As it turns out, I forgot to default over to false inside UDisplayable so everything ended up in the overlay. lol, me. All basic code *should* be backend independent now. Besides SDL_ttf stuff, probably.
Making changes. There's some rather terrible and buggy behavior that needs severe fixing - cause currently unknown, but cleartext and overlayblit related likely
Made op_save, a way to call DumpSave in-game. More checks will be necessary since this is an extension, but meh. I may actually remove the whole concept of extensions since it seems rather pointless.
chaoskagami [Mon, 25 Aug 2014 05:28:01 +0000 (01:28 -0400)]
As it turns out, setimg is actually based on NDS adapted coordinates by this formula: x = x * (width / 256) y = y * (height / 192). It appears that he was lazy when the Android port was made, and adapted coordinates got used rather than native in conversions.
chaoskagami [Mon, 25 Aug 2014 02:12:16 +0000 (22:12 -0400)]
Adding lookahead broke jump, firstlines and lastlines. After determining the cause (ordering issue, where I was memsetting ugh) it is fixed. Reloading saves also does not cause mass hysteria.
chaoskagami [Sun, 24 Aug 2014 05:04:04 +0000 (01:04 -0400)]
Windows build is cleaned up, saves auto-reload with no parameters, and frankly because of how I save gsetvar is useless - so I replaced it with a setvar chain
chaoskagami [Sat, 23 Aug 2014 04:40:30 +0000 (00:40 -0400)]
Fixed if statements completely. Guess what? COMPLETELY 100% embedded ifs, and it's still 100% compatibile. Also, in the previous rev I added a script doc file. In this revision I made the program print the git rev instead of 0.0.1 b/c