Used in Tsuma Shibori, and some indie System 4 games.
This HLL is a draw plugin that uses SACT2's "custom sprite" mechanism.
Custom sprites do not have a texture. Instead, the plugin's render()
callback draws them directly to the main surface.
It is exposed through StoatSpriteEngine functions, and is normally only
visible when the game's debug mode is enabled. It's very useful for
checking graphics performance.
Take delta from previous frame into account when deciding how long to
sleep. And leave a few ms headroom.
This is not how this function works in AliceSoft's implementation. On a
(nearly) empty scene, they start by sleeping 1ms and gradually ramp up.
The largest delay I observed was 11ms.
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?!?!).
Add a mechanism for libraries to resolve incompatibilities between
library versions before linking.
This is currently used for ChipmunkSpriteEngine and GoatGUIEngine,
where early versions used integer IDs when loading CGs (later versions
use strings).
asset_exists and asset_get now take 1-indexed IDs.
Custom CG indexing code for Shaman's Sanctuary is now removed and
replaced with a proper implementation of afa v1 archives in libsys4.
Refactor GoatGUIEngine into various files under src/parts/.
The external interface to this code is the functions prefixed with PE_
and generally following the naming of the HLL functions which they
implement.
The reason for this is that there are multiple HLL libraries that
implement more or less the same GUI interface (GoatGUIEngine, GUIEngine
and PartsEngine).
Also added here are a number of miscellaneous stubbed-out HLL functions
that are used by Rance 01 (which now runs up to the point where it tries
to create the title menu).
Used in Shaman's Sanctuary. Mostly identical to StoatSpriteEngine, but
with a few additions and some removed functions (notably, the
MultiSprite functions were removed).