Commit Graph
277 Commits
Author SHA1 Message Date
kichikuou b11a173b67 Add FFmpeg movie backend
This allows playback of videos in encodings other than MPEG-1, e.g. VC-1
used in the English version of Rance VI.

The FFmpeg dependency is optional. If it's not available, the PL_MPEG
backend will be used.
2023-04-01 13:59:55 +09:00
kichikuou a923b0ce23 Change the second parameter of sact_SP_SetShow from bool to int
In SACT2 it's declared as int, so any integer can be passed. A Sengoku
Rance mod actually passes 2, but some compilers generate code that
interprets it as false.
2023-03-27 20:13:27 +09:00
kichikuou cc79f9caee Use global/group save file format compatible with System4
After this, xsystem4 uses the global/group save format used by the
original System4, instead of the JSON format. Existing JSON save files
can still be loaded.

This makes save files interoperable between System4 and xsystem4 in some
games, including Sengoku Rance and Toushin Toshi III.
2023-03-19 11:42:20 +09:00
kichikuou e53dc6ad0e Add vm_sleep()
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.
2023-02-25 21:57:34 +09:00
Nunuhara Cabbage 2237bb814c Implement various HLL functions for Rance Quest
Most of the functionality of gfx_render_texture (draw method, blend
rate) is moved into sprite_render, since this was the only place using
it.
The draw method and blend rate are now stored in sact_sprite objects
instead of textures.
sact_sprite now has two renderers: the old SACT2 renderer (with blend
rate as the only shader parameter) and the new ChipmunkSpriteEngine
renderer, which supports multiply/add colors and the "surface area"
feature from PartsEngine.

Rance Quest now runs up to the first Flash-related function call
(Flash?!?!).
2023-02-12 15:59:36 -08:00
Nunuhara Cabbage 6b62e1db23 Fix CG loading functions for Rance Quest
Rance Quest uses strings for CG names, but the strings contain numbers
which should be converted to integers for lookup.
2023-02-11 16:36:05 -08:00
Nunuhara Cabbage 842d712a31 Fix bug in S_MOD
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).
2023-01-10 18:47:03 -08:00
Nunuhara Cabbage a55893bf2f debugger: improve print command
Now handles arbitrarily complex member/subscript expressions, with
pretty-printing and a configurable recursion depth.
2023-01-08 17:13:33 -08:00
Nunuhara Cabbage 96df171157 debugger: clean up help command list
Make the command list printed by the 'help' command easier to read.
2023-01-07 15:28:31 -08:00
Nunuhara Cabbage 9fd0415ec6 debugger: add finish command
Add finish (fin) command which resumes execution until returning from
the current function.
2023-01-07 13:44:08 -08:00
Nunuhara Cabbage def987ad5f debugger: print stack and disassembly side-by-side
This makes the screen position of the disassembly more stable when
stepping through code.
2023-01-07 12:58:09 -08:00
Nunuhara Cabbage f7c9d9326d debugger: add single-stepping commands
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.
2023-01-07 09:54:15 -08:00
kichikuou de2db1af93 Implement DrawMovie, DrawMovie2 and PlayMovie HLLs
These HLLs play .mpg movie files (later games use .alm file extension,
but the format is the same, i.e. MPEG-PS) that contain MPEG1 video and
MP2 audio streams.

pl_mpeg.h is the PL_MPEG library (https://github.com/phoboslab/pl_mpeg)
imported from commit 5aeef4d07593be1960a0e4c7fe204809cfae30bd.

