It is simpler to have a hex based format, in that everything is done in hex.
Yes, but if it's a patch-driven design, isn't it better to have a simpler patch format to write than simpler code for reading it?
Converting strings to numbers and writing them as bytes really isn't that big of a deal, is it? It was like 2 lines of code for me, but we're probably doing things in different ways...
Yes, but if it's a patch-driven design, isn't it better to have a simpler patch format to write than simpler code for reading it?
Converting strings to numbers and writing them as bytes really isn't that big of a deal, is it? It was like 2 lines of code for me, but we're probably doing things in different ways...
I just like to simplify everything I do into a program. I have a couple hundred programs that do even the simplest of tasks for me. Since I'm on vacation and I'm not normally around WiFi, I really needed a hex viewer, so I made my own in 10 minutes named "Sh*yHexViewer" without the random symbols in the beginning. It includes a buffer that made it easy to open large files such as chunks.dat.
Anyway, point is, I like programming everything I do.
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I use NetBeans to design the program actually. It's free, and what it does is let you pick different things such as buttons, text panes, lists, and just about everything else in javax.swing and java.awt and drag it onto the programs design. The design editor is fully customizable and lets you edit everything that is normally changeable. Netbeans also automatically creates a .jar everytime you clean & build, and automatically error checks your files as you write it (like eclipse does). It's the Microsoft Visual Studio (used to make C++ and Visual Basic programs) equivalent for Java.
So that's what netbeans is. I never really researched it. Thanks for that!
I hear that... I'm just picky about formats. I like them to be accessible and straightforward, so I really prefer text formats where they make sense.
If these patches were thousands of bytes long, text would be no good, but for these small patches it seems fine, and you get the benefit of being able to write the files with a simple text editor... not just you but anyone who wants to make stuff in that format (they might not have access to your tools or the tools might not build on their system).
Also the files become really simple to distribute and install. I can drop them in a gist or jsbin or whatever, you put the URL in the patcher, bam, it adds or updates the patch. Want to make your own version of the patch, fork the gist or jsbin.
It is simpler to have a hex based format, in that everything is done in hex. And you don't exactly need a program to make patches using a hex method either, since people could do it all from their heads. But keep in mind, the patch versions for iOS and Android are going to stay completely different, otherwise problems would occur and confusion could arise. At least, that's until we start fusing Android patches with iOS patches to create universal patch files.
You could use the same format I use for simplicity reasons. I suggest this because I am slowly working on migrating patches away from having to be created by hand in a hex editor, so it may be beneficial for you. For example, if you were to hex edit the unencrypted binary of minecraftpe (of iOS), to create a patch you can simply use my patchtool to create a patch based on your hex edits to minecraftpe. For example:
Is that format documented anywhere? I'm trying to figure out how to convert 500ISE's cave patch, the data in the patch.mod file doesn't look like the others...
Is that format documented anywhere? I'm trying to figure out how to convert 500ISE's cave patch, the data in the patch.mod file doesn't look like the others...
At least, that's until we start fusing Android patches with iOS patches to create universal patch files.
Universal, you mean that the patch need to work on both versions? It's not possible, the offsets and instructions are different. The patch file will become larger thanneseccary. Keep it separated to not confuse the users.
I hear that... I'm just picky about formats. I like them to be accessible and straightforward, so I really prefer text formats where they make sense.
If these patches were thousands of bytes long, text would be no good, but for these small patches it seems fine, and you get the benefit of being able to write the files with a simple text editor... not just you but anyone who wants to make stuff in that format (they might not have access to your tools or the tools might not build on their system).
Also the files become really simple to distribute and install. I can drop them in a gist or jsbin or whatever, you put the URL in the patcher, bam, it adds or updates the patch. Want to make your own version of the patch, fork the gist or jsbin.
Mmm.. I'm working on it for iOS It's simple. People can download new patches from the internet from inside the app. The app reads that file and saves it to a plist for easy use in a tableview. User can enable/disable the patches he/she want and patch
I prefer hex because that's what I use now.
You could use the same format I use for simplicity reasons. I suggest this because I am slowly working on migrating patches away from having to be created by hand in a hex editor, so it may be beneficial for you. For example, if you were to hex edit the unencrypted binary of minecraftpe (of iOS), to create a patch you can simply use my patchtool to create a patch based on your hex edits to minecraftpe. For example:
Universal, you mean that the patch need to work on both versions? It's not possible, the offsets and instructions are different. The patch file will become larger thanneseccary. Keep it separated to not confuse the users.
What I meant was there would be two different versions of the patch in the file. The first version would be the Android patch, then a break, then the iOS patch. That would make patches more universal for users. It's obvious the offsets are wrong.
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What I meant was there would be two different versions of the patch in the file. The first version would be the Android patch, then a break, then the iOS patch. That would make patches more universal for users. It's obvious the offsets are wrong.
I think there should be separate patches for each platform, but both should be packaged as a zip file, perhaps, then the patcher extracts the patch for its own platform. The patch can named by specification of the platform that its for (i.e. for Android, "android.mod", for iOS, "ios.mod").
I think there should be separate patches for each platform, but both should be packaged as a zip file, perhaps, then the patcher extracts the patch for its own platform. The patch can named by specification of the platform that its for (i.e. for Android, "android.mod", for iOS, "ios.mod").
