Commit Graph
421 Commits
Author SHA1 Message Date
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
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
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
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 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 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 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
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 e83cb1c91e InputString: Handle Backspace key to delete last character
This adds a key handler facility to input.c so that the InputString
can intercept the Backspace key while the IME is open, and remove the
last character from the result string. Backspace is ignored while the
IME has composing text, so it does not interfere with IME editing.
2026-05-03 07:13:47 +09:00
kichikuou bf455de35d SealEngine: Implement MagSpeed functions
mag_speed is a per-plugin integer (default 1) set by SetMagSpeed on
all existing plugins. use_mag_speed is a per-instance flag (default
true) set by SetInstanceUseMagSpeed. When use_mag_speed is true,
motion delta_frame is multiplied by mag_speed.
2026-04-26 11:26:20 +09:00
kichikuou 511f6a4bfa SealEngine: Implement and stub various functions 2026-04-26 11:26:17 +09:00
kichikuou 63ab438391 PartsEngine: Implement 3DLayer parts type
This adds PARTS_3DLAYER type that creates a SealEngine plugin bound to a
SACT sprite.
2026-04-25 12:06:01 +09:00
kichikuou 1b87d3f9a5 PartsEngine: Implement drag-and-drop processing
This implements Parts_SetDrag and drag/drop event handling. When a part
has drag enabled, clicking and moving the mouse will move the part and
emit DRAG_BEGIN/DRAGGING/DRAG_END messages. Drop target detection emits
DROP_ENTER/DROP_ON/DROPPED/DROP_LEAVE messages on parts under the cursor
during drag.
2026-04-25 07:38:46 +09:00
kichikuou df6998c0f9 PartsEngine: Implement LayoutBox
This adds PARTS_LAYOUT_BOX parts type with support for automatic
horizontal/vertical child positioning. Layout calculation runs during
the component update cycle, repositioning children before their global
parameters are combined.
2026-04-22 11:25:28 +09:00
kichikuou c4f89d040a PartsEngine: Implement PartsFunc 4 (SetWantSave)
This adds want_save parts flag which defaults to true. Parts with
want_save set to false are excluded from save data.
2026-04-20 09:03:43 +09:00
kichikuou 88f199a8f2 PartsEngine: Implement PartsFunc 45 (PARTS_SetLockInputState)
This adds lock_input_state parts flag which prevents state transition.
2026-04-20 08:10:27 +09:00
kichikuou 28c8c277c9 PartsEngine: Implement PartsFunc 40-42 (PARTS_GetAbsolute[XYZ]) 2026-04-20 07:59:03 +09:00
kichikuou e5087f0757 PartsEngine: Implement PartsFunc 103 (GetPartsCGSurfaceArea) 2026-04-20 07:24:16 +09:00
kichikuou 1655c8a8e0 PartsEngine: Implement pass_cursor flag
This implements SetPassCursor/GetPartsPassCursor HLL functions. The
pass_cursor flag controls whether the cursor "passes through" a
component to reach parts behind it.

Key changes to input processing:
- Iteration order changed from back-to-front to front-to-back for proper
  cursor consumption
- MOUSE_ENTER / MOUSE_LEAVE now fire for all parts regardless of
  clickable
- Click hit test uses clickable || !pass_cursor pre-filter
- pass_cursor=false parts consume the cursor, preventing hover and
  click events from reaching parts behind them
2026-04-19 09:42:20 +09:00
kichikuou a0d78a024c PartsEngine: Implement message dispatch system
This adds a message queue that captures GUI events and exposes them
through HLL accessor functions.
2026-04-15 08:56:52 +09:00
Nunuhara Cabbage c877e261c5 Merge pull request #322 from kichikuou/ComponentType
PartsEngine: Implement SetComponentType and GetComponentType
2026-04-12 16:42:32 -07:00
kichikuou 93ca13a50b PartsEngine: Implement SetComponentType and GetComponentType 2026-04-12 16:53:34 +09:00
kichikuou c540eb9796 PartsEngine: Implement controller (layer) system
PartsEngine in Rance 9 manages multiple "controllers" (called "layers"
in game scripts) that provide part grouping, draw-order control, and
bulk release. This implements the core controller API:

  - AddController / RemoveController: push/pop a controller on the
    stack. RemoveController releases all parts belonging to the removed
    controller and returns their IDs in erase_number_list.
  - SetActiveLayer / GetActiveLayer / GetSystemOverlayLayer: control
    which controller newly created parts are assigned to. The system
    overlay controller is a special controller that always renders on
    top and survives ReleaseAllWithoutSystem.
  - ReleaseAllWithoutSystem: releases all parts except those in the
    system overlay controller and re-initializes the controller stack.

