Planned Compatibility
REFramework support is a planned investigation.
RipperMoonKit does not currently ship a REFramework profile, but Resident Evil / RE Engine games are a good fit for a future compatibility track once the Wine, GPTK, and D3DMetal behavior is repeatable.
Why This Needs Its Own Track
REFramework hooks D3D12 paths that can behave differently under Apple's D3DMetal translation layer than they do on native Windows or Proton/DXVK. A useful upstream reference is praydog/REFramework pull request #1589, which explored Wine/D3DMetal support for D3D12Hook. That PR was closed, so it is research material rather than a drop-in supported fix.
Investigation Points
- Use a real adapter for D3D12 device creation under Wine/D3DMetal.
- Handle D3DMetal-wrapped COM objects when locating the D3D12 command queue.
- Avoid QueryInterface-based identity checks if they deadlock under D3DMetal.
- Validate Wine-specific memory protection behavior around REFramework hook setup.
- Check whether failures return after restart, Steam restart, or macOS reboot.
RipperMoonKit Scope
The first implementation should provide an RE Engine profile template, REFramework file validation, per-game DLL override fields, D3D12/D3DMetal launch notes, and tester-report prompts for game version, runner, logs, and restart behavior. It should not redistribute REFramework builds or game files.
Success Criteria
- Place or install REFramework files through a documented profile flow.
- Launch the target RE Engine game from RipperMoonKit.
- See REFramework initialize consistently after closing and reopening the app.
- Relaunch after closing Steam/Wine without manual file edits.
- Collect logs across at least two clean sessions.
