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#homebrew

11 posts11 participants0 posts today

He's SCHMOOVIN'

Working on a custom animated sprite format + conversion scripts, plus writing a bunch of game state management stuff around that executable overlay stuff I was working on

(so for example now you can just call StateManager::PushState(StateType::Field) and it will handle cleaning up the previous state, resetting texture heaps, loading in the correct executable overlay, & creating an instance of the FieldState and calling it)