Commit Graph
1587 Commits
Author SHA1 Message Date
Nunuhara Cabbage b3bcd79bae Merge pull request #362 from kichikuou/pl_mpeg
pl_mpeg: Support MPEG-2 program stream headers
2026-07-25 08:50:00 -07:00
kichikuou d17fc30731 pl_mpeg: Support MPEG-2 program stream headers
Fortress.alm from Rance IX uses an MPEG-2 Program Stream containing
MPEG-1 video and MPEG-1 Layer II audio. As far as I checked, it is the
only .alm movie released in Japan that does not use an MPEG-1 Program
Stream.

The existing pl_mpeg decoders support its elementary streams, but the
demuxer rejects its MPEG-2 pack and PES headers. Extend the demuxer to
parse those headers and the PTS/DTS combinations used by Fortress.alm.
2026-07-22 07:31:44 +09:00
Nunuhara Cabbage ca2254360c Merge pull request #361 from kichikuou/libdeflate
Use libsys4 zlib wrappers
2026-07-19 21:21:54 -07:00
kichikuou 81f9113906 Use libsys4 wrappers for zlib operations
Replace direct one-shot zlib compression and decompression calls with
the libsys4 wrappers. Use exact-size decompression where file formats
provide the uncompressed size.

File2.c continues to depend directly on zlib because it uses streaming
inflate.
2026-07-20 12:53:19 +09:00
Nunuhara Cabbage d63e71e85d Merge pull request #360 from kichikuou/numpad
input: Handle numpad keys with NumLock disabled
2026-07-16 21:03:56 -07:00
kichikuou 6d05546c2c input: Handle numpad keys with NumLock disabled
When NumLock is disabled, Windows reports numpad keys as navigation
virtual-key codes in the WM_KEYDOWN message. SACT2 games rely on this
behavior.

Translate SDL keypad scancodes to the corresponding SACT key codes in
that state, and map keypad Enter to VK_RETURN.

Fixes #359.
2026-07-15 08:36:08 +09:00
Nunuhara Cabbage e260b82828 Merge pull request #358 from kichikuou/3d-debug
debugger: Add "3d" debugger commands
2026-07-13 17:55:14 -07:00
kichikuou c0cdf4f070 debugger: Add "3d" debugger commands
Add the following commands to the debugger:

  3d list [all]                      List plugins and instances
  3d plugin [<plugin>]               Show or select the current plugin
  3d show [<instance>]               Dump plugin or instance state
  3d set <instance> draw <0|1>       Enable or disable drawing
  3d set <instance> pos <x> <y> <z>  Set the instance position
  3d help                            Show command help

The show and set commands operate on the current plugin. If only one
plugin exists, it is selected automatically. Changes made with set are
rendered immediately.
2026-07-12 13:37:44 +09:00
Nunuhara Cabbage 74461f5b9c Merge pull request #357 from kichikuou/issue-356
parts: Fail construction build without target texture
2026-07-06 18:24:53 -07:00
kichikuou d8479ad80a parts: Fail construction build without target texture
If AddCreateCGToProcess fails for a missing CG, no create op is added to
the construction process. Game scripts still add drawing operations and
then build the process, leaving those operations with no destination
texture and causing an incomplete framebuffer error.

This makes construction build operations return false as soon as an
operation cannot be executed.

Fixes #356.
2026-07-07 08:52:17 +09:00
Nunuhara Cabbage e8bd5ab036 Merge pull request #355 from kichikuou/relative-user-config-paths
Resolve game config paths relative to game dir
2026-07-05 11:23:53 -07:00
kichikuou 05fee4ba83 Resolve game config paths relative to game dir
Game-specific .xsys4rc files are loaded from the game directory, so
relative paths in that file are most useful when interpreted from the
same directory. This allows patches that ship external fonts to
reference them with relative paths.
2026-07-05 08:03:29 +09:00
Nunuhara Cabbage bf3b3416fe Merge pull request #354 from kichikuou/edge
SealEngine: Implement outline rendering options
2026-06-27 08:12:00 -07:00
kichikuou fb3d0bbd3e 3d: Gate edge drawing on per-instance flag
In both TapirEngine and SealEngine an instance is outlined only when the
global edge draw option and its per-instance edge flag are both on. The
per-instance flag is exposed via Set/GetInstanceDrawParam, whose edge
index differs by engine (Tapir 0, Seal 2).

For the global option the engine only distinguishes on/off, so drop the
RE_draw_edge_mode enum.
2026-06-26 09:19:15 +09:00
kichikuou 507b65fc9c SealEngine: Implement SetEdgeLength/SetEdgeColor
In SealEngine the outline length and color are plugin-wide values set
via SetEdgeLength/SetEdgeColor, not the per-mesh .opr parameters used by
TapirEngine.
2026-06-25 16:32:54 +09:00
Nunuhara Cabbage 24df15b9e9 Merge pull request #353 from kichikuou/delegate
VM: Check function signature in DG_STR_TO_METHOD
2026-06-20 17:55:08 -07:00
kichikuou fab789df65 VM: Check function signature in DG_STR_TO_METHOD
Only resolve the method when the function's signature matches the
delegate type, returning 0 otherwise.

