Commit Graph
1346 Commits
Author SHA1 Message Date
kichikuou eef99c0910 Pastel Chime Continue: Make sure resume save v7 is used
Because make_rsave() determines the version of resume save based on the
AIN version, it returns RSM v6 for Pastel Chime Continue. But this game
requires the comment field added in RSM v7.

This solves the issue by upgrading to RSM v7 when comments are written
to the save file.
2025-09-07 09:21:37 +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
Nunuhara Cabbage 96a560f6a2 Merge pull request #271 from kichikuou/PastelChime2
Pastel Chime Continue: Add PastelChime2 HLL
2025-09-06 12:29:59 -07:00
Nunuhara Cabbage e13583a75e Merge pull request #270 from brombrom-hani/surface-area-reanchor
fix: anchor sprite surface_area at sprite origin
2025-09-06 12:29:42 -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
BromBrom eb0c642ab1 fix: anchor sprite surface_area at sprite origin 2025-09-04 16:44:01 +02:00
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
Nunuhara Cabbage b6c523f4f3 Merge pull request #269 from brombrom-hani/revert-267-surface-area-fix
Revert "fix: Y origin in prepare_chipmunk_shader"
2025-09-01 07:05:21 -07:00
brombrom-hani 6b9edcdd69 Revert "fix: Y origin in prepare_chipmunk_shader" 2025-09-01 14:35:35 +02:00
Nunuhara Cabbage 538480b348 Merge pull request #268 from kichikuou/drawfield
Pastel Chime Continue: Add DrawField HLL
2025-08-30 10:05:32 -07:00
Nunuhara Cabbage d9be9a7ad3 Merge pull request #267 from brombrom-hani/surface-area-fix
fix: Y origin in prepare_chipmunk_shader
2025-08-30 10:05:14 -07:00
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
BromBrom eda8ad35f3 fix: Y origin in prepare_chipmunk_shader
Convert surface_area from top-left pixels to bottom-left UVs so `bot_left`/`top_right` align with `tex_coord` and the clip box is correct.
2025-08-28 22:32:53 +02:00
Nunuhara Cabbage 59a66a8a5a Merge pull request #266 from kichikuou/pascha2-hlls
Add HLLs for Pastel Chime Continue
2025-08-24 13:31:03 -07:00
Nunuhara Cabbage 02eab7149c Merge pull request #265 from kichikuou/Key_ClearFlagNoCtrl
Implement SACT2.Key_ClearFlagNoCtrl
2025-08-24 13:30:50 -07:00
kichikuou 1042b328a1 Pastel Chime Continue: Add DrawNumeral HLL 2025-08-23 07:12:54 +09:00
kichikuou f3484643a6 Pastel Chime Continue: Add ACXLoaderP2 HLL 2025-08-23 07:12:53 +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
kichikuou 62ec0be41a Pastel Chime Continue: Add MusicSystem HLL 2025-08-16 06:45:39 +09:00
Nunuhara Cabbage 0972c60558 Merge pull request #264 from kichikuou/s_mod
S_MOD: Consider padding for FMT_STRING
2025-08-15 13:51:56 -07:00
Nunuhara Cabbage ba2805b09f Merge pull request #263 from kichikuou/lightmap
Dungeons & Dolls: Enable light mapping
2025-08-15 13:49:56 -07:00
kichikuou 20711ffa57 S_MOD: Consider padding for FMT_STRING 2025-08-12 08:39:32 +09:00
kichikuou 7adbf9d6e6 Update libsys4 2025-08-11 16:22:23 +09:00
kichikuou 2dcc9b2aa9 Dungeons & Dolls: Enable light mapping
* dtx_load_from_dtl() loads lightmap textures.
* dgn_calc_lightmap() calculates lightmap texture index for each cell
  based on the state of the surrounding walls.
2025-08-11 16:22:20 +09:00
Nunuhara Cabbage 441419d0f9 Merge pull request #262 from kichikuou/lightmap
DrawDungeon: Implement light mapping
2025-08-10 10:42:53 -07:00
Nunuhara Cabbage a32e3b9401 Merge pull request #261 from kichikuou/walkdata-fix
DrawDungeon: bugfixes
2025-08-10 10:40:21 -07:00
kichikuou d579374a9c DrawDungeon: Implement light mapping 2025-08-09 17:04:27 +09:00
kichikuou f0a54b337d DrawDungeon14: Fix LoadWalkData and SaveWalkData
They were broken by commit 5ed05ba.
2025-08-09 14:28:41 +09:00
kichikuou 80f4246095 DrawDungeon.LoadWalkData should return true when data is not found
Returning false causes system.Error() in Rance 6.
2025-08-09 14:28:41 +09:00
Nunuhara Cabbage b71b61c1d6 Improve detection of MG version of Sengoku Rance
Fixes #241
2025-07-30 17:47:01 -07:00
Nunuhara Cabbage 8c791db5d4 Fix text overlap bug in Haruka
Fixes #252
2025-07-30 17:41:32 -07:00
Nunuhara Cabbage d404324e7b Merge pull request #260 from kichikuou/dolls
game_compatibility.md: Mark DUNGEONS & DOLLS as supported
2025-07-21 21:39:57 -07:00
Nunuhara Cabbage aeb5dbb08c Merge pull request #259 from kichikuou/global-dtors
Dungeons & Dolls: Call global variable destructors on exit
2025-07-21 21:39:38 -07:00
Nunuhara Cabbage 9db75ab870 Merge pull request #258 from kichikuou/circular-scene-buffer
AnteaterADVEngine: Change `scenes` to a circular buffer
2025-07-21 21:38:15 -07:00
kichikuou 67387e88d0 game_compatibility.md: Mark DUNGEONS & DOLLS as supported 2025-07-21 13:39:56 +09:00
kichikuou d57c8cc9f4 Dungeons & Dolls: Call global variable destructors on exit
Early versions of System4 (Sys42VM.dll < 3.0) execute destructors for
global variables on exit.

