BanMisc.{Save,Load}Struct now serializes structs in the same format as
AliceSoft's implementation, rather than in JSON format. The old JSON
format can also be loaded for backwards compatibility.
For some reason, this function is renamed from GetHDDVolumeNumber only
in Momoiro Guardian.
This also makes all Confirm3 functions HLL_QUIET_UNIMPLEMENTED.
* The "type" argument of S_MOD is 48 for bool, 56 for long int
* %b, %c, %d can consume any integer types (int, bool, or long int)
* If the value cannot be consumed, S_MOD should return the format
string instead of an empty string
It is implemented as a post-processing effect. The hack for the
projection transform matrix has been removed, because now the image is
flipped upside down in the post-processing stage.
Some games (Ojou-sama o Iinari ni Suru Game and Double Sensei Life, as
far as I know) pass "SaveData\\MsgSkip.asd" to MsgSkip.Init. So this
change:
* uses savedir_path() to resolve the relative path, and
* removes the "SaveData\\" prefix, otherwise "SaveData/" will be
duplicated in the resolved path.
This also rewrites the SetWindowSetting and GetWindowSetting functions
based on the understanding gained from examining games after Haru Urare:
* Setting IDs are consistent across games.
* Settings 5 and 6 are added in Pastel Chime 3, both default true
This ensures that SystemService.hll mixer functions can only access
mixers specified in System40.ini, even if xsystem4 added more mixers.
Beat Blades Haruka checks the number and names of mixers, and refuses to
open the config screen if they are not as expected.
This implementation supports only single-frame sprites with a single
child object. As far as I know, all Flash effects in AliceSoft games
meet this requirement.
The DefineSound tag in SWF has raw PCM data, so we create a WAV file in-
memory and pass it to audio_play_archive_data(). This is not strictly
necessary since libsndfile can handle raw PCM data, but keeps the audio
and mixer interfaces simple.
TapirEngine is the 3D rendering engine used in RanceQuest.
This implements the minimum functionality that is needed to render the
first battle scene. The lighting is still incorrect.
This SWF parser is far from complete, in particular it only supports
simple bitmap-filled rectangular shapes, but it covers all the features
used in Daiteikoku, Rance Quest, Pastel Chime 3 and Dorapeko.
Flash files are stored in archives in AFF format, which is an encrypted
SWF wrapper. The decryption code was adapted from GARbro.
Text sprites hold the height of the text drawn on them, and
sact_SP_TextNewLine increases the Y coordinate by this value if
nTextSize is 0.
The nTextSize argument of sact_SP_TextHome affects this value.
Beat Blades Haruka depends on this behavior.