protected override void Initialize() { FFmpeg.AutoGen.Example.FFmpegBinariesHelper.RegisterFFmpegBinaries(); Memory.graphics = graphics; Memory.spriteBatch = spriteBatch; Memory.content = Content; init_debugger_Audio.DEBUG(); //this initializes the DirectAudio, it's true that it gets loaded AFTER logo, but we will do the opposite init_debugger_Audio.DEBUG_SoundAudio(); //this initalizes the WAVE format audio.dat Init_debugger_fields.DEBUG(); //this initializes the field module, it's worth to have this at the beginning Init_debugger_battle.DEBUG(); //this initializes the encounters Memory.font = new Font(); //this initializes the fonts and drawing system- holds fonts in-memory ArchiveWorker aw = new ArchiveWorker(Memory.Archives.A_MENU); TEX tex = new TEX(ArchiveWorker.GetBinaryFile(Memory.Archives.A_MENU, aw.GetListOfFiles().First(x => x.ToLower().Contains("icon.tex")))); Memory.iconsTex = new Texture2D[tex.TextureData.NumOfPalettes]; for (int i = 0; i < Memory.iconsTex.Length; i++) { Memory.iconsTex[i] = tex.GetTexture(i); } Memory.FieldHolder.FieldMemory = new int[1024]; base.Initialize(); }
protected override void Initialize() { FFmpeg.AutoGen.Example.FFmpegBinariesHelper.RegisterFFmpegBinaries(); Input.Init(); Memory.Init(graphics, spriteBatch, Content); init_debugger_Audio.Init(); //this initializes the DirectAudio, it's true that it gets loaded AFTER logo, but we will do the opposite init_debugger_Audio.Init_SoundAudio(); //this initalizes the WAVE format audio.dat Init_debugger_fields.Init(); //this initializes the field module, it's worth to have this at the beginning Init_debugger_battle.Init(); //this initializes the encounters Module_movie_test.Init(); Memory.random = new Random(); //creates global random class for all sort of things base.Initialize(); //ArchiveSearch s = new ArchiveSearch(new byte[] { 0xc8,0xc9,0xca,0xcb,0xcc,0xcd,0xce,0xcf });//used to find file a string is in. disable if not using. }