Refactor GoatGUIEngine into various files under src/parts/.
The external interface to this code is the functions prefixed with PE_
and generally following the naming of the HLL functions which they
implement.
The reason for this is that there are multiple HLL libraries that
implement more or less the same GUI interface (GoatGUIEngine, GUIEngine
and PartsEngine).
Also added here are a number of miscellaneous stubbed-out HLL functions
that are used by Rance 01 (which now runs up to the point where it tries
to create the title menu).
Major differences from DrawDungeon.hll are:
- DGN, DTX, TES are loaded from individual files, not from a DLF archive
- 2D map functions are not used
- (unimplemented) Spinning motion of event markers
- (unimplemented) Additional 3D object types (polygon models and roofs)
Used in Shaman's Sanctuary. Mostly identical to StoatSpriteEngine, but
with a few additions and some removed functions (notably, the
MultiSprite functions were removed).
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.
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.
Used in Vanish!
Another extension of SACT2. This just re-exports SACT2 as
StoatSpriteEngine. The SP_SetTextSprite* and MultiSprite_* functions
added in this iteration of the library are not yet implemented.
Used in お嬢様をいいなりにするゲーム. This library is identical to SACT2
but with the addition of some kind of transaction API. For now, the
TRANS_* functions are implemented as no-ops.
ref types are currently passed to HLL functions as pointers into the
heap. If the HLL function itself needs to allocate memory from the heap,
it can cause the heap to be reallocated, rendering these heap pointers
invalid.
In order to work around this, hll_call now guarantees 64 slots are
available on the heap before calling any HLL function. This is not a
great solution, but it should work to the extent that HLL functions only
allocate a fixed number of heap slots < 64.
This bug could be easily triggered by scrolling up on the message log in
Sengoku Rance.
Used in SLC's (?) "media files" patch for the English translated version
of Daibanchou (enables .ogg playback).
This library is largely identical to the SACT2 audio interface.
Currently this doesn't loop .ogg music correctly. From what I remember
SDL_Mixer doesn't support setting custom loop points so this isn't easy
to fix.
This adds the following HLL libraries:
- BanMisc
- Bitarray
- Confirm
- InputDevice
- MenuMsg
- PlayDemo
- Timer
Big Bang Age (Daibanchou) is mostly playable as of this commit.
Gpx2Plus is the graphics library used in Big Bang Age (which predates
SACT2). Fortunately the underlying graphics primitives are mostly in
common with SACT2, so many functions just call gfx counterparts.
This implementation covers all Gpx2Plus functions used in Big Bang Age.
Caveats:
- Gpx2Plus.EffectCopy() does not apply any effect yet.
- Some markup commands for Gpx2Plus.Msg*() are not implemented yet.
Support for Evenicle 2 and Haha Ranman.
There are a few changes in v14:
* a number of new instructions (semantics yet unknown)
* HLL function arguments and return values can now be complex types
(e.g. arrays, enums)
* support for nested arrays (this isn't necessarily new, but it doesn't
occur in Rance X at all)
Enough to get text on the screen, but it isn't pretty. No antialiasing,
kerning, vertical placement isn't correct, probably the size isn't even
quite correct, etc.