Move stuff around so the folder structure is more consistent
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@ -8,7 +8,7 @@ $working_dir = "working"
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$src_dir = "src"
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$src_dir = "src"
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$data_dir = "src/data"
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$data_dir = "src/data"
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$cast_roll_file = "working/cast_roll.json"
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$cast_roll_file = "working/cast_roll.json"
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$staff_credits_file = "src/data/staff_text.md"
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$staff_credits_file = "working/staff_text.md"
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$compiled_asm_file = "src/m2-compiled.asm"
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$compiled_asm_file = "src/m2-compiled.asm"
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$includes_asm_file = "m12-includes.asm" # implicitly rooted in working_dir
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$includes_asm_file = "m12-includes.asm" # implicitly rooted in working_dir
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$hack_asm_file = "m2-hack.asm" # implicitly rooted in src_dir
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$hack_asm_file = "m2-hack.asm" # implicitly rooted in src_dir
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@ -41,7 +41,7 @@ namespace RenderStaffCredits
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writeIntToByteArrLE(extra_things, player_Y_Pos, 0, 2);
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writeIntToByteArrLE(extra_things, player_Y_Pos, 0, 2);
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writeIntToByteArrLE(extra_things, defaultPlayerName.Length, 2, 2);
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writeIntToByteArrLE(extra_things, defaultPlayerName.Length, 2, 2);
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File.WriteAllBytes(dataFolder + "m2-credits-extra-data.bin", extra_things);
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File.WriteAllBytes(dataFolder + "m2-credits-extra-data.bin", extra_things);
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//Save some data that tells us how many vertical tiles the arrangement is long
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//Save some data that tells us how many vertical tiles long the arrangement is
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int arrSize = Arrangements.Length / 0x20;
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int arrSize = Arrangements.Length / 0x20;
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byte[] size = new byte[4];
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byte[] size = new byte[4];
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writeIntToByteArrLE(size, arrSize, 0, 4);
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writeIntToByteArrLE(size, arrSize, 0, 4);
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