(23, 13); 94 | this.label2.TabIndex = 5; 95 | this.label2.Text = "V.1"; 96 | // 97 | // Update_btn 98 | // 99 | this.Update_btn.Location = new System.Drawing.Point(5, 12); 100 | this.Update_btn.Name = "Update_btn"; 101 | this.Update_btn.Size = new System.Drawing.Size(115, 23); 102 | this.Update_btn.TabIndex = 6; 103 | this.Update_btn.Text = "Update Emulator"; 104 | this.Update_btn.UseVisualStyleBackColor = true; 105 | this.Update_btn.Click += new System.EventHandler(this.UpdateEmulator); 106 | // 107 | // Golderberg_Alizer_Form 108 | // 109 | this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); 110 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; 111 | this.ClientSize = new System.Drawing.Size(389, 331); 112 | this.Controls.Add(this.Update_btn); 113 | this.Controls.Add(this.label2); 114 | this.Controls.Add(this.label1); 115 | this.Controls.Add(this.Golberglarize_Btn); 116 | this.Controls.Add(this.GameFolder_Btn_Finder); 117 | this.Controls.Add(this.GameFolder_Text); 118 | this.Controls.Add(this.GameFolder_text_box); 119 | this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon"))); 120 | this.Name = "Golderberg_Alizer_Form"; 121 | this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen; 122 | this.Text = "Goldberg-Alizer"; 123 | this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.OnExitCaching); 124 | this.Load += new System.EventHandler(this.Goldberg_Files_Updater); 125 | this.ResumeLayout(false); 126 | this.PerformLayout(); 127 | 128 | } 129 | 130 | #endregion 131 | 132 | private System.Windows.Forms.TextBox GameFolder_text_box; 133 | private System.Windows.Forms.Label GameFolder_Text; 134 | private System.Windows.Forms.Button GameFolder_Btn_Finder; 135 | private System.Windows.Forms.Button Golberglarize_Btn; 136 | private System.Windows.Forms.Label label1; 137 | private System.Windows.Forms.Label label2; 138 | private System.Windows.Forms.Button Update_btn; 139 | } 140 | } 141 | 142 | -------------------------------------------------------------------------------- /Form1.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.ComponentModel; 4 | using System.Data; 5 | using System.Drawing; 6 | using System.Linq; 7 | using System.Text; 8 | using System.Threading.Tasks; 9 | using System.Windows.Forms; 10 | using System.Net; 11 | using System.IO; 12 | using Ionic.Zip; 13 | 14 | 15 | 16 | namespace Goldbergalizer 17 | { 18 | public partial class Golderberg_Alizer_Form : Form 19 | { 20 | 21 | public Golderberg_Alizer_Form() 22 | { 23 | InitializeComponent(); 24 | 25 | } 26 | private void GameFolder_Btn_Finder_Click(object sender, EventArgs e) 27 | { 28 | using (FolderBrowserDialog folderBrowserDialog = new FolderBrowserDialog()) // Finds the Folder 29 | { 30 | folderBrowserDialog.Description = "Select the Game folder(s)"; 31 | folderBrowserDialog.ShowNewFolderButton = false; 32 | 33 | if (folderBrowserDialog.ShowDialog() == DialogResult.OK) 34 | { 35 | GameFolder_text_box.Text = folderBrowserDialog.SelectedPath; 36 | } 37 | } 38 | } 39 | private void Goldberg_Files_Updater(object sender, EventArgs e) 40 | { 41 | string appDirectory = AppDomain.CurrentDomain.BaseDirectory; 42 | string filesDirectory = Path.Combine(appDirectory, "Files"); 43 | // Ensure the directory exists 44 | if (!Directory.Exists(filesDirectory)) 45 | { 46 | Directory.CreateDirectory(filesDirectory); 47 | } 48 | 49 | string[] specificFiles = { "steam_api.dll", "steam_api64.dll" }; // Replace with actual file names 50 | 51 | // Check if all specific files exist in the "Files" directory 52 | bool allFilesExist = specificFiles.All(file => File.Exists(Path.Combine(filesDirectory, file))); 53 | 54 | if (!allFilesExist) 55 | { 56 | string url = "https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/jobs/4247811310/artifacts/download"; 57 | string destinationPath = Path.Combine(filesDirectory, "file.zip"); // Replace with your file name 58 | 59 | using (WebClient