* 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
The nanosleep() function in mingw-w64 often sleeps for more than the
specified time. This causes a problem in Rance 6 combat scene, where
the damage popup is noticeably slow.
This adds vm_sleep() that calls SDL_Delay() which uses high-resolution
timer on Windows.
The 3rd argument to the instruction indicates the type of the second
argument. If there are multiple specifiers in the format string, the
first specifier matching the given type is substituted (NOT the first
specifier encountered when processing the format string).
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.
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.
* 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.
Stack traces now list addresses in addition to function names.
Additionally, debugger stack traces number each frame, and the numbers
can be used together with the PRINT-LOCALS function to print the values
of local variables for any frame on the stack.
The 'lint' type in system 4 is NOT a 64-bit integer type. It is actually
a signed 32-bit integer type that is clamped between 0 and INT32_MAX.
Negative numbers can be assigned to a lint using SH_LOCALASSIGN (or at
least, the unofficial compiler emits such code) but LI_* instructions
always produce a positive result.
I'm guessing System40.exe converts lints to 64-bit integers for doing
arithmetic, and then clamps the result to the 32-bit integer range
before writing back to a variable.
This fixes a bug in Sengoku Rance where units would become invincible in
commander battles after their HP fell below zero.
- Create separate directories for source and header files.
- Build code shared between xsystem4 and aindump as a static library.
- Create header dirs gfx/ system4/ and vm/
- Make CG.c/h usable without a running VM