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Introduction to modding: Difference between revisions

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→‎Binary modding: do you just forget what you called the pages, or what? *sigh*
m (that's not all, Jade, that's not all)
 
m (→‎Binary modding: do you just forget what you called the pages, or what? *sigh*)
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Soon enough it became clear (to some of us, at least) that scripts alone would not allow us to design radically new single-player missions. Entities like [[OBD:BINA/OBJC/TRGV|trigger volumes]] or [[OBD:BINA/OBJC/CHAR|character descriptions]], for example, were originally designed and fine-tuned in parallel with the scripts. The interplay is such that modders with 100% original ideas typically have to mod the binary resources to adapt them to their scripts. The first one to have consistently done so is [[User:Loser|Loser]], with a massively reshuffled Warehouse. Loser's Warehouse mod included a global component (modified level0_Final), level-specific binary modifications, and highly custom scripts that took full advantage of the modified binaries.
Soon enough it became clear (to some of us, at least) that scripts alone would not allow us to design radically new single-player missions. Entities like [[OBD:BINA/OBJC/TRGV|trigger volumes]] or [[OBD:BINA/OBJC/CHAR|character descriptions]], for example, were originally designed and fine-tuned in parallel with the scripts. The interplay is such that modders with 100% original ideas typically have to mod the binary resources to adapt them to their scripts. The first one to have consistently done so is [[User:Loser|Loser]], with a massively reshuffled Warehouse. Loser's Warehouse mod included a global component (modified level0_Final), level-specific binary modifications, and highly custom scripts that took full advantage of the modified binaries.


Minor binary modding had already occurred before Loser's Warehouse (thus, while compiling the [[OBD]] database, ssg had released a version of level0_Final in which all of Konoko's combos were unlocked). Still, it was the Warehouse mod which first showed the "full" potential of binary modding. It inspired a short-lived initiative called the [[Binary Improvement Project]], aimed at providing upgraded binaries for all levels, not just level0_Final and level1_Final. BIP was hindered by large upload/download sizes as well as by the potential legal issues and was promptly put in standby.
Minor binary modding had already occurred before Loser's Warehouse (thus, while compiling the [[OBD]] database, ssg had released a version of level0_Final in which all of Konoko's combos were unlocked). Still, it was the Warehouse mod which first showed the "full" potential of binary modding. It inspired a short-lived initiative called the [[OBD:BIP|Binary Improvement Project]], aimed at providing upgraded binaries for all levels, not just level0_Final and level1_Final. BIP was hindered by large upload/download sizes as well as by the potential legal issues and was promptly put in standby.


An equally short-lived alternative to supplying whole levels was developed in the form of [[OUP]]-based patches and was termed Oni ni Kanabô. The modder would edit his DAT/RAW files in [[OUP]], and then release a single binary resource. This was both bandwidth- and legalese-friendly, but suffered from one major limitation: the indexation of DAT resources and the offsets of RAW data vary a lot across the available versions of Oni. Thus, resources exported with OUP were not truly standalone or portable. Also, OUP still lacked the feature or generating or importing new resources alongside existing ones.
An equally short-lived alternative to supplying whole levels was developed in the form of [[OUP]]-based patches and was termed Oni ni Kanabô. The modder would edit his DAT/RAW files in [[OUP]], and then release a single binary resource. This was both bandwidth- and legalese-friendly, but suffered from one major limitation: the indexation of DAT resources and the offsets of RAW data vary a lot across the available versions of Oni. Thus, resources exported with OUP were not truly standalone or portable. Also, OUP still lacked the feature or generating or importing new resources alongside existing ones.
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=Current perspectives=
=Current perspectives=
This is mostly related to the Anniversary Edition, as it is the single most promising opportunity for modders ATM.
This is mostly related to the Anniversary Edition, as it is the single most promising opportunity for modders ATM.