at the moment all you’re doing is changing a bunch of text that may or may not correspond to valid code
in order to actually make anything happen you have to run it through a compiler (in this case, the javac compiler), which turns that text into executable “machine” code (in this particular case it runs on a virtual machine but that’s a longer story).
if you have all the necessary software installed (i believe javac comes included with the most recent build of jdk), it’s as simple as running the compile scripts that came in the last few builds of FEditor (not sure if they’re still there).
Oh uh, lemme rephrase. I know what you mean to recompile, as I compile in FEXNA whenever I make edits, I just don’t know what I run to compile the program’s code.
I assume I need the Java Dev Kit to compile then? Or perhaps when you said the compile scripts in FEditor you meant something else. I’m not sure what those scripts are.
you don’t really need the whole JDK, just javac[.exe], but FEditor’s build commands are a little complex to make it into something more usable (you need to compile the app itself along with the various auxiliary utilities, then jar them together to make a standalone executable). there is a python script included with the build of FEditor that I have that automates this process.
Just out of curiosity, now that we know about all these halfwords anyway, wasn’t there gonna be a new release of FEditor with all these things updated pretty soon anyway?
i was going to go over it with a fine-toothed comb and rehaul as much of it as i could (“as much as I can” should read as significantly less than “the whole thing” which is, unfortunately, what we really want), but that takes more time than i have at the moment so i won’t be able to get around to that for a while
Thanks for your remind
And I wonder if the character ID, class ID or something like those can be expanded, otherwise we will have over 0xFF portraits and animations but no way to load them in the game.