SA2/SADX Mod Loader I am the best at names
Posted 19 August 2013 - 10:57 PM
Not possible, the two games use totally different animation systems.
Posted 30 August 2013 - 03:59 PM
Currently some types of lists won't get entries in the pointers array because when I was still editing the exe directly I had the brilliant idea to update the list header that was already there, rather than appending a new list header to the end of the exe and changing the pointer, which doesn't work very well with this setup.
Additionally SAMDL and SALVL can now export C data files themselves.
The SADXModLoader.h and SA2ModLoader.h files were also updated because I was missing a few structs and enums.
Edit: Fixed some bugs.
Posted 22 September 2013 - 01:46 AM
I have a hopefully small request. For the SADX Mod Manager, would it be possible to add support for the custom resolution 1440x1080? I ask because the full 16:9 1920x1080 cuts off the top and bottom of the FOV, and 1440x1080 is the 4:3 resolution that uses the entire y-axis of a 1080p monitor.
Thank you for all the work you've put into the games.
Posted 22 September 2013 - 09:59 AM
Posted 30 September 2013 - 01:09 PM
You remember how I was interested in tweaking the character physics before?
Would it be possible to make it a mod pack rather than something built into an EXE? I like the idea of having them be togglable rather than using several EXE's.
Posted 28 October 2013 - 05:22 PM
- An EXEFile entry can be used to specify an alternative executable file (must be in the same folder as the original exe). The mod manager will run the specified exe instead of the default one when "Save and Play" is clicked, and the mod loader dll will show a warning if you use the wrong exe.
- An IgnoreFiles section. In this section, you may list one file per line, and any accesses to files appearing in this section will be redirected to "nullfile".
- A ReplaceFiles section. In this section, you may list a file name, an equals sign, and the name of the file you want to be read instead of the first file. For example, system\\sounddata\\bgm\\wma\\title.wma=system\\sounddata\\bgm\\wma\\sonic.wma will cause "It Doesn't Matter" to play on the main menu.
- A SwapFiles section. This section behaves similarly to ReplaceFiles, except that the replacement happens both ways. So if you put the previous example in this section, it would also cause Sonic's credits to play the main menu song.
A couple reminders about INIs:
Section header names are enclosed in square brackets (for example, [ReplaceFiles]).
My INI parser uses backslashes (\) for escape sequences. \n is a newline, \r is a carriage return, \\ is a backslash, and any other character following a backslash will be interpreted as a literal character. So if you want to put an = in a key or value, you must type \=.
Posted 07 December 2013 - 05:11 PM
I was going to try to add save file redirection like CPKREDIR, but I don't see a way to make that happen without completely rewriting the save file code.