New Platform File API
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0:47Recap and plan for the day
0:47Recap and plan for the day
0:47Recap and plan for the day
4:04Review of day 150's code
4:04Review of day 150's code
4:04Review of day 150's code
9:16Loading the asset arrays
9:16Loading the asset arrays
9:16Loading the asset arrays
9:48Overview of the tag index rebasing mechanism
9:48Overview of the tag index rebasing mechanism
9:48Overview of the tag index rebasing mechanism
11:44Setting the file's TagBase
11:44Setting the file's TagBase
11:44Setting the file's TagBase
15:16Rebasing the asset array
15:16Rebasing the asset array
15:16Rebasing the asset array
18:20Reading in the hha_asset data
18:20Reading in the hha_asset data
18:20Reading in the hha_asset data
20:05Defining the file functions in the platform layer
20:05Defining the file functions in the platform layer
20:05Defining the file functions in the platform layer
22:37Defining the platform_file_handle and the platform_file_group structs
22:37Defining the platform_file_handle and the platform_file_group structs
22:37Defining the platform_file_handle and the platform_file_group structs
25:12File-related platform-specific functions
25:12File-related platform-specific functions
25:12File-related platform-specific functions
26:47Defining PlatformNoFileErrors as a macro
26:47Defining PlatformNoFileErrors as a macro
26:47Defining PlatformNoFileErrors as a macro
30:29Placing the new callbacks inside game_memory
30:29Placing the new callbacks inside game_memory
30:29Placing the new callbacks inside game_memory
31:46Platform API globally available to the game
31:46Platform API globally available to the game
31:46Platform API globally available to the game
36:45Prerequisite wiring to start implementing the win32 version of the new file functions
36:45Prerequisite wiring to start implementing the win32 version of the new file functions
36:45Prerequisite wiring to start implementing the win32 version of the new file functions
41:52It's no longer necessary for the threaded worker to deal with the asset metadata
41:52It's no longer necessary for the threaded worker to deal with the asset metadata
41:52It's no longer necessary for the threaded worker to deal with the asset metadata
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
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
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
44:48Swapping to the new work order type with the _old_ version of the file loading routines to minimize the amount of debugging
44:48Swapping to the new work order type with the _old_ version of the file loading routines to minimize the amount of debugging
44:48Swapping to the new work order type with the _old_ version of the file loading routines to minimize the amount of debugging
51:45Reserving space for bitmaps
51:45Reserving space for bitmaps
51:45Reserving space for bitmaps
52:58Filling out the work order struct
52:58Filling out the work order struct
52:58Filling out the work order struct
1:00:12The win32 file routines are still not finished but our time is up, so let's leave the code in a running state
1:00:12The win32 file routines are still not finished but our time is up, so let's leave the code in a running state
1:00:12The win32 file routines are still not finished but our time is up, so let's leave the code in a running state
1:01:35Q&A
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1:01:35Q&A
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1:01:35Q&A
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1:01:52insofaras 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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1:01:52insofaras 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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1:01:52insofaras 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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1:06:52tobeypeters What will get rid of the initial flicker of the character at startup?
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1:06:52tobeypeters What will get rid of the initial flicker of the character at startup?
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1:06:52tobeypeters What will get rid of the initial flicker of the character at startup?
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1:08:05rosssylibus 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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1:08:05rosssylibus 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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1:08:05rosssylibus 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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1:08:52End of Q&A
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1:08:52End of Q&A
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1:08:52End of Q&A
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1:09:02Review of tasks left to finish the asset system
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1:09:02Review of tasks left to finish the asset system
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1:09:02Review of tasks left to finish the asset system
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1:11:23Review of upcoming tasks
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1:11:23Review of upcoming tasks
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1:11:23Review of upcoming tasks
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