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| Although no PC [[wiktionary:beta#Noun|betas]] are known to have been leaked, there are two alternate Mac versions that have been found "in the wild". One is definitely a beta, and has been called "beta 4" since its leak. It is unknown whether there were later beta versions or if this was the last one before Oni's release. Secondly, a version known as the "Big Blue Box beta", or "beta 5", which may not be a beta at all. Regardless of its actual version, both of these Mac "betas" have shed some light on the development of Oni.
| | {{Hatnote|See [[History of Mac Oni]] for the story of the officially released builds of Oni for Mac.}} |
| | [[Image:Mac beta 4 Oni Get Info window.png|thumb|The application's version number is 1.0, as opposed to [[:Image:Classic Mac Oni Get Info window.jpg|retail Mac Oni]]'s v1.1, and its creation date is 11/14/00, which corresponds to the period of time that Oni was in beta testing.]] |
| | Over the course of Oni's development, a few [[wikt:beta#Noun|betas]] [https://groups.google.com/g/alt.games.tombraider/c/vB9G_SbOrmU/m/i6D6zJQvNngJ?pli=1 apparently] [https://groups.google.com/g/alt.games.tombraider/c/YTX7E3Y-fQI/m/_qxQnw37pvoJ leaked], though only one, a Mac beta, has been preserved. Also worth mentioning are the [[European Mac releases]], because they were found to contain some files not meant for the release version; the first of these releases examined, the German version, was once known as the "Big Blue Box beta", "BBBB", or "Mac beta 5", though it is now understood to not be a beta. |
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| ;Beta 4 (leaked during beta testing)
| | ==Developer Mode== |
| The application's version number is 1.0, as opposed to retail Mac Oni's v1.1, and its creation date is 11/14/00, which corresponds to the period of time that Oni was in beta testing.
| | During Oni's beta testing period, specifically in November 2000, a copy of the entire Mac version of the game [http://carnage.bungie.org/oniforum/oni.forum.pl?read=6634 was leaked], identified as "beta 4". Also leaked was a list of cheats. After Oni was released, fans were intrigued by the "[[Developer Mode]]" cheat "thedayismine", but found it did not work in their retail versions of Oni. By contrast, Dev Mode was found to still be active in beta 4. It was initially assumed that the code for Dev Mode had been removed before the retail build was made. [[History of Oni modding/The tale of Dev Mode|Later on]] it would be discovered that the retail Mac (and Windows) Oni still had a partially-functional Dev Mode, but the cheat that enabled it would need to be unlocked by [[History of Oni modding#Engine patching|engine patching]]; beta 4 is the only version of Oni observed to have Dev Mode freely accessible. |
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| Also leaked during beta testing was Oni's complete list of cheats. Some fans awaiting the game were intrigued by the "[[Developer Mode]]" cheat "thedayismine", but found it did not work in their retail versions of Oni. This code does work in beta 4, however. Later on, it would be discovered that the retail Mac (and PC) Oni still had Dev Mode in them, but the cheat that enabled it would need to be unlocked by [[History of Oni modding#Engine patching|engine patching]]; beta 4 is the only version of Oni observed to have Dev Mode freely accessible.
| | ==BSL commands== |
| | Additionally, this beta still had all the BSL functionality of the Windows version; it had previously been thought that about 40 functions and about 160 variables were stripped from the code used to build Oni for the Mac, since the Mac version was finalized a bit later than the Windows version. Having seen from beta 4 that these functions and variables were once present in the Mac binary, the community set about searching for them in the current Mac app at the time, The Omni Group's [[OMNI|Mac OS X port]], and found them. Through hex editing, pointers to active BSL variables and functions that were not of much use were diverted to point to some of the hidden and more useful ones. Those changes effectively brought the Omni app to near-parity with the retail Windows version. |
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| Also, this beta still had all the BSL functionality of the PC version; it had previously been thought that about 40 functions and about 160 variables were stripped from Oni for the Mac (listed [[BSL:PC_vs._Mac_Comparison_(list)|here]]), since the Mac version is generally thought to have been finalized a bit later than the PC version. Having seen that the code was once present in the Mac binary, the community set about searching for it in the retail Mac version, and found it. Through hex editing, pointers to active variables and functions that were not of much use were diverted to point to some of the hidden and more useful BSL abilities. Those efforts have brought the retail Mac release into effective near-parity with the retail PC version; the changes made are documented [[AE:OMNI|here]].
| | [[Category:Oni history]] |
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| ;"Beta 5" (sold in German online store)
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| This version is v1.1, just like retail Mac Oni, and its creation date is 3/13/01, which, if accurate, means it is unlikely to be a beta, but rather a translated retail version, which would certainly agree with the version number. It was originally called "beta 5" by the community because it contains files that come from the development stage of Oni (although these files would likely have come from Oni's [[Pre-beta content|pre-beta]] era, to be exact).
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| This version of Oni was available as stand alone and also as part of a package of four games called the Big Blue Box, and sold only on a German website. It may no longer be available for purchase, but the product page is [http://www.macelite.de/product_info.php?language=en&info=p107_Big-Blue-Box--Mac-.html here]. As in the retail Mac application, access to Developer Mode and many BSL functions had been removed, but this version had two very unusual features: the level0_Tools files, and some "lost" level scripts.
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| The level0_Tools files (in the usual .dat/.raw/.sep formats) contains resources used during development. The application does not actually seem able to use these tools in-game (in fact, the startup log explicitly records that Oni skips "tool files" such as this one), but the function of the tools was determined from examining their resources. If you're curious, you can download level0_Tools [http://geyser.oni2.net/edition/plugins/level0_Tools.zip here]. [[OniSplit]] can be used to extract the data into individual resources.
