- engine-debug-tools/: a debug dump hotkey + dump2png to inspect decoded critter frames independent of the renderer (see root README.md's "Debugging" section). - engine-patches/04,05: fix critter sprite scale and an OpenGL texture cache collision, found using that tooling. - mdlp: fix encodeFrames RLE-diffing upscaled frames against a previous-frame reference the real RSD8 decoder never implements (verified against Night Dive's original Mac source down to the 68K assembly) - was rendering as scattered static in-game. - Upscale pipeline: better color quantization (dithering, pure-ramp exclusion) and per-resource model selection.
Modding
Tools and reference material for modding System Shock (1994) itself - distinct from the rest of this repository, which is the QuestShock VR port of the game engine. Everything modding-related lives under this folder.
hacked and ss-specs come from the InkyBlackness
project; sqweek-dialog is a separate third-party dependency of hacked.
All three are vendored unmodified under src/, each under its own upstream
license (see below) - none is relicensed by this repository's own MIT
license. mdlp (also under src/) is first-party code written for this
repository.
1. Layout
src/- every vendored and first-party source tree, kept apart from the Docker/script scaffolding that builds them:hacked/- InkyBlackness HackEd, the graphical mod editor. A vendored source snapshot (New BSD License), taken from themainbranch on 2026-09-26. To update it, replace this directory with a fresh checkout and update that date.hacked-patches/- numberedpatch -p1files applied to a scratch copy ofhacked/at build time (same pattern as the root project'sandroid/engine-patches/, see the repository root's AGENTS.md section 6) -hacked/itself is never edited in place. See section 1.1 for what each patch does.sqweek-dialog/-github.com/sqweek/dialog,hacked's native file-dialog dependency. Vendored at the exact versionhacked/go.modwould otherwise pull from the module proxy (ISC License), so it can be patched the same way ashacked/itself (see section 1.1).sqweek-dialog-patches/- patches forsqweek-dialog/, same pattern ashacked-patches/(section 1.1).mdlp/- the Mod Definition Language Processor (section 4). First-party Go source, not vendored - edit it directly, no patch system needed.ss-specs/- InkyBlackness ss-specs, the unofficial file-format specifications the editor (and any other modding tool) is written against. Reference documentation only, not built. A vendored snapshot (CC BY-NC-SA 4.0 - non-commercial, unlike the rest of this repository), taken from themainbranch on 2026-09-26.
hacked-build-image/- the Dockerfile (and supporting scripts) for thehackedbuild environment: the Go toolchain plus every dependencysrc/hacked/go.modpins, fetched once at image-build time so the actual build needs no network access. Mirrors the main project's ownbuild-image/(see the repository root's README.md section 4) one level down, for this subproject.hacked-build-image.sh/hacked-build-run-image.sh/hacked-build-upload-image.sh- build the image, run it to compilehacked/, and push it to a registry, respectively. Same pattern as the root project's ownbuild-image.sh/run-image.sh/upload-image.sh.mdlp-image/,mdlp-image.sh/mdlp-run-image.sh/mdlp-upload-image.sh- the same pattern again, formdlp(section 4.2).mods/- mod definitions in the Mod Definition Language (section 4).Makefile-hacked(default) buildshacked/via the image;build-image(re)builds that image;mdlp-imagebuilds themdlpimage;modsprocesses every mod undermods/via that image;cleanremovesdist/.dist/- build output (git-ignored):make hackedunderlinux//win/,make modsundermods/.
Shockolate (the engine ../engine/ vendors) already has its own modding
support (level/resource files, res/data/); this folder is about the
external tools that create and inspect that content, not about changing the
engine itself.
1.1. Patch reference
src/hacked-patches/ and src/sqweek-dialog-patches/ (applied to scratch
copies of src/hacked/ and src/sqweek-dialog/ respectively) are both
plain, numbered patch files applied in order at build time - neither
vendored source is ever modified in place. What each one does:
src/hacked-patches/:
01-use-patched-dialog.patch- adds ago.modreplacedirective pointinggithub.com/sqweek/dialogat the local, patched../sqweek-dialoginstead of the upstream module, sohacked(and anything else building against this source, such asmdlp/animgallery) picks up the crash fix below.02-fix-hashall-race.patch- fixes a real data race inss1/resource/ChangeNotifier.go'shashAll(): it hashes many resources concurrently (one goroutine per ID) to detect what changed after a modification, but only guarded the resource lookup with a mutex, not the actual block-reading insidehashResource()- resources from the same underlying file share a stateful reader, so concurrent unguarded reads corrupted each other, non-deterministically. Found viago build -raceafteranimgalleryproduced a different resource count on every run against the exact same input. The mutex now guards the whole hash computation per resource, not just the lookup.
