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BFMM Functionality in Mod Manager. #627
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I strongly disagree with the closing of this PR |
This pr adds a base to support patching of the other games on pc. |
Reopened due to immense backlash. <3 |
This PR would at least help the Rando community a lot as we already have to use a second program to patch our seeds. Yes the mod loader would be preferred but this implements extraction in ModsManager and the ability to make 1 mod for both PC and Emulator with the tag feature. |
Closing due to patching "not fitting into OpenKH", not to be opened again. |
Build_From_MM was a Python program used which allowed for Mod Manager mods to be used in the PC ports.
This PR basically takes in everything it can do and implements it to Mod Manager itself so that we don't have to fiddle around.
What it does:
What it adds to "mod.yml":
From the tests made, it works surprisingly well. And it is able to patch the game ridiculously fast and is compliant with everything OpenKH tries to accomplish. Some of the "OpenKh.Egs" functions were implemented to MM separately as trying to use them would mean there would be no indication as to what was done.
I know the code is kinda messy, and there are still some things I have to do, I have to tidy up the code, add kh2pcpatch support, make sure shit works with everything etc. But this update was heavily requested by the majority of the modding community, and I had to deliver.