Developer Mode: Difference between revisions

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===...by doing it yourself===
===...by doing it yourself===
{{Divhide}}
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You may want to read this if your Windows version of Oni is not covered by the above DLL (e.g. if you have an odd language version) or if your Mac is not running the Intel build (though a Dev Mode-enabled version of the last PPC build is [[OMNI|HERE]]).
You may want to read this if your Windows version of Oni is not covered by the above DLL (e.g. if you have an odd language version) or if you are on a Mac that cannot run the Intel build (if you're using an old PowerPC Mac, note that a Dev Mode-enabled version of The Omni Group's "Mac OS X port" is [[OMNI|HERE]]).


First, get a good hex editor. Ideally, it should allow you to search for sequences containing joker characters (that is, wildcards or bit masks). One such editor for PC is [http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm XVI32]. On Macs, [http://www.cihexviewer.com/ CI Hex Viewer] is free, powerful, and can perform the search you need, but [http://ridiculousfish.com/hexfiend/ Hex Fiend] has a better comparison function so you can check your work afterward (open original and edited binaries and choose File>Compare "Oni" and "Oni").
First, get a good hex editor. Ideally, it should allow you to search for sequences containing joker characters (that is, wildcards or bit masks). One such editor for Windows is [http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm XVI32]. On Macs, [http://www.cihexviewer.com/ CI Hex Viewer] is free, powerful, and can perform the search you need, but [http://ridiculousfish.com/hexfiend/ Hex Fiend] has a better comparison function so you can check your work afterward (open the original and edited binaries and choose File > Compare "Oni" and "Oni").


====Cheat code lookup tables====
====Cheat code lookup tables====
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;Cheat lookup table
;Cheat lookup table
:When you type characters in the "pause screen", the text you enter is progressively compared with all the strings in the cheat table.
:When you type characters in the Pause screen, the text you enter is progressively compared with all the strings in the cheat table.
:When and if there is a match, the corresponding confirmation message is displayed for enablement/confirmation or for disablement if the cheat was already on, and the corresponding cheat event takes effect when the Pause screen is closed.
:When and if there is a match, the corresponding confirmation message is displayed for enablement/confirmation, or for disablement if the cheat was already on, and the corresponding cheat event takes effect when the Pause screen is closed.
:In full, each row of the cheat table consists of:
:In full, each row of the cheat table consists of:
:*a pointer to the cheat code string
:*a pointer to the cheat code string
Line 110: Line 110:


;Data size on different platforms
;Data size on different platforms
:In the Windows retail, Windows demo and macOS PPC builds, every row of the lookup table takes up 16 bytes; the 3 pointers and the ID are 4-byte data words (Little Endian on PC, Big Endian on PPC Macs); if a cheat has no "disabled" message, the row's third pointer is null.
:In the Windows retail/demo builds and The Omni Group's PPC Mac builds, every row of the lookup table takes up 16 bytes. The 3 pointers and the ID are 4-byte data words (little-endian in Windows, big-endian on PPC Macs). If a cheat has no "disabled" message, the row's third pointer is null.
<!--This does not appear to be true, not sure what version geyser was looking at. The item below this claimed to be for the Mac beta, but it's actually true of the Mac retail app. --Iritscen
:In Bungie's original Mac build (the retail version of the application), the pointers and the ID are 2-byte words (Big Endian). Regular rows take up 8 bytes, but for one-way cheats with no "disabled" message, weird stuff happens to the third pointer and to the ID, and the row takes up 10 bytes; here, the ID can be found in what would be the first byte of the ID field instead of the second, and the remaining 3 bytes are garbage. An additional garbage byte is added between consecutive one-way cheats (0x06 and 0x07).
:In the Mac OS 9 retail and demo, every row of the lookup table takes up 8 bytes; the 3 pointers and the ID are 3-byte data words (Big Endian); if a cheat has no "disabled" message, the last byte of the third element is taken up by the ID (the remaining 2 bytes are garbage, as well as the ID field).-->
:In the Mac OS 9 builds, the pointers and the ID are 2-byte words (Big Endian); regular rows take up 8 bytes; for one-way cheats with no "disabled" message, weird stuff happens to the third pointer and to the ID, and the row takes up 10 bytes... the ID can be found in what would be the first byte of the ID field instead of the second, and the remaining 3 bytes are garbage. An additional garbage byte is added between consecutive one-way cheats (0x06 and 0x07).


