![]() ![]() Let’s take a look at the header (preamble) of the original ResourceFork. Internally though there will be a small addition to the header of the ResourceFork to denote that it is in the extended format. That will handle loading from both formats and then providing back a common set of data structures and interfaces. Most of the heavy work will be handled by libResourceFork which is part of the Diamond Project. Well it won’t really mean anything for plugin developers, or even much for the engine itself. So how will the engine distinguish between the formats, and what will it mean for plugin developers? This will be the extent of the change to the ResourceFork format. These values will likely become 64-bit values, rather than 16-bit values. The format will allow for larger offset numbers and Resource IDs, thus removing limitations (for all practical purposes) of the format. ![]() So this is a purely custom thing, based upon the ResourceFork format. Newer content should be able to make use of a custom extension on ResourceForks. Plugins using this format will be constrained to the same limitations as they were back on the original engines, as some of the constraints actually came from the format itself. This functionality will be included into kestrel and will allow it to load all of the old legacy data files and plugins. Everything was stored in ResourceForks, and that allowed the engine to quickly located the required resources, and for plugin developers to quickly identify, modify and replace existing resources in the game. I have talked in the past about ResourceForks and how they are a central aspect of how the old Escape Velocity games worked. This post will explain how this will be done and my current plans on accomplishing it. At the same time it will be important to expand the capabilities and features afforded to plugin developers. In that post I also mentioned about the plans for plugin development and how maintaining backwards compatibility is an important factor. In my last post I talked about how the EV: Override revival project is now a thing and how the engine is being called Kestrel. ![]()
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