client = new WebClient()) 60 | { 61 | try 62 | { 63 | client.DownloadFile(url, destinationPath); 64 | MessageBox.Show("Goldberg Files Succsfully Downloaded", "Download Successful", MessageBoxButtons.OK, MessageBoxIcon.Information); 65 | 66 | // Unzip and extract specific files 67 | UnzipAndExtractSpecificFiles(destinationPath, filesDirectory, specificFiles); 68 | } 69 | catch (Exception ex) 70 | { 71 | string errorMessage = $"An error occurred: {ex.Message}"; 72 | Console.WriteLine(errorMessage); 73 | MessageBox.Show(errorMessage, "Cannot Connect and Download Goldberg Files", MessageBoxButtons.OK, MessageBoxIcon.Error); 74 | Environment.Exit(1); // Exit the application with an error code 75 | } 76 | } 77 | } 78 | OnLoadText(); 79 | } // Updates and Downloads Current Goldberg Builds 80 | public static void UnzipAndExtractSpecificFiles(string zipFilePath, string extractPath, string[] specificFiles) 81 | { 82 | // Ensure the extraction directory exists 83 | if (!Directory.Exists(extractPath)) 84 | { 85 | Directory.CreateDirectory(extractPath); 86 | } 87 | 88 | try 89 | { 90 | // Extract specific files from the ZIP archive 91 | using (ZipFile zip = ZipFile.Read(zipFilePath)) 92 | { 93 | foreach (ZipEntry entry in zip) 94 | { 95 | if (Array.Exists(specificFiles, fileName => fileName.Equals(entry.FileName, StringComparison.OrdinalIgnoreCase))) 96 | { 97 | entry.Extract(extractPath, ExtractExistingFileAction.OverwriteSilently); 98 | } 99 | } 100 | } 101 | 102 | // Delete the ZIP file after extraction 103 | File.Delete(zipFilePath); 104 | Console.WriteLine("Extraction complete and ZIP file deleted."); 105 | } 106 | catch (Exception ex) 107 | { 108 | Console.WriteLine($"An error occurred during extraction: {ex.Message}"); 109 | } 110 | } // Unzips and find the necessary files 111 | public void Goldbergalarize(object sender, EventArgs e) 112 | { 113 | string gameFolderPath = GameFolder_text_box.Text; 114 | 115 | // Check if the game folder path is provided 116 | if (string.IsNullOrWhiteSpace(gameFolderPath) || !Directory.Exists(gameFolderPath)) 117 | { 118 | MessageBox.Show("Please provide a valid game folder path.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); 119 | return; 120 | } 121 | 122 | string filesDirectory = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Files"); 123 | string[] specificFiles = { "steam_api.dll", "steam_api64.dll" }; 124 | 125 | try 126 | { 127 | // Get all folders and subfolders in the game folder 128 | string[] folders = Directory.GetDirectories(gameFolderPath, "*", SearchOption.AllDirectories); 129 | 130 | bool filesUpdated = false; 131 | StringBuilder updatedFolders = new StringBuilder(); 132 | 133 | // Iterate through each folder 134 | foreach (string folder in folders) 135 | { 136 | // Check if either of the files exist in the folder 137 | bool fileExists = specificFiles.Any(file => File.Exists(Path.Combine(folder, file))); 138 | 139 | if (fileExists) 140 | { 141 | // Copy files from "Files" folder to the current folder 142 | foreach (string file in specificFiles) 143 | { 144 | string sourceFilePath = Path.Combine(filesDirectory, file); 145 | string destinationFilePath = Path.Combine(folder, file); 146 | 147 | // Check if the source and destination files are different 148 | if (File.Exists(sourceFilePath) && (!File.Exists(destinationFilePath) || !FilesAreEqual(sourceFilePath, destinationFilePath))) 149 | { 150 | File.Copy(sourceFilePath, destinationFilePath, true); 151 | filesUpdated = true; 152 | updatedFolders.AppendLine(folder); 153 | } 154 | } 155 | } 156 | } 157 | 158 | if (filesUpdated) 159 | { 160 | MessageBox.Show($"Files updated successfully in the following folders:\n\n{updatedFolders}", "Success", MessageBoxButtons.OK, MessageBoxIcon.Information); 161 | } 162 | else 163 | { 164 | MessageBox.Show("No files were updated.", "Info", MessageBoxButtons.OK, MessageBoxIcon.Information); 165 | } 166 | } 167 | catch (Exception