kichikuou
6184e93965
Refactoring: Explicitly pass color-key / blending params to ags_drawCg
2022-04-02 22:13:25 +09:00
kichikuou
3377441caf
Simplify CG drawing functions
...
This removes extra buffer copy in some cases.
2022-04-02 22:13:25 +09:00
kichikuou
d243358b48
Use SDL_GetSurfaceColorMod to display CG with custom brightness
2022-04-02 22:13:25 +09:00
kichikuou
9e82445ace
Refactoring: Add depth field to struct cgdata
2022-04-02 22:13:25 +09:00
kichikuou
a6109b6210
Do not convert to 16bpp when decoding JPEG
2022-04-02 22:13:25 +09:00
kichikuou
901a3bb28c
Revamp NightDemonDemo
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- Fix off-by-one bug in demo number
- Use the jpeg extraction function in src/
- Improve alk archive interface
2022-04-02 22:12:16 +09:00
kichikuou
f1b80d7086
Improve SACT version detection
...
Using game title (set by the MT command) is fragile in translations.
After this, SACT version is determined from the information in the HEL0
section of System39.ain.
2022-03-31 20:54:43 +09:00
kichikuou
f1fb50841c
Debugger: Allow setting multiple breakpoints at a single address
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This prevents the internal breakpoint from conflicting with regular
breakpoints.
2022-03-19 10:22:55 +09:00
kichikuou
f97259bc30
pcm.sdlmixer.c: Directly map PCM slots to SDL_mixer channels
2022-03-12 14:17:14 +09:00
kichikuou
3eccaa6165
Fix integer overflow in muspcm_{getpos,getwavelen}
2022-03-12 11:09:59 +09:00
kichikuou
76db37756b
Rename -devvideo option to -renderer
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And use SDL_HINT_RENDER_DRIVER under the hood.
2022-02-15 17:57:18 +09:00
kichikuou
4c022cf505
Add -devvideo option which specifies SDL rendering driver name
2022-02-15 14:55:18 +09:00
kichikuou
1c3dccb349
sdl_effect: Implement NACT_EFFECT_WIPE_*
2022-02-06 12:26:50 +09:00
kichikuou
63c456329f
Remove (unused) MMX support
2022-02-05 22:08:26 +09:00
kichikuou
141b754340
Remove view_x and view_y fields from sdl_private_data
2022-02-05 17:27:39 +09:00
kichikuou
45612feb79
Move some fields from nact to ags
2022-02-05 15:41:52 +09:00
kichikuou
605de284e9
sdl_effect: PF (fade in/out) and PW (white in/out) commands
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In 256-color games, it uses alpha-blending instead of palette animation.
2022-02-05 14:49:00 +09:00
kichikuou
0b71a84bb0
Flush pending display changes before applying non-fullscreen effect
2022-02-05 09:58:13 +09:00
kichikuou
933cf5b6a3
Remove old ags_fader()
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And rename ags_fade2() to ags_runEffect().
2022-01-31 21:44:29 +09:00
kichikuou
c15e7233b4
sdl_effect: Implement CE 43 (NACT_EFFECT_MAGNIFY)
2022-01-31 17:13:22 +09:00
kichikuou
bad6b90e23
sdl_effect: Implement CE 39 to 42
2022-01-31 11:44:25 +09:00
kichikuou
83989f1a0e
CE command: Fix sdl_effect parameters when WV origin is not (0,0)
2022-01-30 15:31:20 +09:00
kichikuou
d1d943d2a5
Remove old code path for SACT.DrawEffect
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Now it always uses sdl_effect.
2022-01-30 11:32:33 +09:00
kichikuou
6c59122c59
sdl_effect: Implement EFFECT_POLYGON_ROTATE_*
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It needs perspective-correct interpolation, so we cannot simply use
SDL_RenderGeometry.
