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Added libjpeg-turbo to FileHandler with a working File::ReadImageFile() function. The dependency on SOIL in libvitaboy Renderer has therefore been removed.
Also fixed formatting in recent source files. My next task is implementing IFF chunk reading. I'll also make a tool that can convert the game's behavior.iff file to an HTML page.
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18 changed files with 816 additions and 295 deletions
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Libraries/libvitaboy/apr.cpp
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Libraries/libvitaboy/apr.cpp
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/*
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libvitaboy - Copyright (c) 2012 Fatbag <X-Fi6@phppoll.org>
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Permission to use, copy, modify, and/or distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "libvitaboy.hpp"
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void ReadAppearance(Appearance_t& Appearance){
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printf("\n========== Appearance ==========\n");
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Appearance.Version = VBFile.readint32();
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printf("Version: %u\n", Appearance.Version);
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ReadAsset(Appearance.Thumbnail, NOGROUP);
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Appearance.BindingCount = VBFile.readint32();
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printf("Binding count: %u\n", Appearance.BindingCount);
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Appearance.Bindings = (Asset_t*) malloc(Appearance.BindingCount * sizeof(Asset_t));
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for(unsigned i=0; i<Appearance.BindingCount; i++){
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printf("\n [Binding %u]\n", i);
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ReadAsset(Appearance.Bindings[i], NOGROUP);
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}
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}
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