This adds a few mixer functions (mixer_stream_*) for playing custom
audio streams under the master mixer.
2023-01-06 12:12:07 +09:00
kichikuou 64a92a2ffa Enter debugger REPL on middle-button click
This is effective only if --debug command line flag is specified.
2023-01-02 21:10:58 +09:00
Nunuhara Cabbage 5a5954811f Update libsys4 2023-01-01 13:21:00 -08:00
kichikuou 10710e9908 ReignEngine: Cache parsed particle effects
Now parsed particle-effect definitions are cached in a hash map in the
plugin object. To make it possible, static part of `struct
particle_effect` and `struct particle_object` are factored out to
`struct pae` and `struct pae_object` respectively.
2022-12-28 13:18:41 +09:00
kichikuou defeb0ba17 ReignEngine: Cache loaded models
When there are multiple instances of a model, now they share a single
model object. Model objects are retained in a hash table until the
plugin is released, which is fine because Toushin Toshi 3 doesn't reuse
a plugin across scenes.
2022-12-28 13:18:41 +09:00
kichikuou 06b9da800c Implement ReignEngine.SetInstanceDebugDrawShadowVolume
It visualizes the bounding sphere of the instance. Although it is only
called from dead code in Toushin Toshi 3, it's useful for debugging
shadow mapping.
2022-12-24 16:54:37 +09:00
kichikuou fdd0af8dcf ReignEngine: Improve shadow view-frustum calculation
This fixes broken shadow rendering e.g. when Nacht climbs a ladder.

Now update_bones() calculates the instance's bounding sphere which
is the minimum sphere containing the AABB of current bone coordinates.
This corresponds to the sphere that is displayed when calling
SetInstanceDebugDrawShadowVolume on the original ReignEngine.dll.
2022-12-24 16:25:05 +09:00
kichikuou 3ef252c68b ReignEngine: Improve z-sorting
This fixes billboard rendering issue in some dungeons.

* For polygon models, use its AABB's center coordinates.
* Consider the camera angle, i.e. sort by view-space Z-coordinate
  instead of world-space Z-coordinate.
2022-12-17 10:59:16 +09:00
kichikuou 6efa31454d Do not use ARCHIVE_MMAP on 32-bit systems
Some games have assets that are too large to mmap everything on a 32-bit
address space. For example, TT3 has a total of 2.82GB of assets, which
is too large for the 3GB address space limit of 32-bit Linux. On Android
it's even stricter and mmaps of hundreds of MB can fail.
2022-11-26 22:29:57 +09:00
kichikuou 28f95bfe38 ReignEngine: Implement {Get,Set}InstanceDrawType
Billboards of draw type 1 are drawn with additive blending.
2022-11-20 09:47:10 +09:00
kichikuou 00d1d01353 ReignEngine: Per-mesh control of drawing order
Before this, the order of drawing was determined on an instance-by-
instance basis. Instances with even a single transparent material were
drawn after fully opaque instances.

After this, first the opaque meshes in all instances are drawn, and then
the transparent meshes are drawn from the nearest to the farthest.
2022-11-13 14:20:31 +09:00
kichikuou 5f17dafdf8 ReignEngine: Set correct initial value for fog parameters
This fixes rendering issue of the model viewer in Alice's Mansion.
2022-11-05 22:17:38 +09:00
kichikuou 31823f5731 ReignEngine: Draw instances in z-order
To get correct blending effect for overlapped transparent objects.
2022-11-05 20:56:25 +09:00
kichikuou 773cce03eb ReignEngine: Implement camera quake effect 2022-10-01 16:24:13 +09:00
kichikuou 909168acdb ReignEngine: Implement particle rendering
This completes the implementation of the particle effect system, except
for the camera quake effect.
2022-09-25 10:39:37 +09:00
kichikuou 803bb1a8a4 ReignEngine: Fix BackCG issues
- Enable both alpha map and alpha mod, using the new drawing function
  gfx_copy_stretch_blend_amap_alpha().
- Do not draw if `bcg->show` flag is false.
- Do not WARNING() for SetBackCGNum(0) as it's used to unload the CG.
2022-09-11 21:08:54 +09:00
kichikuou 0ff9c5a62c ReignEngine: Add loader for particle effects
This implements a parser for particle effect definition files (.pae)
and a set of field accessor functions for the RE_ITYPE_PARTICLE_EFFECT
instance type. Rendering of effects is not yet implemented.
2022-09-04 10:17:03 +09:00
kichikuou 06a630ea62 ReignEngine: Implement Fog
There are two types of fog, linear fog and atmospheric scattering. The
formula for light scattering is incorrect (see the comment in
reign.v.glsl) and therefore not physically correct.
2022-08-06 09:38:48 +09:00
Nunuhara Cabbage 3e536af09a Implement DG_ADD, DG_EXIST, DG_ERASE 2022-08-02 18:16:16 -07:00
kichikuou d185ae71bf ReignEngine: Implement CalcInstanceHeightDetection
This is used to compute Y-positions of map objects.