2022-01-30 11:32:21 +09:00
kichikuou
a6cbf243c7
Android: Do not use accelerometer as a joystick
2022-01-29 14:15:33 +09:00
kichikuou
a89ed4ba29
sdl_effect: Refactor EFFECT_BLIND_* and EFFECT_CROSSFADE_*
2022-01-29 11:47:33 +09:00
kichikuou
135cd6b8c4
sdl_effect: Fix flicker when target rect is not the entire screen
2022-01-29 09:33:49 +09:00
kichikuou
b6a69deab7
sdl_effect: Implement EFFECT_ZOOM_BLEND_BLUR
2022-01-23 22:20:18 +09:00
kichikuou
eea1f9c93a
sdl_effect: Implement EFFECT_ZIGZAG_CROSSFADE
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This effect is hard to implement correctly without writing a custom
shader. We approximate this by combining vertical and horizontal wave
effects.
2022-01-23 16:46:36 +09:00
kichikuou
47d23d4ee7
sdl_effect: Implement CE 10 (zoom in)
2022-01-23 14:08:34 +09:00
kichikuou
10b414fb4e
sdl_effect: Implement mosaic and crossfade-mosaic
2022-01-23 14:08:23 +09:00
kichikuou
d35a24f142
sdl_effect: Implement linear blur effects
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Now Gpx and NIGHTDLL are fully migrated to sdl_effect.
2022-01-17 17:41:13 +09:00
kichikuou
d945dfe77d
sdl_effect: Implement EFFECT_CROSSFADE_{DOWN,UP,LR,RL}
2022-01-17 11:23:22 +09:00
kichikuou
a224d89233
Rename sdl_fader to sdl_effect
2022-01-17 09:47:39 +09:00
kichikuou
debabaf686
Remove ags_copyArea_whiteLevel()
2022-01-16 22:35:49 +09:00
kichikuou
bc97e4c826
sdl_fader: Implement blind effects
2022-01-16 22:05:53 +09:00
kichikuou
c4d74d659a
sdl_fader: Add fade in/out and white in/out effects
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This replaces the existing three separate implementations (CE command,
Gpx, and NIGHTDLL) of these effects with the new one implemented in
sdl_fader.
2022-01-16 15:48:58 +09:00
kichikuou
4daaa5ede5
Use sdl_fader in Gpx.EffectCopy
2022-01-16 11:04:25 +09:00
kichikuou
9ea1a81cc1
Allow more than 256 steps in sdl_fader
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Now sdl_fader_step() takes a real number between 0 and 1.
2022-01-15 16:53:32 +09:00
kichikuou
0a1d0a5a76
Refactor sdl_fader.c
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Restructured the code in an object-oriented style to make it easier to
add new kinds of faders.
2022-01-04 17:21:01 +09:00
kichikuou
5fefd74d4a
Rewrite SACT's rotation effects using sdl_fader
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This is much faster since it uses (possibly hardware accelarated) SDL
rendering functions.
2022-01-04 17:20:16 +09:00
kichikuou
d03568c3ff
Refactor effect enums
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Since not all SACT effects can be mapped to CE effects, a third enum
type is needed.
2022-01-04 12:32:10 +09:00
kichikuou
8dc49fee71
Handle SDL_JOYDEVICEADDED event
2022-01-04 10:28:40 +09:00
kichikuou
1b907e904f
Enable joystick in all platforms
2022-01-04 10:27:36 +09:00
kichikuou
3ccf59a94e
debugger_dap: Foreground xsystem35 window on "continue" request
2022-01-02 08:56:00 +09:00
kichikuou
2f9ce8cec8
debugger_dap: Fix SEGV when deleting breakpoints
2022-01-02 08:56:00 +09:00
kichikuou
3ff022c73e
debugger_dap: Ask frontend to restart xsystem35 on sysReset command
2022-01-01 21:47:14 +09:00
kichikuou
2d026c6122
Handle SDL_JOYHATMOTION event
2021-12-30 09:16:52 +09:00
kichikuou
e1e1e5cacc
Use sdl_fader in SACT
2021-12-12 22:21:20 +09:00
kichikuou
d7dd98a8ca
Implement polygon mask effects
...
This implements the hexagram, pentagram, and windmill effects of the CE
command. These were implemented in the (removed) X11 backend, but not in
the SDL backend.
This implementation uses SDL_RenderGeometry() which is added in SDL
2.0.18. If it is not available, these effects will fall back to
crossfade.
2021-12-12 21:39:13 +09:00