first commit in a _long_ time, and it's just because I installed a
fresh linux distro and wanted to see if ANESE compiles on it.
It does, but I noticed a couple of warnings and bugs, so these are
some quick fixes.
looks like I had an unintended fallthrough in my bgr_fetch routine.
not sure how mission-critical this is, but maybe it fixes stuff?
other than that, g++ helpfuly noted some other silly errors and
unused vars, so I cleaned those up too.
lastly, I removed some code that skipped the first directory
returned by cute_files in the menu component. Not _super_ sure why
that was there in the first place, but directory traversal now
works on some more linux distros (such as the one I am running)
that's it then, the final piece.
You can play games, record scenes, and boot games back up with the
recorded map.
It's not perfect, _far from it_, but it works!
There is still a lot of work to do, improving heuristics and such,
but I think wideNES is at a point where it can be merged into
master and shown off a bit :)
exciting!
cross-platform support man. it's tricky.
I didn't want to include more libraries, but I really didn't want to
deal with cross-platform pathfinding, or coming up with a custom
config format.
I still had to slap together a janky solution for getting a folder's
absolute path across platforms, but it seems to get the job done...