Code now compiles, but will need to test and bugfix extensively.
Need to pre-fill the pixel buffers with sea first unless the acre fill actually works (maybe?)
Items need to be relative'd to apply 1 row lower, and skip the bottom row.
Need to check that terrain is the same as well.
Note to self:
For Map - probably better to get a starting x,y,width and iterate off that, fetching tile from relative, converting to absolute... idk.
For View - need to check if tile is in layer.
Added fruits + flowers to Player Misc menu (kept field goods property manager in place still).
Saving fruits pushes change to flags block for fruits so that multiple edits aren't required when changing/saving it with new UpdateFruitFlags method.
Flowers added as enum class like Airport Color, but should be moved out to strings for localization later on.
Closes#684
Defensively allocate a copy so that the replacement does not overwrite the original sequence A=>B then continue doing B=>B swaps.
Wasn't a problem before since properties fetched byte[] (allocated separate slice); changing to span introduced this regression -- now fixed.
working on it, untested.
decoupled 99% of the logic, need to ensure the rendering uses the correct item grid which now includes deepsea L+R sides for 3.0.0
Adds data for supporting 3.0.0, still needs savefile structures/hash range dumped and incorporated into MainOffsets30/PersonalOffsets30. Offsets/range is currently a copy of 2.0, which is obviously not correct. Saves will fail to load as encrypted values are not at the expected offset (pls no complaints).
CTRL-I from main form still opens the injector interface; RAM offset not yet documented.
* Fix loading player house and room dumps
* Check converted house/room data lengths rather instead of the imported dunmp's
* Fix downgrading player house format
Closes#523
Thanks @Zelfild for identifying the problematic indexes!
Skips over these two indexes on give-all, and skips over them when spawning a set of DIY items onto the ground.
Added control-key to set all IsNew to false instead of true (when doing GiveAll)
* Initial save arrangement
* Add initial text dumps
* Update metadata
* Update offsets for main/personal, fix variation test -- items now internally labelled for no variation
* Add event flag labeling
* Add customization remake lookup entries
To make dumping/loading designs match other dumping/loading buttons (terrain, acre and so on)
+ clicking on "Dump/Load Design" will draw a context menu with 4 options (2 if it's only one design pattern e.g. town flag).
+ when loading designs, I made the Listbox with the design names repopulate (update names) and select the user-selected design instead of going to index = 0;
+ when loading all designs I open a prompt to update "values" or not, instead of by default updating them.
+ fixed file name of dumped singular pro designs to .nhpd instead of .nhd lol