Quote from: Fox on 04, August, 2016, 01:34:25 AM
I agree about the simpleness of ease it gives....
However, I do have a comp.cs with decompression/compression routines in them. (Thge text compression did not come from Atrius's editor though, it was my own code... that rewrites the char tables for best compression.)
Main point is that gsdatahandler is 35 KB... so it is very small... and if I left anything out, then how hard would the transferal be? Hmm... That, along with whether you need any of those functions anytime soon or not. At least when assuming C++ and C# are pretty similar (but not the same)... (Automatic conversion tool?) And who knows if I'll consider converting this C# project into a C++ project one day... I kinda thought C# was a little simpler, though... but they are both good processor-fast languages. - Either way, it is imperative that it becomes multi-platform. (Keep putting off looking into Mono.)
Space manager stuff... I left out... I was thinking about having a somewhat different system.... For example... Atrius will repoint individual text sections, while I try to keep everything in order. (Not 100%ly the same order as the game, but that's probably because it'd take a little extra code that I probably didn't feel like putting in at the time. The text compression seems 1:1, though.)
Honestly C++ isn't really my cup of tea, I studied it in college but I've gotten so accustomed to the ease of C# that I haven't really looked back. I'm not great with the types of algorithms you are using for compression/decompression, so I'll happily leave porting that over to you if you want to, otherwise I'll stick with the DLL for now. Plenty of other stuff to be working on anyway.