I finally managed to (almost) rips all of the new tiles from Total Meldown. But I'm afraid of not having time to remake maps, so I leave them for anyone who want to recreate the maps, or simply use them in their own mods.
DNTM_RIPS.ZIP (3.38MB)
Number of downloads: 2695
I've also included a ReadMe.txt:
** DUKE NUKEM TOTAL MELTDOWN **
** PSX SPRITES/TILES **
** BY DARKUS **
Update 3:
- Added Battlelord/BOSS1
- Fixed a little mistake with Overlord walking animation order
- Added missing frames for CyberKeef which is now complete
- Added a diving frame from back for Zombie Pig
- Added two shooting frames from back for Liztroop (1703, 1704)
Update 2:
- Added Overlord/BOSS3
- Added Fat Commander
- Added Drone
- Replaced Lizman_dead by a complete rip of the Lizman
- Replaced *_dead monsters files with new ones with more accurate colors
- Updated PigCop. He should be 100% complete now.
- Added lotsofglass (1031,1032,1033)
Update 1:
- Added missing tile (duplicated tile 21) for NIGHTMARE ZONE
- Added missing tile (rotated tile 1200) for GATES MOTEL
- Added dead pose for APlayer (randomly found in VRAM)
- Added Tripmine inventory icon
- Added several companies screens and half of loading screen
- Added gamepad layouts
- Swapped CyberKeef frames when shooting chaingun/mortar according to original tile order
I've finally managed to get almost of the new tiles used in the PSX version of DUKE NUKEM.
I used a program to directly get the tiles from the video memory of the PSX, so the graphics
and colors should be 100% exact from the original game, I only hope I have forgotten
nothing (apart from some frames of monsters that I can't get).
The maps tiles are in two formats:
- some are in 8bpp, using the same color palette than the original PC game.
- some are in 4bpp, using a different palette.
As for the monsters, they use each a custom 64 colors palette.
Unfortunately, I did not managed to get all frames for some monsters, because I can only get
the frame that are displaying on the screen; that mean I need to make the monster take all
poses in all directions to rip him.
LIZTROOP: Can't get frames while he's attacking while flying (1726, 1727)
because his behavior is not the same than the PC version. Instead of shooting,
he's resume walking animation, and directly landing (I've managed to get two
unused frames that have been randomly stored in the VRAM (1700 and 1725),
but it's not sufficient).
But the firing crouching animation is not missing (1749 to 1751), because he
use the same frames as normal crouching (1744, 1745), but
with diffenrent X/Y offsets.
ALL PIGS TYPES: Some are missing only diving frames from back (2044 and 2049) because they
turning towards you so fastly that I can't even get them displaying.
The Magnum Pig misses also the standing frame from back (2034), but
otherwise the sets are pretty complete.
LIZMAN: The LIZMANFEEDING animation is missing. Even if it's unused in game, i'm pretty
sure that they exists in the encrypted ART.
BOSS3/OVERLORD: Can't get the end of death animation sequence (2807,2808) because of
errors in CON code: it seem they have added two frames at start of
death sequence (including a all new frame), shifting others frames by 2,
but they forgot to update the CON code...
BOSS2/CYCLOID: He misses only three frames when he's shooting from side (2732, 2737, 2747),
same reason as above; he's turning towards you so quickly... Also one of the
most difficult to rip along with CyberKeef.
CYBERKEEF: One of the worst, because since his behavior is identical to the BattleLord,
That was very difficult to get walking animations (the layout is not the same
as the usual monsters), but I finally get it complete.
APLAYER: The most incomplete of all. I can't even get 50% of the frames. I tried to get
him using a mirror, but it work oddly (sometimes the sprite don't even appear
in the VRAM). I'm not even sure for the color of his pants...
I'm afraid that we must content ourselves with original PC sprites.
I've also found some "unused frames", like Liztroop shooting animation (1700) or
the Fat Commander unused animation (1935), but I found them randomly in the VRAM (there
always some random monsters frames loaded in VRAM, but there are very few and often from
face), so if someone manage to decrypt the ARTs, he could have access to these unused frames.
A last note: the Liztroop, Ocatbrain, Pig Cop and Fat Commander dead poses are in a
different file because they are in a different format (4bpp, along with some map tiles).
All sprites/tiles ripped by Darkus.
