Current status of the Gens 2024 mod loader's backwards compatibility for Gens 2011 mods:
I've got Criware CSB files converting to ACBs that play in-game now!
Here's a demo using Brianuuu's Jason Griffith Voice v4.0 mod.
The volume is **very** messed up currently - will fix!
https://youtu.be/JF2SvzkSwsM
I've got Criware CSB files converting to ACBs that play in-game now!
Here's a demo using Brianuuu's Jason Griffith Voice v4.0 mod.
The volume is **very** messed up currently - will fix!
https://youtu.be/JF2SvzkSwsM
Comments
That's odd, I have version 1.10, and the game works with the mod loader installed/enabled for me.
Are you on the latest version of the mod loader (1.3.3)? Do you have the latest community codes installed? Any mods/codes enabled?
I believe, if I can get that working, it's a good sign that most Gens 2011 mods will work.
It's because code mods alter the exe by just editing bytes at exact locations within the exe, but Gens 2024 has a new exe which is entirely different.
(Perhaps it'd make more sense for us to call them "DLL mods" instead, actually?)
I mentioned some examples in an old thread on Twitter:
When I said "And many more!" in that thread, it was honestly a bit of an exaggeration.
Unleashed Project, and most other stage/character/music/voice mods are not code mods, for example; just the few that also change the game's code
- Volume levels are completely wrong; needs SetBusSend commands (easy)
- Looping audio is broken
- 3D audio stuff is not translated yet
- AISAC stuff is not implemented yet at all (pain)
- Pitch and EQ stuff is not translated yet
- Random probabilities are not translated yet (easy)
It feels very good to not be confused by anything in this format anymore.
This is actually a really cool format btw; you can do a lot with it!
Though don't expect fast progress on this, because I'm really busy these days, and I want to finish the Gens 2024 stuff first. =)
I envision a DAW-like editor with a timeline you can drag audio clips onto.
- Fully support ACB (biggest feature)
- Have a more "visual" GUI with a timeline you can drag n' drop audio onto
- Have waveform/AISAC previewing
- Be cross-platform
I'm just starting with CSB because it's easier
The new HedgeEdit currently takes the approach of having project files for your entire mod. I could store any project metadata needed for editing these files in there
I'm just starting with CSB because it's an easier starting point for me to get something working with, and ACB builds directly off of it. I tend to think in terms of: "Build up"
The hard part will be making a proper timeline editor GUI
if theres any insight you missing theres a lot of info on the XV2-Tools repo on github and theres even a couple of things I learned from my research for my future SxSGens dub project.
I'd like to document everything eventually on HedgeDocs.
That repo has been helpful! Although I found a lot of its info on the command tables is inaccurate/incorrect. I've cracked most of the commands now, and it's really cool
I like how the command tables work - much of it is parameter information, like volume, pitch, bus sending, sequence start position, flags, etc.
Very powerful, but also very simple and easy for them to parse in an optimized way
This is C++ code that translates everything in-memory, written with the intention of being used in-game. But currently, it's called by a temporary tool that loads the csb and saves the resulting acb.
I'll plug that code into the mod loader soon, then it'll be in-game