├── .github └── workflows │ ├── dotnet.yml │ └── windows.yml ├── .gitignore ├── KNOWN ISSUES.txt ├── LICENSE ├── ModPackager ├── .vscode │ ├── launch.json │ └── tasks.json ├── ModPackager.csproj ├── Program.cs ├── ProgressBar.cs └── Scripts.cs ├── NuGetPackages └── UndertaleModLib.1.0.0.nupkg ├── ProofOfConcept ├── .vscode │ └── tasks.json ├── Program.cs ├── ProofOfConcept.csproj ├── Structs.cs └── Workarround.cs └── README.md /.github/workflows/dotnet.yml: -------------------------------------------------------------------------------- 1 | # This workflow will build a .NET project 2 | # For more information see: https://docs.github.com/en/actions/automating-builds-and-tests/building-and-testing-net 3 | 4 | name: Linux 5 | 6 | on: 7 | push: 8 | branches: [ "main" ] 9 | pull_request: 10 | branches: [ "main" ] 11 | 12 | jobs: 13 | build: 14 | 15 | runs-on: ubuntu-latest 16 | 17 | steps: 18 | - uses: actions/checkout@v3 19 | - name: Setup .NET 20 | uses: actions/setup-dotnet@v3 21 | with: 22 | dotnet-version: 6.0.x 23 | - name: Restore dependencies 24 | run: dotnet restore ModPackager 25 | - name: Build 26 | run: dotnet build ModPackager --no-restore 27 | - name: Test 28 | run: dotnet test ModPackager --no-build --verbosity normal 29 | - name: IDK 30 | uses: actions/upload-artifact@v2 31 | with: 32 | name: MOD-${{ matrix.os }}-isBundled-${{ matrix.bundled }} 33 | path: /home/runner/work/GML-Mod-Loader/GML-Mod-Loader/ModPackager/bin/Debug/net7.0/ 34 | -------------------------------------------------------------------------------- /.github/workflows/windows.yml: -------------------------------------------------------------------------------- 1 | # This workflow will build a .NET project 2 | # For more information see: https://docs.github.com/en/actions/automating-builds-and-tests/building-and-testing-net 3 | 4 | name: Windows 5 | 6 | on: 7 | push: 8 | branches: [ "main" ] 9 | pull_request: 10 | branches: [ "main" ] 11 | 12 | jobs: 13 | build: 14 | 15 | runs-on: windows-latest 16 | 17 | steps: 18 | - uses: actions/checkout@v3 19 | - name: Setup .NET 20 | uses: actions/setup-dotnet@v3 21 | with: 22 | dotnet-version: 6.0.x 23 | - name: Restore dependencies 24 | run: dotnet restore ModPackager 25 | - name: Build 26 | run: dotnet build ModPackager --no-restore 27 | - name: Test 28 | run: dotnet test ModPackager --no-build --verbosity normal 29 | - name: IDK 30 | uses: actions/upload-artifact@v2 31 | with: 32 | name: MOD-WINDOWS${{ matrix.os }}-isBundled-${{ matrix.bundled }} 33 | path: D:\a\GML-Mod-Loader\GML-Mod-Loader\ModPackager\bin\Debug\net7.0\ 34 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.rsuser 8 | *.suo 9 | *.user 10 | *.userosscache 11 | *.sln.docstates 12 | 13 | # User-specific files (MonoDevelop/Xamarin Studio) 14 | *.userprefs 15 | 16 | # Mono auto generated files 17 | mono_crash.* 18 | 19 | # Build results 20 | [Dd]ebug/ 21 | [Dd]ebugPublic/ 22 | [Rr]elease/ 23 | [Rr]eleases/ 24 | x64/ 25 | x86/ 26 | [Ww][Ii][Nn]32/ 27 | [Aa][Rr][Mm]/ 28 | [Aa][Rr][Mm]64/ 29 | bld/ 30 | [Bb]in/ 31 | [Oo]bj/ 32 | [Ll]og/ 33 | [Ll]ogs/ 34 | 35 | # Visual Studio 2015/2017 cache/options directory 36 | .vs/ 37 | # Uncomment if you have tasks that create the project's static files in wwwroot 38 | #wwwroot/ 39 | 40 | # Visual Studio 2017 auto generated files 41 | Generated\ Files/ 42 | 43 | # MSTest test Results 44 | [Tt]est[Rr]esult*/ 45 | [Bb]uild[Ll]og.* 46 | 47 | # NUnit 48 | *.VisualState.xml 49 | TestResult.xml 50 | nunit-*.xml 51 | 52 | # Build Results of an ATL Project 53 | [Dd]ebugPS/ 54 | [Rr]eleasePS/ 55 | dlldata.c 56 | 57 | # Benchmark Results 58 | BenchmarkDotNet.Artifacts/ 59 | 60 | # .NET 61 | project.lock.json 62 | project.fragment.lock.json 63 | artifacts/ 64 | 65 | # Tye 66 | .tye/ 67 | 68 | # ASP.NET Scaffolding 69 | ScaffoldingReadMe.txt 70 | 71 | # StyleCop 72 | StyleCopReport.xml 73 | 74 | # Files built by Visual Studio 75 | *_i.c 76 | *_p.c 77 | *_h.h 78 | *.ilk 79 | *.meta 80 | *.obj 81 | *.iobj 82 | *.pch 83 | *.pdb 84 | *.ipdb 85 | *.pgc 86 | *.pgd 87 | *.rsp 88 | *.sbr 89 | *.tlb 90 | *.tli 91 | *.tlh 92 | *.tmp 93 | *.tmp_proj 94 | *_wpftmp.csproj 95 | *.log 96 | *.tlog 97 | *.vspscc 98 | *.vssscc 99 | .builds 100 | *.pidb 101 | *.svclog 102 | *.scc 103 | 104 | # Chutzpah Test files 105 | _Chutzpah* 106 | 107 | # Visual C++ cache files 108 | ipch/ 109 | *.aps 110 | *.ncb 111 | *.opendb 112 | *.opensdf 113 | *.sdf 114 | *.cachefile 115 | *.VC.db 116 | *.VC.VC.opendb 117 | 118 | # Visual Studio profiler 119 | *.psess 120 | *.vsp 121 | *.vspx 122 | *.sap 123 | 124 | # Visual Studio Trace Files 125 | *.e2e 126 | 127 | # TFS 2012 Local Workspace 128 | $tf/ 129 | 130 | # Guidance Automation Toolkit 131 | *.gpState 132 | 133 | # ReSharper is a .NET coding add-in 134 | _ReSharper*/ 135 | *.[Rr]e[Ss]harper 136 | *.DotSettings.user 137 | 138 | # TeamCity is a build add-in 139 | _TeamCity* 140 | 141 | # DotCover is a Code Coverage Tool 142 | *.dotCover 143 | 144 | # AxoCover is a Code Coverage Tool 145 | .axoCover/* 146 | !.axoCover/settings.json 147 | 148 | # Coverlet is a free, cross platform Code Coverage Tool 149 | coverage*.json 150 | coverage*.xml 151 | coverage*.info 152 | 153 | # Visual Studio code coverage results 154 | *.coverage 155 | *.coveragexml 156 | 157 | # NCrunch 158 | _NCrunch_* 159 | .*crunch*.local.xml 160 | nCrunchTemp_* 161 | 162 | # MightyMoose 163 | *.mm.* 164 | AutoTest.Net/ 165 | 166 | # Web workbench (sass) 167 | .sass-cache/ 168 | 169 | # Installshield output folder 170 | [Ee]xpress/ 171 | 172 | # DocProject is a documentation generator add-in 173 | DocProject/buildhelp/ 174 | DocProject/Help/*.HxT 175 | DocProject/Help/*.HxC 176 | DocProject/Help/*.hhc 177 | DocProject/Help/*.hhk 178 | DocProject/Help/*.hhp 179 | DocProject/Help/Html2 180 | DocProject/Help/html 181 | 182 | # Click-Once directory 183 | publish/ 184 | 185 | # Publish Web Output 186 | *.[Pp]ublish.xml 187 | *.azurePubxml 188 | # Note: Comment the next line if you want to checkin your web deploy settings, 189 | # but database connection strings (with potential passwords) will be unencrypted 190 | *.pubxml 191 | *.publishproj 192 | 193 | # Microsoft Azure Web App publish settings. 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Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. 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EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. 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Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /ModPackager/.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": "0.2.0", 3 | "configurations": [ 4 | { 5 | // Use IntelliSense to find out which attributes exist for C# debugging 6 | // Use hover for the description of the existing attributes 7 | // For further information visit https://github.com/OmniSharp/omnisharp-vscode/blob/master/debugger-launchjson.md 8 | "name": ".NET Core Launch (console)", 9 | "type": "coreclr", 10 | "request": "launch", 11 | "preLaunchTask": "build", 12 | // If you have changed target frameworks, make sure to update the program path. 13 | "program": "${workspaceFolder}/bin/Debug/net7.0/ModPackager.dll", 14 | "args": [ 15 | "../Testing/data.win", 16 | "../Testing/test.win", 17 | "../Testing/mods/test.gmmod" 18 | ], 19 | "cwd": "${workspaceFolder}", 20 | // For more information about the 'console' field, see https://aka.ms/VSCode-CS-LaunchJson-Console 21 | "console": "externalTerminal", 22 | "stopAtEntry": false 23 | }, 24 | { 25 | "name": ".NET Core Attach", 26 | "type": "coreclr", 27 | "request": "attach" 28 | } 29 | ] 30 | } -------------------------------------------------------------------------------- /ModPackager/.vscode/tasks.