Mac beta 4: Difference between revisions

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{{merge|[[Pre-beta content]]}}
:''See [[History of Mac Oni]] for the story of the officially released builds of Oni for Mac.''


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.
Although no Windows Oni [[wiktionary:beta#Noun|betas]] are known to have been leaked, there are two alternate Mac versions that have shed some light on the development of Oni. One is a leaked 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. The second is the German localization, known informally as the "Big Blue Box beta", or "beta 5", which is not technically a beta.


;Beta 4 (leaked during beta testing)
==Beta 4==
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.
[[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.]]


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.
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. Dev Mode did exist in beta 4, however it was 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 [[History of Oni modding#Engine patching|engine patching]]; beta 4 is the only version of Oni observed to have Dev Mode freely accessible.


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]].
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, Omni Group's port for Mac OS X (now "macOS"), 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; those patches were documented [[OMNI|here]]. Today, the [[FERAL|Intel build]] from Feral has restored virtually all the BSL functionality that is present in Windows Oni.


;"Beta 5" (sold in German online store)
==German Oni==
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).
The German localization of Oni for the Mac accidentally shipped with development-related files. This version was originally called "beta 5" by the community because it was thought to come after the leaked beta 4; but in fact the extra files it contains would likely have come from Oni's <u>pre</u>-beta period. It was also called the "Big Blue Box beta" or the "BBB beta" because the discovery was made in a collection of four games called The Big Blue Box which included Oni. However, not only do all German copies of Oni seem to have these files, but other localizations may have them as well; for instance, the U.S. PS2 release of Oni has the cut level scripts, but not the tool files.


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.
The app's creation date is 3/13/01, well after Oni's U.S. release, which indicates that the app was produced after localization had occurred, and contains changes necessary to make it work with the extended set of characters in the German alphabet. The game app itself has the same functionality, however, as other retail releases do; its version number is 1.1, just like the English Mac build of Oni, and access to Developer Mode and many BSL functions have been removed as in the English Mac builds of Oni.


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.
However, the game data had two very unusual features: the level0_Tools files, and some scripts for levels that were never released. It also uses the Windows versions of the familiar level scripts (the Mac scripts have a [[Windows Oni vs. Mac Oni|few small differences]]). This might mean that Oni's game data files were made available to the localization team between the Windows gold master in November 2000 and the [[History of Mac Oni|Mac gold master]] in December 2000; at least the code for the game app was supplied after the Windows gold master, since [[separate file]]s are present, as in other Mac releases. However, this does not explain why there are files from earlier in Oni's development bundled with the game.


:level0_Tools contains:
Firstly, the '''level0_Tools files''' (found in GameDataFolder in the usual .dat/.raw/.sep formats) contain resources used during development. The Oni application will not actually load these files (in fact, Oni will explicitly state in its startup log that it is skipping the "tool files"), but the function of the files 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. level0_Tools contains:
:*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)
:*Distinct furniture models ([[OFGA|OFGAs]]). These are now "baked into" the environment of Oni's levels as generic [[AKEV]] quads that are merely flagged as furniture.
:*some [[WMDD]]s that were used at some point to edit [[OBJC|OBJCs]] and other [[BINA]] resources (helpful in reverse-engineering the BINA formats)
:*[[WMDD]]s that were used by the in-game visual editor, AKA Tool mode. This mode is not available in retail builds of Oni, but Bungie West used it to edit [[OBJC|OBJCs]] and other [[BINA]] resources while in-game. The German localizers seem to have translated some of the Tool mode GUI into German along with everything else, not understanding that the files were superfluous.
:*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)
:*Textures that were used for debugging, or for other obsolete purposes. The most notable texture is [[:Image:TXMPPOSTER3.png|this mask-less rendition]] of the [[:Image:TXMPPOSTER1.png|Hapémask cat]] who appears in Chapter 2. Logically called "Hapékat", he is now our wiki's mascot.


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.
The WMDDs were visually reconstructed, and these images have been placed on the [[OBD]] pages of any resource types that had editor window(s) devoted to them. A complete collection of the images in one place is found [http://ssg.oni2.net/subfold/bluebox/images/ here]. The labels on the elements in these windows were helpful in reverse-engineering the BINA formats.


'''Merged and cut content'''
Secondly, German Mac Oni contains a number of '''extra level scripts''' within the [[IGMD]] folder which are not present in retail Oni, either because (a) they provided the logic for test levels used by the developers, (b) they represent content that was later merged into another level, or (c) they represent actual cut content. In total there are 10 folders not present in a retail Oni installation: '''Airport_II''', '''BGI''', '''aop''', '''cap''', '''CZ''', '''CZ_II''', '''[[IGMD/global|global]]''' (empty), '''pit''', '''ats''', and '''SR'''. The missing levels that 9 of these folders refer to, and what the scripts reveal about them, are discussed on the [[Pre-beta content#Cut levels|Pre-beta content]] page.