Also, DG_SET / DG_NEW_FROM_METHOD / DG_ADD should not add function 0.
2026-06-21 06:56:24 +09:00
Nunuhara Cabbage 3012faa6ff Merge pull request #352 from kichikuou/lighting
SealEngine: Add lighting support
2026-06-20 06:22:14 -07:00
kichikuou 6dbb5baf19 SealEngine: Implement filmic tone mapping
Apply the Uncharted 2 tone curve [1] from light_params[0..7] as the
final fragment operation.

[1] https://filmicworlds.com/blog/filmic-tonemapping-operators/
2026-06-20 11:41:56 +09:00
kichikuou db8279ebc3 SealEngine: Implement hemisphere lighting
This implements the sky/middle/ground hemisphere ambient driven by
light_params[8..19].

SealEngine has no separate specular-light instance; its specular instead
shares the hemisphere light vector.
2026-06-20 11:41:56 +09:00
kichikuou 250bc82818 SealEngine: Enable light scattering
Reuse ReignEngine's existing scattering shader code. The ls_* uniforms
are sourced from .lit parameters.
2026-06-20 11:41:56 +09:00
kichikuou 4843e4e87a SealEngine: add light parameter storage and HLL bindings
SealEngine manages a 41-float light parameter set (serialized as .lit
file) for tone mapping, hemisphere lighting, and light scattering. This
adds the storage and HLL plumbing, without wiring values into shaders.

- A DIRECTIONAL_LIGHT instance owns a parameter set, filled by loading a
  .lit file (RE_instance_load).
- SealEngine.StoreInstanceLightParam() reflects that presets into the
  plugin's master buffer, which is used by the renderer.
- SealEngine.LoadInstanceLightParam() copies the master back into an
  instance, and Reset()/Set()/Get() operate directly on the master.
2026-06-20 11:41:56 +09:00
kichikuou 1051294247 SealEngine: Implement SpecularColor and SpecularPower .opr attributes
Parse per-mesh SpecularColor and SpecularPower attributes from .opr
files, and apply them to specular lighting.
2026-06-20 11:41:56 +09:00
Nunuhara Cabbage fa98a76c42 Merge pull request #351 from kichikuou/msgskip
MsgSkip: Initialize in _PreLink when Init() is absent
2026-06-19 17:30:35 -07:00
kichikuou d073875d94 MsgSkip: Initialize in _PreLink when Init() is absent
Some games (e.g. Rance 01, Rance 9) only export GetFlag and SetFlag, so
Init() is never called. Initialize from _PreLink with a default save
file name in that case.
2026-06-18 08:10:49 +09:00
Nunuhara Cabbage 2b67a9e000 Merge pull request #350 from kichikuou/3d
3d: Various improvements for Rance 9
2026-06-14 13:28:48 -07:00
kichikuou b62edb7188 SealEngine: Support HeightDetection=true .opr attribute
In TapirEngine, CalcIntersectEyeVec() only worked on models with a
"collision" mesh. In SealEngine, a raycast collider is built from the
union of meshes flagged HeightDetection=true in .opr.

Also return the nearest intersection instead of the first.
2026-06-13 20:30:45 +09:00
kichikuou 85547ef4f4 3d: Remove color_add uniform
Since the ambient term is now added unconditionally, the s3de per-object
additive color can be folded into instance_ambient.
2026-06-12 15:00:40 +09:00
kichikuou f108b7f436 3d: Apply ambient and vertex color across all diffuse modes
The EMISSIVE and ENV_MAP diffuse modes did not apply the ambient term or
vertex color (color_mod) to the fragment. In the original TapirEngine /
SealEngine, all diffuse modes contribute ambient and vertex color.

This fixes a bug where the movement/attack range indicator color did
not change in battle scenes.
2026-06-12 15:00:40 +09:00
kichikuou 90c3ab5008 3d: Apply per-instance diffuse to mesh color
SetInstanceDiffuse has two roles depending on the instance type: for
directional lights it is the light color, and for meshes it is a
multiplier on the mesh color. xsystem4 honored only the former.

Treat inst->diffuse as color multiplier, via the diffuse_mod uniform.
2026-06-12 15:00:40 +09:00
kichikuou 7b9565fe25 3d: Add reset_draw_uniforms() to prevent per-draw state leaks
This adds a helper that resets every per-draw uniform to a neutral
default and call it at the start of the billboard, .pae and .3de paths.