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": "2.0.0", 3 | "tasks": [ 4 | { 5 | "label": "build", 6 | "command": "dotnet", 7 | "type": "process", 8 | "args": [ 9 | "build", 10 | "${workspaceFolder}/ModPackager.csproj", 11 | "/property:GenerateFullPaths=true", 12 | "/consoleloggerparameters:NoSummary" 13 | ], 14 | "problemMatcher": "$msCompile" 15 | }, 16 | { 17 | "label": "publish", 18 | "command": "dotnet", 19 | "type": "process", 20 | "args": [ 21 | "publish", 22 | "${workspaceFolder}/ModPackager.csproj", 23 | "/property:GenerateFullPaths=true", 24 | "/consoleloggerparameters:NoSummary" 25 | ], 26 | "problemMatcher": "$msCompile" 27 | }, 28 | { 29 | "label": "watch", 30 | "command": "dotnet", 31 | "type": "process", 32 | "args": [ 33 | "watch", 34 | "run", 35 | "--project", 36 | "${workspaceFolder}/ModPackager.csproj" 37 | ], 38 | "problemMatcher": "$msCompile" 39 | } 40 | ] 41 | } -------------------------------------------------------------------------------- /ModPackager/ModPackager.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Exe 5 | net7.0 6 | enable 7 | enable 8 | 9 | 10 | 11 | $(RestoreSources);../NuGetPackages;https://api.nuget.org/v3/index.json; 12 | 13 | 14 | 15 | 16 | 17 | 18 | -------------------------------------------------------------------------------- /ModPackager/Program.cs: -------------------------------------------------------------------------------- 1 | #region Using Directives 2 | using System.Linq; 3 | using UndertaleModLib; 4 | using UndertaleModLib.Models; 5 | using UndertaleModLib.Decompiler; 6 | using UndertaleModLib.Util; 7 | #endregion 8 | 9 | #region Fields 10 | string ogGameDataPath = args[0]; 11 | string moddedGameDataPath = args[1]; 12 | string exportPath = args[2]; // .gmmod folder 13 | Scripts.ExportFolder = exportPath; 14 | 15 | UndertaleData ogGameData; 16 | UndertaleData moddedGameData; 17 | #endregion 18 | 19 | #region Program 20 | #region Init 21 | Console.CursorVisible = false; 22 | Console.WriteLine("Reading original game data..."); 23 | using (FileStream stream = new FileStream(ogGameDataPath, FileMode.Open)) 24 | ogGameData = UndertaleIO.Read(stream); 25 | Console.WriteLine("Reading modded game data..."); 26 | using (FileStream stream = new FileStream(moddedGameDataPath, FileMode.Open)) 27 | moddedGameData = UndertaleIO.Read(stream); 28 | Scripts.Data = moddedGameData; 29 | Console.WriteLine(); 30 | #endregion 31 | 32 | #region Code 33 | Console.WriteLine("Exporting code..."); 34 | var codeProgressBar = new ProgressBar(moddedGameData.Code.Count-1); 35 | for (int i = 0; i < ogGameData.Code.Count; i++) 36 | { 37 | codeProgressBar.UpdateProgress(i); 38 | if (ogGameData.Code[i].ParentEntry != null) 39 | continue; 40 | 41 | string ogAsm = (ogGameData.Code[i] != null ? ogGameData.Code[i].Disassemble(ogGameData.Variables, ogGameData.CodeLocals.For(ogGameData.Code[i])) : ""); 42 | string moddedAsm = (moddedGameData.Code[i] != null ? moddedGameData.Code[i].Disassemble(moddedGameData.Variables, moddedGameData.CodeLocals.For(moddedGameData.Code[i])) : ""); 43 | 44 | if (ogAsm == moddedAsm) 45 | continue; 46 | 47 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Code[i].Name.Content}.asm..."); 48 | Scripts.ExportASM(moddedAsm, moddedGameData.Code[i].Name.Content); 49 | } 50 | for (int i = ogGameData.Code.Count; i < moddedGameData.Code.Count; i++) 51 | if (moddedGameData.Code[i].ParentEntry is null) 52 | { 53 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Code[i].Name.Content}.asm..."); 54 | Scripts.ExportASM(moddedGameData.Code[i]); 55 | codeProgressBar.UpdateProgress(i); 56 | } 57 | Console.WriteLine(); 58 | #endregion 59 | 60 | #region Textures 61 | TextureWorker worker = new(); 62 | Dictionary checkedPages = new(); // OIA momento 63 | #region Sprites 64 | Console.WriteLine("Exporting sprite textures..."); 65 | var spritesProgressBar = new ProgressBar(moddedGameData.Sprites.Count-1); 66 | var texturesProgressBar = new ProgressBar(0); 67 | for (int i = 0; i < ogGameData.Sprites.Count; i++) 68 | { 69 | spritesProgressBar.UpdateProgress(i); 70 | if (ogGameData.Sprites[i].Textures.Count == moddedGameData.Sprites[i].Textures.Count) 71 | { 72 | texturesProgressBar.Total = ogGameData.Sprites[i].Textures.Count; 73 | for (int j = 0; j < ogGameData.Sprites[i].Textures.Count; j++) 74 | { 75 | texturesProgressBar.UpdateProgress(j); 76 | var ogTexture = ogGameData.Sprites[i].Textures[j].Texture; 77 | var moddedTexture = moddedGameData.Sprites[i].Textures[j].Texture; 78 | string moddedTexturePageName = moddedTexture.TexturePage.Name.Content; 79 | 80 | if (ogTexture.TexturePage.Name.Content != moddedTexturePageName) 81 | break; 82 | 83 | if (!checkedPages.ContainsKey(moddedTexturePageName)) 84 | checkedPages[moddedTexturePageName] = ogTexture.TexturePage.TextureData.TextureBlob.SequenceEqual(moddedTexture.TexturePage.TextureData.TextureBlob); 85 | 86 | if (checkedPages[moddedTexture.TexturePage.Name.Content]) 87 | break; 88 | 89 | if (!Scripts.TextureEquals(ogTexture, moddedTexture)) 90 | { 91 | Console.WriteLine($"[{i}][{j}] Exporting {moddedGameData.Sprites[i].Name.Content}..."); 92 | Scripts.DumpSingleSpriteTexture(moddedGameData.Sprites[i], j); 93 | } 94 | } 95 | continue; 96 | } 97 | texturesProgressBar.Total = 1; 98 | texturesProgressBar.UpdateProgress(1); 99 | 100 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Sprites[i].Name.Content}..."); 101 | Scripts.DumpSprite(moddedGameData.Sprites[i]); 102 | } 103 | texturesProgressBar.Total = 0; 104 | texturesProgressBar.UpdateProgress(0); 105 | for (int i = ogGameData.Sprites.Count; i < moddedGameData.Sprites.Count; i++) 106 | { 107 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Sprites[i].Name.Content}..."); 108 | Scripts.DumpSprite(moddedGameData.Sprites[i]); 109 | spritesProgressBar.UpdateProgress(i); 110 | } 111 | Console.WriteLine(); 112 | #endregion 113 | 114 | #region Fonts 115 | Console.WriteLine("Exporting font textures..."); 116 | var fontsProgressBar = new ProgressBar(moddedGameData.Fonts.Count-1); 117 | for (int i = 0; i < ogGameData.Fonts.Count; i++) 118 | { 119 | fontsProgressBar.UpdateProgress(i); 120 | 121 | var ogTexture = ogGameData.Fonts[i].Texture; 122 | var moddedTexture = moddedGameData.Fonts[i].Texture; 123 | string moddedTexturePageName = moddedTexture.TexturePage.Name.Content; 124 | 125 | if (ogTexture.TexturePage.Name.Content == moddedTexturePageName) 126 | continue; 127 | 128 | if (!checkedPages.ContainsKey(moddedTexturePageName)) 129 | checkedPages[moddedTexturePageName] = ogTexture.TexturePage.TextureData.TextureBlob.SequenceEqual(moddedTexture.TexturePage.TextureData.TextureBlob); 130 | 131 | if (checkedPages[moddedTexture.TexturePage.Name.Content]) 132 | continue; 133 | 134 | if (Scripts.TextureEquals(ogTexture, moddedTexture)) 135 | continue; 136 | 137 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Fonts[i].Name.Content}..."); 138 | Scripts.DumpFont(moddedGameData.Fonts[i]); 139 | } 140 | for (int i = ogGameData.Fonts.Count; i < moddedGameData.Fonts.Count; i++) 141 | { 142 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Fonts[i].Name.Content}..."); 143 | Scripts.DumpFont(moddedGameData.Fonts[i]); 144 | fontsProgressBar.UpdateProgress(i); 145 | } 146 | Console.WriteLine(); 147 | #endregion 148 | 149 | #region Backgrounds 150 | Console.WriteLine("Exporting background textures..."); 151 | var backgroundsProgressBar = new ProgressBar(moddedGameData.Backgrounds.Count-1); 152 | for (int i = 0; i < ogGameData.Backgrounds.Count; i++) 153 | { 154 | backgroundsProgressBar.UpdateProgress(i); 155 | 156 | var ogTexture = ogGameData.Backgrounds[i].Texture; 157 | var moddedTexture = moddedGameData.Backgrounds[i].Texture; 158 | string moddedTexturePageName = moddedTexture.TexturePage.Name.Content; 159 | 160 | if (ogTexture.TexturePage.Name.Content == moddedTexturePageName) 161 | continue; 162 | 163 | if (!checkedPages.ContainsKey(moddedTexturePageName)) 164 | checkedPages[moddedTexturePageName] = ogTexture.TexturePage.TextureData.TextureBlob.SequenceEqual(moddedTexture.TexturePage.TextureData.TextureBlob); 165 | 166 | if (checkedPages[moddedTexture.TexturePage.Name.Content]) 167 | continue; 168 | 169 | if (Scripts.TextureEquals(ogTexture, moddedTexture)) 170 | continue; 171 | 172 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Backgrounds[i].Name.Content}..."); 173 | Scripts.DumpBackground(moddedGameData.Backgrounds[i]); 174 | } 175 | for (int i = ogGameData.Backgrounds.Count; i < moddedGameData.Backgrounds.Count; i++) 176 | { 177 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Backgrounds[i].Name.Content}..."); 178 | Scripts.DumpBackground(moddedGameData.Backgrounds[i]); 179 | backgroundsProgressBar.UpdateProgress(i); 180 | } 181 | Console.WriteLine(); 182 | #endregion 183 | #endregion 184 | 185 | #region FontData 186 | Console.WriteLine("Exporting font data..."); 187 | var fontDataProgressBar = new ProgressBar(moddedGameData.Fonts.Count-1); 188 | string[] properties = { 189 | "EmSize", 190 | "Bold", 191 | "Italic", 192 | "Charset", 193 | "AntiAliasing", 194 | "ScaleX", 195 | "ScaleY" 196 | }; 197 | string[] glyphProperties = { 198 | "Character", 199 | "SourceX", 200 | "SourceY", 201 | "SourceWidth", 202 | "SourceHeight", 203 | "Shift", 204 | "Offset" 205 | }; 206 | for (int i = 0; i < ogGameData.Fonts.Count; ++i) 207 | { 208 | fontDataProgressBar.UpdateProgress(i); 209 | 210 | var ogFont = ogGameData.Fonts[i]; 211 | var moddedFont = moddedGameData.Fonts[i]; 212 | 213 | if (ogFont.DisplayName.Content == moddedFont.DisplayName.Content && Scripts.PropertiesEqual(ogFont, moddedFont, properties) && ogFont.Glyphs.Count == moddedFont.Glyphs.Count) 214 | { 215 | bool export = false; 216 | for (int j = 0; j < ogFont.Glyphs.Count; ++j) 217 | { 218 | if (!Scripts.PropertiesEqual(ogFont.Glyphs[j], moddedFont.Glyphs[j], glyphProperties)) 219 | { 220 | export = true; 221 | break; 222 | } 223 | } 224 | if (!export) 225 | continue; 226 | } 227 | 228 | Console.WriteLine($"[{i}] Exporting {moddedFont.Name.Content}.csv..."); 229 | Scripts.DumpFontData(moddedFont); 230 | } 231 | for (int i = ogGameData.Fonts.Count; i < moddedGameData.Fonts.Count; ++i) 232 | { 233 | Console.WriteLine($"[{i}] Exporting {moddedGameData.Fonts[i].Name.Content}.csv..."); 234 | Scripts.DumpFontData(moddedGameData.Fonts[i]); 235 | fontDataProgressBar.UpdateProgress(i); 236 | } 237 | Console.WriteLine(); 238 | #endregion 239 | 240 | Console.WriteLine("Done!"); 241 | Console.ReadKey(); 242 | #endregion -------------------------------------------------------------------------------- /ModPackager/ProgressBar.cs: -------------------------------------------------------------------------------- 1 | public class ProgressBar 2 | { 3 | private const int progressWidth = 50; 4 | public int Total { get; set; } 5 | private readonly int cursorTop; 6 | public ProgressBar(int total, int initial = 0) 7 | { 8 | Total = total; 9 | cursorTop = Console.CursorTop; 10 | Console.WriteLine(); 11 | } 12 | 13 | public void UpdateProgress(int current) 14 | { 15 | // Don't use Console.SetCursorPosition(x, y) because it moves to y before x; 16 | int currentConsoleTop = Console.CursorTop; 17 | int currentConsoleLeft = Console.CursorLeft; 18 | Console.CursorLeft = 0; 19 | Console.CursorTop = cursorTop; 20 | int filledWidth = Total is 0 ? progressWidth : (int)Math.Floor(progressWidth * (double)current / Total); 21 | Console.Write("[" + new string('#', filledWidth) + new string('-', progressWidth - filledWidth) + "] " + current + "/" + Total + " "); 22 | Console.CursorLeft = currentConsoleLeft; 23 | Console.CursorTop = currentConsoleTop; 24 | } 25 | } -------------------------------------------------------------------------------- /ModPackager/Scripts.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using UndertaleModLib; 3 | using UndertaleModLib.Models; 4 | using UndertaleModLib.Decompiler; 5 | using UndertaleModLib.Util; 6 | using System.Drawing; 7 | using System.Drawing.Imaging; 8 | 9 | public static class Scripts 10 | { 11 | public static UndertaleData Data { get; set; } 12 | public static string ExportFolder { get; set; } = @"./mod.gmmod"; 13 | private static string CodeFolder { get => Path.Combine(ExportFolder, "Code"); } 14 | private static string TextureFolder { get => Path.Combine(ExportFolder, "Textures"); } 15 | private static string SpriteFolder { get => Path.Combine(TextureFolder, "Sprites"); } 16 | private static string FontFolder { get => Path.Combine(TextureFolder, "Fonts"); } 17 | private static string BackgroundFolder { get => Path.Combine(TextureFolder, "Backgrounds"); } 18 | private static string FontDataFolder { get => Path.Combine(ExportFolder, "FontData"); } 19 | 20 | 21 | // Modified versions of the ExportASM.csx functions from UTMT 22 | #region ExportASM.csx 23 | public static void ExportASM(UndertaleCode code) 24 | { 25 | string path = Path.Combine(CodeFolder, code.Name.Content + ".asm"); 26 | if (!Directory.Exists(CodeFolder)) 27 | Directory.CreateDirectory(CodeFolder); 28 | try 29 | { 30 | File.WriteAllText(path, (code != null ? code.Disassemble(Data.Variables, Data.CodeLocals.For(code)) : "")); 31 | } 32 | catch (Exception e) 33 | { 34 | File.WriteAllText(path, "/*\nDISASSEMBLY FAILED!\n\n" + e.ToString() + "\n*/"); // Please don't 35 | } 36 | } 37 | 38 | public static void ExportASM(string asm, string codeName) 39 | { 40 | string path = Path.Combine(CodeFolder, codeName + ".asm"); 41 | if (!Directory.Exists(CodeFolder)) 42 | Directory.CreateDirectory(CodeFolder); 43 | File.WriteAllText(path, asm); 44 | } 45 | #endregion 46 | 47 | // Modified versions of the ExportAllTexturesGroup.csx functions from UTMT 48 | #region ExportAllTexturesGroup.csx 49 | public static void DumpSprite(UndertaleSprite sprite) 50 | { 51 | TextureWorker worker = new(); 52 | for (int i = 0; i < sprite.Textures.Count; i++) 53 | if (sprite.Textures[i]?.Texture != null) 54 | { 55 | UndertaleTexturePageItem tex = sprite.Textures[i].Texture; 56 | string sprFolder2 = Path.Combine(SpriteFolder, sprite.Name.Content); 57 | Directory.CreateDirectory(sprFolder2); 58 | worker.ExportAsPNG(tex, Path.Combine(sprFolder2, sprite.Name.Content + "_" + i + ".png")); 59 | } 60 | } 61 | 62 | public static void DumpSingleSpriteTexture(UndertaleSprite sprite, int index) 63 | { 64 | TextureWorker worker = new(); 65 | if (sprite.Textures[index]?.Texture != null) 66 | { 67 | UndertaleTexturePageItem tex = sprite.Textures[index].Texture; 68 | string sprFolder2 = Path.Combine(SpriteFolder, sprite.Name.Content); 69 | Directory.CreateDirectory(sprFolder2); 70 | worker.ExportAsPNG(tex, Path.Combine(sprFolder2, sprite.Name.Content + "_" + index + ".png")); 71 | } 72 | } 73 | 74 | public static void DumpFont(UndertaleFont font) 75 | { 76 | if (font.Texture is null) 77 | return; 78 | 79 | TextureWorker worker = new(); 80 | UndertaleTexturePageItem tex = font.Texture; 81 | string fntFolder2 = Path.Combine(FontFolder, font.Name.Content); 82 | Directory.CreateDirectory(fntFolder2); 83 | worker.ExportAsPNG(tex, Path.Combine(fntFolder2, font.Name.Content + "_0.png")); 84 | } 85 | 86 | public static void DumpBackground(UndertaleBackground background) 87 | { 88 | if (background.Texture is null) 89 | return; 90 | 91 | TextureWorker worker = new(); 92 | UndertaleTexturePageItem tex = background.Texture; 93 | string