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Looking for a lightweight method of packaging music mod files for P5R.

Posted: Wed Aug 17, 2022 4:10 pm
by Zerron21
I was wondering if there was a way to include only the adx file in mod managers so that they get packaged into the base game's bgm instead of having to share the entire 800Mb awb file, since I'm only looking to replace a single file.

Sorry if this was stated somewhere and I missed it I was just wondering if it was possible since I can't locate a .awb file in the aemulus original folder.

Re: Looking for a lightweight method of packaging music mod files for P5R.

Posted: Fri Aug 19, 2022 12:29 am
by Zerron21
Ok I've been trying to utilize the prebuild.bat file that aemulus provides support for to automate the process of building the huge .awb file using only the AcbEditor.exe and the relevant .adx files, and so far it seems like a total success! I made the batch script automatically detected if the file has been compiled already to skip having to go through the entire process for no reason.
I also included a config.batch file that can be used to point to the AcbEditor.exe file and the bgm files, as well as the sound file in case of external usage, I'll work on adding error pop-ups in case of a missing file or directory and see if I can publish it as a standalone tool as well.
The way it works currently is that it just needs to be included in the Aemulus package and it'll do all the work using extracted bgm files, I spent the entire night coding this think lmao. :hee_pog:

Re: Looking for a lightweight method of packaging music mod files for P5R.

Posted: Fri Aug 19, 2022 12:14 pm
by ShrineFox
I also really like this idea, and I give you a lot of credit for implementing it yourself! Sounds like a very neat and tidy solution. I've considered using the .bat to do something similar, definitely good enough for distributing your own mods but still adds a lot of steps for the end user to install it properly. I think best case scenario would be to add the feature to Aemulus and unpack each mod's awbs and merge with the base game one when you build. Maybe it can do it once per mod and leave them unpacked, and build kind of like your .bat does, that way mods that already ship with the full awb can benefit from the new feature and future mods can leave theirs unpacked.

I talked to Tekka about it, it's been considered on many an occasion but nobody has gotten around to trying to implement it. I think that gives me the greenlight to give it a shot and see if it gets accepted into source, I think it's worth a try lol

Re: Looking for a lightweight method of packaging music mod files for P5R.

Posted: Fri Aug 19, 2022 4:51 pm
by Zerron21
I released the individual script on GitHub for ease of access since my desktop is a mess since I started working on it, It's very barebone since I barely managed to put it together with no batch experience at all, I wanted to keep it as a nice little project, I guess this is my first GitHub project so that's nice.

Hard to believe all of this started because of a Barbie mod for Persona 5 Royal, I released it with the script included on GameBanana so it functions as a 1-Click install.
It's a good solution for now until the feature is implemented into Aemulus, it was a weird, painful and fun process to go through :hee_approves: .