refactor StardewSymphony
This commit formats/documents/simplifies code, standardises naming conventions, removes unused code, etc.
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@ -6,123 +6,114 @@ using StardewValley;
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namespace Omegasis.StardewSymphony
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{
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class MusicHexProcessor
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internal class MusicHexProcessor
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{
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public static List<string> allsoundBanks;
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public static List<string> allHexDumps;
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public static List<string> allWaveBanks;
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/*********
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** Properties
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*********/
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/// <summary>All of the music/soundbanks and their locations.</summary>
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private readonly IList<MusicManager> MasterList;
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public static void processHex()
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/// <summary>The registered soundbanks.</summary>
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private readonly List<string> SoundBanks = new List<string>();
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/// <summary>The callback to reset the game audio.</summary>
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private readonly Action Reset;
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="masterList">All of the music/soundbanks and their locations.</param>
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/// <param name="reset">The callback to reset the game audio.</param>
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public MusicHexProcessor(IList<MusicManager> masterList, Action reset)
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{
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this.MasterList = masterList;
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this.Reset = reset;
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}
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/// <summary>Add a file path to the list of soundbanks.</summary>
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/// <param name="path">The soundbank file path.</param>
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public void AddSoundBank(string path)
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{
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this.SoundBanks.Add(path);
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}
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public void ProcessHex()
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{
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int counter = 0;
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string HexDumpContents = "";
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string rawName = "";
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string rawHexName = "";
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string cueName = "";
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List<string> cleanCueNames = new List<string>();
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foreach (var v in allsoundBanks)
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foreach (string entry in SoundBanks)
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{
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cleanCueNames = new List<string>();
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byte[] array = System.IO.File.ReadAllBytes(v);
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// Log.AsyncC(HexDump(array));
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rawName=v.Substring(0,v.Length-4);
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cueName = (rawName + "CueList.txt");
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List<string> cleanCueNames = new List<string>();
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byte[] array = File.ReadAllBytes(entry);
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string rawName = entry.Substring(0, entry.Length - 4);
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string cueName = rawName + "CueList.txt";
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if (File.Exists(cueName)) continue;
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HexDumpContents = HexDump(array);
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string hexDumpContents = this.HexDump(array);
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rawHexName = rawName + "HexDump.txt";
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File.WriteAllText(rawHexName, HexDumpContents);
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// string fileName = (v.Remove(v.Length - 5, v.Length-1));
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//Log.AsyncM(fileName);
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allHexDumps.Add(rawHexName);
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string rawHexName = rawName + "HexDump.txt";
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File.WriteAllText(rawHexName, hexDumpContents);
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string[] readText = File.ReadAllLines(rawHexName);
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string largeString="";
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string largeString = "";
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foreach (var line in readText)
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{
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// Log.AsyncY(line);
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try
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{
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string newString = "";
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for (int i = 62; i <= 77; i++)
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{
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newString += line[i];
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}
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// Log.AsyncG(newString);
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largeString += newString;
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// Log.AsyncC(largeString);
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//Log.AsyncG(line.Substring(63, 78));
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}
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catch (Exception e)
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{
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// Log.AsyncY("WTF");
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// Log.AsyncO(line.Length);
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}
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catch { }
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}
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string[] splits = largeString.Split('ÿ');
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string fix = "";
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foreach (string s in splits)
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string[] splits = largeString.Split('ÿ');
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string fix = "";
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foreach (string s in splits)
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{
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if (s == "") continue;
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fix += s;
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}
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splits = fix.Split('.');
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foreach (var split in splits)
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{
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if (split == "") continue;
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try
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{
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if (s == "") continue;
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fix += s;
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}
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splits = fix.Split('.');
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foreach (var split in splits)
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{
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if (split == "") continue;
