kichikuou
a7e1c5c32e
Version 1.5.1
v1.5.1
2025-03-23 14:31:30 +09:00
kichikuou
29770d7091
Android: Upgrade AGP to 8.7.3 and bump minSdkVersion to 21
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So that it builds with the latest Android Studio.
2025-03-08 09:18:25 +09:00
kichikuou
258f63e98c
Android/Windows: Update SDL to 2.32.2
2025-03-06 10:50:18 +09:00
kichikuou
2ff7156b4e
Android: Remove 3-finger-touch menu
2025-03-06 08:55:01 +09:00
kichikuou
c8ef298c56
Add quit confirmation dialog
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On Android, the back button opens the dialog.
2025-03-06 08:54:57 +09:00
kichikuou
9733caf10f
debugger: Update screen before entering REPL
2025-03-05 16:01:56 +09:00
kichikuou
ae5592a35b
pms: Fix palette mask handling
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The PMS palette mask is 16 bits, not 8 bits. This fixes a color issue in
Rance 4.1.
2025-03-05 15:13:08 +09:00
kichikuou
d97d49dbe7
Fix Y103 command (play_pcm)
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* The parameter is the number of times to loop, e.g. Y103,2: will play
the sound twice. This still does not work on Windows because
PlaySound() does not support specifying the loop count.
* Get AMSE data size from its header. This fixes audio glitch at the end
of sounds.
2025-03-04 15:59:22 +09:00
kichikuou
c0d8566dbd
AGS: Refresh screen when palette is changed by CG loading
2025-02-22 22:26:18 +09:00
kichikuou
446d34132a
AGS: Defer texture update until update_screen()
2025-02-22 15:24:27 +09:00
kichikuou
71bc53e9b1
README: Fix build instructions for MSYS2
2025-02-12 10:00:38 +09:00
kichikuou
3f55a90c64
AGS: Remove intermediate screen buffer
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Pixels are now copied directly from the 8-bit buffer to the texture.
2025-02-10 07:38:45 +09:00
kichikuou
bf9742533f
AGS: Move scroll handling to update_screen()
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This fixes an out-of-bounds access bug when scroll > 400.
2025-02-09 14:42:52 +09:00
kichikuou
b1dfc57e9b
AGS: Refactor palette loading logic
2025-02-09 11:06:37 +09:00
kichikuou
ec316da713
Fix potential buffer overrun in mako_ymfm.cpp
2025-02-08 16:31:03 +09:00
kichikuou
c205806d7b
Fix header include paths
2025-02-08 12:55:14 +09:00
kichikuou
2827c79bda
emscripten: xsystem35.audio.pcm_load_data() now returns bool
2025-02-02 14:45:23 +09:00
kichikuou
206ba0c961
Version 1.5.0
v1.5.0
2025-01-20 11:03:38 +09:00
kichikuou
839984653c
Update README.md
2025-01-20 10:56:35 +09:00
kichikuou
065b34dd08
CI: Package MSYS2 build
2025-01-20 10:10:48 +09:00
kichikuou
9189bff16d
Windows: Change app icon
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To make it easier to distinguish from System3 for Win32.
2025-01-20 10:09:28 +09:00
kichikuou
7cb5bc7426
MSYS2 build: Use static linking
2025-01-20 08:18:38 +09:00
kichikuou
aae15c34e1
AGS: Update draw_push() to use draw_gaiji()
2025-01-19 11:09:00 +09:00
kichikuou
43d1af3a44
AGS: Refactor text layout logic
2025-01-19 10:41:14 +09:00
kichikuou
ff00165f47
AGS: Refactor Box struct
2025-01-18 15:37:15 +09:00
kichikuou
fad34f7bb9
Refactor text / menu window code
2025-01-18 15:37:13 +09:00
kichikuou
32a510d543
Add AGS::load() and AGS::save()
2025-01-18 14:41:14 +09:00
kichikuou
11a366005f
AGS: Refactor VRAM accessors
2025-01-17 15:13:32 +09:00
kichikuou
1673a5eb3c
AGS: Refactor palette management to use SDL_Palette
2025-01-17 13:47:10 +09:00
kichikuou
12e7804d9f
AGS: Use SDL drawing functions
2025-01-17 10:58:50 +09:00
kichikuou
ca2ca7276f
AGS: Use SDL_Surface to save / restore screen
2025-01-17 10:58:50 +09:00
kichikuou
33418f8cb5
AGS: Make VRAM 8 bits per pixel
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Before this, the virtual VRAM was 32 bits per pixel, with each pixel
holding an 8-bit index color or 0x80RRGGBB. The latter was for Ayumi-
chan Monogatari Jisshaban, which has been unsupported since system3-sdl2
was forked from System3 for Win32.
