New Platform File API
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00:00:47Recap and plan for the day
00:00:47Recap and plan for the day
00:00:47Recap and plan for the day
00:04:04Review of day 150's code
00:04:04Review of day 150's code
00:04:04Review of day 150's code
00:09:16Loading the asset arrays
00:09:16Loading the asset arrays
00:09:16Loading the asset arrays
00:09:48Overview of the tag index rebasing mechanism
00:09:48Overview of the tag index rebasing mechanism
00:09:48Overview of the tag index rebasing mechanism
00:11:44Setting the file's TagBase
00:11:44Setting the file's TagBase
00:11:44Setting the file's TagBase
00:15:16Rebasing the asset array
00:15:16Rebasing the asset array
00:15:16Rebasing the asset array
00:18:20Reading in the hha_asset data
00:18:20Reading in the hha_asset data
00:18:20Reading in the hha_asset data
00:20:05Defining the file functions in the platform layer
00:20:05Defining the file functions in the platform layer
00:20:05Defining the file functions in the platform layer
00:22:37Defining the platform_file_handle and the platform_file_group structs
00:22:37Defining the platform_file_handle and the platform_file_group structs
00:22:37Defining the platform_file_handle and the platform_file_group structs
00:25:12File-related platform-specific functions
00:25:12File-related platform-specific functions
00:25:12File-related platform-specific functions
00:26:47Defining PlatformNoFileErrors as a macro
00:26:47Defining PlatformNoFileErrors as a macro
00:26:47Defining PlatformNoFileErrors as a macro
00:30:29Placing the new callbacks inside game_memory
00:30:29Placing the new callbacks inside game_memory
00:30:29Placing the new callbacks inside game_memory
00:31:46Platform API globally available to the game
00:31:46Platform API globally available to the game
00:31:46Platform API globally available to the game
00:36:45Prerequisite wiring to start implementing the win32 version of the new file functions
00:36:45Prerequisite wiring to start implementing the win32 version of the new file functions
00:36:45Prerequisite wiring to start implementing the win32 version of the new file functions
00:41:52It's no longer necessary for the threaded worker to deal with the asset metadata
00:41:52It's no longer necessary for the threaded worker to deal with the asset metadata
00:41:52It's no longer necessary for the threaded worker to deal with the asset metadata
00:43:10The work orders for bitmaps and sounds are reduced now to loading a chunk of data, so they can be merged into a single work order type
00:43:10The work orders for bitmaps and sounds are reduced now to loading a chunk of data, so they can be merged into a single work order type
00:43:10The work orders for bitmaps and sounds are reduced now to loading a chunk of data, so they can be merged into a single work order type
00:44:48Swapping to the new work order type with the _old_ version of the file loading routines to minimize the amount of debugging
00:44:48Swapping to the new work order type with the _old_ version of the file loading routines to minimize the amount of debugging
00:44:48Swapping to the new work order type with the _old_ version of the file loading routines to minimize the amount of debugging
00:51:45Reserving space for bitmaps
00:51:45Reserving space for bitmaps
00:51:45Reserving space for bitmaps
00:52:58Filling out the work order struct
00:52:58Filling out the work order struct
00:52:58Filling out the work order struct
01:00:12The win32 file routines are still not finished but our time is up, so let's leave the code in a running state
01:00:12The win32 file routines are still not finished but our time is up, so let's leave the code in a running state
01:00:12The win32 file routines are still not finished but our time is up, so let's leave the code in a running state
01:01:35Q&A
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01:01:35Q&A
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01:01:35Q&A
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01:01:52insofaras With this system, is it possible to add an updated version of an asset in a new .hha file without modifying the original? How would the IDs work in this case?
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01:01:52insofaras With this system, is it possible to add an updated version of an asset in a new .hha file without modifying the original? How would the IDs work in this case?
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01:01:52insofaras With this system, is it possible to add an updated version of an asset in a new .hha file without modifying the original? How would the IDs work in this case?
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01:06:52tobeypeters What will get rid of the initial flicker of the character at startup?
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01:06:52tobeypeters What will get rid of the initial flicker of the character at startup?
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01:06:52tobeypeters What will get rid of the initial flicker of the character at startup?
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01:08:05rosssylibus As a programmer implementing a game with fairly simple graphics, any suggestions on finding somebody to commission art assets from or similar if you don't happen to know a good digital artist?
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01:08:05rosssylibus As a programmer implementing a game with fairly simple graphics, any suggestions on finding somebody to commission art assets from or similar if you don't happen to know a good digital artist?
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01:08:05rosssylibus As a programmer implementing a game with fairly simple graphics, any suggestions on finding somebody to commission art assets from or similar if you don't happen to know a good digital artist?
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01:08:52End of Q&A
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01:08:52End of Q&A
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01:08:52End of Q&A
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01:09:02Review of tasks left to finish the asset system
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01:09:02Review of tasks left to finish the asset system
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01:09:02Review of tasks left to finish the asset system
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01:11:23Review of upcoming tasks
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01:11:23Review of upcoming tasks
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01:11:23Review of upcoming tasks
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