This guide is going to try and be a broad summary of how you can do just that.
There are two key steps to incorporating a game into Archipelago:
- Game Modification
- Archipelago Server Integration
Refer to the following documents as well:
- network protocol.md for network communication between client and server.
- world api.md for documentation on server side code and creating a world package.
One half of the work required to integrate a game into Archipelago is the development of the game client. This is typically done through a modding API or other modification process, described further down.
As an example, modifications to a game typically include (more on this later):
- Hooking into when a 'location check' is completed.
- Networking with the Archipelago server.
- Optionally, UI or HUD updates to show status of the multiworld session or Archipelago server connection.
In order to determine how to modify a game, refer to the following sections.
This is a good way to make the modding process much easier. Being able to identify what engine a game was made in is
critical. The first step is to look at a game's files. Let's go over what some game files might look like. It’s
important that you be able to see file extensions, so be sure to enable that feature in your file viewer of choice.
Examples are provided below.
This is the delightful title Creepy Castle, which is a fantastic game that I highly recommend. It’s also your worst-case scenario as a modder. All that’s present here is an executable file and some meta-information that Steam uses. You have basically nothing here to work with. If you want to change this game, the only option you have is to do some pretty nasty disassembly and reverse engineering work, which is outside the scope of this tutorial. Let’s look at some other examples of game releases.
Here’s the release files for another game, Heavy Bullets. We see a .exe file, like expected, and a few more files. “hello.txt” is a text file, which we can quickly skim in any text editor. Many games have them in some form, usually with a name like README.txt, and they may contain information about a game, such as a EULA, terms of service, licensing information, credits, and general info about the game. You usually won’t find anything too helpful here, but it never hurts to check. In this case, it contains some credits and a changelog for the game, so nothing too important. “steam_api.dll” is a file you can safely ignore, it’s just some code used to interface with Steam. The directory “HEAVY_BULLETS_Data”, however, has some good news.
Jackpot! It might not be obvious what you’re looking at here, but I can instantly tell from this folder’s contents that what we have is a game made in the Unity Engine. If you look in the sub-folders, you’ll seem some .dll files which affirm our suspicions. Telltale signs for this are directories titled “Managed” and “Mono”, as well as the numbered, extension-less level files and the sharedassets files. If you've identified the game as a Unity game, some useful tools and information to help you on your journey can be found at this Unity Game Hacking guide.
This is the game contents of Stardew Valley. A lot more to look at here, but some key takeaways. Notice the .dll files which include “CSharp” in their name. This tells us that the game was made in C#, which is good news. Many games made in C# can be modified using the same tools found in our Unity game hacking toolset; namely BepInEx and MonoMod.
Our last example is the game Gato Roboto. This game is made in GameMaker, which is another green flag to look out for. The giveaway is the file titled "data.win". This immediately tips us off that this game was made in GameMaker. For modifying GameMaker games the Undertale Mod Tool is incredibly helpful.
This isn't all you'll ever see looking at game files, but it's a good place to start. As a general rule, the more files a game has out in plain sight, the more you'll be able to change. This especially applies in the case of code or script files - always keep a lookout for anything you can use to your advantage!
As a side note, many games have either been made open source, or have had source files leaked at some point. This can be a boon to any would-be modder, for obvious reasons. Always be sure to check - a quick internet search for "(Game) Source Code" might not give results often, but when it does, you're going to have a much better time.
Be sure never to distribute source code for games that you decompile or find if you do not have express permission to do so, or to redistribute any materials obtained through similar methods, as this is illegal and unethical.
However, for now we'll assume you haven't been so lucky, and have to work with only what’s sitting in your install directory. Some developers are kind enough to deliberately leave you ways to alter their games, like modding tools, but these are often not geared to the kind of work you'll be doing and may not help much.
As a general rule, any modding tool that lets you write actual code is something worth using.
The first step is to research your game. Even if you've been dealt the worst hand in terms of engine modification, it's possible other motivated parties have concocted useful tools for your game already. Always be sure to search the Internet for the efforts of other modders.
Depending on the game’s underlying engine, there may be some tools you can use either in lieu of or in addition to existing game tools.
CheatEngine is a tool with a very long and storied history. Be warned that because it performs live modifications to the memory of other processes, it will likely be flagged as malware (because this behavior is most commonly found in malware and rarely used by other programs). If you use CheatEngine, you need to have a deep understanding of how computers work at the nuts and bolts level, including binary data formats, addressing, and assembly language programming.
The tool itself is highly complex and even I have not yet charted its expanses. However, it can also be a very powerful tool in the right hands, allowing you to query and modify gamestate without ever modifying the actual game itself. In theory it is compatible with any piece of software you can run on your computer, but there is no "easy way" to do anything with it.
We talked about this briefly in Game Modification section. The next step is to know what you need to make the game do now that you can modify it. Here are your key goals:
- Know when the player has checked a location, and react accordingly
- Be able to receive items from the server on the fly
- Keep an index for items received in order to resync from disconnections
- Add interface for connecting to the Archipelago server with passwords and sessions
- Add commands for manually rewarding, re-syncing, releasing, and other actions
Refer to the Network Protocol documentation for how to communicate with Archipelago's servers.