Duke Nukem Total Meltdown by 3D Realms, Aardvark Software and GT Interactive Software.
Duke Nukem PSX sprites and tiles rips "Finally available for download"
#1 Posted 16 June 2012 - 02:16 AM
This post has been edited by Darkus: 06 July 2012 - 12:43 AM
#2 Posted 16 June 2012 - 03:07 AM
Awesome I could get these in Eduke but I bet someone else will do that way before me
#3 Posted 16 June 2012 - 03:28 AM
Wow, I can actually see a clear picture of the Shark Drone.
Thankyou very much for this!
Thankyou very much for this!
#4 Posted 16 June 2012 - 03:45 AM
Good work. It's nice to see how clear all sprites are, while they look like of much lower quality in the game itself.
Some notes:
- I do think you should rip all monsters, they have all been rendered again after Chuck Jones models and are completely new. And I can tell of some differences (for example the Overlord fires only from one of his shoulder-mounted rockets). It would be nice to have the Battlelord sprites too for the sake of having the complete work, even if they are low resolution;
- You forgot the inventory Tripbomb icon;
- There is also a missing flipped #1200 tile in Gates motel;
That's what I can tell right of the bat.
Some notes:
- I do think you should rip all monsters, they have all been rendered again after Chuck Jones models and are completely new. And I can tell of some differences (for example the Overlord fires only from one of his shoulder-mounted rockets). It would be nice to have the Battlelord sprites too for the sake of having the complete work, even if they are low resolution;
- You forgot the inventory Tripbomb icon;
- There is also a missing flipped #1200 tile in Gates motel;
That's what I can tell right of the bat.
This post has been edited by Fox: 16 June 2012 - 03:47 AM
#5 Posted 16 June 2012 - 06:55 PM
Off topic, but have you ever tried ripping anything from Time to Kill or Land of the Babes?
#6 Posted 16 June 2012 - 11:33 PM
As said, simply awesome. I hope this isn't a secret, but what kind of emu and where can I get this state vram editor? I always wanted scorpion from PS Exhumed and some Disruptor sprites. Oh, and does it work with textures too?
#7 Posted 17 June 2012 - 02:09 PM
Brilliant stuff! I agree that you should get the rest of the stuff as well. At least all new monster should have all poses. I hope you can find a way to complete them.
I would really like to see a PSX Duke TC, since it was the version I grew up playing. In my opinion recreation of the maps is not the way to go, the best would be an converter of the PSX format, like what was done for both PSX dooms and n64 doom TCs.
I know that a recreation of the maps was done once for the doom64, the absolution TC, but nowadays its obsolete because of the doom64EX which actually extracts the maps and everything else from the rom.
For Doom its a lot easier to recreate the maps since there is a lot less room for error, the coordinate system is all based on pixels which makes the things(sprites) placement a lot easier and makes the recreation of rooms easier as well. Also, wall textures can only be aligned but not stretched and floor and ceiling textures are locked to the grid. The only though stuff to recreate is the exact shade of the sectors, but atleast only sectors hold a shade value since walls and sprites just use the same shade from the sector. Duke on the other way is a lot more harder to imitate a map, theres simply too much stuff to care. I tried some time ago to recreate the Trackside Tragedy, and I had a decent start, but its just not worthy the time, I needed a lot of time just to recreate the first room! And if i remember right its not complete haha. It used weird wall alignment values, plus the room size is not very easy to imitate. With enough dedication id say a 95% close version can be made, but too much time will be needed.
I would really like to see a PSX Duke TC, since it was the version I grew up playing. In my opinion recreation of the maps is not the way to go, the best would be an converter of the PSX format, like what was done for both PSX dooms and n64 doom TCs.
I know that a recreation of the maps was done once for the doom64, the absolution TC, but nowadays its obsolete because of the doom64EX which actually extracts the maps and everything else from the rom.
For Doom its a lot easier to recreate the maps since there is a lot less room for error, the coordinate system is all based on pixels which makes the things(sprites) placement a lot easier and makes the recreation of rooms easier as well. Also, wall textures can only be aligned but not stretched and floor and ceiling textures are locked to the grid. The only though stuff to recreate is the exact shade of the sectors, but atleast only sectors hold a shade value since walls and sprites just use the same shade from the sector. Duke on the other way is a lot more harder to imitate a map, theres simply too much stuff to care. I tried some time ago to recreate the Trackside Tragedy, and I had a decent start, but its just not worthy the time, I needed a lot of time just to recreate the first room! And if i remember right its not complete haha. It used weird wall alignment values, plus the room size is not very easy to imitate. With enough dedication id say a 95% close version can be made, but too much time will be needed.