src/sqweek-dialog-patches/:
01-xinitthreads.patch- addsXInitThreads()beforegtk_init()in the Linux backend. Without it,hackedsegfaults the moment a native GTK3 dialog (file/folder browse) opens while a GLFW/OpenGL context is live: GLFW's own X11 backend installs a process-wide Xlib error handler that conflicts with GTK's unless Xlib has been told up front that it will be used from multiple threads.
2. Building hacked
Packages dist/<version>.linux64.tgz and dist/<version>.win64.zip (native
Linux build, Windows amd64 cross-compiled via mingw-w64 - both from the same
source, in one run).
Prerequisites: Docker - same as the root project, nothing modding-specific to install locally.
cd modding
# 1. Build the hacked-build-image (once, or after hacked-build-image/ or
# src/hacked/go.mod|go.sum changes)
./hacked-build-image.sh
# 2. Compile hacked/ for Linux and Windows
make hacked
<version> is hacked-<date>, not an InkyBlackness release version:
hacked/ is a vendored snapshot here, not its own git checkout, so there is
no tag to derive a real version from (see
hacked-build-image/build-hacked.sh's own comment).
Run the result: dist/linux/hacked/hacked on Linux,
dist\win\hacked\hacked.exe on Windows. Needs OpenGL 3.2; usage is documented
on hacked's own wiki.
2.1. Publishing the build-image
Same registry as the root project's own build-image (see the repository
root's registry.env.example), under a separate image name so the two don't
collide:
./hacked-build-upload-image.sh
Reads REGISTRY/REGISTRY_USER/REGISTRY_PASSWORD and (optionally)
HACKED_REGISTRY_IMAGE from ../registry.env, same as the root scripts.
Don't bump hacked-build-image/VERSION just because the Dockerfile changed -
only once a build with the current version has actually succeeded, same
policy as the root project's own build-image/VERSION.
3. Example: Editing a message
hacked has no inline text editor - every text field is edited by right-click
-> Copy to Clipboard, editing the text in an external editor, then
right-click -> Copy from Clipboard back into the field. Example: changing
Rebecca Lansing's first email.
- Run
dist/linux/hacked/hacked(or the Windows build). - Window -> Project. Under Static World Data, Add... and browse to
the game's whole
res/assets/ss_ee/data/directory (see the root README.md section 3 for where that comes from), so every.res/.datfile is available. - Window -> Messages (F5). Message Type:
Mails. Index:26(Rebecca's first mail). Edit Sender/Subject/Title/the message text via the clipboard round-trip above. - Back in the Project window, under Mod Location, click Save
(first time: Browse... to an empty folder, for example
./modding/mymod). - Test it from the root project's desktop build:
The mod-folder argument must be an absolute path:
./dist/run.sh "$(pwd)/modding/mymod"run.shcds intodist/before launching the engine, so a relative path resolves against the wrong directory and the mod silently fails to load (the engine'sProcessModDirectory()reports nothing on a bad path). When the path is right, the terminal showsProcessModDirectory .../Found resource file: .../Loading mod file ...for confirmation.
4. Mod Definition Language (mods/)
MDL is a small, declarative JSON format for describing a mod's content -
one file per piece of content (a message override, an upscaled sprite, and
so on), naming the game resource it touches and the values to set, rather
than the resource's actual binary data. mdlp (the Mod Definition
Language Processor, mdlp/) reads these files and produces the same kind
of mod folder hacked itself would save, reproducibly and offline. Since a
plain-text description is all that's checked into git, mods stay reviewable
and reproducible from the game's own data alone (see section 4.3) - unlike
the workflow in section 3, whose result only ever lives in whatever you
clicked through in hacked.
