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FF9SpecialEffectPlugin - #1541
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Adds
FF9SpecialEffectPluginas a standalone NativeAOT project for Windows x64.DeploySpecialEffectPluginandIncludeSpecialEffectPluginflags; both default to off.I smoke-tested Debug/Release builds and patcher with and without the plugin, but I'm sure, it contains bugs. >_>
FF9SpecialEffectPlugin
Run from the repository root:
dotnet build FF9SpecialEffectPlugin/FF9SpecialEffectPlugin.csproj -c Release /p:DeploySpecialEffectPlugin=truemsbuild Memoria.Patcher/Memoria.Patcher.csproj /restore /p:Configuration=Release /p:IncludeSpecialEffectPlugin=trueBoth flags are off by default. To specify the game directory, add
/p:MemoriaGamePath="<game root>"to the deployment command.Call tracing
Build and deploy with
-c Debug, then placeFF9SpecialEffectPlugin.trace.jsonbeside the DLL in<game root>/x64/FF9_Data/Plugins/. Tracing is disabled in Release.All functions:
{ "enabled": true, "log": "FF9SpecialEffectPlugin.trace.log", "functions": ["*"], "cap": { "perFunction": 0, "total": 0 } }Tracing all functions generates hundreds of megabytes of logs within a few seconds.
Selected functions:
{ "enabled": true, "log": "FF9SpecialEffectPlugin.trace.log", "functions": ["HostCallbackSend", "PsxClearOTagR"] }Relative log paths resolve from the configuration file's directory.