It is called quite often, so this implementation creates and caches a
height map of the instance by (re)using the shader for shadow mapping.
2022-07-30 15:17:08 +09:00
kichikuou 233b2a4f20 ReignEngine: Implement shadow mapping 2022-07-24 16:01:16 +09:00
kichikuou b0e540e67b gfx: Expose low level shader loading function
And use it in 3d/. This gives more flexibility on vertex attribute /
uniform variable configurations.
2022-07-24 16:01:16 +09:00
kichikuou 2918a6310c ReignEngine: Remove hard limit on number of instances
Some maps in Toushin Toshi 3 have more than 32 instances.
2022-07-23 21:41:41 +09:00
kichikuou e7c9410df4 ReignEngine: Implement two functions
GetInstanceBoneIndex and TransInstanceLocalPosToWorldPosByBone.
2022-07-18 13:01:49 +09:00
kichikuou 3343efbcb9 Implement ReignEngine.BuildModel
Instance motions are updated with this function.
2022-07-17 16:20:02 +09:00
kichikuou c86ca5de87 ReignEngine: Implement bump mapping 2022-07-16 12:59:35 +09:00
Nunuhara Cabbage 2e23554162 Implement SACT2.Joypad_GetAnalogStickStatus 2022-07-09 17:35:07 -07:00
kichikuou b42032c9f8 ReignEngine: Implement basic lighting
This implements a Phong shading with ambient, diffuse and specular
components, using up to three directional lights and one specular light.

The light calculation is made to match the "high quality" 3D mode of
Toushin Toshi 3.
2022-07-09 14:36:44 +09:00
Nunuhara Cabbage 73b21210c2 Fix delegate memory management issues
Delegates should be ref'd in vm_copy and unref'd in variable_fini.

This also includes some improvements to the diagnostic reporting of
DEBUG_HEAP.
2022-06-26 17:55:05 -07:00
Nunuhara Cabbage 9f42ee379d Improve performance of vm_image_to_json
Use a callback-based function to create the heap JSON array. This avoids
the O(n) insertion time of cJSON_AddItemToArray.
2022-06-25 10:00:24 -07:00
Nunuhara Cabbage 96f307838f Merge branch 'master' of github.com:nunuhara/xsystem4 2022-06-24 18:02:14 -07:00
Nunuhara Cabbage fc42c42ef5 parts: refactor parent-child handling
Parent-child relationships are established by the UpdateComponent
function. Parts_SetParentPartsNumber does not establish the relationship
(and it does not create the parent object if it does not exist yet).

Render params are now computed recursively on children when they are set
on the parent (instead of recomputing them every time a child parts is
rendered).
2022-06-24 17:54:25 -07:00
Nunuhara Cabbage 8ee136b287 parts: various fixes and improvements
* SetAddColor and SetMultiplyColor implemented
* additive draw filter implemented
* GetPartsUpperLeftPos{X,Y} implemented
* various parameters are now applied from parent to child parts
* misc. bug fixes

The first dungeon screen in Rance 01 now renders correctly.
2022-06-21 19:57:36 -07:00
kichikuou d11116f647 ReignEngine: Support billboard instance type
Used for 2D objects (e.g. NPCs in dungeons).
2022-06-19 12:19:41 +09:00
kichikuou 3851dc7c6a ReignEngine: Add RE_instance_type enum
This is in preparation for supporting non-polygon instance types.
2022-06-19 11:51:13 +09:00
Nunuhara Cabbage 25695c3e86 parts: implement GUIEngine numerals
Implement Parts_SetNumeralLinedCGNumberWidthWidthList and
Parts_SetNumeralLength.

Also fix bugs where changing numeral properties would not update the
texture until the number was reset.
2022-06-18 10:53:43 -07:00
kichikuou 1568d63117 ReignEngine: Implement background CG functions
This also moves debug print functions to a separate file.
2022-06-18 10:32:49 +09:00
Nunuhara Cabbage a6913af2bc parts: implement more ConstructionProcess ops
Implement Fill, FillAMap, DrawCutCG and CopyCutCG operations.
2022-06-17 16:08:30 -07:00