Controllers are identified by their position in the stack (0 = bottom).
Draw ordering uses the scene's two-level sprite sorting: sp.z is set to
the controller's stack index and sp.z2 to the part's Z value, so parts
in higher controllers always render above lower ones regardless of
individual Z values. When the parts_multi_controller flag (see below) is
false, the original Z ordering is preserved (allowing Z-interleaving
with non-parts scene sprites -- see #180) for compatibility with games
that do not use controllers.

Save/load of the controller stack and per-part controller_no is gated on
a parts_multi_controller flag (set at PreLink time when the game's HLL
exports AddController) rather than a save version bump. This keeps the
save format stable for games that do not use controllers, while allowing
the save format to evolve freely during development.
2026-04-12 12:09:17 +09:00
kichikuou 96d46069ce PartsEngine: Implement movie parts
This adds PARTS_MOVIE type which creates a SACT sprite as a render
target for DrawMovie.

The GL texture is shared between the SACT sprite and parts_common, so
movie frames rendered to the sprite are directly visible through the
parts engine's rendering path.
2026-04-09 13:06:07 +09:00
kichikuou 03062d5d61 KiwiSoundEngine: Fix asset lookup for Rance 9
In Rance 9 (and Blade Briders), KiwiSoundEngine looks up BGM and sound
files in archives by name formatted as "%05d" rather than by archive
index. Since the Sound_Seek function only exists in these games' HLL
definitions, its presence is used to switch Music_IsExist, Music_Prepare,
Sound_IsExist and Sound_Prepare to name-based lookups at PreLink time.
2026-04-08 08:52:51 +09:00
kichikuou fe952354c5 PartsEngine: Add initial support for Flat animation
Only nested timelines and CG rendering are implemented. Stop motion and
particle emitters are not yet implemented.
2026-04-05 13:52:27 +09:00
kichikuou 623b3d3407 PartsEngine: Implement AddFillWithAlphaToPartsConstructionProcess 2026-04-02 13:21:34 +09:00
kichikuou a476b1d892 Implement KiwiSoundEngine.Sound_GetDataLength
Used in Pastel Chime 3.
2026-03-07 11:31:43 +09:00
kichikuou 9474e321e1 Fix ChipmunkSpriteEngine.SP_SetDrawMethod
The meaning of the method parameter is the same as that of
StoatSpriteEngine.SP_SetDrawMethod.

This fixes a visual issue in Pastel Chime 3's battle scene.
2026-03-07 11:31:43 +09:00
kichikuou 205e0a3ed0 Implement PartsEngine.ExistsFlashFile
Used in Pastel Chime 3.
2026-03-01 07:31:50 +09:00
kichikuou 9c962e3467 Implement PartsEngine.AddGrayFilterToPartsConstructionProcess
It applies a grayscale filter to a specified area of the parts.
2026-03-01 07:31:36 +09:00
kichikuou eaa7f3d8d0 Implement MADLoader HLL
This HLL provides functionality for loading, managing, and rendering
animations stored in the MAD file format. A MAD file consists of a
header followed by a series of QNT image frames.
2026-02-24 08:38:45 +09:00
kichikuou 7540712de1 Add stub for PartsEngine.SetPartsAlphaClipperPartsNumber
For Pastel Chime 3.
2026-02-15 09:35:24 +09:00
BromBrom d6b5bde80c SystemService: fullscreen control 2025-11-15 13:42:20 +01:00
kichikuou 729957b842 debugger: Display values of reference variables
Previously, the debugger displayed `ref int` variables like this:

    ref_int: <unsupported-data-type>
    <void>: <unsupported-data-type>

This commit introduces `dbg_variable_to_string()` to dereference these
variables and display their underlying value. Both the command-line and
DAP debugger interfaces have been updated to use this new functionality.
2025-09-28 11:11:24 +09:00
Nunuhara Cabbage 6f661fb370 Add Alt+S keybinding to save screenshot
Not implemented on android or windows (yet). Zenity must be installed
for file picker dialog.
2025-09-27 11:18:55 -07:00
Nunuhara Cabbage d48f637744 Fix 'é' rendering in EN Rance Quest
`str[i]` returns 165 for '・' in English version of Rance Quest Magnum.
(Fixes rendering of 'Café Artful' and 'Tomato Purée'.)
2025-09-18 18:38:43 -07:00
Nunuhara Cabbage b28624203a Merge pull request #276 from kichikuou/generate
Implement PastelChime2.AutoDungeonE_Create
2025-09-13 09:38:33 -07:00
kichikuou ddf6ac5088 Implement PastelChime2.AutoDungeonE_Create
This function is responsible for generating random dungeons for Pastel
Chime Continue.