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| :level0_Tools contains:
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| :*some furniture [[OFGA]]s (which are now baked into the environment of Oni's levels, as generic [[AKEV]] quads that are merely flagged as furniture)
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| :*some [[WMDD]]s that were used at some point to edit [[OBJC|OBJCs]] and other [[BINA]] resources (helpful in reverse-engineering the BINA formats)
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| :*textures that were used for debugging, or for other more obscure purposes (the most notable such texture is [[:Image:TXMPPOSTER3.png|Hapékat]], a mask-less rendition of [[:Image:TXMPPOSTER1.png|this little guy]] not found in-game, and now the depiction of our wiki's mascot)
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| Secondly, beta 5 contains a number of folders within the IGMD folder, which are not present in retail Oni either because (a) they provided the logic for levels that were used for testing during development, (b) they represent levels that were merged into other levels, or (c) they represent actual content that was cut from Oni in development. In total there are 10 folders not present in a retail Mac Oni installation. Each is matched with a string for a level name found in Oni's engine.
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| '''Merged and cut content'''
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| *'''Airport_II'''. Level: Airport Part Deux (level5_Final).
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| :The presence of this folder explains why retail Oni contains an "Airport" and "Airport_III" folder but no "_II". The scripts in this folder are very short and little of the level can be gleaned from them. However, a mention of the animation "KONOKOlev5_outro_run" allows us to pin down Airport II as the missing level 5 in the sequence of levelx_Final folders in GameDataFolder. This is consistent with Airport "I" being linked to level4_Final and Airport III being linked to level6_Final. So where did the level "Airport Part Deux" actually go? It was likely 1/3 of a whole, where Airport I and II are now each 1/2 of a whole; so, in fact, nothing has probably been cut here.
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| *'''BGI'''. Level name: BGI HQ (level16_Final).
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| :The most significant part of the extra folders in the IGMD folder. This level was likely intended as Konoko's final confrontation with the shadowy [[BGI]]. The scripts contain two cutscenes, one of which describes Konoko setting a bomb and taking cover, and the resulting explosion, and the other cutscene introduces the [[Iron Demon]] that would end up getting cut from the game. The number of the level indicates that these events would take place before Konoko returns to the TCTF to confront Griffin and after meeting with Kerr in the Science Prison.
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| '''Former arenas'''
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| All of these scripts' levels' names are numbered in the 30s, and since most of their names clearly refer to different kinds of multiplayer game modes, it can be assumed that this range of numbers refers to arenas for the canned [[multiplayer]] mode.
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| *'''aop'''. Level name: Arena of Pain (level30_Final).
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| :The script for this level simply creates three characters. Probably used either as a test of the AI, or of multiplayer.
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| *'''cap'''. Level name: Capture (level34_Final).
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| :The script here contains no illuminating information, however the name means it was likely a Capture the Flag arena. | |
| *'''CZ'''. Level name: Crossing Zone (level31_Final).
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| :The script here simply spawns a character.
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| *'''CZ_II'''. Level name: Crossing Zone Too (level33_Final).
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| :The script here simply spawns a character.
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| *'''pit'''. Level name: Pit (level32_Final).
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| :Simply spawns four unidentified characters.
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| '''Test levels'''
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| The first level here is in the 30s, but its name pretty much pegs it as a test level.
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| *'''ats'''. Level name: AlexTestSite (level55_Final).
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| :The script is clearly for a test level for Mukade's teleportation (with a comment referencing the "[[wikipedia:Bamf|bamf]]" sound effect of comic book fame).
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| *'''SR'''. Level name: FiringRange (level71_Final) (probably; assuming "SR" = "ShootingRange").
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| :The script here does nothing but start some unspecified environmental animations, possibly moving obstacles for the targets of the firing range.
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| '''Other'''
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| *'''global'''. Interestingly, this version of Oni has a [[IGMD/global]] folder even though the Mac engine does not recognize scripts placed here.
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- See History of Mac Oni for the story of the officially released builds of Oni for Mac.
The application's version number is 1.0, as opposed to
retail Mac Oni's v1.1, and its creation date is 11/14/00, which corresponds to the period of time that Oni was in beta testing.
Over the course of Oni's development, a few betas apparently leaked, though only one, a Mac beta, has been preserved. Also worth mentioning are the European Mac releases, because they were found to contain some files not meant for the release version; the first of these releases examined, the German version, was once known as the "Big Blue Box beta", "BBBB", or "Mac beta 5", though it is now understood to not be a beta.
Developer Mode
During Oni's beta testing period, specifically in November 2000, a copy of the entire Mac version of the game was leaked, identified as "beta 4". Also leaked was a list of cheats. After Oni was released, fans were intrigued by the "Developer Mode" cheat "thedayismine", but found it did not work in their retail versions of Oni. By contrast, Dev Mode was found to still be active in beta 4. It was initially assumed that the code for Dev Mode had been removed before the retail build was made. Later on it would be discovered that the retail Mac (and Windows) Oni still had a partially-functional Dev Mode, but the cheat that enabled it would need to be unlocked by engine patching; beta 4 is the only version of Oni observed to have Dev Mode freely accessible.
BSL commands
Additionally, this beta still had all the BSL functionality of the Windows version; it had previously been thought that about 40 functions and about 160 variables were stripped from the code used to build Oni for the Mac, since the Mac version was finalized a bit later than the Windows version. Having seen from beta 4 that these functions and variables were once present in the Mac binary, the community set about searching for them in the current Mac app at the time, The Omni Group's Mac OS X port, and found them. Through hex editing, pointers to active BSL variables and functions that were not of much use were diverted to point to some of the hidden and more useful ones. Those changes effectively brought the Omni app to near-parity with the retail Windows version.