====Let's kill killmequick====
====Let's kill "killmequick"====
In the Windows, Windows demo and macOS PPC builds, there's extra space at the end of the lookup table and where the cheat codes/messages are stored, so one can add '''thedayismine''' as an extra cheat. On Mac OS 9, the data is packed tighter (and the text strings are stored together with their size), so the only easy way is to replace an existing cheat. Since replacing an existing cheat is the only solution that works on all platforms, the following mini-tutorial will explain how to bind the Developer Mode cheat event to the Ultra Mode cheat code '''killmequick''' (since hardly anyone uses that cheat).
In the Windows retail, Windows demo and Omni Group PPC builds, there's extra space at the end of the lookup table and where the cheat codes/messages are stored, so one can add '''thedayismine''' as an extra cheat. In Bungie's retail Mac builds, the data is packed tighter (and the text strings are stored together with their size), so the only easy way is to replace an existing cheat. Since replacing an existing cheat is the only solution that works on all platforms, the following mini-tutorial will explain how to bind the Developer Mode cheat event to the Ultra Mode cheat code '''killmequick''' (since hardly anyone uses that cheat).


====Finding the lookup table====
====Finding the lookup table====
Open the executable (or the data fork of the executable in the Mac OS 9 build), after backing it up of course.... We shall look for the last three elements of the table, corresponding to '''fistsoflegend''', '''killmequick''' and '''carousel'''.
Open the executable (or the data fork of the retail Mac build), after backing it up of course…. We shall look for the last three elements of the table, corresponding to '''fistsoflegend''', '''killmequick''' and '''carousel'''.
;In the Windows retail and demo builds, look for '''13 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 14 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 15 00 00 00'''
;In the Windows retail and demo builds, look for '''13 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 14 00 00 00 ## ## ## ## ## ## ## ## ## ## ## ## 15 00 00 00'''
;In the macOS PPC build, look for '''00 00 00 13 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 14 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 15''' ([[:File:Finding killmequick - Omni build.jpg|sample pic]])
;In the Omni Group build, look for '''00 00 00 13 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 14 ## ## ## ## ## ## ## ## ## ## ## ## 00 00 00 15''' ([[:File:Finding killmequick - Omni build.jpg|sample pic]])
;In the Mac OS 9 build, look for '''00 13 ## ## ## ## ## ## 00 14 ## ## ## ## ## ## 00 15''' ([[:File:Finding killmequick - Mac OS 9 build.jpg|sample pic]])
;In the retail Mac build, look for '''00 13 ## ## ## ## ## ## 00 14 ## ## ## ## ## ## 00 15''' ([[:File:Finding killmequick - Mac OS 9 build.jpg|sample pic]])
;
;
where the ## are joker characters (wildcard bytes). Once you've found that data (make sure it occurs only once in the file), replace the '''14''' with a '''0B'''.
where the ## are joker characters (wildcard bytes). Once you've found that data (make sure it occurs only once in the file), replace the '''14''' with a '''0B'''.

Revision as of 18:17, 28 October 2021

Developer Mode's cheat code on a special crate in Syndicate Warehouse.

Developer Mode is a bundle of features created by Bungie West to help them develop Oni: a console line for entering scripting commands, manual camera controls, and various debugging features. It was traditionally activated with the cheat code thedayismine, but see "Unlocking it" and "Activating it" below before trying the code.

Despite being hinted at by a crate texture (right) and appearing on a leaked list of cheat codes during beta testing, this cheat code did not work upon Oni's release, and it was long believed that Developer Mode had been cut from retail versions of Oni. However, Dev Mode is actually present in all available versions of Oni. It just needed to be unlocked, as the community learned back in 2006.

Below you will find download links, unlocking instructions, and finally an overview of the Developer Mode's features. For Dev Mode features lurking in the PS2 version of Oni, first discovered in 2017, see Oni (PlayStation 2).