That depends – what console?
Most games for recent generations of console platforms are inaccessible to the typical modder. It is generally advised that you do not attempt to work with these games as they are difficult to modify and are protected by their copyright holders. Most modern AAA game studios will provide a modding interface or otherwise deny modifications for their console games.
This is very complex, but doable. If you don't have good knowledge of stuff like Assembly programming, this is not where you want to learn it. There exist many disassembly and debugging tools, but more recent content may have lackluster support.
That’s a lot more feasible. There are many good tools available for understanding and modifying games on these older consoles, and the emulation community will have figured out the bulk of the console’s secrets. Look for debugging tools, but be ready to learn assembly. Old consoles usually have their own unique dialects of ASM you’ll need to get used to.
Also make sure there’s a good way to interface with a running emulator, since that’s the only way you can connect these older consoles to the Internet. There are also hardware mods and flash carts, which can do the same things an emulator would when connected to a computer, but these will require the same sort of interface software to be written in order to work properly; from your perspective the two won't really look any different.
My Game is an exclusive for the Super Baby Magic Dream Boy. It’s this console from the Soviet Union that-
Unless you have a circuit schematic for the Super Baby Magic Dream Boy sitting on your desk, no. Obscurity is your enemy – there will likely be little to no emulator or modding information, and you’d essentially be working from scratch.
NEVER EVER distribute anyone else's copyrighted work UNLESS THEY EXPLICITLY GIVE YOU PERMISSION TO DO SO!!!
This is a good way to get any project you're working on sued out from under you. The right way to distribute modified versions of a game's binaries, assuming that the licensing terms do not allow you to copy them wholesale, is as patches.
There are many patch formats, which I'll cover in brief. The common theme is that you can’t distribute anything that wasn't made by you. Patches are files that describe how your modified file differs from the original one, thus avoiding the issue of distributing someone else’s original work.
Users who have a copy of the game just need to apply the patch, and those who don’t are unable to play.
IPS patches are a simple list of chunks to replace in the original to generate the output. It is not possible to encode moving of a chunk, so they may inadvertently contain copyrighted material and should be avoided unless you know it's fine.
Other patch formats generate the difference between two streams (delta patches) with varying complexity. This way it is possible to insert bytes or move chunks without including any original data. Bsdiff is highly optimized and includes compression, so this format is used by APBP.
Only a bsdiff module is integrated into AP. If the final patch requires or is based on any other patch, convert them to bsdiff or APBP before adding it to the AP source code as "basepatch.bsdiff4" or "basepatch.apbp".
Starting with version 4 of the APBP format, this is a ZIP file containing metadata in archipelago.json
and additional
files required by the game / patching process. For ROM-based games the ZIP will include a delta.bsdiff4
which is the
bsdiff between the original and the randomized ROM.
To make using APBP easy, they can be generated by inheriting from worlds.Files.APDeltaPatch
.
Games which support modding will usually just let you drag and drop the mod’s files into a folder somewhere.
Mod files come in many forms, but the rules about not distributing other people's content remain the same.
They can either be generic and modify the game using a seed or slot_data
from the AP websocket, or they can be
generated per seed. If at all possible, it's generally best practice to collect your world information from slot_data
so that the users don't have to move files around in order to play.
If the mod is generated by AP and is installed from a ZIP file, it may be possible to include APBP metadata for easy
integration into the Webhost by inheriting from worlds.Files.APContainer
.
In order for your game to communicate with the Archipelago server and generate the necessary randomized information, you must create a world package in the main Archipelago repo. This section will cover the requisites and expectations and show the basics of a world. More in depth documentation on the available API can be read in the world api doc. For setting up your working environment with Archipelago refer to running from source and the style guide.
A world implementation requires a few key things from its implementation
- A folder within
worlds
that contains an__init__.py
- This is what defines it as a Python package and how it's able to be imported into Archipelago's generation system. During generation time only code that is defined within this file will be run. It's suggested to split up your information into more files to improve readability, but all of that information can be imported at its base level within your world.
- A
World
subclass where you create your world and define all of its rules and the following requirements:- Your items and locations need a
item_name_to_id
andlocation_name_to_id
, respectively, mapping. - An
option_definitions
mapping of your game options with the format{name: Class}
, wherename
uses Python snake_case. - You must define your world's
create_item
method, because this may be called by the generator in certain circumstances - When creating your world you submit items and regions to the Multiworld.
- These are lists of said objects which you can access at
self.multiworld.itempool
andself.multiworld.regions
. Best practice for adding to these lists is with eitherappend
orextend
, whereappend
is a single object andextend
is a list. - Do not use
=
as this will delete other worlds' items and regions. - Regions are containers for holding your world's Locations.
- Locations are where players will "check" for items and must exist within a region. It's also important for your world's submitted items to be the same as its submitted locations count.
- You must always have a "Menu" Region from which the generation algorithm uses to enter the game and access locations.
- These are lists of said objects which you can access at
- Your items and locations need a
- Make sure to check out world maintainer.md before publishing.