History of Oni modding: Difference between revisions

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An equally short-lived alternative to supplying whole levels was developed in the form of [[OUP|OniUnPacker]]-based patches and was termed [[AE:ONK|Oni ni Kanabô]]. The modder would edit his DAT/RAW files in OUP, and then release a single binary resource patch. This was both bandwidth-efficient and more legal-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 ability to import new resources alongside existing ones.
An equally short-lived alternative to supplying whole levels was developed in the form of [[OUP|OniUnPacker]]-based patches and was termed [[AE:ONK|Oni ni Kanabô]]. The modder would edit his DAT/RAW files in OUP, and then release a single binary resource patch. This was both bandwidth-efficient and more legal-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 ability to import new resources alongside existing ones.


The advent of Neo's [[OniSplit]] in late 2007 marked a radical improvement. A command-line tool for Windows (that can also run on Macs), OniSplit breaks Oni's resources into truly standalone and portable modules.  These modules can be edited and recombined to create the level data files that Oni reads, but new modules can also be created easily from scratch; image files can be made into texture resources, 3D models into new character modules, etc.
The advent of Neo's [[OniSplit]] in late 2007 marked a radical improvement. A command-line tool for Windows (that can also run on Macs), OniSplit breaks Oni's resources into truly standalone and portable modules.  These modules can be edited and recombined to create the level data files that Oni reads, but new modules can also be created easily from scratch; image files can be made into texture resources, 3D models into new character models, etc.


The modified game data contained in .oni files is usually well below any legal standard for copyright violation, but to avoid even distributing these files freely, an alternative is to distribute [[wiktionary:delta|delta]] patches; these patches require the existing Oni data files to be present, then modify that data to get it to the final state, thus not actually giving players any original game content they don't own.
The modified game data contained in .oni files is usually well below any legal standard for copyright violation, but to avoid even distributing these files freely, an alternative is to distribute [[wiktionary:delta|delta]] patches; these patches require the existing Oni data files to be present, then modify that data to get it to the final state, thus not actually giving players any original game content they don't own.
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OniSplit and delta patches allow the efficient packaging of the comprehensive mod known as the [[Anniversary Edition]], a project currently in beta.
OniSplit and delta patches allow the efficient packaging of the comprehensive mod known as the [[Anniversary Edition]], a project currently in beta.
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==Engine patching==
==Engine patching==
[[Image:Sfeli Finds Dev Mode.jpg|thumb|225px|right|[[User_talk:SFeLi|SFeLi]] documents his discovery in 2006; in examining the binary, he noticed that the list of cheat codes had a gap in it where one code had been removed; that code was for Developer Access. For more history, see [[History of Oni modding/The tale of Dev Mode|here]].]]
[[Image:Sfeli Finds Dev Mode.jpg|thumb|225px|right|[[User_talk:SFeLi|SFeLi]] documents his discovery in 2006; in examining the binary, he noticed that the list of cheat codes had a gap in it where one code had been removed; that code was for Developer Access. For more history, see [[History of Oni modding/The tale of Dev Mode|here]].]]