Also when I dummy out a function, I'm now making extra sure that the original is in a comment block underneath. That way I'm not going to the original archive to figure out what it's supped to do.
Upshot: The buttons on the main screen (Called 101) flash when you click them and attempt to run the appropriate function. I'll be implementing the quit routine tomorrow, and will be attaching that to the actual "close" button on the window. After that., I'll get the Help (F1) and Info screens.
Still nothing glamorous as screenshots go. The code back end isn't very sexy I do have the following little graph though.
|Nermal library Functions -- Green is implemented : Red is still unresolved|
I wonder if another programmer would of just ran down the Nermal and functions one by one and just implement them. I was contemplating doing that myself, but with no real API, I'm not sure how the output is handled by the game until I see it. I tell you what though, when I do figure it out, lots of those random variable names start making sense. In fact, it allows me to reuse many of them too.
I've been reading up on "Anti-patterns" as of late. I'll think I'll chat about those tomorrow.