*'''Airport_II'''. Level: Airport Part Deux (level5_Final).
[[Category:Oni history]]
: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.
*'''BGI'''. Level name: BGI HQ (level16_Final).
: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.
 
'''Former arenas'''
 
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.
*'''aop'''. Level name: Arena of Pain (level30_Final).
:The script for this level simply creates three characters. Probably used either as a test of the AI, or of multiplayer.
*'''cap'''. Level name: Capture (level34_Final).
: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).
:The script here simply spawns a character.
*'''CZ_II'''. Level name: Crossing Zone Too (level33_Final).
:The script here simply spawns a character.
*'''pit'''. Level name: Pit (level32_Final).
:Simply spawns four unidentified characters.
 
'''Test levels'''
 
The first level here is in the 30s, but its name pretty much pegs it as a test level.
*'''ats'''. Level name: AlexTestSite (level55_Final).
: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).
*'''SR'''. Level name: FiringRange (level71_Final) (probably; assuming "SR" = "ShootingRange").
:The script here does nothing but start some unspecified environmental animations, possibly moving obstacles for the targets of the firing range.
 
'''Other'''
 
*'''global'''. Interestingly, this version of Oni has a [[IGMD/global]] folder even though the Mac engine does not recognize scripts placed here.
 
[[Category:Real World]]

Revision as of 14:55, 18 May 2021

See History of Mac Oni for the story of the officially released builds of Oni for Mac.

Although no Windows Oni betas are known to have been leaked, there are two alternate Mac versions that have shed some light on the development of Oni. One is a leaked 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. The second is the German localization, known informally as the "Big Blue Box beta", or "beta 5", which is not technically a beta.

Beta 4

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 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. Dev Mode did exist in beta 4, however it was 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.

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, Omni Group's port for Mac OS X (now "macOS"), 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; those patches were documented here. Today, the Intel build from Feral has restored virtually all the BSL functionality that is present in Windows Oni.

German Oni

The German localization of Oni for the Mac accidentally shipped with development-related files. This version was originally called "beta 5" by the community because it was thought to come after the leaked beta 4; but in fact the extra files it contains would likely have come from Oni's pre-beta period. It was also called the "Big Blue Box beta" or the "BBB beta" because the discovery was made in a collection of four games called The Big Blue Box which included Oni. However, not only do all German copies of Oni seem to have these files, but other localizations may have them as well; for instance, the U.S. PS2 release of Oni has the cut level scripts, but not the tool files.

The app's creation date is 3/13/01, well after Oni's U.S. release, which indicates that the app was produced after localization had occurred, and contains changes necessary to make it work with the extended set of characters in the German alphabet. The game app itself has the same functionality, however, as other retail releases do; its version number is 1.1, just like the English Mac build of Oni, and access to Developer Mode and many BSL functions have been removed as in the English Mac builds of Oni.

However, the game data had two very unusual features: the level0_Tools files, and some scripts for levels that were never released. It also uses the Windows versions of the familiar level scripts (the Mac scripts have a few small differences). This might mean that Oni's game data files were made available to the localization team between the Windows gold master in November 2000 and the Mac gold master in December 2000; at least the code for the game app was supplied after the Windows gold master, since separate files are present, as in other Mac releases. However, this does not explain why there are files from earlier in Oni's development bundled with the game.

Firstly, the level0_Tools files (found in GameDataFolder in the usual .dat/.raw/.sep formats) contain resources used during development. The Oni application will not actually load these files (in fact, Oni will explicitly state in its startup log that it is skipping the "tool files"), but the function of the files was determined from examining their resources. If you're curious, you can download level0_Tools here. OniSplit can be used to extract the data into individual resources. level0_Tools contains:

  • Distinct furniture models (OFGAs). These are now "baked into" the environment of Oni's levels as generic AKEV quads that are merely flagged as furniture.
  • WMDDs that were used by the in-game visual editor, AKA Tool mode. This mode is not available in retail builds of Oni, but Bungie West used it to edit OBJCs and other BINA resources while in-game. The German localizers seem to have translated some of the Tool mode GUI into German along with everything else, not understanding that the files were superfluous.
  • Textures that were used for debugging, or for other obsolete purposes. The most notable texture is this mask-less rendition of the Hapémask cat who appears in Chapter 2. Logically called "Hapékat", he is now our wiki's mascot.

The WMDDs were visually reconstructed, and these images have been placed on the OBD pages of any resource types that had editor window(s) devoted to them. A complete collection of the images in one place is found here. The labels on the elements in these windows were helpful in reverse-engineering the BINA formats.

Secondly, German Mac Oni contains a number of extra level scripts within the IGMD folder which are not present in retail Oni, either because (a) they provided the logic for test levels used by the developers, (b) they represent content that was later merged into another level, or (c) they represent actual cut content. In total there are 10 folders not present in a retail Oni installation: Airport_II, BGI, aop, cap, CZ, CZ_II, global (empty), pit, ats, and SR. The missing levels that 9 of these folders refer to, and what the scripts reveal about them, are discussed on the Pre-beta content page.