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This repository was archived by the owner on Dec 30, 2023. It is now read-only.

Filesystem Differences

skellypupper edited this page Jun 25, 2023 · 8 revisions

Compared to base game and some other engines, Edak Engine provides a slightly more readable filesystem, migrating from that might be confusing so this guide will tell you the differences.

Unlocked Assets

In this engine, the assets folder can read non-manifested files. (any file in the game's filesystem using utils.Paths)

Shared and Preload

Instead of preload and shared, each asset type has its own folder at the root of the assets directory.

Songs

Songs, charts, scripts and events are unified in a single folder.

  • songs/<songname> is where you put your Inst and Voices, If you have an difficulties that load alternate songs add the according Inst and Vocals with the suffix -<difficulty> at the end of the file name. (ex. Inst-erect.ogg)
  • songs/<songname>/charts is where you put your charts for this song, the filenames of your charts should match a difficulty.
  • songs/<songname>/scripts is where you put scripts for this song exclusively. (optional)
  • songs/<songname>/events is where you put events for this song exclusively. (optional)