Only unscaled glyph bitmaps are now cached in regular memory. Scaled
glyphs are stored as textures on the GPU. Only the alpha channel on
glyph textures is used, with the color being provided as an input to the
shader.
Outline and bold rendering is improved by using a simple dilate shader.
This looks okay but could be improved (the result is a bit blurry
still).
This improves the look and (especially) the performance of text
rendering in the MangaGamer version of Sengoku Rance.
There are still some bugs/unimplemented features, but the game should be
more or less bearable to play in this state.
The game now basically runs, but with very bad performance and lots of
aliasing on text.
Need to implement anti-aliasing and caching of rendered glyphs next.
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.
Fix bug where SACT2.Music_IsPlay would return true after a stream
stopped playing. This was causing infinite loops in Sengoku Rance when
waiting for a fade-out to complete.
Implement a new interface for managing archives. This is mainly to
support loading afa archives alongside ald archives.
Also included here is some code for creating an index for afa CG
archives (the numbers used to reference CGs in afa archives correspond
to the file name, not the position in the archive).
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.
In addition to DrawDungeon.c, this adds the following files in
{src,include}/dungeon/:
- dgn.{h,c}: Parser for .dgn (map data)
- dtx.{h,c}: Parser for .dtx (textures)
- tes.{h,c}: Parser for .tes (sound IDs associated with textures)
- dungeon.{h,c}: Renderer main routines
- mesh.{h,c}: Renderer for walls and stairs
- skybox.{h,c}: Renderer for background cubemap
- event_markers.{h,c}: Renderer for event markers
And the following changes are made to the existing graphics code:
- sact_Update() calls dungeon_update(), so that event markers animate
- gfx_render_texture() renders vertically flipped image when
texture.flip_y == true (see the comment in dungeon_context_create())
Some features are not implemented yet, including 2D maps and door
animation.
This makes cglm a dependency.
Implement the SP_SetText* and MultiSprite_* functions added by
StoatSpriteEngine (as well as the TRANS_* functions introduced in
SACTDX). Enough to get to the opening movie in Vanish!
Split the code from sact_graphics.c into sprite.c and hll/SACT2.c.
sprite.c contains an index-independent sprite/scene interface, whereas
hll/SACT2.c handles the indexing of sprites.
This is to better support the StoatSpriteEngine.MultiSprite_* functions,
which use a different indexing system.
Fixes an issue in Tsuma Shibori (and probably other games) where .acx
file lookup fails because the actual file name contains characters which
differ in case from the name given in the code.
xsystem4 can now be run from within a game directory with no arguments.
Alternatively, the game directory can be passed instead of the path to
System40.ini.