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Adding launch settings to play_launcher to support renaming Spel2.exe [enhancement] #21
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It's a good idea, I can think a bit about this. However it won't help with running the Window-Store version, that is simply not compatible with our tools the Window-Store version has very different binaries (not sure why, but it's not unusual that different version have different binaries) I would probably implement this via a playlunky_cmd_line.txt that you could pass the Spel2.exe file to or we fix something on the Modlunky end of things. |
I was thinking this might be useful as well in regard to downpatching. Rather than having to muck with Spel2.exe we could download alternate versions to like |
Though probably would have to keep it in the same dir for dlls and such but the point is the same :) |
We should always put the working dir into the root of the Spelunky installation, right? So dlls would be loaded from there. |
Old versions might not run with current dlls though, fmod got updated... I might add that |
Thats to bad. i was hoping that since they granted access to the file structure for modding it would remain the same. seems like best bet for modding the windows version is trying to unpack and repack the exe then. |
Using hardcoded strings prevent the ability to alter the launch file names. I'm hoping to try something similar to what can be done with the stardew modding api to make it compatible for pc gamepass. The basics are your rename the base executable to something you know then rename the play_launcher.exe to Spel2.exe. This will allow the gamepass application to launch the renamed play_launcher (i have validated this works for launching it, it just crashes due to not finding spel2.exe). if i could tell play_launcher what exe is the original spelunky2 it should be able to chain.... i think. If it does work then we should be able to use mods with the gamepass/windows version of the game.
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