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.
Messages for the option screen.
All item descriptions.
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.
Holds palette values used for font rendering, in HTML #RRGGBB hex format.
Holds data used to initialize inventory items when a new game is started.
Holds all data related to items, names, and mix attributes. Currently not implemented.
A simplified version of item.xml
that contains only item names.
Strings for generic prompts.
Strings for Umbrella laboratory PC, holds all passwords.
Strings for the old typewriter screen. Unused since that screen was deprecated.
Strings for the new typewriter screen. Use this instead of save.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.
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.