Commit Graph
219 Commits
Author SHA1 Message Date
Nunuhara Cabbage 1484a207c5 Implement GUIEngine.{Set,Get}DelegateIndex 2022-06-08 17:09:47 -07:00
Nunuhara Cabbage 09f2c3e1ed parts: implement Parts_Set*SurfaceArea functions
These functions apply a clipping rectangle to the parts texture.
2022-06-08 16:51:06 -07:00
Nunuhara Cabbage eaa0baad7f Handle library incompatibilities
Add a mechanism for libraries to resolve incompatibilities between
library versions before linking.

This is currently used for ChipmunkSpriteEngine and GoatGUIEngine,
where early versions used integer IDs when loading CGs (later versions
use strings).
2022-06-06 08:49:12 -07:00
Nunuhara Cabbage 19ac7e6935 Refactor asset_manager (again)
There are now two types of asset management:
    1. ID-indexed assets, where IDs are not necessarily sequential
    2. name-indexed assets

Name-indexed assets can have additional archives added at run-time. This
is to support the CGManager.LoadArchive function used in Rance Quest
Magnum.

Name-indexed assets always use .afa archives. ID-indexed assets mostly
use .ald archives, except for Daiteikoku and Shaman's Sanctuary.

asset_get_by_name is now case insensitive and ignores the file
extension.
2022-06-05 19:15:41 -07:00
Nunuhara Cabbage 7eb620aca7 Refactor asset_manager
asset_exists and asset_get now take 1-indexed IDs.

Custom CG indexing code for Shaman's Sanctuary is now removed and
replaced with a proper implementation of afa v1 archives in libsys4.
2022-06-05 12:26:18 -07:00
kichikuou dca30c3aab Initial implementation of ReignEngine HLL
ReignEngine is the 3D rendering engine used in Toushin Toshi III, and is
the predecessor of the 3D engines for Rance Quest, Rance 9, Evenicle,
etc.

This implements minimal functionality to be able to draw the first 3D
dungeon scene. Many important parts such as motion and lighting are not
implemented yet.
2022-06-04 11:29:07 +09:00
kichikuou 81ff379eb8 Avoid iterating over the scene for plugins update
Now plugin is a member of sact_sprite, and sprite.c manages a list of
sprites with plugins.
2022-05-31 18:13:08 +09:00
kichikuou fd4cd139f8 Introduce draw_plugin
This introduces draw_plugin struct that can be attached to a sprite.
The update() function of attached plugin is called every frame by
sact_Update(). This corresponds to the DrawPlugin mechanism of
System4/SACT2.

This is currently used only from DrawDungeon. The 3D engine for Toushin
Toshi 3 etc. will also use this.
2022-05-30 11:41:20 +09:00
Nunuhara Cabbage 1fd475813d Remove unused headers 2022-05-15 09:23:11 -07:00
Nunuhara Cabbage 9b83a6d09d Refactor text rendering code
.fnl fonts can now be used outside of SengokuRanceFont, and
SengokuRanceFont now uses the same text layout and caching code as
SACT2, etc.
2022-05-14 23:12:36 -07:00
Nunuhara Cabbage 128edda6c0 text: fix outline cropping issue
Fix issue where outlines would get cropped when crossing the glyph
texture boundary.

This is accomplished by adding 4 border pixels to each glyph texture.
2022-05-10 19:53:31 -07:00
Nunuhara Cabbage 2262f7067c Use FreeType2 instead of SDL_ttf
SDL_ttf isn't really designed to be used with OpenGL. It caches glyph
bitmaps in memory, whereas we want to cache glyph textures on the GPU.
By using FreeType directly we avoid creating and destroying a new
texture every time a glyph is rendered.

Additionally, all glyph textures (including fnl-derived glyphs) now use
the GL_RED internal format instead of GL_RGBA.
2022-05-08 16:11:25 -07:00
Nunuhara Cabbage 0b98e57938 Don't decode little endian on x86/x86_64 2022-05-06 19:27:30 -07:00
Nunuhara Cabbage 6080af3621 Implement Sound_GetGroupNumFromDataNum
Part of StoatSpriteEngine and KiwiSoundEngine.