ex) 168 | { 169 | MessageBox.Show($"An error occurred: {ex.Message}", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); 170 | } 171 | ExitingFunctions(); 172 | } // Compares and Updates Existing Steam Games 173 | private bool FilesAreEqual(string filePath1, string filePath2) // Helper method to compare file contents 174 | { 175 | byte[] file1 = File.ReadAllBytes(filePath1); 176 | byte[] file2 = File.ReadAllBytes(filePath2); 177 | 178 | return file1.SequenceEqual(file2); 179 | } 180 | public void OnLoadText() 181 | { 182 | string appDirectory = AppDomain.CurrentDomain.BaseDirectory; 183 | string filesDirectory = Path.Combine(appDirectory, "Files"); 184 | string cacheFilePath = Path.Combine(filesDirectory, "Path.txt"); 185 | 186 | try 187 | { 188 | // Check if the cache file exists 189 | if (File.Exists(cacheFilePath)) 190 | { 191 | // Read the folder path from the cache file 192 | string folderPath = File.ReadAllText(cacheFilePath); 193 | 194 | // Populate the GameFolder_text_box with the cached folder path 195 | GameFolder_text_box.Text = folderPath; 196 | Console.WriteLine("Cached folder path loaded successfully."); 197 | } 198 | else 199 | { 200 | Console.WriteLine("No cached folder path found."); 201 | } 202 | } 203 | catch (Exception ex) 204 | { 205 | Console.WriteLine($"An error occurred while loading cached folder path: {ex.Message}"); 206 | } 207 | } 208 | private void OnExitCaching(object sender, FormClosingEventArgs e) 209 | { 210 | ExitingFunctions(); 211 | } 212 | public void ExitingFunctions() 213 | { 214 | string appDirectory = AppDomain.CurrentDomain.BaseDirectory; 215 | string filesDirectory = Path.Combine(appDirectory, "Files"); 216 | string cacheFilePath = Path.Combine(filesDirectory, "Path.txt"); 217 | 218 | try 219 | { 220 | // Get the folder path from the GameFolder_text_box 221 | string folderPath = GameFolder_text_box.Text; 222 | 223 | // Write the folder path to the cache file 224 | File.WriteAllText(cacheFilePath, folderPath); 225 | Console.WriteLine("Folder path cached successfully."); 226 | } 227 | catch (Exception ex) 228 | { 229 | Console.WriteLine($"An error occurred while caching folder path: {ex.Message}"); 230 | } 231 | }// Events when closing the application 232 | public void UpdateEmulator(object sender, EventArgs e) 233 | { 234 | // Get the directory where the application is located 235 | string appDirectory = AppDomain.CurrentDomain.BaseDirectory; 236 | string filesDirectory = Path.Combine(appDirectory, "Files"); 237 | 238 | // Check if the "Files" directory exists 239 | if (Directory.Exists(filesDirectory)) 240 | { 241 | try 242 | { 243 | // Delete the "Files" directory and all its contents 244 | Directory.Delete(filesDirectory, true); 245 | Console.WriteLine("Files folder deleted successfully."); 246 | } 247 | catch (Exception ex) 248 | { 249 | // If an error occurs during deletion, log the error message 250 | Console.WriteLine($"Error deleting Files folder: {ex.Message}"); 251 | } 252 | } 253 | else 254 | { 255 | Console.WriteLine("Files folder does not exist."); 256 | } 257 | 258 | Goldberg_Files_Updater(this,EventArgs.Empty); 259 | } // Updates Emulator to Latest 260 | } 261 | } 262 | -------------------------------------------------------------------------------- /Goldbergalizer.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | Debug 6 | AnyCPU 7 | {8B49C07F-23D0-487A-9203-951F648B407F} 8 | WinExe 9 | Goldbergalizer 10 | Goldbergalizer 11 | v4.7.2 12 | 512 13 | true 14 | true 15 | C:\Users\elija\Desktop\ 16 | true 17 | Disk 18 | false 19 | Foreground 20 | 7 21 | Days 22 | false 23 | false 24 | true 25 | true 26 | 0 27 | 1.0.0.