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.
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.
Each delegate call needs to copy its arguments so that they aren't
double-freed by the next call.
Also fix a bug in FT_ASSIGNS where -1 was returned for non-existant
functions instead of 0.
Use `unlikely` (__builtin_expect) to help the compiler optimize error
checks in some hot functions (in my testing, stack_pop_var was one of
the hottest functions, right behind execute_instruction).
This function is not supposed to call destructors, but was calling
heap_unref instead of exit_unref on local pages.
Fixes a bug in Rance VI where the game would crash on game over.
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 vm-state command, which prints disassembly around the current
instruction pointer and the current contents of the stack.
It was necessary to change how breakpoints are implemented for this.
When adding a breakpoint, the original opcode now remains in the
instruction stream, bitwise-or'd with BREAKPOINT. A hash table indexed
by address is used to store breakpoint objects.
* 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.
1. DG_CALL has to clean up the stack before jumping to the return
address.
2. DG_SET (contrary to its name) is an append operation; it's basically
a combination of DG_NEW_FROM_METHOD and DG_PLUSA.
3. DG_SET and DG_PLUSA need to check for and ignore duplicates.
4. Delegate pages store *references* to structs; the VM should NOT copy
the struct page when copying a delegate page.
Implement:
SH_SASSIGN_STRUCTSREF
SH_SASSIGN_GLOBALSREF
SH_STRUCTSREF_NE_STR0
SH_GLOBALSREF_NE_STR0
SH_LOC_LT_IMM_OR_LOC_GE_IMM
Also, fix an bug in A_EMPTY and SH_IF_STRUCT_A_NOT_EMPTY.