bgrFolder2 = Path.Combine(BackgroundFolder, background.Name.Content); 94 | Directory.CreateDirectory(bgrFolder2); 95 | worker.ExportAsPNG(tex, Path.Combine(bgrFolder2, background.Name.Content + "_0.png")); 96 | } 97 | #endregion 98 | 99 | // Modified versions of the ExportAllFontData.csx functions from UTMT 100 | #region ExportFontData.csx 101 | public static void DumpFontData(UndertaleFont font) 102 | { 103 | if (!Directory.Exists(FontDataFolder)) 104 | Directory.CreateDirectory(FontDataFolder); 105 | 106 | using (StreamWriter writer = new StreamWriter(Path.Combine(FontDataFolder, "glyphs_" + font.Name.Content + ".csv"))) 107 | { 108 | writer.WriteLine(font.DisplayName + ";" + font.EmSize + ";" + font.Bold + ";" + font.Italic + ";" + font.Charset + ";" + font.AntiAliasing + ";" + font.ScaleX + ";" + font.ScaleY); 109 | 110 | foreach (var g in font.Glyphs) 111 | writer.WriteLine(g.Character + ";" + g.SourceX + ";" + g.SourceY + ";" + g.SourceWidth + ";" + g.SourceHeight + ";" + g.Shift + ";" + g.Offset); 112 | } 113 | } 114 | #endregion 115 | 116 | #region Helpers 117 | // I hate the default .Equals() returning whether they are the same instance or not instead of comparing the class's values 118 | public static bool PropertiesEqual(T ogNamedResource, T moddedNamedResource, string[] propertiesToCompare) 119 | { 120 | if (ogNamedResource is null || moddedNamedResource is null) 121 | throw new NullReferenceException(); 122 | 123 | foreach (string propertyName in propertiesToCompare) 124 | { 125 | var propertyToCompare = typeof(T).GetProperty(propertyName); 126 | if (propertyToCompare is null) 127 | throw new NullReferenceException($"Property {propertyName} not found."); 128 | 129 | object? ogValue = propertyToCompare.GetValue(ogNamedResource); 130 | object? moddedValue = propertyToCompare.GetValue(moddedNamedResource); 131 | 132 | // For some reason != doesn't work here 133 | if (ogValue?.Equals(moddedValue) == false) 134 | return false; 135 | } 136 | 137 | return true; 138 | } 139 | 140 | public static bool TextureEquals(UndertaleTexturePageItem ogTexture, UndertaleTexturePageItem moddedTexture) 141 | { 142 | var worker = new TextureWorker(); 143 | var ogTextureImage = worker.GetTextureFor(ogTexture, ""); 144 | var moddedTextureImage = worker.GetTextureFor(moddedTexture, moddedTexture.Name.Content); 145 | 146 | return ImageEquals(ogTextureImage, moddedTextureImage); 147 | } 148 | 149 | public static bool ImageEquals(Image ogImage, Image moddedImage) 150 | { 151 | var ogImageData = GetImageBytes(ogImage); 152 | var moddedImageData = GetImageBytes(moddedImage); 153 | 154 | return ogImageData.SequenceEqual(moddedImageData); 155 | } 156 | // Modified version of TextureWorker.GetImageBytes() 157 | private static byte[] GetImageBytes(Image image, bool disposeImage = true) 158 | { 159 | using (var ms = new MemoryStream()) 160 | { 161 | image.Save(ms, ImageFormat.Png); 162 | if (disposeImage) 163 | image.Dispose(); 164 | return ms.ToArray(); 165 | } 166 | } 167 | #endregion 168 | } -------------------------------------------------------------------------------- /NuGetPackages/UndertaleModLib.1.0.0.nupkg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/BlurOne-GIT/GML-Mod-Loader/39d8b05fb89a80d7654d5a54b472f83c3374b7e4/NuGetPackages/UndertaleModLib.1.0.0.nupkg -------------------------------------------------------------------------------- /ProofOfConcept/.vscode/tasks.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": "2.0.0", 3 | "tasks": [ 4 | { 5 | "label": "build", 6 | "command": "dotnet", 7 | "type": "process", 8 | "args": [ 9 | "build", 10 | "${workspaceFolder}/ProofOfConcept.csproj", 11 | "/property:GenerateFullPaths=true", 12 | "/consoleloggerparameters:NoSummary" 13 | ], 14 | "problemMatcher": "$msCompile" 15 | }, 16 | { 17 | "label": "publish", 18 | "command": "dotnet", 19 | "type": "process", 20 | "args": [ 21 | "publish", 22 | "${workspaceFolder}/ProofOfConcept.csproj", 23 | "/property:GenerateFullPaths=true", 24 | "/consoleloggerparameters:NoSummary" 25 | ], 26 | "problemMatcher": "$msCompile" 27 | }, 28 | { 29 | "label": "watch", 30 | "command": "dotnet", 31 | "type": "process", 32 | "args": [ 33 | "watch", 34 | "run", 35 | "--project", 36 | "${workspaceFolder}/ProofOfConcept.csproj" 37 | ], 38 | "problemMatcher": "$msCompile" 39 | } 40 | ] 41 | } -------------------------------------------------------------------------------- /ProofOfConcept/Program.cs: -------------------------------------------------------------------------------- 1 | // This program will be run from cmd as a proof of concept 2 | // The first argument is the data.win location 3 | // The second argument is the mod folder location 4 | 5 | #region Using directives 6 | using Microsoft.Extensions.Configuration; 7 | using UndertaleModLib; 8 | using UndertaleModLib.Models; 9 | using UndertaleModLib.Compiler; 10 | using System; 11 | using System.Drawing; 12 | using System.Collections; 13 | using System.Collections.Generic; 14 | using System.Linq; 15 | using System.Reflection; 16 | #endregion 17 | 18 | #region Fields 19 | string gameDataPath = args[0]; 20 | string modsFolder = args[1]; 21 | string loaderConfigPath = $"{modsFolder}/loader.ini"; 22 | var loaderConfig = new ConfigurationBuilder().AddIniFile(loaderConfigPath).Build().GetSection("Loader"); 23 | int modPriority; 24 | string modName; 25 | bool multiplePropertyReplacement = Convert.ToBoolean(loaderConfig["multiplePropertyReplacement"]); 26 | 27 | Dictionary newObjectsIndexes = new Dictionary(); 28 | List replacedAssets = new List(); 29 | 30 | string[] forbiddenFiles = {"data.win"}; 31 | 32 | UndertaleData gameData; 33 | string gameFolderPath = Path.GetDirectoryName(gameDataPath)!; 34 | 35 | #endregion 36 | 37 | #region Program 38 | Console.WriteLine("Loading game data..."); 39 | 40 | try 41 | { 42 | using (var stream = new FileStream(gameDataPath, FileMode.Open, FileAccess.ReadWrite)) 43 | gameData = UndertaleIO.Read(stream); 44 | } catch 45 | { 46 | Console.WriteLine("Error reading game data"); 47 | return; 48 | } 49 | 50 | Console.WriteLine($"Loaded game {gameData.GeneralInfo.Name.Content}"); 51 | 52 | foreach (string folder in Directory.GetDirectories(modsFolder)) 53 | { 54 | var modConfig = new ConfigurationBuilder().AddIniFile($"{folder}/mod.ini").Build().GetSection("Loader"); 55 | modPriority = Convert.ToInt32(modConfig["priority"]); 56 | modName = modConfig["name"] ?? Path.GetFileNameWithoutExtension(folder)!; 57 | 58 | if (!Convert.ToBoolean(modConfig["enabled"]) || modConfig["game"] != gameData.GeneralInfo.Name.Content) 59 | continue; 60 | 61 | /* 62 | if (modConfig["gameVersion"] != gameData.GeneralInfo.Release.ToString() && !Convert.ToBoolean(loaderConfig["ignoreVersionMismatch"])) 63 | { 64 | Console.WriteLine($"Mod version does not match game version, skipping {folder}."); 65 | continue; 66 | } 67 | */ 68 | 69 | Console.WriteLine($"Loading mod {modName}"); 70 | 71 | if (Path.Exists($"{folder}/sprites.ini")) 72 | { 73 | Console.WriteLine("Loading sprites..."); 74 | var spritesIni = new ConfigurationBuilder().AddIniFile($"{folder}/sprites.ini").Build(); 75 | foreach (IConfigurationSection sprite in spritesIni.GetChildren()) 76 | { 77 | Console.WriteLine($"Loading sprite {sprite.Key}"); 78 | ReplaceSprite(sprite); 79 | } 80 | } 81 | 82 | if (Directory.Exists($"{folder}/Textures")) 83 | { 84 | Console.WriteLine("Loading texture..."); 85 | foreach (string sprite in Directory.GetFiles($"{folder}/Textures").Where(x => !x.EndsWith(".ini"))) 86 | { 87 | Console.WriteLine($"Loading texture {sprite}"); 88 | ReplaceTexture(sprite); 89 | } 90 | } 91 | 92 | if (Directory.Exists($"{folder}/Code")) 93 | { 