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.
* Update README.md
* Added USB functionality
* Updated readme
* Revert README.md changes
* Remove unnecessary lib dependencies
only directly referenced by injection project
* Minor clean
handle compiler/roslyn messages
* Update README.md
* added a null check and a usb-botbase-safe poke function
* Revert "Update README.md"
This reverts commit e106a62b0d.
* Created new de item list using https://github.com/berichan/NH_CreationEngine
Co-authored-by: Kurt <kaphotics@gmail.com>
Decentralizes pocket injection logic from SysBotUI so that other auto-injectors can be passed in (future? like terrain/overworld items).
Adds validation to not modify items if the pocket data doesn't have the expected layout.
Closes#47 by implementing things in a more abstract & extendable way. Thanks @jfmherokiller for the example implementation which served as an inspiration!