This fixes an issue with per-channel volume settings not working
correctly in Haruurare (and presumably other games).
2022-05-04 20:30:03 -07:00
Nunuhara Cabbage 5924225bc2 Implement DrawGraph.BrightDestOnly 2022-05-03 21:08:01 -07:00
Nunuhara Cabbage 7fc60f6607 Implement DrawGraph.ScreenDA_DAxSA 2022-05-03 20:48:21 -07:00
Nunuhara Cabbage 44891458f1 Implement DrawGraph.SaturDP_DPxSA 2022-05-03 20:01:48 -07:00
Nunuhara Cabbage 703a66106f Implement DrawGraph.FillMultiply 2022-05-03 18:57:06 -07:00
Nunuhara Cabbage af33413826 Implement DrawGraph.FillScreen 2022-05-03 18:53:55 -07:00
Nunuhara Cabbage 54f6ece82d Implement DrawGraph.FillAMapGradationUD 2022-05-03 18:49:40 -07:00
Nunuhara Cabbage 3b75b6b545 Implement DrawGraph.BlendScreenAlpha
This completes the full suite of DrawGraph blending functions.
2022-05-02 21:18:49 -07:00
Nunuhara Cabbage e65560b67a Implement DrawGraph.BlendMultiply 2022-05-02 20:48:42 -07:00
Nunuhara Cabbage 2fd081234b Implement DrawGraph.BlendScreen 2022-05-02 20:43:16 -07:00
Nunuhara Cabbage 65be47e05b Implement DrawGraph.BlendUseAMapColor 2022-05-02 20:35:02 -07:00
Nunuhara Cabbage 9108ce19ea Implement DrawGraph.BlendAMapAlphaSrcBright 2022-05-02 18:19:09 -07:00
Nunuhara Cabbage 2f573803c4 Implement DrawGraph.BlendAMapBright 2022-05-02 17:01:23 -07:00
Nunuhara Cabbage 6d745054a4 Implement DrawGraph.BlendAMapSrcOnly 2022-05-02 16:20:40 -07:00
Nunuhara Cabbage 0fc5442e42 Implement DrawGraph.BlendAddSatur 2022-05-02 15:38:53 -07:00
Nunuhara Cabbage d482e165d6 Implement DrawGraph.BlendSrcBright 2022-05-02 15:12:40 -07:00
Nunuhara Cabbage 237fbebcf5 Implement EFFECT_ZOOM_LR and EFFECT_ZOOM_RL
Used in Sengoku Rance.

These are implemented using DrawGraph primitives since it's simpler than
writing a shader in this case.
2022-05-01 11:43:24 -07:00
Nunuhara Cabbage 8d381dbf49 Ensure _ModuleInit runs after VM reset
Fixes crash after game over in MangaGamer version of Sengoku Rance.
2022-05-01 08:23:05 -07:00
Nunuhara Cabbage f7b6da9679 Implement DrawGraph.BlendAMapColorAlpha
Used in the Rance VI credits.
2022-04-28 20:43:55 -07:00
Nunuhara Cabbage 9089fa1fd1 Rewrite fnl font renderer
Only unscaled glyph bitmaps are now cached in regular memory. Scaled
glyphs are stored as textures on the GPU. Only the alpha channel on
glyph textures is used, with the color being provided as an input to the
shader.

Outline and bold rendering is improved by using a simple dilate shader.
This looks okay but could be improved (the result is a bit blurry
still).
2022-04-28 19:13:27 -07:00
Nunuhara Cabbage 8fb0153963 SengokuRanceFont: anti-aliasing and glyph caching
This improves the look and (especially) the performance of text
rendering in the MangaGamer version of Sengoku Rance.

There are still some bugs/unimplemented features, but the game should be
more or less bearable to play in this state.
2022-04-24 17:19:27 -07:00
Nunuhara Cabbage 3b72b88e9c SengokuRanceFont improvements
The game now basically runs, but with very bad performance and lots of
aliasing on text.

