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Mod folders
This feature of Memoria allows to pack a mod into a folder to be placed in the main directory of Final Fantasy IX.
If a mod folder is installed and registered in Memoria.ini
, the files and archives inside will be used rather than the default game's files and assets.
It eases the installation and the compatibility of different mods.
Registering a mod is done by adding the name of its mod folder in Memoria.ini
, section [Mod]
, entry FolderNames
.
Enabled mods must be listed there inside quotes and as a comma-separated list.
Example:
[Mod] FolderNames = "MyCustomMod", "MoguriFiles", "MoguriSoundtrack"
The order in which mod folders are written determines their priority.
In the example above, files and assets taken into account are the ones present in the mod folder MyCustomMod
in priority.
If a file or asset doesn't exist in MyCustomMod
, then it is searched in MoguriFiles
, then in MoguriSoundtrack
and if no mod folder contains the requested file or asset, the default game's files and assets are used.
Example: Suppose that the game request the asset Assets/Resources/Sounds/Sounds01/BGM_/music002.akb.bytes
, which is the music of the Village of Dali. With the example above, the asset will be searched first in MyCustomMod
, either:
MyCustomMod/StreamingAssets/Assets/Resources/Sounds/Sounds01/BGM_/music002.akb.bytes
- or as an asset packed in the archive
MyCustomMod/StreamingAssets/p0data61.bin
MoguriFiles
, then in MoguriSoundtrack
(in which a file MoguriSoundtrack/StreamingAssets/Assets/Resources/Sounds/Sounds01/BGM_/music002.akb.bytes
should exist).
Note that assets normally bound to .assets archives should be placed in a sub-folder FF9_Data
(eg.: EmbeddedAsset/Manifest/Sounds/SoundEffectMetaData.txt
is natively an asset of the resources.assets
archive and should thus have the path FF9_Data/EmbeddedAsset/Manifest/Sounds/SoundEffectMetaData.txt
from the mod folder) while other files and assets should be placed in a sub-folder StreamingAssets
(as in the example with the music above).
Unfortunatly, not every asset can be used in mod folders as external files. For now, only assets of the following types can:
- TextAsset (Default type that can be both text and binary files)
- Texture2D and Texture (Can be read as PNG/JPG external files instead of the inner Unity format)
- AnimationClip (Can be read in a .anim binary format or in a JSON format)
On top of custom files and assets, a mod folder may (optionally) contain two additional files, to be placed directly in the mod folder: Memoria.ini
and DictionaryPatch.txt
. The first one may be used to override configuration settings of the main configuration file (the Memoria.ini
that exists in the root directory of the game). The second one may be used to change several inner data lists of the game (see the section Dictionary Patch below).