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Archive Hotswapping

Super Hackio edited this page May 2, 2023 · 1 revision

Only available in GLE-V3 onwards

Have you ever wanted to reskin an object, but only for a specific scenario in a galaxy?
Well, now you can, thanks to Archive Hotswapping!

This feature allows you to add a new field to the normal UseResource BCSVs (Specifically the object ones, so common.bcsv, scenario_1.bcsv, etc.). This is an optional field, so leave the ResourceMask field empty if you do not want to hotswap the file in the ResourceName field.
UseResourceBCSV

In the image above, I have Hotswapped a Goomba with the Unused Goomba-like enemy from SMG1 (with some added goomba files to make sure it has all the animations it needs)

This will tell the game to do the following:

  • Load TetuKuri.arc
  • Rename it in Memory to Kuribo.arc
  • Redirect all requests for Kuribo.arc to the (now internally renamed) TetuKuri.arc

And Voilà! In the level that uses this UseResource bcsv, the Goomba will look like the TetuKuri:
Hotswapped Archive

But, in other levels of the hack, the Goomba will still look like the normal goomba:
Not Hotswapped

To be clear, this is handled the same way the normal UseResource bcsv's are handled, so you can only hotswap an archive for Scenario 1, but not for Scenario 2, or for all scenarios in a galaxy (using the common.bcsv).

Here is a picture of what the custom TetuKuri.arc looks like. As you can see, it looks identical to the normal Kuribo.arc. This is because the game is still expecting to load Kuribo.arc, so naturally, it's also expecting the files inside to be named the same that it would be inside the actual Kuribo.arc. In other words, you only need to rename the archive file itself, and keep the contents named the same way they would be in the normal file.

image

Limitations

This only works for archives that are not always loaded into RAM. Some examples include (but is not limited to):

  • Mario
  • Coin
  • Most layouts
  • LightData
  • Scenario Data
  • the HOME menu
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