Commit Graph
1601 Commits
Author SHA1 Message Date
Nunuhara Cabbage e699fb0aa2 DAP: ensure messages are null-terminated 2026-08-08 10:10:28 -07:00
Nunuhara Cabbage 4e0dd82776 Merge pull request #368 from kichikuou/libsys4
Update libsys4
2026-08-05 18:42:52 -07:00
kichikuou 77d9e77053 Update libsys4 2026-08-06 09:22:23 +09:00
Nunuhara Cabbage d65a1e6d9b Merge pull request #367 from kichikuou/rance9
game_compatibility.md: Add Rance 9 (JA) as supported
2026-08-04 18:50:56 -07:00
kichikuou 68e8257c27 game_compatibility.md: Add Rance 9 (JA) as supported 2026-08-04 20:52:41 +09:00
Nunuhara Cabbage 8e339d1537 Merge pull request #366 from kichikuou/save
PartsEngine: Stabilize save format for Rance 9
2026-08-02 11:12:12 -07:00
kichikuou a2524bafd5 PartsEngine: Stabilize save format for Rance 9
Bump the save version and always serialize controller state and the
Rance 9 parts fields. Load these fields based on the save version while
retaining compatibility with existing multi-controller saves.
2026-08-02 08:49:06 +09:00
Nunuhara Cabbage f146320e36 Merge pull request #365 from kichikuou/3d
Two 3D fixes for Rance 9
2026-08-01 06:25:54 -07:00
kichikuou 09a0e3329a 3d: Disable specular with zero power
Treat zero SpecularPower as disabling specular lighting instead of
producing a constant white highlight (pow(..., 0) = 1).
2026-07-29 08:50:18 +09:00
kichikuou b68e1622fd 3d: Implement DrawShadow mesh attribute
Also parse some other .opr attributes for features not implemented in
xsystem4.
2026-07-28 14:29:50 +09:00
Nunuhara Cabbage 433e3be3e6 Merge pull request #364 from kichikuou/rance9-bgi
KiwiSoundEngine: Fix BGM loop for Rance 9
2026-07-26 09:13:40 -07:00
kichikuou d5b27a0a47 KiwiSoundEngine: Fix BGM loop for Rance 9
Commit 03062d5 fixed audio lookup for Rance 9, but the new archive-data
preparation path bypassed BGI and WAI metadata. Pass the asset number
through that path so loop points are applied correctly.
2026-07-26 07:53:03 +09:00
Nunuhara Cabbage a38c55602d Merge pull request #363 from kichikuou/ffmpeg
movie_ffmpeg: Use nb_samples for audio frame length
2026-07-25 08:50:35 -07:00
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 f0c4db718d movie_ffmpeg: Use nb_samples for audio frame length
Audio linesize may include unused buffer space. Using it as the sample
count caused short Vorbis frames to replay stale samples and slowed down
audio playback.
2026-07-22 09:07:30 +09:00
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