That sounds a little weird to me. Seems like patch authors will be writing the patches for only one platform, and then someone will have to convert for the other platform. If I want to make a new patch for android but don't have iOS, I'll end up creating a android-only package and frustrating/confusing iOS users, or not being able to make a package at all.
That sounds a little weird to me. Seems like patch authors will be writing the patches for only one platform, and then someone will have to convert for the other platform. If I want to make a new patch for android but don't have iOS, I'll end up creating a android-only package and frustrating/confusing iOS users, or not being able to make a package at all.
Just my 2 cents, of course.
Yeah but it is not possible for me to write patches for android because I don't use it and if the android modders don't have iOS then can't do it either The iOS binary is striped from symbols, its harder to find stuff. I use the .so to try to figure out what function I'm in. But it doesn't always work.
But I like the idea to zip it. To keep it organized
Can someone tell me the directory for world saves on Android? I'm going to add an SSH feature rather than use iFile's server and I want to try and show specifically the worlds on the device without you having to find it every time.
Anyway, I know on iOS the directory is:
/var/mobile/Applications/(App UID)/Documents/games/com.mojang/minecraftWorlds
I'm going to add an SSH feature rather than use iFile's server and I want to try and show specifically the worlds on the device without you having to find it every time.
But what is it for Android basically?
Can someone with Android and ssh enabled or installed test my new world downloader? All it does is SSH into your device, search for the minecraftWorlds folder and gives you a list of worlds to edit, then downloads the files you wish to edit.
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Did you know I make music? Just click my logo to listen to my awesome Electronic beats!
Can someone with Android and ssh enabled or installed test my new world downloader? All it does is SSH into your device, search for the minecraftWorlds folder and gives you a list of worlds to edit, then downloads the files you wish to edit.
I can test if it'll build for linux, don't have a mac.
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Yes, but if it's a patch-driven design, isn't it better to have a simpler patch format to write than simpler code for reading it?
Converting strings to numbers and writing them as bytes really isn't that big of a deal, is it? It was like 2 lines of code for me, but we're probably doing things in different ways...
I just like to simplify everything I do into a program. I have a couple hundred programs that do even the simplest of tasks for me. Since I'm on vacation and I'm not normally around WiFi, I really needed a hex viewer, so I made my own in 10 minutes named "Sh*yHexViewer" without the random symbols in the beginning. It includes a buffer that made it easy to open large files such as chunks.dat.
Anyway, point is, I like programming everything I do.
So that's what netbeans is. I never really researched it. Thanks for that!
If these patches were thousands of bytes long, text would be no good, but for these small patches it seems fine, and you get the benefit of being able to write the files with a simple text editor... not just you but anyone who wants to make stuff in that format (they might not have access to your tools or the tools might not build on their system).
Also the files become really simple to distribute and install. I can drop them in a gist or jsbin or whatever, you put the URL in the patcher, bam, it adds or updates the patch. Want to make your own version of the patch, fork the gist or jsbin.
You could use the same format I use for simplicity reasons. I suggest this because I am slowly working on migrating patches away from having to be created by hand in a hex editor, so it may be beneficial for you. For example, if you were to hex edit the unencrypted binary of minecraftpe (of iOS), to create a patch you can simply use my patchtool to create a patch based on your hex edits to minecraftpe. For example:
This will create the appropriate patch.mod to patch all your changes from the original binary to the modded binary.
Is that format documented anywhere? I'm trying to figure out how to convert 500ISE's cave patch, the data in the patch.mod file doesn't look like the others...
The full documentation can be found here on the forums: http://www.minecraftforum.net/topic/1112628-mod-patching
Universal, you mean that the patch need to work on both versions? It's not possible, the offsets and instructions are different. The patch file will become larger thanneseccary. Keep it separated to not confuse the users.
Mmm.. I'm working on it for iOS
I prefer hex because that's what I use now.
Why didn't you told me that?
http://youtu.be/UuZ5Ukyj2V0
What I meant was there would be two different versions of the patch in the file. The first version would be the Android patch, then a break, then the iOS patch. That would make patches more universal for users. It's obvious the offsets are wrong.
Snowbound what do you think about it?
http://youtu.be/UuZ5Ukyj2V0
I think there should be separate patches for each platform, but both should be packaged as a zip file, perhaps, then the patcher extracts the patch for its own platform. The patch can named by specification of the platform that its for (i.e. for Android, "android.mod", for iOS, "ios.mod").
Good one!
http://youtu.be/UuZ5Ukyj2V0
Just my 2 cents, of course.
Yeah but it is not possible for me to write patches for android because I don't use it and if the android modders don't have iOS then can't do it either
But I like the idea to zip it. To keep it organized
http://youtu.be/UuZ5Ukyj2V0
Anyway, I know on iOS the directory is:
/var/mobile/Applications/(App UID)/Documents/games/com.mojang/minecraftWorlds
But what is it for Android basically?
There is a directory for each world, with the name you gave the world, containing chunks, entities, and level.dat
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I know that there is a directory for each world, that doesn't change from OS to OS, but thanks for the directory leading to it.
Anyway, the SSH file opener works (as it should) and saves files right. Now to continue on with the map maker and the entity editor.
I can test if it'll build for linux, don't have a mac.