#8 Posted 17 June 2012 - 07:25 PM
Hellfire, didn't you work on remaking the maps before with Nfelli?
#9 Posted 17 June 2012 - 07:51 PM
Yeah, but i did not much work on it. I actually had intentions to actually finish something, but I noticed it needed just too much time, which I didn't had, so I just gave up.
#10 Posted 18 June 2012 - 01:22 AM
If anyone is interested, this is the quote list I extracted from the run file in the ROM. I filled the blank spaces with the respective Atomic Edition quotes.
definequote 0 AUTO AIMING definequote 1 SHOW MAP: OFF definequote 2 ACTIVATED definequote 3 PORTABLE MEDKIT definequote 4 LOCKED definequote 5 GIVING EVERYTHING! definequote 6 PROTECTIVE BOOTS definequote 7 WASTED! definequote 8 UNLOCKED definequote 9 A SECRET PLACE! definequote 10 SQUISH! definequote 11 ALL DOORS UNLOCKED definequote 12 USED STEROIDS definequote 13 PRESS ANY BUTTON TO CONTINUE definequote 14 AMMO FOR DEVASTATOR definequote 15 DEACTIVATED definequote 16 SWITCH OPERATED ONLY! definequote 17 GOD MODE: ON definequote 18 GOD MODE: OFF definequote 19 ATOMIC HEALTH! definequote 20 CROSSHAIR: ON definequote 21 CROSSHAIR: OFF definequote 22 YOU'RE TOO GOOD TO BE CHEATING! definequote 23 MESSAGES: ON definequote 24 MESSAGES: OFF definequote 25 GIMME A CHEAT CODE... definequote 26 DETAIL: LOW definequote 27 DETAIL: HIGH definequote 28 LASER TRIPBOMB PLACED! definequote 29 BRIGHTNESS LEVEL: ONE definequote 30 BRIGHTNESS LEVEL: TWO definequote 31 BRIGHTNESS LEVEL: THREE definequote 32 BRIGHTNESS LEVEL: FOUR definequote 33 BRIGHTNESS LEVEL: FIVE definequote 34 SOUND: ON definequote 35 SOUND: OFF definequote 36 SCREEN CAPTURED definequote 37 STEROIDS definequote 38 ARMOR definequote 39 SCUBA GEAR definequote 40 Press F1 for Help definequote 41 JETPACK definequote 42 BODY SUIT definequote 43 ACCESS CARD definequote 44 MOUSE AIMING OFF definequote 45 MOUSE AIMING ON definequote 46 CHEAT CODE: UNRECOGNIZED definequote 47 HOLODUKE ON definequote 48 HOLODUKE OFF definequote 49 HOLODUKE NOT FOUND YET! definequote 50 JETPACK NOT FOUND YET! definequote 51 HOLODUKE definequote 52 JETPACK ON definequote 53 JETPACK OFF definequote 54 CHAINGUN CANNON! definequote 55 PIPEBOMB! definequote 56 RPG! definequote 57 SHOTGUN definequote 58 LASER TRIPBOMB! definequote 59 FREEZETHROWER! definequote 60 GOT SHRINKER! definequote 61 SMALL MEDKIT: +10 definequote 62 LARGE MEDKIT: +30 definequote 63 AMMO FOR CHAINGUN CANNON! definequote 64 AMMO FOR RPG! definequote 65 AMMO FOR PISTOL! definequote 66 AMMO FOR FREEZETHROWER! definequote 67 BOOTS OFF definequote 68 BOOTS ON definequote 69 AMMO FOR SHOTGUN definequote 70 BLUE ACCESS CARD REQUIRED definequote 71 RED ACCESS CARD REQUIRED definequote 72 YELLOW ACCESS CARD REQUIRED definequote 73 WEAPON LOWERED definequote 74 WEAPON RAISED definequote 75 PROTECTIVE BOOTS ON definequote 76 SCUBA GEAR ON definequote 77 SPACE SUIT ON definequote 78 AMMO FOR SHRINKER definequote 79 BUY MAJOR STRYKER definequote 80 MIGHTY FOOT ENGAGED definequote 81 WEAPON MODE ON definequote 82 WEAPON MODE OFF definequote 83 FOLLOW MODE OFF definequote 84 FOLLOW MODE ON definequote 85 RUN MODE OFF definequote 86 RUN MODE ON definequote 87 DEVASTATOR WEAPON definequote 88 JET PACK definequote 89 AIRTANK definequote 90 STEROIDS definequote 91 HOLODUKE definequote 92 MUSIC: ON definequote 93 MUSIC: OFF definequote 94 SCROLL MODE: ON definequote 95 SCROLL MODE: OFF definequote 96 BRIGHTNESS LEVEL: SIX definequote 97 BRIGHTNESS LEVEL: SEVEN definequote 98 BRIGHTNESS LEVEL: EIGHT definequote 99 LASER TRIPBOMB definequote 100 ALL LOCKS TOGGLED definequote 101 NIGHT VISION GOGGLES definequote 102 WE'RE GONNA FRY YOUR ASS, NUKEM! definequote 103 SCREEN SAVED definequote 104 GOT USED ARMOR definequote 105 PIRATES SUCK! definequote 106 NIGHT VISION ON definequote 107 NIGHT VISION OFF definequote 108 YOU'RE BURNING! definequote 109 VIEW MODE OFF definequote 110 VIEW MODE ON definequote 111 SHOW MAP: ON definequote 112 CLIPPING: ON definequote 113 CLIPPING: OFF definequote 114 !!! INCORRECT VERSION !!! definequote 115 <Please Leave Blank #0...> definequote 116 <Please Leave Blank #1...> definequote 117 <Please Leave Blank #2...> definequote 118 YOU CANNOT QUICKSAVE WHEN DEAD definequote 119 GOT ALL WEAPONS AND AMMO definequote 120 GOT ALL INVENTORY definequote 121 GOT ALL KEYS definequote 122 <012345678901234567890123456789012345678901234567890123456789> definequote 123 AMMO FOR EXPANDER definequote 124 MAP HAS A DIFFERENT NUMBER OF PLAYERS
#11 Posted 18 June 2012 - 04:36 AM
Couldn't ripping be done from the game's data files, rather than using a VRAM editor?
#13 Posted 18 June 2012 - 04:59 AM
Yes, it's even worse when you think they are encrypted for each level. It's not unthinkable to assume some of the new enemies who behave the same actually share the same tile number, since you never them in the same map.
#14 Posted 18 June 2012 - 05:01 AM
Thank you everyone for your comments! I only have little time before I go on vacation in a few days, so I'll try to answer many questions as possible, and perhaps add some sprites rip if I have time...
I also made a small update, see first post.
For the missing tiles, they have been added in my little update. For missing monsters, I made a comparison, and I also noticed some differences (I had not noticed them before probably because of the poor quality of the renderer on the screen.), like Lizman shooting animation and the Fat commander 'bloodless' pain frame. The Drone is also smaller than the original (this is why I have trouble to destroy them), and for the BattleLord... I had not been paying attention to the OverLord before, I just remember that his death animation seem incomplete... I'll have to check him again.
I made comparisons; the left ones are from PC, the right ones are from PSX:
I can try to rip all of I can from them, but I cannot guarantee that I can finish them in time...
I don't know much about these games. It seem they have 3d models, but the VRAM viewer can only get sprites and textures. I don't know if there is a 3D model viewer/ripper for PSX, so you will have to look by yourself.
I use the ePSXe emulator, with a program called PVV (Playstation Vram Viewer). According to the readme.txt file, you can use other emulators, such as PCSX 1.5, PCSX 1.9 and pSX, but it seem to work best on ePSXe. I don't have tested it on other games, but I think you could get it work on same way as DNTM; you can get easily all tiles/textures of the loaded map, but it will be difficult to get all frames of the monsters.
@HellFire, StrikerMan780
Of course It'll be easier if someone manage to decrypt maps and Art from the original game, but I'm afraid that is beyond my abilites... For example, Doom 64 Ex is an sort of emulator that directly convert the ROM into a Wad, making it readable for wads editors, but nobody made a such thing for DNTM. So for now, I see no other way to get the maps that is someone to recreate them.