4.1. Layout
mods/
<mod-name>/
messages/
<label>.json # one message's overrides
<label>.txt # optional: a text field's body, referenced by ...File
bitmaps/
<label>.json # an AI-upscaled set of critter/object art resources
Each messages/*.json overrides one message (email, log, or fragment) by
type and index. Only fields present in the file are changed - everything
else is read from the game's own data (Static World Data), the same
inheritance the Messages window in hacked shows via its "(read-only)"
label:
| Field | Meaning |
|---|---|
type |
Mails, Logs, or Fragments |
index |
The message's index within that type |
language |
Default, French, or German - omit for Default |
title, sender, subject |
Plain strings |
verboseText / verboseTextFile |
The long body, inline or from a sibling file (avoids escaping newlines/quotes in JSON) |
terseText / terseTextFile |
The short body, inline or from a sibling file |
nextMessage, isInterrupt, colorIndex, leftDisplay, rightDisplay |
See ElectronicMessage in src/hacked/ss1/content/text/ElectronicMessage.go |
mods/mymod/ is a worked example matching section 3's Rebecca's-mail edit,
expressed as MDL instead of a hacked session.
Each bitmaps/*.json names a shared upscale configuration and the
resources to apply it to - gen_animgallery.sh's own checkbox-driven MDL
generator (its rendered gallery page has a selection UI that assembles this
exact JSON shape from whatever's checked) produces this format directly:
| Field | Meaning |
|---|---|
model |
Which baked-in ONNX model to upscale with - see the table below |
scale |
Output size as a multiple of the original (for example 2) |
resources |
Each entry is "0x<ID>" (language Any) or "0x<ID>_<Language>" (for example "0x25_German"), matching gen_animgallery.sh's own id format |
Available model values (baked into mdlp-image, see
mdlp-image/upscale_batch.py):
model |
Checkpoint | Best for |
|---|---|---|
realesrgan-x4plus-anime |
Real-ESRGAN's 6-block anime/illustration RRDBNet (16.7M params) | Flat-color sprite art - keeps hard edges instead of smoothing them the way a photo/video model would. Default choice. |
realesrgan-x4plus |
Real-ESRGAN's general-purpose photo RRDBNet (16.7M params) | A specific resource where the anime model genuinely mis-renders a region (seen on some high-contrast color boundaries) - less edge-sharp overall, much slower, and can mis-render its own different regions, so check the result before keeping it |
realesr-general-x4v3 |
Real-ESRGAN's compact general-purpose SRVGGNet (1.2M params) | A specific resource neither RRDBNet model renders cleanly - noticeably softer than either, but the most robust against both of their failure modes. Not a blanket replacement, just a last resort for one stubborn sprite |
4.2. mdlp
src/mdlp/ is first-party Go source (not vendored - edit it directly, no
patch system needed). It reuses hacked's own resource read/write code
(ss1/edit, ss1/world, ss1/content/text) through a go.mod replace
pointing at the sibling ../hacked (both under src/), instead of
reimplementing System Shock's file formats. It needs no GUI, GLFW, or GTK -
only the packages that model resource data.
mdlp-image/ is its own Docker build/runtime environment, separate from
hacked-build-image/: mod processing is expected to grow further external
tool dependencies (image/audio conversion, etc.) of its own over time,
independent of hacked's GTK/GLFW/mingw toolchain.
4.3. Building mods
cd modding
# 1. Build the mdlp-image (once, or after mdlp-image/ or
# src/mdlp/go.mod|go.sum changes)
./mdlp-image.sh
# 2. Process every mod under mods/
make mods
# ...or only some of them:
MODS="mymod" make mods
Needs the game's own data directory at ../res/assets/ss_ee/data (see the
root README.md section 3) as read-only reference data, so
overrides that touch only some fields of a message can inherit the rest.
Output lands in dist/mods/<mod-name>/mod/ (the same shape hacked's own
Project window Save produces) for each mod, plus one combined
dist/questshock-mods.zip packaging all of them together. Nothing but
mods/'s own JSON/text files needs to be checked into git - the game's own
data (already required locally, already git-ignored) plus those files is
always enough to reproduce this output from scratch.
Test every built mod at once with run-mods.sh (Linux) / run-mods.bat
(Windows), copied into the root project's own dist//dist-win/ by
make dist (root README.md section 4) alongside the plain
run.sh/run.bat:
../dist/run-mods.sh
It scans dist/mods/*/mod and passes each one it finds to run.sh as a
separate, absolute argument - the engine's ProcessModDirectory() only scans
one directory level deep (see res/run-mods.sh's own comment), so it can't
simply be pointed at dist/mods/ itself. To test a single mod instead, use
run.sh directly the same way as section 3's step 5:
../dist/run.sh "$(pwd)/dist/mods/mymod/mod"
4.4. Publishing the mdlp-image
Same as hacked-build-image/ (section 2.1): ./mdlp-upload-image.sh reads
REGISTRY/REGISTRY_USER/REGISTRY_PASSWORD and (optionally)
MDLP_REGISTRY_IMAGE from ../registry.env. Don't bump
mdlp-image/VERSION just because the Dockerfile changed - only once a build
with the current version has actually succeeded, same policy as the root
project's own build-image/VERSION.