Unlocking it

...by downloading a patch

Windows: You can install the Daodan DLL to unlock Developer Mode; note that the Anniversary Edition installs the Daodan DLL automatically.
Mac: The Intel build of Oni already has Dev Mode unlocked; note that the Anniversary Edition installs the Intel build automatically.

...by doing it yourself

Activating it

Unlock cheats

Even once Developer Mode is unlocked, it must be activated in-game through a cheat code. Cheats are normally disabled until you finish the full version of the game, but cheats are enabled all the time when the Daodan DLL is installed in Windows or when using the Mac Intel build.

Enter the cheat code

Enter the Pause screen (default key F1) and look for a confirmation message after typing the Developer Mode cheat thedayismine (or killmequick if you followed the DIY tutorial above). You can also just type x when the Daodan DLL or Mac Intel build is being used.

Using the console

~
`
§
½
°
^
U.S.
QWERTY
Danish
QWERTY
German
QWERTZ

By default, Oni auto-binds the "console" toggle to the key to the left of the numeric row. On U.S. QWERTY keyboards, this is the key with a grave accent, `, in the lowercase position and a tilde, ~, in the uppercase position. It is usually called the "tilde key" by users even though it's really the "grave accent key".

On non-U.S. keyboards, that key may not be recognized. Just add a line like "bind leftalt to console" to key_config.txt in your Oni folder and you'll be able to open the console with that key. In some cases, this bound key will not close the console; however, pressing the grave accent key, oddly enough, may work. Or you can press the appropriate key for your layout:

Danish QWERTY: The ½ key to the left of the numeric row.

German QWERTZ: The circumflex accent key, ^. In Windows, if playing Oni in windowed mode, you should use "rightalt" as your alternative console binding because "leftalt" activates the window's menu, stealing Oni's controls.

Console output glitch

When Developer Mode is active, Oni prints debug messages about in-game events along the bottom-left of the screen. Past messages scroll up the screen and fade. In some situations, messages don't fade (e.g. if character debugging is enabled or you are currently using the console line).

The easiest way to check whether that output works at all is to press F8: the character class change is acknowledged with a console message.

If you don't see anything, that means console output is broken in your version of Oni. If you're using the Windows version of Oni and you applied Ian's patch (the old WinXP patch, no longer offered because it is superseded by the Daodan DLL), that may be what disabled console output. In Windows demo Oni, both console output and console input are invisible (i.e. you can enter script commands, but you're "blindfolded").

Features

Many of the features listed below no longer work as intended, either due to changes made to the code before shipping Oni or due to the absence in retail Oni of developer resources that the features were intended to call upon, such as level0_Tools. Nevertheless, some of these features are helpful for modders, most notably the camera controls and dev console.

Hotkeys

Below are Oni's hardcoded mappings for Developer Mode functions. The Alt key (Option key on Macs) can be used in place of Ctrl. Ctrl is called "Strg" on German keyboards.

The "U.S. QWERTY" column gives the standard hotkeys (the keys intended by the American developers to be pressed). In the "German QWERTZ" and "French AZERTY" columns, the hotkeys differing from U.S. QWERTY are shown. If you have another type of keyboard that you would like to have incorporated into the table, feel free to add a column (or ask for it on the talk page).

If a hotkey's functionality has been restored in Windows using the Daodan DLL, it will be checked off here. Stuff that doesn't work has been grouped at the end of the table.