I also made a small update, see first post.
Fox, on 16 June 2012 - 03:45 AM, said:
Good work. It's nice to see how clear all sprites are, while they look like of much lower quality in the game itself.
Some notes:
- I do think you should rip all monsters, they have all been rendered again after Chuck Jones models and are completely new. And I can tell of some differences (for example the Overlord fires only from one of his shoulder-mounted rockets). It would be nice to have the Battlelord sprites too for the sake of having the complete work, even if they are low resolution;
- You forgot the inventory Tripbomb icon;
- There is also a missing flipped #1200 tile in Gates motel;
That's what I can tell right of the bat.
Some notes:
- I do think you should rip all monsters, they have all been rendered again after Chuck Jones models and are completely new. And I can tell of some differences (for example the Overlord fires only from one of his shoulder-mounted rockets). It would be nice to have the Battlelord sprites too for the sake of having the complete work, even if they are low resolution;
- You forgot the inventory Tripbomb icon;
- There is also a missing flipped #1200 tile in Gates motel;
That's what I can tell right of the bat.
For the missing tiles, they have been added in my little update. For missing monsters, I made a comparison, and I also noticed some differences (I had not noticed them before probably because of the poor quality of the renderer on the screen.), like Lizman shooting animation and the Fat commander 'bloodless' pain frame. The Drone is also smaller than the original (this is why I have trouble to destroy them), and for the BattleLord... I had not been paying attention to the OverLord before, I just remember that his death animation seem incomplete... I'll have to check him again.
I made comparisons; the left ones are from PC, the right ones are from PSX:
I can try to rip all of I can from them, but I cannot guarantee that I can finish them in time...
NUKEMDAVE, on 16 June 2012 - 06:55 PM, said:
Off topic, but have you ever tried ripping anything from Time to Kill or Land of the Babes?
LAW, on 16 June 2012 - 11:33 PM, said:
As said, simply awesome. I hope this isn't a secret, but what kind of emu and where can I get this state vram editor? I always wanted scorpion from PS Exhumed and some Disruptor sprites. Oh, and does it work with textures too?
@HellFire, StrikerMan780
Of course It'll be easier if someone manage to decrypt maps and Art from the original game, but I'm afraid that is beyond my abilites... For example, Doom 64 Ex is an sort of emulator that directly convert the ROM into a Wad, making it readable for wads editors, but nobody made a such thing for DNTM. So for now, I see no other way to get the maps that is someone to recreate them.
#16 Posted 18 June 2012 - 10:27 AM
Any possibility to get these sprites on Attrition as enemy variations? It'd be cool
#17 Posted 18 June 2012 - 11:12 AM
I'm glad I go fairly quickly right now. I've almost finished the Lizman, the drone is complete and i've even finally got the pig cop diving frames from back!
For that I simply used a security camera.
And I only had to retrieve those missing frames from the VRAM viewer. Same for the Lizman, I managed to get the standing frame from back, and more difficult, all of the jumping sequence, all with using cameras and holoduke.
Now the pig cop is 100% complete, the next that I'll rip is the fat commander, and if everything goes well, I'll release a new update.
I also verified a thing the BattleLord, I shrinked him several times to see what size it should have:
Yes, it's his normal size (40x40), he's not actually shrunk.
You can still ask at Trooper Dan...
For that I simply used a security camera.
And I only had to retrieve those missing frames from the VRAM viewer. Same for the Lizman, I managed to get the standing frame from back, and more difficult, all of the jumping sequence, all with using cameras and holoduke.
Now the pig cop is 100% complete, the next that I'll rip is the fat commander, and if everything goes well, I'll release a new update.
I also verified a thing the BattleLord, I shrinked him several times to see what size it should have:
Yes, it's his normal size (40x40), he's not actually shrunk.
Norvak, on 18 June 2012 - 10:27 AM, said:
Any possibility to get these sprites on Attrition as enemy variations? It'd be cool
#18 Posted 18 June 2012 - 11:38 AM
They did a very poor job with CON to fix the size of the Battlelord.
#20 Posted 19 June 2012 - 09:59 AM
Another update!
I thought not being able to do it in time, but I finally ripped the Overlord. He's almost complete (see ReadMe.txt for details), and I made him very quickly, unlike the other bosses. You can compare him between PC and PSX version to see what differences there are.
