When loading a delegate, the stored objects must be registered to it.
Also, delegate_call cannot use vm_execute because the VM cannot be
resumed from such a state.
Incidentally, this means that ResumeSave cannot be called from within a
constructor/destructor (since they also use vm_execute), but this is
probably not a problem.
The format should not be considered stable at this point, as PartsEngine
support is still experimental and subject to change. But it's useful to
have these functions for testing purposes.
Although delegate pages store references to objects on the heap,
adding/removing objects from a delegate does not affect their reference
counts. When an object that is a member of a delegate is deleted, it is
automatically removed from the delegate.
In practice, this means that every object needs to keep a list of
delegates that it belongs to. This increases the size of the page header
on 64 bit systems, but not by much since the additional metadata can be
stored in a union with the array-specific metadata.
The game currently runs up until the first unimplemented function
(SeekEndMotion) during the intro events, using the existing PE_
functions with a few minor fixes.
The afa implementation from libsys4 now handles basename indexing, so we
use that instead of creating a separate index. Also, afa v1 is now
properly supported in libsys4, so there is no need for the
id_indexed_afa hack.
Statically link FFmpeg on Windows. This requires building a slimmed-down
version of FFmpeg from source. The build process is documented in the
README.
Also add ffmpeg dependency to the nix flake.
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.
Try to link statically as much as possible on Windows, to reduce the
number of DLLs that have to be shipped with Windows builds.
Also document the build process on Windows.
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.
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.
Otherwise it ERROR()s in gfx_set_framebuffer() due to an incomplete
framebuffer.
This happens when trying to display text without specifying a message
window in SACT2. AliceSoft's implementation ignores this.
This function is used for the underwater effect in GALZOO. It should be
implemented as a post-processing effect, but in the meantime let's stub
it out to avoid runtime error.
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.
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?!?!).
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).