Add 'step' (s) and 'next' (n) commands for single-stepping bytecode.
'step' is the 'step into' type which descends into function calls,
wheras 'next' is the 'step over' type which continues until the next
instruction within the current function.
AliceSoft only uses MPEG-PS, but PlayMovie.dll is included in System4
SDK and can play any format supported by DirectShow. This fixes crash in
movie_load() when given file is not a MPEG-PS.
These HLLs play .mpg movie files (later games use .alm file extension,
but the format is the same, i.e. MPEG-PS) that contain MPEG1 video and
MP2 audio streams.
pl_mpeg.h is the PL_MPEG library (https://github.com/phoboslab/pl_mpeg)
imported from commit 5aeef4d07593be1960a0e4c7fe204809cfae30bd.
This adds a few mixer functions (mixer_stream_*) for playing custom
audio streams under the master mixer.
This fixes an issue where saved files could not be read on Windows.
On Windows if a file is opened in text mode, ftell() at EOF returns
the file size in bytes, but fread() tries to read the specified number
of characters (after removing carriage returns), resulting in an EOF
error.
To avoid this problem, open save files in binary mode.
Print usage information when there is an error in the command line
arguments. Also, wait for keypress before exiting on Windows so that the
user can read the error message.
This replaces `use_gles` boolean build option with `opengles` feature
option. If OpenGL ES3 is available, it is preferred over desktop OpenGL.
This can be overridden by `-Dopengles=disabled` meson flag.
This fixes an issue where height detection fails due to gaps in
suspension bridge planks.
If the depth map has no value for the given point, return the average
of 4 neighbors.
Now parsed particle-effect definitions are cached in a hash map in the
plugin object. To make it possible, static part of `struct
particle_effect` and `struct particle_object` are factored out to
`struct pae` and `struct pae_object` respectively.
When there are multiple instances of a model, now they share a single
model object. Model objects are retained in a hash table until the
plugin is released, which is fine because Toushin Toshi 3 doesn't reuse
a plugin across scenes.
Pointers to `struct font_size` objects are cached in `struct text_style`
objects, so the `sizes` array can't be reallocated.
This fixes a crash in Rance 02 when entering battle.
It visualizes the bounding sphere of the instance. Although it is only
called from dead code in Toushin Toshi 3, it's useful for debugging
shadow mapping.
This fixes broken shadow rendering e.g. when Nacht climbs a ladder.
Now update_bones() calculates the instance's bounding sphere which
is the minimum sphere containing the AABB of current bone coordinates.
This corresponds to the sphere that is displayed when calling
SetInstanceDebugDrawShadowVolume on the original ReignEngine.dll.