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@ -44,8 +44,17 @@ All components have a platform indicator next to them:
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* gba - GBA implementation (PG)
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* glfw - GLFW implementation (P-)
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* deps - project dependencies
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* Ox - Library of things useful for portable bare metal and userland code.
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Not really that external... (PG)
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* Ox - Library of things useful for portable bare metal and userland code. Not really that external...
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* clargs - Command Line Args processing (PG)
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* claw - Reads and writes Metal or Organic Claw with header to indicate which
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* event - Qt-like signal system (PG)
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* fs - file system (PG)
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* logconn - connects logging to Bullock (P-)
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* mc - Metal Claw serialization, builds on model (PG)
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* oc - Organic Claw serialization (wrapper around JsonCpp), builds on model (P-)
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* model - Data structure modelling (PG)
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* preloader - library for handling preloading of data (PG)
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* std - Standard-ish Library with a lot missing and some things added (PG)
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* GlUtils - OpenGL helpers (P-)
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* teagba - GBA assembly startup code (mostly pulled from devkitPro under MPL
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2.0), and custom GBA hardware interop code (-G)
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@ -168,9 +177,6 @@ Instead of throwing exceptions, all engine code should return
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For the sake of consistency, try to stick to ```ox::Error``` in non-engine code
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as well, but non-engine code is free to use exceptions when they make sense.
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Exceptions should generally just use ```OxException```, which is bascially an
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exception form of ```ox::Error```.
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### File I/O
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All engine file I/O should go through Keel, which should go through
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