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(2 edits)

I'm in the process of adding some extra functions to my custom binary. I required the ability to run the custom binary and load any ccb file directly instead of the one linked into the executable.

I've updated the win32player custom binary to check for the executable parameter:

-ccbfile:myfile.ccb.

If the custom binary detects this param is set and the myfile.ccb exists, then the myfile.ccb is loaded from within the function:

CPlayer::createReadFileForDocumentLoading()

If the -ccbfile param is not set or the ccb file does not exist then the custom binary will look for and use by default a file named game.ccb instead of app.ccb (my personal preference but can revert back to app.ccb to avoid confusion)

If the custom binary is set within the publish settings for the Pro version then the embedded ccb file is always loaded as normal and the -ccbfile switch cannot be used. It will ony be possible to use the -ccbfile switch directly by calling the win32player.exe or whatever name you wish to name it (similar to how yours work for the Free edition). 

I will be adding a few more updates so would be happy to collaborate. Or if possible you could add some of my updates to your API as I find your API updates to be the most useful.

Thats interesting for sure. So you create and run the exe file but it loads another ccb file instead ? How you going to safeguard your assets in other ccb files or your not worried about that ?

So far I load the exe which then runs my custom binary and then loads ccb files. I put all my core code and array data into the exe file to stop hackers , hacking my game and code.

(9 edits)

Running an external ccb file would be for development and debugging use. As it allows me to run a single executable and launch any other ccb file and script via the command parameters. This means I don't have to constantly re-publish the execuatble for small changes or even load the IDE if I'm only working on the main javascript (re-publishing and then loading an embedded 500MB+ ccbfile takes far too long when making micro-changes to your scene).

Distributing the ccb file along with executable would be optional but if the execuatble is published through the editor then the embedded ccb file is automatically used as normal anyway.

The update is only a couple of extra code lines in win32player.cpp and CPlayer.cpp.
Would also be possible to create your own ccb file packer without embedding into the executable so the runtime will be many times smaller.

BTW: have you seen my Reshade demo: coppercube-reshade-terrain-demo