Dungeons & Dolls saves its game state in the destructors of global
variables (~CDataDoll(), ~CDataItem(), ~CDataMain()), so the game was
not saved in xsystem4 before this.

This behavior has some quirks:
 * Destructors for variables on the call stack are not called on exit.
 * Destructors are called in the reverse order of the global variable
   declarations.
 * Inside a destructor, it is possible to access another global variable
   whose destructor has already been called (!).

Since this is a problematic behavior that was removed in later versions
of Sys42VM, let's add minimal support for it as a game-specific hack.
2025-07-21 13:32:54 +09:00
Nunuhara Cabbage 677f20628c Merge pull request #257 from kichikuou/DrawDungeon2
Dungeons & Dolls: Implement DrawDungeon2 HLL
2025-07-20 21:22:08 -07:00
kichikuou e68c41a0b9 AnteaterADVEngine: Change scenes to a circular buffer
Following the implementation of `logs` (#220), `scenes` is now also
implemented as a circular buffer. This ensures that when the number of
saved scenes reaches a certain limit (500), the oldest scenes are
automatically discarded.
2025-07-21 12:35:47 +09:00
kichikuou fbd105b697 DrawDungeon2: Implement pathfinding functions 2025-07-14 20:51:44 +09:00
kichikuou 3c7634522a DrawDungeon2: Use special event marker for boss floors 2025-07-14 16:51:59 +09:00
kichikuou 5ed05ba685 DrawDungeon2: Fix 2D map 2025-07-14 16:51:59 +09:00
kichikuou 11fe6f6dda DrawDungeon2: Do not use skybox 2025-07-14 16:51:59 +09:00
kichikuou 3057c2a96b DrawDungeon2: Load textures from Texture.dtl file
Texture.dtl contains multiple sets of wall, floor, and ceiling texture
images. dtx_load_from_dtl() randomly selects a texture set using the
floor number as the random seed and returns it as a dtx structure.
2025-07-14 16:51:59 +09:00
kichikuou 5041d817d1 Dungeons & Dolls: Implement DrawDungeon2 HLL
In DrawDungeon2, dungeons are generated randomly using a dedicated
random number generator (mtrand43.c), which is a Mersenne Twister with
N=4, M=3.

The entry point for map generation is dgn_generate_drawdungeon2(),
which deterministically generates a floor map using the floor number as
the random seed.

I verified that generated floor layout, player starting position,
exit, and treasure chest locations match the original DrawDungeon2.dll
up to the 1000th floor.
2025-07-14 16:51:32 +09:00
Nunuhara Cabbage cb4e44a551 Merge pull request #256 from kichikuou/dtor
Do not call destructors for structs passed by value to HLL functions
2025-07-13 08:27:33 -07:00
Nunuhara Cabbage 74ae7223c3 Merge pull request #255 from kichikuou/DnD-hlls
Implement HLLs for Dungeons & Dolls
2025-07-13 08:26:10 -07:00
kichikuou 7dc6760928 Do not call destructors for structs passed by value to HLL functions
Some classes in Dungeons & Dolls serialize themselves using
`File.Write(this)` in their destructors. Because `File.Write` takes the
argument by value, a copy of `this` is created. If the destructor is
called on the copied `this`, it falls into an an infinite loop.
2025-07-13 13:48:30 +09:00
kichikuou e1ca00a27b Implement Array HLL
This HLL defines numerous functions, but only two are used in
Dungeons & Dolls: NV_eneq and NV_sceq.
2025-07-13 12:54:56 +09:00
kichikuou 7989ffc542 Implement CalcTable HLL
It provides 64-bit calculation functions with virtual registers.

While the original CalcTable.dll accumulates instructions and executes
them with CalcTable.Run(), this implementation performs calculations on
the fly. This simplification is possible because Run() is only called
with loop=1.
2025-07-13 12:49:34 +09:00