| Bug Fixs and Features Done
WARNING! If you've used the Save As FS3 options before
12/16/2004, let me know, I've changed the format, rendering the old
version unreadable.
Working on making a better help file, I'm not that good at writing complex
explainations of what does what, especially when it's such a simple (ha!)
program
This program developed from my noticing that the new defaults turned a lot of
old patches, err, not useless, but caused them to become larger, or bigger, because the new
shapes don't match the old shapes, for example the new portal for Vinca.
Because it's different, the old Vinca is now considered a "patched"
item. So as a result, a lot of the old patches on the patch archive will add to
the size of your dream. If you're actually interesting in the dirty
details of what's now probably considered a patched shape from the old
patch files, visit here (link removed).
Very nasty set of tables to which if you take them at their word, calls
the OLD Item.fsh as having 164 shapes which have possibly been patched,
which means that even if you only have one pillow patched in the file,
another 164 shapes may go with it as part of the dream.
For example, I got an ITEM patch with 30 changed shapes in it. Now,
with the update, 66 shapes are considered patched! Though, according to my
program, it should be 174, I'm not sure why the other 108 were NOT
uploaded, Furcaida Mystery. Then there's the ITEM2 I got, 70 patched
shapes but 88 are being uploaded.
But I complain anyway, that's still 36 & 18 shapes too many in one
dream, haven't tested many of my other patches, I can
already guess that I'm going to end up with bigger dream uploads.
This program contains a dataset of the values derived from the old patch
files, and does a pretty fair job of filtering out everything which should not
be included. There is the possibility that a RECOLORED image will not be
included, especially if the position and size and such is the same, but what
should be different is the checksum, (which isn't shown in the list), but for
some reason it checksum's the same as default.
The Things in the Toolbar
| Icon |
Status |
Command |
Description |
 |
Disabled |
Create a new Patch File |
Create a new patch file. Currently disabled until I finish
everything which makes this program work the
way I want it to. |
 |
Enabled
mostly. |
Open an existing Patch File |
Open an existing file, currently only opens FSH files with
a DEFAULT name, does not open ITEME or FLOORE files yet either, again, see
above.
Does open FS3 files of any name however. |
 |
Works |
Save the current File |
Saves a file opened in the program, allows you to save,
well, create a copy of the patch, either as it is named, or as an
"archive" fsh file with a number addition to the name in the
form of NAME-YYMMDD-hhmmss.fsh
Also saves as an FS3 file, that's a
FS2 extended to include the FBJ file inside of it. When I get the format
finalized, the file will be able to hold ALL the patches for a dream in a
single file, and the program will recreate the patches for use in a dream.
Currently only saves a single patch per FS3. |
 |
Disabled |
View the selected image. |
Will open a window containing the image, yes, this is a
priority part of this program, will support several windows, dunno how
many, will have to experiment with that. Will also be activatable by
double clicking on the shape's number in the list. |
 |
Disabled |
Compare selected with default |
Will open a dual window, if the shape's already opened for
viewing, will convert that window into a dual viewing window. Will also
contain both sets properties for the shape. |
 |
Disabled |
Open Dynamic Repatcher |
This is on the project board, but finally got an idea to
where this will open a dual image list and allow you to click and drag
stuff in the patch file around to where you want the stuff to be. In new
mode, you will be able to drag stuff from the source patch into the new
patch file.
Will probably provide some type of thing where you can adjust the
properties of the items you're including into the patch.
|
 |
Works |
Include / Exclude |
To include or exclude a shape from a patch, can also be
achieved by double clicking on the shape's Include?/Replaces cell. |
 |
Works |
RePatch the Patch |
You're given several options before the program does it's
thing, like making a backup of your file, either as one of my FS3's, or as
an archive named FSH.
Program then takes selected shapes from OLD file and pastes them into a
NEW file, using the shapes to fill in the rest of the file from the
matching file in the default path. |
 |
Works |
Options! |
This shows and hides that ugly structure which is just
below the toolbar. Very important feature for when I make the program do
Dynamic Patching. Going to need that room, ...  |
The Menu Stuff
Menu stuff is like the toolbar stuff, except there's a non-working help
and an about.
I Lie!
New Menu Features, with bugs which I will get around to correcting 
- Show/Hide Differences
- Squashes the List and shows only shapes which will be
"patched" or "archived"
- Show/Hide File Locations
- Show or hide a column which contains the actual file location on
the disk, very geeky stuff, may go away in final version, need it
for debugging right now, but I figured ya'll get a kick out of it.

- Show/Hide Difference Count
- Resets the "Shape #" to reflect the actual count of
patched elements.
The above menu's are not quite right, nor finalized. For example,
toggling the count triggers the hide difference as well, and when you load
a fresh file, it should clear the checks, and so on.
Ok, done, next!
Stuff in the upper part of the Window
(Modified This!)
This can now be hidden from view with the Options Toggle.
Top to bottom
-
Path to Default Program Patch Files
- I pick up that value from where Furcadia puts it, this SHOULD be the
location of your default patch files, if not, I provide a Browse
function so you can locate it, and a Reset which retrieves the value
from Furcadia. Currently DOES NOT remember previous state, will always
return the what it see's as the Furcadia Default Patch Path.
-
Reference File
- "Old Furcadia, Gryffe Edition" is set as default,
later on I WILL provide a means for changing the default to "New
Furcadia, Squirrel Edition", this is one of the two DAT files
which accompanied the program, if the selection is BLANK then the
program didn't see the datafiles in the folder it's working from.
-
Patch File To Be Edited
- Currently the program does not support pasting a name into the edit
box, so you have to Browse for the patch file you want to edit,
and currently the program only supports opening and mangling of default
named files from the list in the reference file, this means you
cannot open a wall_3.fsh while on the Gryffe Edition setting.
The List in the lower Part
Gosh, if you don't realize what the headers of the columns mean, 
Anyway, this shows you the list of shapes contained in a patch once you open
it up, if you think that there's too much information being presented, ok, I can
understand, but the most important part to look at is the Include?
column, that indicates which shapes will be included in the RePatch. The program
scans the file it opens, and compares the numbers it finds with what is
contained in the reference file, if the numbers don't match someplace, it
indicates it in this column:
- + in the first position indicates that the shape will be included in the
RePatch, this can be toggled by double clicking on the cell. If there's
difference indicators, this will change to a -, otherwise it will turn blank
- S means the program found a size difference
- O means the offsets are different
- F means the FBJ is different
- C means that there was a checksum difference.
The checksum is made by adding all the pixels together into a monster number,
it's only about a 95% chance of reliability in doing this, the perfect means
would be to do a pixel by pixel comparision of each image which does not fail
one of the first three checks. It would also be a LONG process to run. And you
would need a copy of the old patch files for the program to compare with.
Save File As Options:

