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I've been reverse engineering the old DarkSun games (from SSI) with hopes to eventually get the MMO up and running again. I'm thinking of using ORX to drive the UI.
One issue I have is that the resources are stored in .GFF files, which I'm able to extract the majority of. Now I would prefer to extract this data during runtime. So, I see some options:
1) Add a custom loader (like in orxAndroid_RegisterAPKResource()), and load from there. My concern is that some things may not translate correctly. For example the image data is stored as two different entries in the gff. A palette entry and then then a data entry. Naturally I have a routine that translates that combination into 24-bit RGB or 32-bit RGBA.
2) Load the data in C and not in .ini. In other words use orxObject_Create(), etc... to create the objects.
3) Explode all the data into .bmp/png files on disk and then load.
I prefer 1) as I have the backend for that and it would allow people to overlay any extensions/mods in the .ini/config files--which would be slick.
I'm not opposed to 2), but that seems to defeat the purpose of ORX since that would be ignoring the whole data-driven .ini/config.
I don't like 3) at all because that is just seems super lame to me. Also, I'd have copyrighted data exploded on disk as opposed to its original format. Additionally there are certain parts of the original engine that use alternating palettes to create effects, which I haven't thought of how I would implement that yet.
Naturally I'd love to hear opinions.
Specifically any direction on 1) to get me started? I can keep reading the code, but any direction/examples would be helpful. Preemptive apology if I missed where this was documented already.