The dgn_generate_drawfield() function implements the main logic. This
algorithm constructs the dungeon through a multi-step process involving
room creation, recursive expansion, wall placement, treasure room
generation, and corridor pruning/extension.

AutoDungeonE_Create() calls this function to create a layout based on
specified parameters, and then populates arrays with the proposed
coordinates of items, enemies, and traps.

This implementation strives to faithfully reproduce the behavior of
DrawField.dll, including its bugs, although it has not been strictly
verified.
2025-09-11 12:53:09 +09:00
kichikuou 037616f38d DrawDungeon2: Move dungeon generation function to generator.c
The dungeon generation function for DrawField will also be added to this
new file.
2025-09-11 12:51:23 +09:00
kichikuou 8d67c87f6f Implement SACT2.SP_SetBrightness
Used in Pastel Chime Continue.
2025-09-09 09:19:38 +09:00
Nunuhara Cabbage 44c73f644f Read .exe and set window icon
Read the game's executable file, extract icons from it, and set the
window icon.

(Ported from ai5-sdl2.)
2025-09-06 16:30:18 -07:00
Nunuhara Cabbage 6cada80d34 Merge pull request #272 from kichikuou/ffi
ffi: Make HLL calls safe against heap reallocation
2025-09-06 12:30:21 -07:00
kichikuou f0e25e53d7 ffi: Make HLL calls safe against heap reallocation
In hll_call(), pointers to heap data passed by reference could become
invalid if the heap was reallocated during the call.

The previous implementation attempted to prevent this by calling
heap_guarantee() to pre-allocate heap space. However, this approach
does not work for certain functions in PastelChime2 HLL, which can
perform an unbounded number of heap allocations.

This commit removes heap_guarantee() and replaces it with a more robust
copy-in/copy-out strategy:

- Before the call (Copy-in): For reference arguments, the pointer value
  is copied from the heap to a local variable on the stack. A pointer to
  this local variable is then passed to the HLL function.
- After the call (Copy-out): The pointer value, which may have been
  modified by the HLL function, is written back from the local variable
  to its original slot in the heap.
2025-09-06 07:34:29 +09:00
kichikuou acb4d92705 Pastel Chime Continue: Add PastelChime2 HLL
This HLL implements the core gameplay logic for the 3D dungeon
exploration mode.

Key features:

- Collision and Movement:
  - Implements 2D collision detection for player movement against walls.
  - Field_CalcMove() function calculates the desired position and
    adjusts it to slide along walls upon collision.

- Party and AI Mechanics:
  - Field_UpdatePlayersUnit() manages party movement, creating a smooth,
    snake-like following behavior for up to two companions.
  - Field_UpdateEnemyPos() provides basic enemy AI, enabling them to
    chase the player when in line-of-sight and within range, or return
    to a base position otherwise.

- Interactive Environment:
  - Field_UpdateDoors() implements automatic doors that open and close
    based on player proximity.
  - Field_CheckObjectHit() detects when the player enters the hit-range
    of an object, triggering events.

- 3D Space UI:
  - Adds dungeon_project_world_to_screen() to translate 3D world
    coordinates into 2D screen positions.
  - Field_UpdateObjectNamePlate() and Field_UpdateDoorNamePlate() use
    this projection to display and manage interactive nameplates for
    objects and doors.

- Data Persistence:
  - DungeonDataSave() and DungeonDataLoad() serializes and deserializes
    the complete dungeon state to .DSD files.
  - Integrates dungeon data with the main save system by copying .DSD
    files to/from slot-specific .DSA files.

Note: The most complex function in this HLL, the dungeon generator
AutoDungeonE_Create(), is not implemented in this change.
2025-09-02 08:14:58 +09:00
kichikuou 554f742a00 Pastel Chime Continue: Add DrawField HLL
DrawField is a variant of DrawDungeon. Unlike the first-person
perspective of DrawDungeon, DrawField uses a third-person, bird's-eye
view camera.

Key features include:

- Character Rendering: A new system to render up to 256 billboarded
  sprites (characters, enemies, etc.) in the 3D world. The renderer
  supports controlling position, sprite animation, and visibility for
  each character.

- DrawField HLL API: Functions for loading assets, managing characters,
  and manipulating dungeon properties like door locks.

- Renderer: The core renderer is updated to support the DrawField mode.
  This includes disabling fog, handling sprite sheets via UV
  manipulation, and rendering ceilings as billboards.

- Map: The 2D map has been updated to reflect the DrawField style,
  including colored door lock indicators.
2025-08-30 14:30:16 +09:00
kichikuou 46469e8732 Implement SACT2.Key_ClearFlagNoCtrl
Used in Pastel Chime Continue.

It clears key status except for VK_CONTROL.
2025-08-23 07:08:40 +09:00