U.S. QWERTY German QWERTZ French AZERTY Description Windows Mac
` (grave accent) ^ ² Displays console Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+O Hide non-(visually-)occluding quads (1) Checkmark 16px blue.png
Ctrl+Shift+S Hide non-sound-occluding quads (2) Checkmark 16px blue.png
Ctrl+Shift+I Draw invisible quads Checkmark 16px blue.png
Ctrl+Shift+Y Ctrl+Shift+Z Ctrl+Shift+Y Performance display (includes FPS) Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+T Draw only character-colliding geometry Checkmark 16px blue.png
Ctrl+Shift+R Draw only object-colliding geometry Checkmark 16px blue.png
Ctrl+Shift+F Fast Mode (runs Oni at up to 24x) Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+G Draw Every Frame Mode Checkmark 16px blue.png (3)
Ctrl+Shift+X Toggle show trigger volumes (formerly "Secret X") Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+Ins Add flag Checkmark 16px blue.png (4)
Ctrl+Shift+Del Delete flag Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+U Unstick player Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+\ Ctrl+Shift+# Ctrl+Shift+* Displays "Profile on"/"Profile off" (no other known effect) Checkmark 16px blue.png
Ctrl+Shift+L Dumps a screenshot every frame Checkmark 16px blue.png Checkmark 16px blue.png
. (period) : (colon) Single Step Mode Checkmark 16px blue.png Checkmark 16px blue.png
/ - ! Advance one step (when in Single Step Mode) Checkmark 16px blue.png Checkmark 16px blue.png
.+/ .+- :+! Exit Single Step Mode (press keys simultaneously) Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+Home Cycle active camera Checkmark 16px blue.png
End Warp to camera Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+Shift+B Shows current opponent's logic Checkmark 16px blue.png Checkmark 16px blue.png
] + $ Freeze animation frame (6) Checkmark 16px blue.png Checkmark 16px blue.png
[ Ü ^ Advance animation frame (6) Checkmark 16px blue.png Checkmark 16px blue.png
F2 Cutscene Animation 1 Checkmark 16px blue.png Checkmark 16px blue.png
F3 Cutscene Animation 2 Checkmark 16px blue.png Checkmark 16px blue.png
F6 Kill all AIs Checkmark 16px blue.png Checkmark 16px blue.png
Ctrl+F7 Play dead Checkmark 16px blue.png Checkmark 16px blue.png
F7, Shift+F7 Cycle weapons (holster to get second weapon) Checkmark 16px blue.png Checkmark 16px blue.png
F8, Shift+F8 Cycle characters Checkmark 16px blue.png Checkmark 16px blue.png
F9 Start recording Checkmark 16px blue.png Checkmark 16px blue.png
F10 Stop recording Checkmark 16px blue.png Checkmark 16px blue.png
F11 Playback recording Checkmark 16px blue.png Checkmark 16px blue.png
Return/Enter Cycle camera modes (see table below for camera controls):
1. Normal
2. Detached A - mouse still controls character aim
3. Detached B - mouse aims camera
Checkmark 16px blue.png Checkmark 16px blue.png
U.S. QWERTY German QWERTZ French AZERTY Description Windows Mac
Ctrl+Shift+Y Ctrl+Shift+Z Ctrl+Shift+Y Secret Y (5)
Ctrl+Shift+Z Ctrl+Shift+Y Ctrl+Shift+Z Secret Z (5)
Ctrl+Shift+N Camera recording start
Ctrl+Shift+M Ctrl+Shift+, Camera recording stop
Ctrl+Shift+, Ctrl+Shift+; Camera recording playback
Place quad
Place quad mode
Ctrl+Shift+1 Ctrl+Shift+& Test One
Ctrl+Shift+2 Ctrl+Shift+é Test Two
Ctrl+Shift+3 Ctrl+Shift+" Test Three
Ctrl+Shift+4 Ctrl+Shift+' Test Four
Ctrl+Shift+K Kill particles
Backspace Enter AI debugger
7 è Explode One
8 _ Explode Two
9 ç Explode Three
0 @ Explode Four
Ctrl+Shift+J Reset particles
Ctrl+Shift+W Ctrl+Shift+Z Ctrl+Shift+W Drop flag and add waypoint
Ctrl+Shift+P Display particle performance
Ctrl+Shift+; Ctrl+Shift+Ö Ctrl+Shift+M Lock particle performance display


(1) This dev feature does not fully function in Windows, so the only non-occluding quads that disappear are console screens.

(2) This dev feature does not fully function in Windows, so the non-sound-occluding quads remain visible. However, the second aspect of this feature, which marks furniture with a red texture to indicate that it is partially sound-occluding, still works.

