Command line
Everything the editor does to a project also works from a terminal: jfgstudio (or python -m jfgstudio). With no
command it opens the editor.
| Command | Options | Does |
|---|---|---|
jfgstudio gui [project] | --screenshot x.png | The editor; with --screenshot, saves a picture of the window and quits |
jfgstudio new <folder> | --id (required), --name (required), --author | An empty project |
jfgstudio validate <project> | --all (also notes) | Prints problems; exits 1 on errors |
jfgstudio build <project> | -o/--out, --rom | Builds the pack (default <project>/build/<id>.nrm) |
jfgstudio test <project> | --level, --start-point, --character vela/juno/lupus, --rom, --no-launch | Builds, installs into the port’s mods, starts the game in that level |
jfgstudio catalog | --rom | Rebuilds the local catalog from your ROM |
jfgstudio settings | Shows the decomp, port and ROM paths and Studio’s folders | |
jfgstudio settings set <key> <value> | key: decomp, port, rom | Sets one (an empty value clears it) |
On Windows, studio.bat runs the same commands from the Studio folder.
Examples
# A new project
jfgstudio new C:\Mods\my_planet.jfgproj --id yourname.my_planet --name "My Planet" --author you
# Check and build it
jfgstudio validate C:\Mods\my_planet.jfgproj
jfgstudio build C:\Mods\my_planet.jfgproj
# Play the example world from its second level, at the far end, as Vela
studio.bat test samples\zephyra.jfgproj --level caverns --start-point 1 --character velatest needs the port setting and a port new enough to start a level by name (it asks the game for its launch
options first). It installs the pack as <port>/mods/<mod id>.nrm and runs the game with only that pack.
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