%2a 28 | false 29 | false 30 | true 31 | 32 | 33 | AnyCPU 34 | true 35 | full 36 | false 37 | bin\Debug\ 38 | DEBUG;TRACE 39 | prompt 40 | 4 41 | 42 | 43 | AnyCPU 44 | pdbonly 45 | true 46 | bin\Release\ 47 | TRACE 48 | prompt 49 | 4 50 | 51 | 52 | fist.ico 53 | 54 | 55 | 56 | packages\DotNetZip.1.16.0\lib\net40\DotNetZip.dll 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | Form 73 | 74 | 75 | Form1.cs 76 | 77 | 78 | 79 | 80 | Form1.cs 81 | 82 | 83 | ResXFileCodeGenerator 84 | Resources.Designer.cs 85 | Designer 86 | 87 | 88 | True 89 | Resources.resx 90 | 91 | 92 | 93 | SettingsSingleFileGenerator 94 | Settings.Designer.cs 95 | 96 | 97 | True 98 | Settings.settings 99 | True 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | False 108 | Microsoft .NET Framework 4.7.2 %28x86 and x64%29 109 | true 110 | 111 | 112 | False 113 | .NET Framework 3.5 SP1 114 | false 115 | 116 | 117 | 118 | 119 | 120 | 121 | -------------------------------------------------------------------------------- /Goldbergalizer.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 16 4 | VisualStudioVersion = 16.0.33927.289 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Goldbergalizer", "Goldbergalizer.csproj", "{8B49C07F-23D0-487A-9203-951F648B407F}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {8B49C07F-23D0-487A-9203-951F648B407F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {8B49C07F-23D0-487A-9203-951F648B407F}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {8B49C07F-23D0-487A-9203-951F648B407F}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {8B49C07F-23D0-487A-9203-951F648B407F}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {672E5C66-9004-46C2-B5D4-22257388495B} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /Program.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Threading.Tasks; 5 | using System.Windows.Forms; 6 | 7 | namespace Goldbergalizer 8 | { 9 | static class Program 10 | { 11 | /// 12 | /// The main entry point for the application. 13 | /// 14 | [STAThread] 15 | static void Main() 16 | { 17 | Application.EnableVisualStyles(); 18 | Application.SetCompatibleTextRenderingDefault(false); 19 | Application.Run(new Golderberg_Alizer_Form()); 20 | } 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | 5 | // General Information about an assembly is controlled through the following 6 | // set of attributes. Change these attribute values to modify the information 7 | // associated with an assembly. 8 | [assembly: AssemblyTitle("Goldbergalizer")] 9 | [assembly: AssemblyDescription("")] 10 | [assembly: AssemblyConfiguration("")] 11 | [assembly: AssemblyCompany("")] 12 | [assembly: AssemblyProduct("Goldbergalizer")] 13 | [assembly: AssemblyCopyright("Copyright © 2024")] 14 | [assembly: AssemblyTrademark("")] 15 | [assembly: AssemblyCulture("")] 16 | 17 | // Setting ComVisible to false makes the types in this assembly not visible 18 | // to COM components. If you need to access a type in this assembly from 19 | // COM, set the ComVisible attribute to true on that type. 20 | [assembly: ComVisible(false)] 21 | 22 | // The following GUID is for the ID of the typelib if this project is exposed to COM 23 | [assembly: Guid("8b49c07f-23d0-487a-9203-951f648b407f")] 24 | 25 | // Version information for an assembly consists of the following four values: 26 | // 27 | // Major Version 28 | // Minor Version 29 | // Build Number 30 | // Revision 31 | // 32 | // You can specify all the values or you can default the Build and Revision Numbers 33 | // by using the '*' as shown below: 34 | // [assembly: AssemblyVersion("1.0.*")] 35 | [assembly: AssemblyVersion("1.0.0.0")] 36 | [assembly: AssemblyFileVersion("1.0.0.0")] 37 | -------------------------------------------------------------------------------- /Properties/Resources.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // This code was generated by a tool. 4 | // Runtime Version:4.0.30319.42000 5 | // 6 | // Changes to this file may cause incorrect behavior and will be lost if 7 | // the code is regenerated. