Create pixel-only textures as RGB (no alpha). This fixes some issues
with DrawGraph functions writing to an alpha channel that shouldn't
exist (e.g. causes black screen in Haru Urare).
This doesn't fix the analogous issue for CGs which shouldn't have an
alpha channel.
This is a serialization interface for a particular struct type. I've
implemented it somewhat generically, only checking that the name of the
struct matches the expected type. The actual structure of the objects
passed in is not checked, and in fact this structure differs between
games.
The serialized data produced by ADVSceneKeeper.Save should be identical
to what's produced by AnteaterADVEngine.dll from Shaman's Sanctuary.
In addition to DrawDungeon.c, this adds the following files in
{src,include}/dungeon/:
- dgn.{h,c}: Parser for .dgn (map data)
- dtx.{h,c}: Parser for .dtx (textures)
- tes.{h,c}: Parser for .tes (sound IDs associated with textures)
- dungeon.{h,c}: Renderer main routines
- mesh.{h,c}: Renderer for walls and stairs
- skybox.{h,c}: Renderer for background cubemap
- event_markers.{h,c}: Renderer for event markers
And the following changes are made to the existing graphics code:
- sact_Update() calls dungeon_update(), so that event markers animate
- gfx_render_texture() renders vertically flipped image when
texture.flip_y == true (see the comment in dungeon_context_create())
Some features are not implemented yet, including 2D maps and door
animation.
This makes cglm a dependency.
Ensure that sact_get_sprite always returns a sprite object if sprite
number is not negative. SACT2 functions in general should work before
pixel data is attached to a sprite.
This also fixes the default for the 'show' property (true) and changes
the logic for adding/removing sprites from the scene to be less
error-prone (checked whenever a sprite is dirtied).
These functions were originally part of StoatSpriteEngine but were moved
to a separate library in Shaman's Sanctuary. This implementation should
be fully compatible with AnteaterADVEngine.dll, even if the game were to
inspect the serialized data produced by ADVLogList_Save.
Also added here is a minimal implementation of CrayfishLogViewer.hll.
This is a debug API but it's useful for creating test cases that can
run on both System40.exe and xsystem when system.Output is not
available.
Implement the SP_SetText* and MultiSprite_* functions added by
StoatSpriteEngine (as well as the TRANS_* functions introduced in
SACTDX). Enough to get to the opening movie in Vanish!
Split the code from sact_graphics.c into sprite.c and hll/SACT2.c.
sprite.c contains an index-independent sprite/scene interface, whereas
hll/SACT2.c handles the indexing of sprites.
This is to better support the StoatSpriteEngine.MultiSprite_* functions,
which use a different indexing system.