The actual dialog does not look quite like this.
Certain parts will "gray out" depending on the various
selections made by you.
These really do not "save" the file in the FSH settings, what it
does it make a copy of the file. Except in the case of FS3, FS3 does create
a new file.
-
Save as FSH (as is)
- Brings up the save as dialog and allows you to either save the
file as it is named, or with a new name which you give the dialog
in the File name field of the dialog.
- Allows you to browse and put the file in a different folder.
- Prompts about overwriting.
- If you check the box labeled "In folder: ...\backup
before selecting this option, it will start your trip in that
folder, otherwise you start in your patch folder.
- No need to give the name the proper extension, dialog will do it
for you.
-
Backup as FSH named:
- No dialog, and if you accept the default name, you will never
see it complain about overwriting a previous file, the name is
unique build from the current date and time.
- Will always save into the folder named backup, if the folder
doesn't exist, it will create it.
- You can edit the name given and that will be the name of your
file, no need to give it the extension of "FSH", it will
add it for you.
-
Save as FS3 Archive (Single)
- No dialog, (yet), will prompt about overwriting.
- Can opt to use the unique date/time name from the Backup
selection.
- Can opt to put the file in the folder named backup, again, if
the folder doesn't exist, it will create it for you.
- Can edit either name, whichever you choose, and program will
give it that name.
-
Ok / Cancel
- Gee, I gotta explain them too?

RePatcher Options:

Not many options here, but important to consider what you're doing
here, for if you allow the program "do it's thing", I
cannot guarantee risk free operation 100% of the time, a frog in Bolivia
may burp and hang your computer midway through the operation. Hell of a
frog BTW.
- Backup will always be placed in the following folder: ...\backup
is always going to be it's name, program will create the folder if
needed.
-
Named: / As Is
- Like the above Save As dialog, this will create a unique
filename for use in creating the archive, or you can just tell the
dialog to use the default name of the patch file.
- If you type in your own name, program will use that instead.
- Does prompt about overwriting if you decide to use the As Is
option and the file exists, or your name which you entered exists
already.
-
As FSH / As FS3
- Offers a choice of formats to save the file in, FSH, which will
contain all the shapes in the file, of FS3 which is only the
shapes which will be included in the RePatch.
-
Do It! / Cancel / Do It Without Backing Up
- Cancel, of course, aborts the operation.
- Do It does the backing up and overwrites the currently
opened patch file in the patch folder, taking the non-patched
elements from the file of the same name in default.
- Do It Without Backing Up just does the RePatch without
making a backup first.
What is this FS3? details to come.
Archive Save Options:
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(When you have a FS3 open.)
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Ok now, I'm going to start explaining this dialog now. This is what
comes up from the Save button when you have a FS3 Archive file
open. There's a lot involved here, may even transfer something of this
over to the Save File As options once I get further down the road.
There's actually two sets of radio buttons in this, so:
- Group A: FileType
- Make ITEME from Archive:
Will create an ITEME patch file from the archive. Hey, what an
option, how often do you want to use a patch file, but not as the
named patch file? This will also be built into the RePatcher
Options when I get around to it for this is a cool idea. Also
will not make an ITEME which exceeds Furcadia's limits. Will also
have the options available for making a LOCALSPECIES patch and a
FLOORE patch. COOL!
- The checkbox Add To Existing will add onto an
existing ITEME / FLOORE if one exists, that way you can build
an ITEME from an assortment of shapes. I really don't see a
reason to have this enabled for when you decide to create a
LOCAL, I mean, huh?
- Add to a MultiPatch Archive:
Is part of the process where you can take several patch files and
build them into a single patch archive file, for the purpose of
transporting a dream from one computer to another. More on this as
it develops
- Make a copy named:
As the title implies, will make a copy of the FS3 Archive. You can
name it whatever you want, the internal name of the patch is part
of the archive headers, so if the internal name is ITEM2, and you
make a copy called MyPatch37, when you open MyPatch37, the
internal name will still be ITEM2.
- Group B: Save Where
- In Folder:
Is the folder where the archive was opened from.
- Below This:
Is the folder which is just "below" the folder which the
archive was opened from.
Example:
If the archive was opened in a folder called F:\Furcadia\dreams\artwork3\patch\backup,
then the "Below This" folder is F:\Furcadia\dreams\artwork3\patch.
- Browse For Destination:
Allows you to browse for the folder where you want the operation
to put your file, whether it's an ITEME or a copy of the archive.
The browse action gets the name of the file you want to create and
tells you if there's one by that name which exists in the selected
folder. Canceling this causes the previous settings to be
restored, which, by the way, includes the Browsed for folder if
you've already run through it once before.
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