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | 12 | namespace Goldbergalizer.Properties 13 | { 14 | /// 15 | /// A strongly-typed resource class, for looking up localized strings, etc. 16 | /// 17 | // This class was auto-generated by the StronglyTypedResourceBuilder 18 | // class via a tool like ResGen or Visual Studio. 19 | // To add or remove a member, edit your .ResX file then rerun ResGen 20 | // with the /str option, or rebuild your VS project. 21 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")] 22 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] 23 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 24 | internal class Resources 25 | { 26 | 27 | private static global::System.Resources.ResourceManager resourceMan; 28 | 29 | private static global::System.Globalization.CultureInfo resourceCulture; 30 | 31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] 32 | internal Resources() 33 | { 34 | } 35 | 36 | /// 37 | /// Returns the cached ResourceManager instance used by this class. 38 | /// 39 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 40 | internal static global::System.Resources.ResourceManager ResourceManager 41 | { 42 | get 43 | { 44 | if ((resourceMan == null)) 45 | { 46 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Goldbergalizer.Properties.Resources", typeof(Resources).Assembly); 47 | resourceMan = temp; 48 | } 49 | return resourceMan; 50 | } 51 | } 52 | 53 | /// 54 | /// Overrides the current thread's CurrentUICulture property for all 55 | /// resource lookups using this strongly typed resource class. 56 | /// 57 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 58 | internal static global::System.Globalization.CultureInfo Culture 59 | { 60 | get 61 | { 62 | return resourceCulture; 63 | } 64 | set 65 | { 66 | resourceCulture = value; 67 | } 68 | } 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Properties/Resources.resx: -------------------------------------------------------------------------------- 1 |  2 | 3 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | text/microsoft-resx 107 | 108 | 109 | 2.0 110 | 111 | 112 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 113 | 114 | 115 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 116 | 117 | -------------------------------------------------------------------------------- /Properties/Settings.Designer.cs: -------------------------------------------------------------------------------- 1 | //------------------------------------------------------------------------------ 2 | // 3 | // This code was generated by a tool. 4 | // Runtime Version:4.0.30319.42000 5 | // 6 | // Changes to this file may cause incorrect behavior and will be lost if 7 | // the code is regenerated. 8 | // 9 | //------------------------------------------------------------------------------ 10 | 11 | 12 | namespace Goldbergalizer.Properties 13 | { 14 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] 15 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")] 16 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase 17 | { 18 | 19 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings()))); 20 | 21 | public static Settings Default 22 | { 23 | get 24 | { 25 | return defaultInstance; 26 | } 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Properties/Settings.settings: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Updates all emulated Steams Games to Goldberg Emulator 2 | 3 | 4 | WARNING - DONT APPLY THIS TO YOUR STEAM LIBRARY OR ELSE IT MIGHT GOLBERGIFYH IT ALL 5 | - IF YOU DID WELL YOU CAN JUST VERIFY YOUR GAME IN STEAM TO RESTORE IT TO VALID STEAM VERSION 6 | -------------------------------------------------------------------------------- /fist.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ealtairz2318/Goldberglarizer/fc86bc6ef42f39562f368cffa332d324c9f129da/fist.ico -------------------------------------------------------------------------------- /packages.config: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | --------------------------------------------------------------------------------