lol
So anyway. I don't think there's really a good way to modify an existing exe that has incbin's in it. When you compile the app it has to know where the incbin's are and how big they are. I very much doubt there is anything variable about that, and you wouldn't know where in the exe file the incbin data is stored - if it's not at the end, you can't really overwrite it will a different amount of data or you'll go past the buffer and overwrite some code or something. Also trying to mess with exe files has more involved, things like checksums and reference tables and all that jazz. I would go with having an executable runtime module which is basically the engine, then like H&K said have resources that you load in that the user can edit. You can let them also edit scripts and if the script language/interface is detailed enough and gives enough options it will let them basically rewire your engine to make it do different things.
Making an exe you're going to have to learn about how they are structured and how things are allocated and all that complicated low-level o/s stuff.
As to letting the user make the game, you will need editors or some kind which automate a lot of stuff and let the user create quick results without much work.
So anyway. I don't think there's really a good way to modify an existing exe that has incbin's in it. When you compile the app it has to know where the incbin's are and how big they are. I very much doubt there is anything variable about that, and you wouldn't know where in the exe file the incbin data is stored - if it's not at the end, you can't really overwrite it will a different amount of data or you'll go past the buffer and overwrite some code or something. Also trying to mess with exe files has more involved, things like checksums and reference tables and all that jazz. I would go with having an executable runtime module which is basically the engine, then like H&K said have resources that you load in that the user can edit. You can let them also edit scripts and if the script language/interface is detailed enough and gives enough options it will let them basically rewire your engine to make it do different things.
Making an exe you're going to have to learn about how they are structured and how things are allocated and all that complicated low-level o/s stuff.
As to letting the user make the game, you will need editors or some kind which automate a lot of stuff and let the user create quick results without much work.