94 | Console.WriteLine("Loading code..."); 95 | foreach (string code in Directory.GetFiles($"{folder}/Code").Where(x => x.EndsWith(".gml"))) 96 | { 97 | Console.WriteLine($"Loading code {code}"); 98 | ReplaceCode(code); 99 | } 100 | } 101 | 102 | if (Path.Exists($"{folder}/scripts.ini")) 103 | { 104 | Console.WriteLine("Loading scripts..."); 105 | var scriptsIni = new ConfigurationBuilder().AddIniFile($"{folder}/scripts.ini").Build(); 106 | foreach (IConfigurationSection pair in scriptsIni.GetSection("Scripts").GetChildren()) 107 | { 108 | Console.WriteLine($"Loading script {pair.Key}"); 109 | ReplaceScript(pair.Key, pair.Value!, false); 110 | } 111 | foreach (IConfigurationSection pair in scriptsIni.GetSection("Constructors").GetChildren()) 112 | { 113 | Console.WriteLine($"Loading global script {pair.Key}"); 114 | ReplaceScript(pair.Key, pair.Value!, true); 115 | } 116 | } 117 | 118 | if (Path.Exists($"{folder}/globalInit.ini")) 119 | { 120 | Console.WriteLine("Adding global init scripts..."); 121 | var scriptsIni = new ConfigurationBuilder().AddIniFile($"{folder}/globalInit.ini").Build(); 122 | foreach (var section in scriptsIni.GetChildren()) 123 | AddScriptToSequence(section.Key, gameData.GlobalInitScripts); 124 | } 125 | 126 | if (Path.Exists($"{folder}/gameEndScripts.ini")) 127 | { 128 | Console.WriteLine("Adding game end scripts..."); 129 | var scriptsIni = new ConfigurationBuilder().AddIniFile($"{folder}/gameEndScripts.ini").Build(); 130 | foreach (var section in scriptsIni.GetChildren()) 131 | AddScriptToSequence(section.Key, gameData.GameEndScripts); 132 | } 133 | 134 | if (Path.Exists($"{folder}/objects.ini")) 135 | { 136 | Console.WriteLine("Modifying objects..."); 137 | var objectsIni = new ConfigurationBuilder().AddIniFile($"{folder}/objects.ini").Build(); 138 | foreach (IConfigurationSection objectSection in objectsIni.GetChildren()) 139 | { 140 | Console.WriteLine($"Modifying object {objectSection.Key}"); 141 | ModifyObject(objectSection); 142 | } 143 | } 144 | 145 | if (Directory.Exists($"{folder}/ObjectPhysicsShapeVertices")) 146 | { 147 | Console.WriteLine("Modifying object physics shape vertices..."); 148 | foreach (string objectIniPath in Directory.GetFiles($"{folder}/ObjectPhysicsShapeVertices").Where(x => x.EndsWith(".ini"))) 149 | { 150 | string objectName = Path.GetFileNameWithoutExtension(objectIniPath); 151 | Console.WriteLine($"Modifying object {objectName}"); 152 | var fileConfig = new ConfigurationBuilder().AddIniFile(objectIniPath).Build(); 153 | ModifyObjectPhysicsShapeVertices(Path.GetFileNameWithoutExtension(objectName), fileConfig.GetSection("Remove"), true); 154 | ModifyObjectPhysicsShapeVertices(Path.GetFileNameWithoutExtension(objectName), fileConfig.GetSection("Add"), false); 155 | } 156 | } 157 | 158 | if (Directory.Exists($"{folder}/RemoveObjectEvents")) 159 | { 160 | Console.WriteLine("Removing object events..."); 161 | foreach (string objectIniPath in Directory.GetFiles($"{folder}/RemoveObjectEvents").Where(x => x.EndsWith(".ini"))) 162 | { 163 | string objectName = Path.GetFileNameWithoutExtension(objectIniPath); 164 | Console.WriteLine($"Modifying object {objectName}"); 165 | var fileConfig = new ConfigurationBuilder().AddIniFile(objectIniPath).Build(); 166 | ModifyObjectEvents(objectName, fileConfig, true); 167 | } 168 | } 169 | 170 | if (Directory.Exists($"{folder}/AddObjectEvents")) 171 | { 172 | Console.WriteLine("Adding object events..."); 173 | foreach (string objectIniPath in Directory.GetFiles($"{folder}/AddObjectEvents").Where(x => x.EndsWith(".ini"))) 174 | { 175 | string objectName = Path.GetFileNameWithoutExtension(objectIniPath); 176 | Console.WriteLine($"Modifying object {objectName}"); 177 | var fileConfig = new ConfigurationBuilder().AddIniFile(objectIniPath).Build(); 178 | ModifyObjectEvents(objectName, fileConfig, false); 179 | } 180 | } 181 | 182 | if (Path.Exists($"{folder}/rooms.ini")) 183 | { 184 | Console.WriteLine("Modifying rooms..."); 185 | var roomsIni = new ConfigurationBuilder().AddIniFile($"{folder}/rooms.ini").Build(); 186 | foreach (IConfigurationSection roomSection in roomsIni.GetChildren()) 187 | { 188 | Console.WriteLine($"Modifying room {roomSection.Key}"); 189 | ModifyRoomValues(roomSection); 190 | } 191 | } 192 | 193 | if (Directory.Exists($"{folder}/RoomBackgrounds")) 194 | { 195 | Console.WriteLine("Modifying room backgrounds..."); 196 | foreach (string roomIniPath in Directory.GetFiles($"{folder}/RoomBackgrounds").Where(x => x.EndsWith(".ini"))) 197 | { 198 | string roomName = Path.GetFileNameWithoutExtension(roomIniPath); 199 | Console.WriteLine($"Modifying room {roomName}"); 200 | var fileConfig = new ConfigurationBuilder().AddIniFile(roomIniPath).Build(); 201 | foreach (var section in fileConfig.GetChildren()) 202 | ModifyRoomBackground(roomName, section); 203 | } 204 | } 205 | 206 | if (Directory.Exists($"{folder}/ExternalAssets") && Path.Exists($"{folder}/ExternalAssets/externalAssets.ini")) 207 | { 208 | Console.WriteLine("Copying external assets..."); 209 | var iniFile = new ConfigurationBuilder().AddIniFile($"{folder}/ExternalAssets/externalAssets.ini").Build().GetSection("Locations"); 210 | foreach (string file in Directory.GetFiles($"{folder}/ExternalAssets").Where(x => !x.EndsWith("externalAssets.ini"))) 211 | { 212 | Console.WriteLine($"Copying {file}"); 213 | string fileName = Path.GetFileName(file); 214 | string destination = $"{gameFolderPath}/{iniFile[fileName]!}{(iniFile[fileName]!.EndsWith("/") ? "" : "/")}{fileName}"; 215 | if (destination.Contains("..") || destination.Contains("%") || destination.Contains(".exe") || destination.Contains(".dll")) 216 | { 217 | Console.WriteLine("Invalid destination, skipping"); 218 | continue; 219 | } 220 | 221 | CopyExternalAsset(file, destination); 222 | } 223 | } 224 | } 225 | 226 | using (var stream = new FileStream($"{gameFolderPath}/modded.win", FileMode.Create, FileAccess.ReadWrite)) 227 | UndertaleIO.Write(stream, gameData); 228 | 229 | Console.WriteLine("Done"); 230 | 231 | Console.ReadKey(); 232 | #endregion 233 | 234 | #region Methods 235 | bool IsAssetUnavailable(Type assetType, string assetName, string? property = null) 236 | { 237 | bool isUnavailable = replacedAssets.Any(x => x.assetName == assetName && x.modPriority < modPriority && x.assetType == assetType && x.propertyName == property); 238 | 239 | if (isUnavailable) 240 | Console.WriteLine($"Asset {assetName} of type {assetType.Name} already replaced with a higher priority mod, pain ahead."); 241 | else 242 | replacedAssets.Add(new ReplacedAssetInfo() { 243 | assetName = assetName, 244 | modPriority = modPriority, 245 | modName = modName, 246 | assetType = assetType, 247 | propertyName = property 248 | }); 249 | 250 | return isUnavailable; 251 | } 252 | 253 | void NamedValueReplacer(UndertaleNamedResource undertaleClass, string propertyName, string? value, string[]? nonModifiableProperties = null) => 254 | ValueReplacer(undertaleClass, undertaleClass.Name.Content, propertyName, value, nonModifiableProperties); 255 | 256 | void ValueReplacer(UndertaleObject undertaleObject, string objectName, string propertyName, string? value, string[]? nonModifiableProperties = null) 257 | { 258 | if (IsAssetUnavailable(undertaleObject.GetType(), objectName, propertyName) || value is null || value is "" || nonModifiableProperties?.Contains(value) == true) 259 | return; 260 | 261 | PropertyInfo? property = undertaleObject.GetType().GetProperty(propertyName); 262 | 263 | if (property is null || !property.CanWrite) 264 | { 265 | Console.WriteLine($"Property {propertyName} for type {undertaleObject.GetType()} (asset {objectName}) not found or not