-
Notifications
You must be signed in to change notification settings - Fork 3
/
readme.txt
109 lines (90 loc) · 2.18 KB
/
readme.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
SKYLAND
Welcome to the SKYLAND
source code!
NOTE: this readme is
intended to be displayed on
a gba screen when running
Skyland in developer mode,
hence the narrow formatting.
If you simply want to edit
scripts and rebuild the rom
using the modding toolchain,
run the following commands
after editing script files simply run repack.sh.
If you have the Skyland rom
but not the engine rom or the
scripts, download the
unpack_rom.py script, place
it in the same directory as
Skyland.gba, and run
unpack_rom.py.
If you only have the Skyland
rom and not the unpack_rom.py
script, then you may extract
the unpack_rom.py file from
the Skyland.gba rom by
opening the rom in a text
editor, searching for the
filename, and copy-pasting
it to another file (all tools
appended to the skyland
engine are encoded in plain-
text).
The below info is intended
for those who want to edit
scripts on the gba itself,
using the developer mode
setting:
The rom/ filesystem
contains all of the game's
level scripts.
You may either:
1) create new scripts in
the sram filesystem, and
load them in
mods/init.lisp
2) simply edit scripts in
the rom filesystem, and
the engine will write your
modified scripts to the
sram filesystem.
You cannot edit rom
scripts directly, of
course, as the files
live in read only memory.
But SKYLAND preferentially
loads files from sram
before attempting to load
them from rom, so if you
create an sram file with an
identical name and path
to a file in rom, you can
effectively override
the rom script.
If you're just getting
started, try playing
around with some of the
code in /scripts/config/
Afterwards, maybe you'll
want to edit newgame.lisp
or other such files.
You'll find the level
scripts in the events/
folder, organized by
zone.
If you manage to mess
anything up and break the
game, simply open the file
browser and delete the
problematic file in sram/
(by selecting the file,
pressing start, and then
choosing the delete
option).
One final note: the game
will not run any custom
code when in multiplayer
mode. Keeping games sync'd
up when people are running
different code would just
be too difficult.