MaKiPL / FF8_demaster

Unofficial Final Fantasy VIII Remastered core mod based on import-dependency DLL that updates the gamecode and fixes issues left by developers
https://makipl.github.io/FF8_demaster/
GNU General Public License v3.0
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Fix small issues i can find #36

Closed Sebanisu closed 3 years ago

Sebanisu commented 3 years ago

.gitignore added some things to prevent clion from being committed. Added .gitignore to the solution to so we can edit it inside of Visual Studio. LoadImageFromFile made the filename variable const char const. Since we aren’t changing the filename or what we point to in this function. This allows users to pass it anything they want. When it’s not const it prevents me from sending a const .

DDSorPNG is a wrapper around some code that we had duplicated everywhere. This will sprintf the format with all the args and then append DDS check to see if it exists. Then do it again for PNG. Returns false if found an image. Returns true if it can’t find the image.

Removed extra \ from outpath. Reordered some code. Fixed spots calling sprintf for no reason. Many they looked like they were meant for OutputDebug so I updated them. Added new line before common_load_texture it helps separate multiple texture loads in log. Added nextFrame to battleSceneryStructure. I use this to iterate when ever the game asks for the texture again. Might not be good enough but it’s a start. PNG animates really slow this way. DDS I couldn't tell if it was slowed down. :P Added LoadImageInto___Structure functions for world and battle. This removed some duplicated code. Fix paletted texture loading for Field BG, Though DDS probably isn’t working there. The game seems to append .png to the file names. And the palette number makes no damn sense.

Also added /ignore to the linker for some common warnings we were getting.

I fixed the Roads on world map. We were using the incorrect index variable.

related to https://github.com/MaKiPL/FF8_demastered/issues/34