This fixes uv_scroll and use_blend_texture leaks from a previously
rendered model.
2026-06-12 15:00:40 +09:00
kichikuou 4dcc50d6ca 3d: Build models from MarmotModelEngine.Update()
In TapirEngine and SealEngine, model updates are drived by
MarmotModelEngine.Update(). RE_render() now only renders.
2026-06-12 15:00:40 +09:00
kichikuou 5c47ad5aae SealEngine: Implement ZWrite .opr attribute 2026-06-12 15:00:39 +09:00
Nunuhara Cabbage 062713f70e Merge pull request #349 from kichikuou/parts
Implement two PartsFuncs, and minor fixes
2026-06-11 17:22:02 -07:00
kichikuou 0e8bd36407 SACT2: Update draw plugins during TRANS_Update()
This fixes the issue where the 3D plugin freezes during transitions.
2026-06-10 17:21:04 +09:00
kichikuou 28554137cc Stoat/Chipmunk: Silence KeepPreviousView_Set/GetMode warnings
KeepPreviousView and its mode are purely a rendering performance knob
(incremental rendering optimization). Toggling the mode never affects
rendering correctness, so leaving these unimplemented is harmless and
warning about them is just noise.
2026-06-10 17:17:08 +09:00
kichikuou 32024bc805 PartsEngine: Fix "Invalid controller number" error after vm_reset
PE_Reset() zeroed the controller stack, leaving it with no default
controller. Since PE_Reset() does not clear parts_engine_initialized,
the subsequent PE_Init() returns early so the stack stays empty.

Reset the stack with ctrl_stack_init() instead, which re-creates the
default controller. ctrl_stack_fini() is now unused and removed.
2026-06-10 17:17:08 +09:00
kichikuou ec9bd95dc9 PartsEngine: Implement PartsFunc 3 (motion Pause/Resume)
Wire up PartsFunc 3 (PauseMotion) to a new PE_PauseMotion(). While
paused, PE_UpdateMotionTime stops advancing the motion clock.
2026-06-10 17:17:05 +09:00
kichikuou 8dee7d8658 PartsEngine: Implement PartsFunc 6 (SaveThumbnail)
Save a reduced copy of the main surface to a file. The image is written
as QNT under the save directory.

To avoid aliasing at large reductions, the surface is downscaled by
repeatedly halving before the final stretch.
2026-06-10 17:17:01 +09:00
Nunuhara Cabbage 0f73ded483 Merge pull request #348 from kichikuou/3de
3de: Add support for billboard and polygon objects
2026-06-07 07:09:42 -07:00
kichikuou 847987ec1b 3de: Add support for billboard and polygon objects
At spawn, init_particle() samples its fixed properties from a
deterministic PRNG into s3de_particle, so playback is reproducible.

Each frame, update_object_states() interpolates the emitter's animated
properties into s3de_object_state.

To draw, render_s3de_effect() combines the two: for each live particle
s3de_billboard_world_transform() or s3de_mesh_world_transform() derives
a world matrix from the lifetime state computed by eval_particle(),
together with a posture basis that orients the quad or mesh. Objects are
drawn sorted by distance from the camera.
2026-06-04 09:41:49 +09:00
Nunuhara Cabbage ec4b608877 Merge pull request #347 from brombrom-hani/parts-sprite-deform
parts: impl sprite_deform for SetPartsCG
2026-06-01 17:55:27 -07:00
BromBrom-Hani 12735d5c8c parts: sprite_deform for SetPartsCG string index
Keeps the PE_SetPartsCG_by_string_index consistent with the rest of the SetPartsCG variants
2026-06-01 08:43:24 +02:00
Nunuhara Cabbage 22d58d977a Merge pull request #346 from kichikuou/3de-parser
SealEngine: Add .3de parser, effect framework, camera, and sound
2026-05-31 18:11:38 -07:00
Nunuhara Cabbage 20e0d00661 Merge pull request #345 from kichikuou/bone
3d: Match MOT bones to POL bones by array index
2026-05-31 18:10:21 -07:00
BromBrom-Hani a706a41dcb parts: impl sprite_deform for SetPartsCG 2026-05-31 12:22:36 +02:00
kichikuou bf0b2bb44f SealEngine: Add .3de parser, effect framework, camera, and sound
.3de is the particle/effect format used by SealEngine. Like the
ReignEngine's .pae, it is a text format describing an effect as a set of
emitters, but the two differ enough in design that .3de lives in its own
file (s3de.c) rather than being folded into particle.c.

This commit lays the groundwork:

- Parse .3de text.
- Integrate effect loading, playback, and caching into the existing
  infrastructure.
- Apply the camera object's per-frame override to RE_camera.
- Play the companion sound asset.

Billboard and polygon-object rendering will be added separately.
2026-05-31 08:22:01 +09:00
kichikuou 916daec6b2 3d: Match MOT bones to POL bones by array index
The original {Reign,Tapir,Seal}Engine apply motion bones to model bones
purely by array position, never consulting bone name or bone_id.

This fixes bone animation of "Shizuka & Nagi" model in Rance 9.
2026-05-29 07:17:41 +09:00
Nunuhara Cabbage 1fcccb766c Merge pull request #344 from kichikuou/passed_time
PartsEngine: clamp passed_time to 0 in PE_UpdateComponent
2026-05-27 21:00:56 -07:00
kichikuou aa112849de Remove passed_time parameter from parts_render_update 2026-05-28 07:39:15 +09:00