I was wondering if anyone has messed with this new DLC and checked if its possible for .lua mods to work with it. I was also wondering if we edit the base main.lua by adding stuff from any mod's main.lua, if one can get mods to work that way
This is the closest thing so far. It’s open source so maybe someone will make a pull request with improvementsI was wondering if anyone has messed with this new DLC and checked if its possible for .lua mods to work with it. I was also wondering if we edit the base main.lua by adding stuff from any mod's main.lua, if one can get mods to work that way
Lua files are the core structure of the Isaac ports from Afterbirth onwards due to them adding mod support(and modding api) using Lua on the PC version after that DLClet me preface this by saying I know very little about the switch, but ps3/4 config/lua files are created through debugging the game. this is ps2 games, and you can debug them with the ps2 emulator on the pc. they're not pulled out of someone's ass. haha.
I'm working on this, but it seems that appending the main.lua contents of the mod to the original main.lua does not work, since it's never called inside the game, therefore, not executing the mod's lua. I'm researching some way to get the game to execute arbitrary code by editing some loose pointer that i could find, but it's very tough, since i can't get any relevant information by dissembling the main file on the exeFS. Even if i get the game to execute some code, i still have to find the way the game loads the lua interpreter internally.I was wondering if anyone has messed with this new DLC and checked if its possible for .lua mods to work with it. I was also wondering if we edit the base main.lua by adding stuff from any mod's main.lua, if one can get mods to work that way
It’s very possible it’s just laziness. Nicalis isn’t exactly known for quality lolI'm working on this, but it seems that appending the main.lua contents of the mod to the original main.lua does not work, since it's never called inside the game, therefore, not executing the mod's lua. I'm researching some way to get the game to execute arbitrary code by editing some loose pointer that i could find, but it's very tough, since i can't get any relevant information by dissembling the main file on the exeFS. Even if i get the game to execute some code, i still have to find the way the game loads the lua interpreter internally.
Nevertheless, i still have the suspicion that the lua intepreter is inside the game's executable, i find very weird that they left the RegisterMod function in there for no reason at all. (Or maybe it's just lazyness).
I did some digging into this a few months ago, and there is no lua engine. None at all.Nevertheless, i still have the suspicion that the lua intepreter is inside the game's executable, i find very weird that they left the RegisterMod function in there for no reason at all. (Or maybe it's just lazyness).
That’s what they did with all the image files. Just lazily converted the PNGs to PCX for some reasonI did some digging into this a few months ago, and there is no lua engine. None at all.
You'd have to add your own in an exefs patch and hook it into the game's code, and more or less implement the entire API yourself. I have no clue why there's still .lua files in romfs but it's likely they just got lazy and macro'd the lua part of the game out for switch releases.
Yeah, i was just reading about that one game that nintendo pulled out from the store because it had a hidden ruby interpreter, so it's logical that they got rid of the lua interpreter as well.I did some digging into this a few months ago, and there is no lua engine. None at all.
You'd have to add your own in an exefs patch and hook it into the game's code, and more or less implement the entire API yourself. I have no clue why there's still .lua files in romfs but it's likely they just got lazy and macro'd the lua part of the game out for switch releases.