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hou-plus-og-sprites-new

Usage

  • Run main.py to do the majority of the mapping
  • Then run verification_and_fallback_matching.py to produce the final output .json database (including fallback entries)

Folder/File format for mod DLL to read

Currently mod files are stored in a streamingassets subfolder like OGSprites or OGBackgrounds

The existing behavior will be kept (if a file exists within that folder with the correct name, it will be used), but add on:

  • On startup, check if file called mapping/default.json exists, containing dictionary of Mod CG -> OG CG
  • If it does, load that mapping file (image paths relative to mapping/image folder)
  • need to check if voice file name is unique enough, or need full path
  • Also load all mapping/script/*.json files, one corresponding to each script file. These contain a dictionary of voice file name (string) to (Mod CG->OG CG) mapping
  • Then when playing:
  • The game keeps track of a dictionary of (Mod CG->OG CG)
  • Each time a voice file is encountered, the the game will update the dictionary according to the corresponding [scriptname].json file in the mapping/script folder
  • If no such entry exists in dictionary, should use default mapping defined in default.json

To compress the number of sprite calls in the individual script .json, can delete entries which are identical to the default.json file.

However, don't try to optimize too much (eg if the same mapping occurs multiple times in one script), as it makes loading/saving more difficult

Testing

Save/Load Testing

Make sure to test loading and saving works correctly. I think save/load should take care of this but not sure.

For example, test the following:

  • Default mapping says to display "A"
  • Script mapping says to display "B"
  • "B" is displayed
  • Save game
  • Load game
  • TEST: Check that "B" is still displayed

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