Apr 10, 2017 at 10:21 PM
Join Date: Jan 13, 2016
Location:
Posts: 132
Well, it's been a while. I figure I shouldn't keep things waiting, and just release what I've got so far. It doesn't matter how polished I make this if it never gets released anyway.
So, now, I've added a user-defined playlist system: no more sticking to the Wii/3D file naming schemes, or needing to select a different DLL for different features - you decide these for yourself!
Example playlist.txt based on Cave Story 3D's layout:
You might be wondering where this file goes. Well, each mod in the mods folder now gets its own folder! Inside, it can store its DLL and a settings.txt file (in this case used to select the appropriate playlist file). In the future, this folder will be where you store your Ogg files, also, but that's currently not complete, hence the above filepaths being relative to the Doukutsu.exe as opposed to the mod's folder.
The mod loader itself also has preliminary support for file redirection. Right now, this only affects org files, but I hope to expand it to every other type of file in the game soon. Inside your mod's folder, create a 'data' folder, with an 'Org' folder inside it. In there, you can insert replacement Org files, and the game will play those instead of the ones embedded in the EXE (of course, this won't work if you're also using the Ogg music mod).
The mod loader's seen quite a bit of tweaking since the last release, so you'll have to follow the installation instructions again on a clean EXE. Notably, the mod_loader.dll has been moved to the mods folder.
In addition, there are a couple of new mods:
So, now, I've added a user-defined playlist system: no more sticking to the Wii/3D file naming schemes, or needing to select a different DLL for different features - you decide these for yourself!
Example playlist.txt based on Cave Story 3D's layout:
Code:
data/Ogg11/WANPAKU, loop, split
data/Ogg11/ANZEN, loop, split
data/Ogg11/GAMEOVER, split
data/Ogg11/GRAVITY, loop, split
data/Ogg11/WEED, loop, split
data/Ogg11/MDOWN2, loop, split
data/Ogg11/FIREEYE, loop, split
data/Ogg11/VIVI, loop, split
data/Ogg11/MURA, loop, split
data/Ogg11/FANFALE1, split
data/Ogg11/GINSUKE, loop, split
data/Ogg11/CEMETERY, loop, split
data/Ogg11/PLANT, loop, split
data/Ogg11/KODOU, loop, split
data/Ogg11/FANFALE3, split
data/Ogg11/FANFALE2, split
data/Ogg11/DR, loop, split
data/Ogg11/ESCAPE, loop, split
data/Ogg11/JENKA, loop, split
data/Ogg11/MAZE, loop, split
data/Ogg11/ACCESS, loop, split
data/Ogg11/IRONH, loop, split
data/Ogg11/GRAND, loop, split
data/Ogg11/Curly, loop, split
data/Ogg11/OSIDE, loop, split
data/Ogg11/REQUIEM, loop, split
data/Ogg11/WANPAK2, loop, split
data/Ogg11/QUIET, loop, split
data/Ogg11/LASTCAVE, loop, split
data/Ogg11/BALCONY, loop, split
data/Ogg11/LASTBTL, loop
data/Ogg11/LASTBT3, loop, split
data/Ogg11/ENDING, loop, split
data/Ogg11/ZONBIE, loop, split
data/Ogg11/BDOWN, loop, split
data/Ogg11/HELL, loop, split
data/Ogg11/JENKA2, loop, split
data/Ogg11/MARINE, loop, split
data/Ogg11/BALLOS, loop, split
data/Ogg11/TOROKO, split
data/Ogg11/WHITE, loop, split
You might be wondering where this file goes. Well, each mod in the mods folder now gets its own folder! Inside, it can store its DLL and a settings.txt file (in this case used to select the appropriate playlist file). In the future, this folder will be where you store your Ogg files, also, but that's currently not complete, hence the above filepaths being relative to the Doukutsu.exe as opposed to the mod's folder.
The mod loader itself also has preliminary support for file redirection. Right now, this only affects org files, but I hope to expand it to every other type of file in the game soon. Inside your mod's folder, create a 'data' folder, with an 'Org' folder inside it. In there, you can insert replacement Org files, and the game will play those instead of the ones embedded in the EXE (of course, this won't work if you're also using the Ogg music mod).
The mod loader's seen quite a bit of tweaking since the last release, so you'll have to follow the installation instructions again on a clean EXE. Notably, the mod_loader.dll has been moved to the mods folder.
In addition, there are a couple of new mods:
- Graphics enhancement pack - read about it here
- disable_image_protection - installing the mod loader no longer does this automatically, so a separate mod is needed
- 3ds_hud - I noticed the 3DS eShop port has a different HUD, one that tries to take up less of the screen, so this mod tries replicating it
- The left analogue stick now controls the character
- The triggers now alternate weapons
- A system's been added to prevent inputs from cancelling each other out (such as the D-Pad and Analogue Stick)