writable, skipping."); 266 | return; 267 | } 268 | 269 | if (property.PropertyType.IsSubclassOf(typeof(UndertaleNamedResource))) 270 | { 271 | var method = typeof(UndertaleValueLookupHelper).GetMethod("UndertaleValueLookup")!.MakeGenericMethod(property.PropertyType); 272 | var helper = new UndertaleValueLookupHelper(); 273 | var result = method.Invoke(helper, new object[] { value, gameData }); 274 | 275 | if (result is null) 276 | { 277 | Console.WriteLine($"Failed to find asset {value} of type {property.PropertyType}, skipping."); 278 | return; 279 | } 280 | 281 | property.SetValue(undertaleObject, result); 282 | Console.WriteLine($"Set property {propertyName} of asset {objectName} to {value}."); 283 | return; 284 | } 285 | 286 | if (property.PropertyType == typeof(UndertaleString)) 287 | { 288 | property.SetValue(undertaleObject, gameData.Strings.MakeString(value)); 289 | Console.WriteLine($"Set property {propertyName} of asset {objectName} to {value}."); 290 | return; 291 | } 292 | 293 | try 294 | { 295 | property.SetValue(undertaleObject, Convert.ChangeType(value, property.PropertyType)); 296 | Console.WriteLine($"Set property {propertyName} of asset {objectName} to {value}."); 297 | } 298 | catch (Exception) 299 | { 300 | Console.WriteLine($"Failed to convert {value} to type {property.PropertyType}, skipping."); 301 | } 302 | } 303 | 304 | T? UndertaleValueLookup(string name) 305 | where T : UndertaleNamedResource 306 | => new List((gameData[typeof(T)] as IList)!).FirstOrDefault((x => x!.Name.Content == name), default(T)); 307 | 308 | void ReplaceCode(string codePath) 309 | { 310 | string codeName = Path.GetFileNameWithoutExtension(codePath); 311 | 312 | if (IsAssetUnavailable(typeof(UndertaleCode), codeName)) 313 | return; 314 | 315 | UndertaleCode? codeToReplace = gameData.Code.FirstOrDefault((x => x!.Name.Content == codeName), null); 316 | 317 | if (codeToReplace is null) 318 | { 319 | Console.WriteLine($"Code {codeName} not found, creating new code."); 320 | codeToReplace = new UndertaleCode() { 321 | Name = gameData.Strings.MakeString(codeName) 322 | }; 323 | 324 | if (gameData.GeneralInfo.BytecodeVersion > 14) 325 | { 326 | UndertaleCodeLocals locals = new UndertaleCodeLocals(){ 327 | Name = codeToReplace.Name 328 | }; 329 | UndertaleCodeLocals.LocalVar argsLocal = new UndertaleCodeLocals.LocalVar(){ 330 | Name = gameData.Strings.MakeString("arguments"), 331 | Index = 0 332 | }; 333 | locals.Locals.Add(argsLocal); 334 | codeToReplace.LocalsCount = 1; 335 | gameData.CodeLocals.Add(locals); 336 | } 337 | 338 | gameData.Code.Add(codeToReplace); 339 | } 340 | 341 | CompileContext context = Compiler.CompileGMLText(File.ReadAllText(codePath), gameData, codeToReplace); 342 | codeToReplace.Replace(context.ResultAssembly); 343 | 344 | if (!Path.Exists(Path.GetDirectoryName(codePath) + "/code.ini")) 345 | return; 346 | 347 | IConfigurationSection fileConfig = new ConfigurationBuilder().AddIniFile(Path.GetDirectoryName(codePath) + "./code.ini").Build().GetSection(codeName); 348 | string[] nonModifiableProperties = { 349 | "CurrCodeIndex", 350 | "Length", 351 | "Name" 352 | }; 353 | foreach (var pair in fileConfig.GetChildren()) 354 | NamedValueReplacer(codeToReplace, pair.Key, pair.Value, nonModifiableProperties); 355 | } 356 | 357 | void ReplaceTexture(string texturePath) 358 | { 359 | string textureName = Path.GetFileNameWithoutExtension(texturePath); 360 | string spriteName = textureName.Remove(textureName.LastIndexOf('_')); 361 | int textureIndex = Convert.ToInt32(textureName.Remove(0, textureName.LastIndexOf('_') + 1)); 362 | 363 | if (IsAssetUnavailable(typeof(UndertaleSprite), spriteName)) 364 | return; 365 | 366 | UndertaleSprite? textureSprite = gameData.Sprites.FirstOrDefault((x => x!.Name.Content == spriteName), null); 367 | 368 | if (textureSprite is null) 369 | { 370 | Console.WriteLine("Sprite not found, creating new sprite..."); 371 | textureSprite = new UndertaleSprite() { 372 | Name = gameData.Strings.MakeString(spriteName) 373 | }; 374 | gameData.Sprites.Add(textureSprite); 375 | } 376 | 377 | Image imageToUse; 378 | try { 379 | imageToUse = Image.FromFile(texturePath); 380 | } catch (Exception e) { 381 | Console.WriteLine($"Error replacing texture {textureName}: {e.Message}. Pain ahead."); 382 | return; 383 | } 384 | 385 | UndertaleTexturePageItem textureToReplace = textureSprite.Textures[textureIndex].Texture; 386 | 387 | ushort width = Convert.ToUInt16(imageToUse.Width); 388 | ushort height = Convert.ToUInt16(imageToUse.Height); 389 | 390 | if (textureToReplace.SourceWidth < width || textureToReplace.SourceHeight < height) 391 | { 392 | Console.WriteLine($"Texture {textureName} has different size than original, creating it's own embedded texture."); 393 | 394 | textureToReplace.SourceX = 0; 395 | textureToReplace.SourceY = 0; 396 | var embeddedTexture = new UndertaleEmbeddedTexture(){ 397 | Name = new UndertaleString($"Texture {gameData.EmbeddedTextures.Count}"), 398 | TextureWidth = width, 399 | TextureHeight = height, 400 | Scaled = 1, 401 | GeneratedMips = 0, 402 | TextureData = new UndertaleEmbeddedTexture.TexData() { 403 | TextureBlob = File.ReadAllBytes(texturePath) 404 | } 405 | }; 406 | 407 | gameData.EmbeddedTextures.Add(embeddedTexture); 408 | textureToReplace.TexturePage = embeddedTexture; 409 | 410 | } 411 | 412 | textureToReplace.SourceWidth = width; 413 | textureToReplace.TargetWidth = width; 414 | textureToReplace.SourceHeight = height; 415 | textureToReplace.TargetHeight = height; 416 | 417 | if (Path.Exists(Path.GetDirectoryName(texturePath) + "/texture.ini")) 418 | { 419 | var fileConfig = new ConfigurationBuilder().AddIniFile(Path.GetDirectoryName(texturePath) + "./textures.ini").Build().GetSection(textureName); 420 | string[] nonModifiableProperties = { 421 | "SourceX", 422 | "SourceY", 423 | "SourceWidth", 424 | "SourceHeight", 425 | "TargetWidth", 426 | "TargetHeight", 427 | "TexturePage", 428 | "Name" 429 | }; 430 | foreach (var pair in fileConfig.GetChildren()) 431 | NamedValueReplacer(textureToReplace, pair.Key, pair.Value, nonModifiableProperties); 432 | } 433 | 434 | textureToReplace.ReplaceTexture(imageToUse); 435 | } 436 | 437 | void ReplaceScript(string scriptName, string codeName, bool isConstructor) 438 | { 439 | if (IsAssetUnavailable(typeof(UndertaleScript), scriptName)) 440 | return; 441 | 442 | UndertaleCode codeToUse = gameData.Code.First(x => x.Name.Content == codeName); 443 | 444 | if (codeToUse is null) 445 | { 446 | Console.WriteLine($"Code {codeName} not found, skipping script {scriptName}, pain head."); 447 | return; 448 | } 449 | 450 | UndertaleScript? scriptToReplace = gameData.Scripts.FirstOrDefault((x => x!.Name.Content == scriptName), null); 451 | 452 | if (scriptToReplace is null) 453 | { 454 | Console.WriteLine($"Script {scriptName} not found, creating new script."); 455 | scriptToReplace = new UndertaleScript() { 456 | Name = gameData.Strings.MakeString(scriptName), 457 | IsConstructor = isConstructor 458 | }; 459 | gameData.Scripts.Add(scriptToReplace); 460 | } 461 | 462 | scriptToReplace.Code = codeToUse; 463 | } 464 | 465 | void ReplaceSprite(IConfigurationSection section) 466 | { 467 | string spriteName = section.Key; 468 | 469 | if (IsAssetUnavailable(typeof(UndertaleSprite), spriteName) && !multiplePropertyReplacement) 470 | return; 471 | 472 | UndertaleSprite? spriteToReplace = gameData.Sprites.FirstOrDefault((x => x!.Name.Content == spriteName), null); 473 | 474 | if (spriteToReplace is null) 475 | { 476 | Console.WriteLine($"Sprite {spriteName} not found, creating new sprite."); 477 | spriteToReplace = new UndertaleSprite() { 478 | Name = gameData.Strings.MakeString(spriteName) 