5. Testing
Verifying a mod's built output (particularly an AI-upscaled one, section
4.1) means comparing its rendered result against the unmodified base game,
not just eyeballing the result in isolation - a subtly wrong color or a
corrupted frame can look plausible on its own. gen_animgallery.sh renders
straight from a built mod's own resource data (dist/mods/<name>/mod), the
same bytes the engine loads, so a problem visible there is a problem in the
mod, not an artifact of some other preview path. Regenerate it with -data res/assets/ss_ee/data -data dist/mods/<name>/mod layered over the base
data to see the mod's effect, or with just the base -data argument to
check what the unmodified resource looks like for comparison.
gen_animgallery.sh is a from-scratch Go decoder, not the game engine -
it never exercises the engine's own texture upload/caching code at all.
A clean gallery render rules out a bug in the mod's resource data, not a
bug in how the engine renders that data - the two are independent, and a
problem can exist in only one of them. Actually running the built mod
(../dist/run-mods.sh or run.sh with a single mod folder, section 4.3)
is the only way to check the second. This in-engine verification has so
far only been through the desktop build, not the Quest headset - both
read the same resource data and the engine-side bugs found here
(engine-patches/, root README.md section 4's patch
reference) were resource-data-adjacent, not OpenXR-specific, so a fix at
this level should carry over, but it isn't headset-confirmed until tested
there.
The AI-upscale pipeline (src/mdlp/upscale.go) and the engine's own
rendering of its output have a failure mode worth specifically checking
for, found by comparing upscaled output against the base game across many
resources rather than trusting a handful of spot-checks:
- Wrong-hue speckling in dark or muted regions. SS1's palette has a
handful of fully-saturated "pure color ramp" entries (pure cyan, red,
green, ...) that sit deceptively close, in color-distance terms, to
common dark/muted shading colors - a plain nearest-color search, with or
without dithering, can pick one of these for a near-black pixel the AI
upscaler produced, since color distance near black barely penalizes an
unrelated hue.
isPureRampColorexcludes these entries from re-quantization entirely rather than relying on a brightness or saturation threshold, which proved too easy for a genuinely dark-but-muted pixel to slip past.
encodeFrames compresses every frame against an all-zero reference
instead of diffing against the previous frame's real pixels, because
that's the only convention the game's actual RSD8 decoder implements - so
an animation's frames never depend on each other, and a size change
between poses isn't a concern to test for. This is confirmed directly
against Night Dive's officially published original Mac source
(ShockMac/Libraries/2D/Source/RSD/{RSDCVT.C,RSDUnpack.c}), not just the
vendored Shockolate snapshot in engine/: both files are logic-identical
to their vendored counterparts (same 1994 RCS revision comments, same
unconditional LG_memset(p_dst, kSkipColor, ...) zero-fill in every skip
branch), and RSDUnpack.c additionally carries the original hand-written
68K assembly decoder alongside its later PowerPC/C port - its own skip
handler also zeroes an output register rather than reading from a
reference. Two independently-authored implementations, spanning different
CPU architectures and years apart, agreeing on "skip means zero" down to
matching source comments ("skip (zero) bytes") rules this out as an
overlooked bug rather than deliberate, original design.
The RLE format's own opcode grammar does permit the alternative reading -
"skip" meaning "retain the reference image's value" rather than "write
zero" (ss-specs documents this as relevant to compressing "video
clips", which is what led hacked's own GIF-import path, and therefore
earlier versions of encodeFrames, to use it). Searching the original
source for anywhere that convention is actually exercised turned up
nothing: SS1's two "video clip" features - cutscenes (MoviePlay.c) and
"video mail" (VMAIL.C, itself built directly on MoviePlay.h) - both
use an entirely separate movie codec, not RSD8, and neither references
the RSD8 decoder at all.
gen_animgallery.sh and the real engine therefore always agree on an
upscaled animation's frames; a difference between them points at a
genuine engine rendering bug (root README.md section 4's
patch reference) rather than this pipeline's own output, and
engine-debug-tools/'s debug dump hotkey (root README.md section 4.5
"Debugging") dumps the engine's own decoded frame data independent of its
renderer to tell the two apart.