This change removes the 0x80RRGGBB format and makes the virtual VRAM 8
bits per pixel.
2025-01-17 10:58:46 +09:00
kichikuou
7f0bae6f74
Remove unnecessary SDL_{Lock,Unlock}Surface calls
2025-01-16 15:26:19 +09:00
kichikuou
d12c1575e0
emscripten: Notify shell of game ID
2025-01-16 10:38:09 +09:00
kichikuou
9afb81ed7e
README.md: Sort the game id list (roughly) alphabetically
2025-01-11 13:30:49 +09:00
kichikuou
fad7a843f0
Add NACT_Rance4 and NACT_Toushin2
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These games are still unsupported, but at least they should not crash
due to command parsing errors.
2025-01-11 13:27:18 +09:00
kichikuou
4f4077a9c8
Add game IDs for unsupported titles
2025-01-11 11:47:19 +09:00
kichikuou
d676a68b95
Add TRACE_UNIMPLEMENTED macro
2025-01-11 10:59:23 +09:00
kichikuou
d8c20c94be
NACT: Handle unused commands in base class
2025-01-11 10:37:19 +09:00
kichikuou
cb937e97ca
NACT_Sys[12]: Refactor wait macros
2025-01-11 10:25:06 +09:00
kichikuou
5d1b8f82cf
Refactor NACT_Sys1 introducing inheritance-based structure
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System1 commands have very different meanings from game to game
(especially the Y and Z commands), so this moves game-specific logic to
separate derived classes (e.g., NACT_LittleVampire, NACT_GakuenSenki)
for better modularization.
2025-01-11 10:25:03 +09:00
kichikuou
d98b2884ed
Refactoring: Move declaration of NACT_Sys* classes to cpp files
2025-01-05 08:14:02 +09:00
kichikuou
ccd06e4b84
Version 1.4.0
v1.4.0
2025-01-04 16:26:50 +09:00
kichikuou
0e2025a347
Merge pull request #33 from kichikuou/rance2
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Add support for Rance 2 Hint Disk
2025-01-04 16:20:37 +09:00
kichikuou
721679e387
README: Add rance2 and rance2_hint to the game ID table
2025-01-04 09:36:20 +09:00
kichikuou
37273534cc
Set text/menu box locations for Rance 2
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Contributed by @RottenBlock.
2025-01-04 08:34:28 +09:00
kichikuou
ceadba8f4d
Load GDISK.DAT and GG00.DAT if game_id is rance2_hint
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AG00.DAT on the hint disk must be renamed to GG00.DAT to avoid conflicts
with AG00.DAT of the main game. This is the setup used in the Ryu1's
porting kit (http://www.ryu1.jp/alice/r2port.html ).
2025-01-03 13:17:22 +09:00
kichikuou
67b6d71232
Clean up
2025-01-03 13:17:18 +09:00
kichikuou
15c9d0e820
RottenBlock's changes for Rance 2 Hint Disk
2025-01-03 13:17:12 +09:00
kichikuou
ffe11c695e
Reorganize initialization error reporting
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- Invalid game id -> sys_error() in GameId::GameId()
- Unknown crc32 -> SDL_ShowSimpleMessageBox() in GameId::GameId()
- Cannot open ADISK.DAT -> sys_error() in NACT::NACT()
2025-01-03 12:36:27 +09:00