Also was trying to clean up some code as I went. got a trial for a tool that highlights some stuff.
Appveyor support is in testing on my fork. I want to get it working for all versions of the app before providing settings to be used on master branch. I figure if it gets added to the master maybe it should be under Maki's Appveyor account. If your going to build a project for DebugWindows all the parent/child projects seem to require DebugWindows or the build fails. So I added the different build names that Core has to anything that core was using or being used by. Atleast enough to get an OpenGL 64 bit build of the program building automaticly. Still working on getting 32 bit, directx, and linux builds to build automaticly.
myst6re pointed out bugs with french build. I went ahead and tried to see why he was having these bugs. The four major ones:
2x2 grid of icons.tex //seemed like the scaling was wrong. But it was an issue where i fell back to the icons.tex when it couldn't load the high res image. And the high res image is broken into a 2x2 grid. So now it leaves it null unless they both are only 1 image in size. so we can check now if the textures are null to know if it failed to load anything.
16 colors instead of 256 colors // I had it throwing an exception when the size of the array mismatched the cult size. I now have it checking bounds on the colorkey and skipping the colorkey if it's out of bounds.
not extracting language code from lang.dat // There is a file in steam version that contains a 2 character language code. I can scan for this to detect the set language for the version installed.
maplist.fs has more files in it in French release // Needed to scan via filename for mapdata instead of only grabbing the first file
I put some TODO's for things to be improved. like texture handler is still reading from the menu.fs when it doesn't need to. I'd like to reduce or eliminate this behavior. It's from when texturehandler was wrote for just icons, faces, gfs. I atleast moved the archive worker out of a loop so i'm opening it less.
Oh yeah I added a few command line switches:
log=true/false // thinking of making this an enum flag where you can choose type of logging.
dir="Path_ToFF8" //force a ff8 directory._
data="Path_ToData" //optional force a different data folder._
Also was trying to clean up some code as I went. got a trial for a tool that highlights some stuff.
Appveyor support is in testing on my fork. I want to get it working for all versions of the app before providing settings to be used on master branch. I figure if it gets added to the master maybe it should be under Maki's Appveyor account. If your going to build a project for DebugWindows all the parent/child projects seem to require DebugWindows or the build fails. So I added the different build names that Core has to anything that core was using or being used by. Atleast enough to get an OpenGL 64 bit build of the program building automaticly. Still working on getting 32 bit, directx, and linux builds to build automaticly.
myst6re pointed out bugs with french build. I went ahead and tried to see why he was having these bugs. The four major ones:
//seemed like the scaling was wrong. But it was an issue where i fell back to the icons.tex when it couldn't load the high res image. And the high res image is broken into a 2x2 grid. So now it leaves it null unless they both are only 1 image in size. so we can check now if the textures are null to know if it failed to load anything.
// I had it throwing an exception when the size of the array mismatched the cult size. I now have it checking bounds on the colorkey and skipping the colorkey if it's out of bounds.
// There is a file in steam version that contains a 2 character language code. I can scan for this to detect the set language for the version installed.
// Needed to scan via filename for mapdata instead of only grabbing the first file
I put some TODO's for things to be improved. like texture handler is still reading from the menu.fs when it doesn't need to. I'd like to reduce or eliminate this behavior. It's from when texturehandler was wrote for just icons, faces, gfs. I atleast moved the archive worker out of a loop so i'm opening it less.
Oh yeah I added a few command line switches:
// thinking of making this an enum flag where you can choose type of logging.
//force a ff8 directory.
_//optional force a different data folder.
_//force language code.