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// Log.AsyncM(split);
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try
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{
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// Game1.playSound(split);
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Game1.waveBank = Class1.master_list[counter].newwave;
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Game1.soundBank = Class1.master_list[counter].new_sound_bank;
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Game1.waveBank = this.MasterList[counter].Wavebank;
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Game1.soundBank = this.MasterList[counter].Soundbank;
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if (Game1.soundBank.GetCue(split) != null)
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{
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//Game1.playSound(split);
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cleanCueNames.Add(split);
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// Log.AsyncG("Sucessfully added " + split + " to the list of successful songs to play.");
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}
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Class1.reset();
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}
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catch(Exception e)
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{
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// Log.AsyncR(e);
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}
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this.Reset();
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}
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catch { }
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}
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cueName = (rawName + "CueList.txt");
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// Log.AsyncM(cueName);
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cueName = rawName + "CueList.txt";
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cleanCueNames.Sort();
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File.WriteAllLines(cueName, cleanCueNames);
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counter++;
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}
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}
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}
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public static string HexDump(byte[] bytes, int bytesPerLine = 16)
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/*********
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** Private methods
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*********/
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private string HexDump(byte[] bytes, int bytesPerLine = 16)
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{
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if (bytes == null) return "<null>";
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if (bytes == null)
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return "<null>";
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int bytesLength = bytes.Length;
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char[] HexChars = "0123456789ABCDEF".ToCharArray();
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char[] hexChars = "0123456789ABCDEF".ToCharArray();
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int firstHexColumn =
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8 // 8 characters for the address
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@ -143,14 +134,14 @@ namespace Omegasis.StardewSymphony
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for (int i = 0; i < bytesLength; i += bytesPerLine)
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{
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line[0] = HexChars[(i >> 28) & 0xF];
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line[1] = HexChars[(i >> 24) & 0xF];
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line[2] = HexChars[(i >> 20) & 0xF];
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line[3] = HexChars[(i >> 16) & 0xF];
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line[4] = HexChars[(i >> 12) & 0xF];
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line[5] = HexChars[(i >> 8) & 0xF];
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line[6] = HexChars[(i >> 4) & 0xF];
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line[7] = HexChars[(i >> 0) & 0xF];
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line[0] = hexChars[(i >> 28) & 0xF];
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line[1] = hexChars[(i >> 24) & 0xF];
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line[2] = hexChars[(i >> 20) & 0xF];
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line[3] = hexChars[(i >> 16) & 0xF];
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line[4] = hexChars[(i >> 12) & 0xF];
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line[5] = hexChars[(i >> 8) & 0xF];
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line[6] = hexChars[(i >> 4) & 0xF];
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line[7] = hexChars[(i >> 0) & 0xF];
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int hexColumn = firstHexColumn;
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int charColumn = firstCharColumn;
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@ -167,9 +158,9 @@ namespace Omegasis.StardewSymphony
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else
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{
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byte b = bytes[i + j];
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line[hexColumn] = HexChars[(b >> 4) & 0xF];
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line[hexColumn + 1] = HexChars[b & 0xF];
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line[charColumn] = asciiSymbol(b);
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line[hexColumn] = hexChars[(b >> 4) & 0xF];
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line[hexColumn + 1] = hexChars[b & 0xF];
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line[charColumn] = this.GetAsciiSymbol(b);
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}
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hexColumn += 3;
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charColumn++;
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@ -178,20 +169,17 @@ namespace Omegasis.StardewSymphony
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}
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return result.ToString();
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}
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static char asciiSymbol(byte val)
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private char GetAsciiSymbol(byte ch)
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{
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if (val < 32) return '.'; // Non-printable ASCII
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if (val < 127) return (char)val; // Normal ASCII
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if (ch < 32) return '.'; // Non-printable ASCII
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if (ch < 127) return (char)ch; // Normal ASCII
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// Handle the hole in Latin-1
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if (val == 127) return '.';
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if (val < 0x90) return "€.‚ƒ„…†‡ˆ‰Š‹Œ.Ž."[val & 0xF];
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if (val < 0xA0) return ".‘’“”•–—˜™š›œ.žŸ"[val & 0xF];
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if (val == 0xAD) return '.'; // Soft hyphen: this symbol is zero-width even in monospace fonts
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return (char)val; // Normal Latin-1
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if (ch == 127) return '.';
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if (ch < 0x90) return "€.‚ƒ„…†‡ˆ‰Š‹Œ.Ž."[ch & 0xF];
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if (ch < 0xA0) return ".‘’“”•–—˜™š›œ.žŸ"[ch & 0xF];
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if (ch == 0xAD) return '.'; // Soft hyphen: this symbol is zero-width even in monospace fonts
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return (char)ch; // Normal Latin-1
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}
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}
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}
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}
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