This is the repository for Friday Night Funkin: Mic'd Up, previously named FNF: EX Replayability, a non-profit modification of Friday Night Funkin'.
Support the original Newgrounds Build here!
Play the original build on the Itch.io page!
Play the Ludum Dare prototype of the original game here!
Go support the original repository for the game here!
NinjaMuffin99 |
PhantomArcade3K and Evilsk8r |
Kawaisprite |
Verwex |
KadeDev, Ash237, Haya, TentaRJ and Rozebud |
Sector03 |
This mod was made with love to Friday Night Funkin' and its community. Extra love to the team behind it. π
Mods (skip)
In order to load in mods, it HAS to be in the mainMods/_append folder. Why? This is to have backup support for when week 7 polymod actually releases. So if you wanna put in a mod for the shared/ folder then you put it in:
mods/mainMods/_append/shared
A reminder that this doesnt just work like a charm just yet!!!! This is experimental and can lead to some issues. Report major mod system bugs to Github Issues.
Theres also modcharts, but unlike kade's they make use of hscript, a haxe script parser. This allows for arbitrary code execution while ingame, however they take up some ram.
Guide for this will be soon once it gets completed.
What can I do with compiling the mod? Why should I compile the mod instead of downloading it from the GamaBanana page of the mod?
Compiling the mod gives access to the /source
folder, allowing you to change the code of the mod. You can add a lot of cool things with the open-source code!
I recommend having a good idea on how to program. Compiling the mod is not for everyone!
If you just want to download and play the mod normally, you can click here to go to the GameBanana page of the mod!
First you need to install Haxe and HaxeFlixel.
- Install Haxe 4.1.5 (Download 4.1.5 instead of 4.2.0 because 4.2.0 is broken and is not working with gits properly...)
- Install HaxeFlixel after downloading Haxe
Other installations you will need are the additional libraries. A fully updated list will be in Project.xml
in the project root. Currently, these are all the things you need to install:
flixel
flixel-addons
flixel-ui
hscript
newgrounds
seedyrng
random
systools
actuate
So, for each of those type haxelib install [library]
so shit like haxelib install newgrounds
.
You will also need to install a couple things that involve Gits. To do this, you need to do a few things first.
- Download git-scm. Works for Windows, Mac, and Linux, just select your build.
- Follow instructions to install the application properly.
- Run
haxelib git polymod https://github.com/larsiusprime/polymod.git
to install Polymod. - Run
haxelib git discord_rpc https://github.com/Aidan63/linc_discord-rpc
to install Discord RPC. - Run
haxelib git hscript-plus https://github.com/DleanJeans/hscript-plus/
because its required to compile properly. - Run
haxelib git extension-webm https://github.com/GrowtopiaFli/extension-webm
to install extension-webm and runlime rebuild extension-webm windows
. This is required to run webm videos in-game. - Optional: - Run
haxelib git flixel-addons https://github.com/HaxeFlixel/flixel-addons
to update Flixel-Addons. This fixes the transition bug for zoomed out stage cameras. - Optional: - Run
haxelib git random https://github.com/jasononeil/hxrandom
to make random more random. - Run
haxelib git systools https://github.com/haya3218/systools
to install systools and runlime rebuild systools windows
. This is required for system edits, if defender decides to say "fuck u virus" then ignore it. USE HAYA'S REPO TO MAKE IT WORK OR ITLL THROW A COMPILER ERROR.
You should have everything ready for compiling the mod! Follow the guide below to continue!
The API keys of the mod were gitignored so no one could post fake high scores onto the leaderboards in Newgrounds. Unfortunately, because this mod requires the API
and EncKey
values to compile, you will need to add a file called APIStuff.hx
into /source
.
- Create a new text file called
APIStuff.hx
inside of the/source
folder. - Copy the following text:
package;
class APIStuff
{
public static var API:String = "";
public static var EncKey:String = "";
}
- Paste the text into the APIStuff.hx file and save the file.
You should be good from there! Now, onto compiling!
HTML Compiling currently does not work as Mic'd Up currently requires desktop-only libraries to function properly.
Desktop building can be a bit tedious. Each different version requires a different setup.
- Open your machine's command prompt/terminal and navigate to your root folder of the mod. An easy guide can be found here!
- Type
lime build linux -debug
to build the Linux version of the mod. - Type
lime run linux -debug
to run the Linux version of the mod from the command prompt/terminal. (You can also run the mod fromfunkin/export/debug/linux/bin
)
- Open your machine's command prompt/terminal and navigate to your root folder of the mod. An easy guide can be found here!
- Type
lime build mac -debug
to build the Mac version of the mod. - Type
lime run mac -debug
to run the Mac version of the mod from the command prompt/terminal. (You can also run the mod fromfunkin/export/debug/mac/bin
)
THIS METHOD REQUIRES AROUND 22 GIGABYTES OF STORAGE.
- Install Visual Studio Community 2019.
- Open the installer and go to the individual workloads tab and download the following:
* C++ CMake tools for windows
* C++ Profiling tools
* C++ ATL for v142 build tools (x86 & x64)
* C++ MFC for v142 build tools (x86 & x64)
* C++/CLI support for v142 build tools (14.21)
* C++ Modules for v142 build tools (x64/x86)
* Clang Compiler for Windows
* MSVC v140 - VS 2015 C++ build tools (v14.00)
* MSVC v141 - VS 2017 C++ x64/x86 build tools
* MSVC v142 - VS 2019 C++ x64/x86 build tools
* Windows 10 SDK (10.0.16299.0)
* Windows 10 SDK (10.0.17134.0)
* Windows SDK (10.0.17763.0)
- Wait for the install to finish, which might take a while.
- Open your machine's command prompt/terminal and navigate to your root folder of the mod. An easy guide can be found here!
- Once everything is installed, type
lime build windows -debug
to build the windows version of the mod. - Type
lime run windows -debug
after the mod is compiled to run the windows version of the mod. (You can also run the mod fromfunkin/export/debug/windows/bin
)
You should have been able to compile the whole mod now! What can you do now? Well, you can mod to your heart's desire! Since this mod is open-source, the creator loves seeing what other talented artists and programmers can make! Special thanks to the amazing group of dedicated people that are making the original game amazing, and the modding team for making this mod possible!
ππ