Need to implement anti-aliasing and caching of rendered glyphs next.
2022-04-23 22:52:07 -07:00
Nunuhara Cabbage 3d5f63a583 Handle special character mapping in Rance VI (EN) 2022-04-17 17:03:38 -07:00
Nunuhara Cabbage 9bcd17a151 Add --font-x-scale option
Add an option to control the horizontal scaling of text. This is mainly
to work around text overflow issues in the MangaGamer version of Rance
02 (an appropriate value is set automatically for that game).
2022-04-17 09:44:44 -07:00
Nunuhara Cabbage 0ab9a59e99 Implement SystemService.SetMixerName
Used in Rance VI (at game over screen).
2022-04-14 16:21:24 -07:00
Nunuhara Cabbage 21cb503c06 Read debugger config at startup
Read .xsys4-debugrc from ~/.xsystem4 and/or the game directory on
startup. This is just a text file with one debugger command per line.
Can be used to set breakpoints or log functions automatically at
startup.

This can also be used to work around a limitation on Windows where the
IME doesn't work in the debugger, making it impossible to input Japanese
text.
2022-04-14 10:54:00 -07:00
Nunuhara Cabbage 9ede2d7af9 debugger: add vm-state command
Add vm-state command, which prints disassembly around the current
instruction pointer and the current contents of the stack.

It was necessary to change how breakpoints are implemented for this.
When adding a breakpoint, the original opcode now remains in the
instruction stream, bitwise-or'd with BREAKPOINT. A hash table indexed
by address is used to store breakpoint objects.
2022-04-14 09:08:57 -07:00
Nunuhara Cabbage caf11f3991 Debugger improvements
* Add "frame" command to change the current frame.
* Add "members" command to print struct members for current frame (if it's
  a method frame).
* Support printing member variables (e.g. "this.var") in the "print"
  command.
2022-04-12 19:18:05 -07:00
Nunuhara Cabbage 912a73d42a Implement HLLs for English version of Rance VI 2022-04-10 18:24:47 -07:00
Nunuhara Cabbage 5581417937 Implement SACT2.WP_SetSP
Used in English version of Rance VI.
2022-04-10 09:04:00 -07:00
Nunuhara Cabbage eca92c4f7e Add compatibility hack for English Daibanchou
Gpx2Plus.CopyStretchReduceAMap behaves differently in the English
version.

Fixes an issue with text being squashed horizontally on the regional
phase menus.
2022-04-09 11:42:17 -07:00
Nunuhara Cabbage 95a7719b65 Implement DrawGraph.CopyRotateX,CopyRotateXUseAmap
Used in Tsuma Shibori.
2022-04-08 18:43:51 -07:00
Nunuhara Cabbage 11e4880def Handle all font weights
System 4 has 4 font weights: light, medium, bold and heavy bold.
SDL_ttf has 2 (normal and bold). For now, xsystem4 treats light/medium
as normal and bold/heavy-bold as bold.
2022-04-05 19:33:56 -07:00
Nunuhara Cabbage e88ae62c08 Remove scene_flip function
It was a bug to call this function outside of sact_Update, because it
set scene_is_dirty to false without first rendering the scene. This can
cause the scene to not be rendered in a timely manner.
2022-04-05 19:31:13 -07:00
Nunuhara Cabbage 5fe61c14d9 Rance 02: render '^' as 'é' 2022-04-04 21:26:23 -07:00
Nunuhara Cabbage f01f002a54 Improve performance of vm_save_image
cJSON_AddArrayItem is O(n), which made saving arrays O(n^2). This was
causing extremely poor performance when saving large arrays, such as
those created by MultiSprite_Encode.

A special cJSON_CreateIntArray_cb function is now used instead, which
can create and populate an array in O(n).
2022-04-03 13:42:36 -07:00
Nunuhara Cabbage 5713742a99 Implement MultiSprite_Encode/MultiSprite_Decode 2022-04-03 13:41:34 -07:00