This time the camera helped me a lot:
Without this, I would even not get the shooting frames from side (he turns towards you too quickly), so I really got lucky with this one.
<"I'm gonna rip your sprites off of and..."
As for the Lizman and the Fat Commander, they should be complete too.
Now I have to leave, but I will return normally Wednesday, in hoping finish the stuff. So, see you soon!
I thought not being able to do it in time, but I finally ripped the Overlord. He's almost complete (see ReadMe.txt for details), and I made him very quickly, unlike the other bosses. You can compare him between PC and PSX version to see what differences there are.
This time the camera helped me a lot:
Without this, I would even not get the shooting frames from side (he turns towards you too quickly), so I really got lucky with this one.
<"I'm gonna rip your sprites off of and..."
As for the Lizman and the Fat Commander, they should be complete too.
Now I have to leave, but I will return normally Wednesday, in hoping finish the stuff. So, see you soon!
#21 Posted 19 June 2012 - 11:04 AM
It's interesting to me that the camouflage pattern on the drone is completely different between the PC and PSX renders of the models. I wonder if they mixed it up with the texture for the Overlord's shoulder armor or something. It's also interesting how awful those player sprites look... there must have been quite a bit of manual editing on the PC version sprites that they just declined to do with the PSX. His arms are even twisted at unnatural angles in some of the frames... lol.
#22 Posted 19 June 2012 - 11:13 AM
If you look closely, you will notice that the Drone use the same texture, but covering a larger area. Perhaps they re-scaled the sprite by actually re-scaling the model first, and didn't realize it also affected the texture placement?
#23 Posted 19 June 2012 - 03:43 PM
That Shark drone enemy was really cool, but didn't it show up a grand total of once in the entire game? It was just randomly placed in the underwater bit in trackside tragedy IIRC
#24 Posted 19 June 2012 - 04:22 PM
Would the sound files be able to be ripped?
I think theres some lines in DNTM that wernt in DN3D like:
-Fire in the hole, asshole
-They dont make em better than me
(not 100% sure though)
I think theres some lines in DNTM that wernt in DN3D like:
-Fire in the hole, asshole
-They dont make em better than me
(not 100% sure though)
#25 Posted 19 June 2012 - 05:16 PM
Wesker500, on 19 June 2012 - 04:22 PM, said:
Would the sound files be able to be ripped?
I think theres some lines in DNTM that wernt in DN3D like:
-Fire in the hole, asshole
-They dont make em better than me
(not 100% sure though)
I think theres some lines in DNTM that wernt in DN3D like:
-Fire in the hole, asshole
-They dont make em better than me
(not 100% sure though)
Not only that, the voice clips sound like they're slightly higher quality than Duke3D's.
#26 Posted 19 June 2012 - 05:35 PM
Probably they used the original records, just like they used Chuck Jones models to re-create the enemies.
#27 Posted 19 June 2012 - 05:51 PM
It's possible to rip the sounds from DNTM with the "PSound" tool which can be found here: http://www.zophar.ne...undreaver2.html
Set it to scan the pmp files. Different sounds have different Sample Rates though, I know that some of them sound well with 11025 hz.
Set it to scan the pmp files. Different sounds have different Sample Rates though, I know that some of them sound well with 11025 hz.
#28 Posted 19 June 2012 - 08:20 PM
HellFire, on 19 June 2012 - 05:51 PM, said:
It's possible to rip the sounds from DNTM with the "PSound" tool which can be found here: http://www.zophar.ne...undreaver2.html
Set it to scan the pmp files. Different sounds have different Sample Rates though, I know that some of them sound well with 11025 hz.
Set it to scan the pmp files. Different sounds have different Sample Rates though, I know that some of them sound well with 11025 hz.
Just tried it. The sounds are a little higher quaility.
I was also able to view Time to Kill's textures/sprites using PSX VRAM Viewer, but I never could find the correct pallette. Here's the link if anyone else wants to give it a try:
http://www.romhackin.../utilities/442/
And here's a tutorial on how to use it:
http://www.sprites-i...read.php?t=6300
A Time to Kill mod would be pretty cool!
#29 Posted 19 June 2012 - 08:42 PM
I might give it a shot when I get home because I want the sound files from TTK and LOTB, they would make good assets for my DN3D Forever mod