XML files - Gemini-Loboto3/RE1-Mod-SDK GitHub Wiki

Mod-sdk implements a number of optional XML files to generate on the fly some of the data necessary for quick mod patches, in a human readable format. These are what it currently supports.

config.xml

Messages for the option screen.

desc.xml

All item descriptions.

encoding.xml

Represents a table of width and padding values used to print text on screen. It can define a number of parameters, like a standard width / indent, and hexadecimal encoding / width / indent for each symbol. Pair this with a new font0 for maximum control over text.

font_color.xml

Holds palette values used for font rendering, in HTML #RRGGBB hex format.

init.xml

Holds data used to initialize inventory items when a new game is started.

item.xml

Holds all data related to items, names, and mix attributes. Currently not implemented.

item_simple.xml

A simplified version of item.xml that contains only item names.

misc.xml

Strings for generic prompts.

password.xml

Strings for Umbrella laboratory PC, holds all passwords.

save.xml

Strings for the old typewriter screen. Unused since that screen was deprecated.

save2.xml

Strings for the new typewriter screen. Use this instead of save.xml.

Tables

bgm_xx.xml

Example:

<Sound>
    <Entry loop="1">Bgm_00</Entry>
    <Entry loop="1">Se_01</Entry>
    <Entry loop="1">Bgm_05</Entry>
    <Entry loop="0"></Entry>
</Sound>

Each Entry in this table specifies the name of a BGM sample file. loop specifies if the BGM repeats after being played entirely and additionally can specify start and length attributes to define the range of a loop point, expressed in samples.

core_xx.xml, door_xx.xml, player_xx.xml, room_xyy.xml

Example:

<Sound>
    <Entry>Knife01</Entry>
    <Entry>Knife02</Entry>
    <Entry>Knife03</Entry>
    [...]
</Sound>

Similarly to the BGM tables, these are just a collection of samples for various types of playback.

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