Reminder of TODOs:
Animation parsing, parsing animation data into visible data. ->
* Render animations in HTML client.
* Write animations to glTF2 exporter.
Considered ideas:
* Multi-format file input box (auto-detect format based off first bytes)
the icons that Gauntlet: Dark Legacy uses for it's save games are rarely even worth being compressed, considering that it only saves around 2900 bytes from just leaving it uncompressed. However, the fact that it's still compressed while still parsing properly ONLY with this change makes me think many others have had this constant wrong for a while. Could it be lower? needs research.
* changed a space for a no-break space in a file input description to make it flow better when text is split.
I was considering making this 0.8.0+u1, but eeh, nah.
* changed inline-grid to table-cell, I like it better, and older browsers like it better since its not technically flex-width
- removed inflator-installed id from inflator script, as it was unused
* changed pako version to es5 version, since it works with the absolute minimum version browsers that we technically target, and performance isn't the most important thing when you only need to decompress the data once per export file.
Author's comments: Wondering how LZARI works. Not much I can add to that part of the conversation. Once it's done, it's done. Until then, progress may be stale...
+ Now including support for CodeBreaker Save (CBS) format.
* CBS Parser function requires a function parameter that inflates data (zlib-style) given to it.
- Removed enabling/disabling strict mode from the reference client.
* Made timestamp objects consistant with every file format.
+ Added Pako to as a semi-optional dependancy to the HTML reference client.
* Disabling Pako will also disable CBS support in the HTML reference client.
Internals:
+ Now includes the RC4 cipherkey for deciphering CBS files.
+ Implemented an RC4 cipher function for deciphering CBS files.
Author comments:
One of the big five. Only one remains, and it's not going to be easy.
The road to an LZARI implementation spans a long distance, and the road there is bumpy.
- yellows
No, this isn't a late 'Fool's joke, I was just having fun and now I can target pure ES6/ES2015 if I wanted to.
…except Chakra ('Edge <= 44), that thing never implemented `TextDecoder`/`TextEncoder` for some reason. We'll never know why...
I'm researching what makes over-bright happen... give me time!
fix sps/xps parser crash: apparently those 4 bytes were for a third part of metadata for those files. HTML client now shows this information if available.
example icon: id2_example_001 (12 vertices, 4 triangles)
I've saved and included this icon in the .PSU and .SPS formats. .PSV is a bit more complicated for a valid export.
Example icon shows vertex colours with no animation nor includes a texture (texture type 3).
was considering adding new formats, but its not one of the big five (translation: not MAX/PWS or CBS), and I can barely find any examples to test with. Oh well. adding them to gitignore already. If the demand comes up, I've made the related hexpat's for them anyway.
.xpo and .spo (assuming they're like .xpo files) files are out of scope for this project, if anyone asks. Reason being is that they usually exclude icon data, and even icon.sys. This makes it rather useless to me.