479 | }; 480 | gameData.Sprites.Add(spriteToReplace); 481 | } 482 | 483 | string[] nonModifiableProperties = { 484 | "SWFVersion", 485 | "Textures", 486 | "CollisionMasks", 487 | "Name" 488 | }; 489 | foreach (var pair in section.GetChildren()) 490 | NamedValueReplacer(spriteToReplace, pair.Key, pair.Value, nonModifiableProperties); 491 | 492 | // TODO 493 | //spriteToReplace.CollisionMasks 494 | } 495 | 496 | void ModifyRoomValues(IConfigurationSection section) 497 | { 498 | string roomName = section.Key; 499 | 500 | if (IsAssetUnavailable(typeof(UndertaleRoom), roomName)) 501 | return; 502 | 503 | UndertaleRoom? roomToModify = gameData.Rooms.FirstOrDefault((x => x!.Name.Content == roomName), null); 504 | 505 | if (roomToModify is null) 506 | { 507 | Console.WriteLine($"Room {roomName} not found, creating new room."); 508 | roomToModify = new UndertaleRoom() { 509 | Name = gameData.Strings.MakeString(roomName) 510 | }; 511 | gameData.Rooms.Add(roomToModify); 512 | } 513 | 514 | string[] nonModifiableProperties = { 515 | "Backgrounds", 516 | "Flags", 517 | "GameObjects", 518 | "Layers", 519 | "Name", 520 | "Sequences", 521 | "Tiles", 522 | "Views" 523 | }; 524 | foreach (var pair in section.GetChildren()) 525 | NamedValueReplacer(roomToModify, pair.Key, pair.Value, nonModifiableProperties); 526 | 527 | if (section["Flags"] is null or "") return; 528 | 529 | roomToModify.Flags = 0; 530 | 531 | if (section["Flags"]!.Contains("EnableViews")) 532 | roomToModify.Flags |= UndertaleRoom.RoomEntryFlags.EnableViews; 533 | 534 | if (section["Flags"]!.Contains("ShowColor")) 535 | roomToModify.Flags |= UndertaleRoom.RoomEntryFlags.ShowColor; 536 | 537 | if (section["Flags"]!.Contains("ClearDisplayBuffer")) 538 | roomToModify.Flags |= UndertaleRoom.RoomEntryFlags.ClearDisplayBuffer; 539 | 540 | if (section["Flags"]!.Contains("IsGMS2_3")) 541 | roomToModify.Flags |= UndertaleRoom.RoomEntryFlags.IsGMS2_3; 542 | 543 | if (section["Flags"]!.Contains("IsGMS2")) 544 | roomToModify.Flags |= UndertaleRoom.RoomEntryFlags.IsGMS2; 545 | } 546 | 547 | void ModifyRoomBackground(string roomName, IConfigurationSection section) 548 | { 549 | if (IsAssetUnavailable(typeof(UndertaleRoom), roomName)) 550 | return; 551 | 552 | var roomToModify = gameData.Rooms.FirstOrDefault((x => x!.Name.Content == roomName), null); 553 | 554 | if (roomToModify is null) 555 | { 556 | Console.WriteLine($"Room {roomName} not found, skipping."); 557 | return; 558 | } 559 | 560 | string layerName = section.Key; 561 | 562 | var layerOfBackground = roomToModify.Layers.FirstOrDefault((x => x!.LayerName.Content == layerName), null); 563 | 564 | if (layerOfBackground is null || layerOfBackground.LayerType is not UndertaleRoom.LayerType.Background) 565 | { 566 | Console.WriteLine($"Layer of type background {layerName} not found, skipping."); 567 | // TODO: Copy AddLayer function from UndertaleModTool UndertaleRoomEditor.xaml.cs 568 | return; 569 | } 570 | 571 | string[] nonModifiableProperties = { 572 | "Color", 573 | "ParentLayer" 574 | }; 575 | foreach (var pair in section.GetChildren()) 576 | ValueReplacer(layerOfBackground.BackgroundData, layerName, pair.Key, pair.Value, nonModifiableProperties); 577 | 578 | if (section["Color"] is null or "") return; 579 | 580 | layerOfBackground.BackgroundData.Color = Convert.ToUInt32(section["Color"]!, 16); 581 | } 582 | 583 | void ModifyRoomView(string roomName, IConfigurationSection section) 584 | { 585 | if (IsAssetUnavailable(typeof(UndertaleRoom), roomName)) 586 | return; 587 | 588 | var roomToModify = gameData.Rooms.FirstOrDefault((x => x!.Name.Content == roomName), null); 589 | 590 | if (roomToModify is null) 591 | { 592 | Console.WriteLine($"Room {roomName} not found, skipping."); 593 | return; 594 | } 595 | 596 | int viewIndex = Convert.ToInt32(section.Key); 597 | 598 | var viewToModify = roomToModify.Views[viewIndex]; 599 | 600 | if (viewToModify is null) 601 | { 602 | Console.WriteLine($"View {viewIndex} not found, skipping."); 603 | return; 604 | } 605 | 606 | foreach (var pair in section.GetChildren()) 607 | ValueReplacer(viewToModify, $"{viewIndex}", pair.Key, pair.Value); 608 | } 609 | 610 | void ModifyRoomTiles(string roomName, IConfigurationSection section) 611 | { 612 | if (IsAssetUnavailable(typeof(UndertaleRoom), roomName)) 613 | return; 614 | 615 | var roomToModify = gameData.Rooms.FirstOrDefault((x => x!.Name.Content == roomName), null); 616 | 617 | if (roomToModify is null) 618 | { 619 | Console.WriteLine($"Room {roomName} not found, skipping."); 620 | return; 621 | } 622 | 623 | string layerName = section.Key; 624 | 625 | var layerOfTiles = roomToModify.Layers.FirstOrDefault((x => x!.LayerName.Content == layerName), null); 626 | 627 | if (layerOfTiles is null || layerOfTiles.LayerType is not UndertaleRoom.LayerType.Tiles) 628 | { 629 | Console.WriteLine($"Layer of type tiles {layerName} not found, skipping."); 630 | // TODO: Copy AddLayer method from UndertaleModTool UndertaleRoomEditor.xaml.cs 631 | return; 632 | } 633 | 634 | string[] nonModifiableProperties = { 635 | "ParentLayer", 636 | "TileData" 637 | }; 638 | foreach (var pair in section.GetChildren()) 639 | ValueReplacer(layerOfTiles.TilesData, layerName, pair.Key, pair.Value, nonModifiableProperties); 640 | 641 | if (section["TileData"] is null or "") return; 642 | 643 | // TODO: Copy TileDataImport_Click method from UndertaleModTool UndertaleRoomEditor.xaml.cs 644 | } 645 | 646 | void ModifyRoomInstances(string roomName, IConfigurationSection section) 647 | { 648 | if (IsAssetUnavailable(typeof(UndertaleRoom), roomName)) 649 | return; 650 | 651 | var roomToModify = gameData.Rooms.FirstOrDefault((x => x!.Name.Content == roomName), null); 652 | 653 | if (roomToModify is null) 654 | { 655 | Console.WriteLine($"Room {roomName} not found, skipping."); 656 | return; 657 | } 658 | 659 | uint instanceId; 660 | bool createNewIfFound = false; 661 | 662 | try 663 | { 664 | instanceId = Convert.ToUInt32(section.Key); 665 | } catch 666 | { 667 | createNewIfFound = !newObjectsIndexes.TryGetValue(section.Key, out instanceId); 668 | } 669 | 670 | var instanceToModify = roomToModify.GameObjects.FirstOrDefault((x => x!.InstanceID == instanceId), null); 671 | 672 | if (instanceToModify is null || createNewIfFound) 673 | { 674 | Console.WriteLine($"Instance {section.Key} ({instanceId}) not found, creating a new one."); 675 | 676 | uint layerId; 677 | 678 | if (section["#layer"] is null or "" || uint.TryParse(section["#layer"]!, out layerId)) 679 | { 680 | Console.WriteLine($"New instance {section.Key} ({instanceId}) has no layer, skipping."); 681 | return; 682 | } 683 | 684 | instanceToModify = new() { 685 | InstanceID = gameData.GeneralInfo.LastObj++ 686 | }; 687 | roomToModify.GameObjects.Add(instanceToModify); 688 | 689 | if (gameData.IsGameMaker2()) 690 | roomToModify.Layers.FirstOrDefault((x => x!.LayerId == layerId), null)?.InstancesData.Instances.Add(instanceToModify); 691 | 692 | newObjectsIndexes.Add(section.Key, instanceToModify.InstanceID); 693 | } 694 | 695 | string[] nonModifiableProperties = { 696 | "InstanceID" 697 | }; 698 | foreach (var pair in section.GetChildren()) 699 | ValueReplacer(instanceToModify, $"{instanceId}", pair.Key, pair.Value, nonModifiableProperties); 700 | } 701 | 702 | void ModifyRoomLayers(IConfigurationSection section) 703 | { 704 | string roomName = section.Key; 705 | 706 | var roomToModify = gameData.Rooms.FirstOrDefault((x => x!.Name.Content == roomName), null); 707 | 708 | if (roomToModify is null) 709 | { 710 | Console.WriteLine($"Room {roomName} not found, skipping."); 711 | return; 712 | } 713 | 714 | string[] nonModifiableProperties = { 715 | "EffectData", 716 | "AssetsData", 717 | "BackgroundData", 718 | "TilesData", 719 | "InstancesData", 720 | "Data", 721 | "LayerType", 722 | "LayerId", 723 | "LayerName", 724 | "ParentRoom", 725 | "EffectProperties" 726 | }; 727 | foreach (var pair in section.GetChildren()) 728 | ValueReplacer(roomToModify, roomName, pair.Key, pair.Value, nonModifiableProperties); 729 | } 730 | 731 | /* TODO 732 | void ModifyRoomSequences() 733 | { 734 | gameData.Sequences 735 | } 736 | */ 737 | 738 | void ModifyObject(IConfigurationSection section) 739 | { 740 | string objectName = section.Key; 741 | 742 | if (IsAssetUnavailable(typeof(UndertaleObject), objectName)) 743 | return; 744 | 745 | UndertaleGameObject? objectToModify = gameData.GameObjects.FirstOrDefault((x => x!.Name.Content == objectName), null); 746 | 747 | if (objectToModify is null) 748 | { 749 | Console.WriteLine($"Object {objectName} not found, creating new object."); 750 | objectToModify = new UndertaleGameObject() { 751 | Name = gameData.Strings.MakeString(objectName) 752 | }; 753 | gameData.GameObjects.Add(objectToModify); 754 | return; 755 | } 756 | 757 | string[] nonModifiableProperties = { 758 | "Events", 759 | "Name", 760 | "PhysicsVertices" 761 | }; 762 | 763 | foreach (var pair in section.GetChildren()) 764 | NamedValueReplacer(objectToModify, pair.Key, pair.Value, nonModifiableProperties); 765 | } 766 | 767 | void ModifyObjectPhysicsShapeVertices(string objectName, IConfigurationSection section, bool isRemove) 768 | { 769 | var objectToModify = gameData.GameObjects.First(x => x.Name.Content == objectName); 770 | 771 | if (objectToModify is null) 772 | { 773 | Console.WriteLine($"Object {objectName} not found, skipping object, pain head."); 774 | return; 775 | } 776 | 777 | foreach (var pair in section.GetChildren()) 778 | { 779 | if (isRemove) 780 | objectToModify.PhysicsVertices.Remove(objectToModify.PhysicsVertices.First(x => x.X == Convert.ToSingle(pair.Key) && x.Y == Convert.ToSingle(pair.Value))); 781 | else 782 | objectToModify.PhysicsVertices.Add(new UndertaleGameObject.UndertalePhysicsVertex(){ 783 | X = Convert.ToSingle(pair.Key), 784 | Y = Convert.ToSingle(pair.Value) 785 | }); 786 | } 787 | } 788 | 789 | void ModifyObjectEvents(string objectName, IConfigurationRoot section, bool isRemove) 790 | { 791 | var objectToModify = gameData.GameObjects.First(x => x.Name.Content == objectName); 792 | 793 | if (objectToModify is null) 794 | { 795 | Console.WriteLine($"Object {objectName} not found, skipping object, pain head."); 796 | return; 797 | } 798 | 799 | foreach (var eventSection in section.GetChildren()) 800 | { 801 | var eventToModify = objectToModify.Events[Convert.ToInt32(eventSection.Key)]; 802 | 803 | if (eventToModify is null) 804 | { 805 | Console.WriteLine($"Event {eventSection.Key} not found, skipping event, pain head."); 806 | continue; 807 | } 808 | 809 | foreach (var subtypeSections in eventSection.GetChildren()) 810 | { 811 | if (subtypeSections.Value is null) 812 | continue; 813 | 814 | if (isRemove) 815 | { 816 | Console.WriteLine($"Removing code {subtypeSections.Value} from event {eventSection.Key} subtype {subtypeSections.Key}."); 817 | eventToModify.Remove(eventToModify.First(x => x.EventSubtype == Convert.ToUInt16(subtypeSections.Key) && x.Actions[0].CodeId.Name.Content == subtypeSections.Value)); 818 | continue; 819 | } 820 | 821 | Console.WriteLine($"Adding code {subtypeSections.Value} to event {eventSection.Key} subtype {subtypeSections.Key}."); 822 | 823 | var subtypeToModify = new UndertaleGameObject.Event(){ 824 | EventSubtype = Convert.ToUInt16(subtypeSections.Key) 825 | }; 826 | 827 | subtypeToModify.Actions.Add(new UndertaleGameObject.EventAction(){ 828 | CodeId = gameData.Code.First(x => x.Name.Content == subtypeSections.Value) 829 | }); 830 | 831 | eventToModify.Add(subtypeToModify); 832 | } 833 | } 834 | } 835 | 836 | void AddScriptToSequence(string codeName, IList list) 837 | { 838 | var codeToAdd = gameData.Code.First(x => x.Name.Content == codeName); 839 | 840 | if (codeToAdd is null) 841 | { 842 | Console.WriteLine($"Code {codeName} not found, skipping script, pain head."); 843 | return; 844 | } 845 | 846 | list.Add(new UndertaleGlobalInit(){ 847 | Code = codeToAdd 848 | }); 849 | } 850 | 851 | void CopyExternalAsset(string fileToCopyPath, string destinationPath) 852 | { 853 | if (IsAssetUnavailable(typeof(File), fileToCopyPath)) 854 | return; 855 | 856 | File.Copy(fileToCopyPath, destinationPath, true); 857 | } 858 | #endregion -------------------------------------------------------------------------------- /ProofOfConcept/ProofOfConcept.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Exe 5 | net7.0 6 | enable 7 | enable 8 | 9 | 10 | 11 | $(RestoreSources);../NuGetPackages;https://api.nuget.org/v3/index.json; 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /ProofOfConcept/Structs.cs: -------------------------------------------------------------------------------- 1 | struct ReplacedAssetInfo 2 | { 3 | public string assetName; 4 | public int modPriority; 5 | public string modName; 6 | public Type assetType; 7 | public string? propertyName; 8 | } -------------------------------------------------------------------------------- /ProofOfConcept/Workarround.cs: -------------------------------------------------------------------------------- 1 | using UndertaleModLib; 2 | 3 | class UndertaleValueLookupHelper 4 | { 5 | T? UndertaleValueLookup(string name, UndertaleData data) 6 | where T : UndertaleNamedResource 7 | => new List((data[typeof(T)] as IList)!).FirstOrDefault((x => x!.Name.Content == name), default(T)); 8 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # GML-Mod-Loader 2 | **GML Mod Loader** is a program that makes use of [UndertaleModLib](https://github.com/krzys-h/UndertaleModTool) in order to build a game data file before running the game, which would then allows us to use **multiple mods at once**. This mod loader could work with any game made in Game Maker Studio, as long as it's version is supported by the UndertaleModLib. 3 | 4 | The way we do this is something like the Sonic Mania or Sonic 3 AIR mod loaders do: put all assets in a folder, run the mod loader and they get injected into the file. This removes the need of .xdeltas which are only a compressed binary diff file, which restricts the max mod amount to just one. 5 | 6 | As of now we are working in a Proof of Concept command line version for testing the capabilities and testing. Once we reach a point where it's usable enough, we'll release a public beta of the command line version to get feedback and issues so that we can keep on developing, meanwhile we develop the user interface. 7 | 8 | ## UndertaleModTool Features 9 | ### Already implemented: 10 | - Global init 11 | - Game End scripts 12 | - Sprites 13 | - Scripts 14 | - Game objects 15 | - Code 16 | 17 | ### Yet to be implemented: 18 | - Audio groups 19 | - Sounds 20 | - Backgrounds & Tile sets 21 | - Paths 22 | - Shaders 23 | - Fonts 24 | - Timelines 25 | - Rooms 26 | - Extensions 27 | - Code locals 28 | - Texture group information 29 | 30 | ### No need for implementation: 31 | - General info 32 | - Texture page items 33 | - Variables 34 | - Functions 35 | - Strings 36 | - Embedded textures 37 | - Embedded audio 38 | - Embedded images 39 | 40 | ## Other sources 41 | - [GameBanana's WIP Page](https://gamebanana.com/wips/76181) 42 | - [BlurOne!'s YouTube channel](https://www.youtube.com/@_blurone_) (For video updates of the project) 43 | - [Development Discord Server](https://discord.gg/y8jBh3jhw2) 44 | --------------------------------------------------------------------------------