(3) On Macs, Draw Every Frame Mode speeds up the game almost to the extent of Fast Mode, but with glitchy animations.

(4) Please see talk page section "Insert key on Macs".

(5) Wouldn't Ctrl+Y and Ctrl+Z conflict with "Performance display"?

(6) "Animation freezing" works on the main character and means two things:

a) The character's position and pose remain exactly the same as they were at the time of freezing, along with collision shapes (spheres and body parts) and other stuff.
b) The actual character, unless "pinned" with chr_pin_character=1, will keep moving with the same velocity as at the time of freezing.
  • For regular (grounded) animations, the vertical velocity is zero and the horizontal velocity is determined by the animation frame that was playing at the time of freezing.
  • If airborne (jumping or falling) the current airborne velocity (both vertical and horizontal) at the time of freezing is maintained.
  • Wall collision is disabled, as well as gravity acceleration and the "air" timer (so you can't die from falling for too long while frozen).
  • Floor collision still works, as well as the "off" timer that starts when you step off a ledge, and the downward velocity that is applied then (see ONCC for details on this downward velocity).
If one sets chr_pin_character=1, then animation debugging works exactly as intended: there is no drifting, and one can conveniently advance through the frames of the current animation.
If one does not set chr_pin_character=1, then the frame-freezing functionality does not allow one to study animations, and instead provides a powerful (and risky) teleporting gimmick.

Camera controls

Note that the camera controls have default mappings, given below, but unlike the developer hotkeys, they are custom-bindable. In fact, on Macs, the default numpad bindings need to be customized or they won't work at all. See note HERE about how to bind these keys and fix the Mac numpad controls. Also, the definitions of panning left and right are reversed, as NumPad4 will turn the camera to the left, but its action is called "man_cam_pan_right", and vice versa for NumPad6....

After detaching the camera with Enter and flying it away from Konoko, the End key teleports Konoko to the camera position and attaches the camera to her position again. If you turn off collision with "chr_nocollision 0 1" before teleporting, Konoko will not fall out of the air when teleported to the camera position (just don't jump with collision off...).

Windows
Key Result
NumPad 1/3 Move camera left/right
NumPad 8/5 Move camera forward/backward
NumPad -/+ Move camera up/down
NumPad 6/4 Pan camera left/right
Up/Down Arrow Pan camera up/down
Mac
Key Result
Left/Right Arrow Move camera left/right
Up/Down Arrow Move camera forward/backward
Page Up/Down Move camera up/down
NumPad 6/4 Pan camera left/right
NumPad 8/2 Pan camera up/down

Runtime scripting

Basic idea

(Almost) anything you write in scripts you can enter at runtime with the console. The only thing you can't do is register new variables and functions.

You can call existing functions, check on the values of existing variables. "Existing" means either built-in ones, or part of the original level logic, or part of your own scripts for the given level.

If a function/variable was succesfully registered by Oni during level load, you will be able to refer to them from the console.

You will even be able to browse the registered variables/functions with the Tab key, while typing at the console. Tab autocompletes the command being typed, then cycles through all available commands in (hex)alphabetical order (A...Z come before a...z). Shift+Tab lets you go back.

Previous commands can be navigated with up and down arrows. You can't insert/delete text in the middle of a command; you have to use Backspace.

The only keys that have an effect while the console is active are: Escape, Enter, Backspace, (Shift+)Tab, ASCII character keys and the arrow keys.

If you press an illegal key during console input (such as F1), the input display will freeze; hit Tab a few times to fix.

Limitations

Obviously, if Oni is experiencing graphical issues and you have no console output, runtime scripting can be a bit frustrating. Even more so if console input is invisible -- you're in for some blindfolded scripting then. Still, there are a few commands which you can type in as equivalents to regular cheats:

chr_nocollision 0 1 and chr_nocollision 0 0 enable/disable no-clipping. When in no-clipping mode, you can't fall down; thus, jumping makes you flail in midair, and eventually you die (so be careful about that)
give_powerup shield gives you a force shield (which you can't have with fatloot)
dump_docs prints all the registered commands/variables to a file in your Oni folder (so you know just what you can type)