Commit Graph

134 Commits

Author SHA1 Message Date
Dipshet ad7be62321 apu: decode XMA frames whose 15-bit header straddles a packet boundary
The frame walk treated fewer than 15 remaining bits as end-of-chain, but a frame starting there is real: its header continues in the next packet, as the encoder's own seek ledger confirms. Each one was silently dropped, so a premix's parallel streams drifted apart in 512-sample steps and doubled on the fold. Cvar audio_xma_header_straddle_fix, on.
2026-08-05 20:26:02 +02:00
sal063 25486de692 Merge pull request #33 from Dipshet/fix-cutscene
Cutscene fixes: DoF at render scale, A/V resync after hitches, doubled dialogue
2026-07-31 11:42:20 +03:00
Dipshet edcb631442 Fix doubled cutscene dialogue: fold only the fronts while a cutscene plays
AC6's cutscene mixer submits its 5.1 premix to all six speaker slots as decorrelated near-copies of one mix; six real speakers separate them acoustically, but the port's 6→2 fold sums them, combing speech into the long-reported doubled dialogue. While the demo sequencer ticks, fold only the fronts (verified lossless). audio_cutscene_downmix (default on).
2026-07-31 04:25:30 +02:00
Dipshet 466cac7c00 Guard XMA loop handling against degenerate loop metadata
Streamed voices carrying degenerate loop metadata (loop_count 0xFF with loop_start == loop_end == 0) re-fired the loop machinery on every input buffer swap, truncating or skipping subframes of the stream. Require a real loop window (loop_start < loop_end, read_offset ≥ loop_end) before engaging, as in Xenia PR #1808. 47 confirmed fires in AC6; default on.
2026-07-31 04:24:07 +02:00
Dipshet 8c922abd77 Preserve the XMA stream timeline across undecodable frames
A frame the decoder backend rejects advances the read offset but emitted nothing, silently shortening that stream by 512 samples, permanent desync for multi-stream sources (5.1 premixes as parallel stereo XMA). Emit the frame as silence instead so the timeline holds. Robustness: no in-game trigger known in AC6. audio_xma_preserve_timeline (default on).
2026-07-31 04:23:20 +02:00
Dipshet b6b94bac91 Keep in-engine cutscene video locked to the audio clock after hitches
A render hitch during an in-engine cutscene permanently desynced video from the audio, which is master and keeps playing. Weak-symbol wrappers around the two demo-manager Exec functions issue bounded catch-up ticks computed from the audio clients' consumed-sample clock (48 kHz, deficit threshold 2). Behind ac6_cutscene_resync (on); dev tooling default-off.
2026-07-31 04:22:41 +02:00
Dipshet 23e463737c Fix cutscene depth-of-field striping and ghosting at render scale > 1
The cutscene DoF chain is authored for the 640×360 guest grid; at render scale > 1 its guest-granular blur kernels alias against host-granular content, visible as streaks and ghost outlines. Fix: snap the two CoC pre-blur passes to guest texel centers and densify the two 13-tap gather passes per axis. Hash-allowlisted, behind ac6_fix_dof (on), inert at 1x.
2026-07-31 03:58:29 +02:00
sal063 562ad5020a Merge pull request #32 from Dipshet/add-ultrawide
Add ultrawide support: hor+ in missions
2026-07-29 09:09:47 +03:00
Dipshet cc9d8aa54e Add ultrawide support: hor+ in missions
ac6_widescreen = true (default false), renders missions at the window's aspect ratio (hor+) by patching the game's per-camera aspect data, so FOV, culling and every camera follow. Menus, hangar, briefing and FMV revert to 16:9 and letterbox. The HUD is pre-squeezed at  draw time to stay crisp, and marker art is squared without moving the aim points. ac6_widescreen_cinematics enables it in in-game cutscenes(default true, gated).
2026-07-29 04:35:39 +02:00
sal063 3de677ef0d Merge pull request #31 from Dipshet/add-kbm
Add native KB+M support: menus, flight, mouse steering, pad-free play
2026-07-27 22:48:13 +03:00
Dipshet d35a8c8309 Add native KB+M support: menus, flight, mouse steering, pad-free play
Keyboard/mouse state is injected at the guest XamInput wrapper boundary, so
every layer of the input stack sees KB+M exactly as a connected pad, and a
real pad keeps working alongside. Menu and flight key sets (AC7-style
defaults) switch automatically via a flight-sim heartbeat; the mouse steers
pitch/roll with a velocity model, or pans the camera while the camera-control
key is held. With no controller connected, a synthetic pad is presented on
slot 0. Bindings and mouse feel live in ac6_input.toml (auto-created on first
run, hot-reloaded ~1x/s). Everything is off unless ac6_kbm_enabled is set.
2026-07-27 21:40:42 +02:00
sal063 c5b089fb69 Merge pull request #30 from Dipshet/fix-language
Fix Japanese language: honor console language/region config
2026-07-16 15:52:18 +03:00
Dipshet e44fc2266c Fix Japanese language: honor console language/region config
XGetLanguage and the XConfig language/country reads now follow the
user_language / user_country cvars instead of hardcoding English.
XGetGameRegion follows a new game_region cvar, defaulting to auto:
it reports 0x1FF when Japanese is selected, else region-free 0xFFFF.
Set user_language = 2 for full Japanese text and voice; defaults are unchanged for English.
2026-07-16 14:48:25 +02:00
sal063 ca90179a7a Merge pull request #28 from Dipshet/fix-shadows
D3D12: Fix CONSTANT_ALPHA blend factors collapsing onto constant RGB
2026-07-15 03:04:55 +03:00
Dipshet dfd8b92a5b D3D12: Fix CONSTANT_ALPHA blend factors collapsing onto constant RGB
The D3D12 PipelineBlendFactor enum had no constant-alpha entry, so the Xenos
CONSTANT_ALPHA and ONE_MINUS_CONSTANT_ALPHA blend factors (14, 15) were mapped
onto the constant-COLOR kBlendFactor / kInvBlendFactor - i.e. D3D12 BLEND_FACTOR
/ INV_BLEND_FACTOR, which use the blend constant's RGB rather than its alpha.

Aircraft ground shadow blends with dst = ONE_MINUS_CONSTANT_ALPHA and aSTANT_ALPHA blend factors collapsing onto
blend constant of (0.03, 0.04, 0.04, 0.30): it wants 1 - 0.30 = 0.70 (scale the
background down -> darken), but got 1 - (0.03,0.04,0.04) ~= 0.97 (barely scaled)
with the white source added on top, so the shadow BRIGHTENED instead of
darkening - the "white shadow" bug. Vulkan has the distinct
ONE_MINUS_CONSTANT_ALPHA factor and renders it correctly.

Add kBlendFactorAlpha / kInvBlendFactorAlpha to the enum, route factors 14/15 to
them in both the colour and alpha maps, and map them to D3D12 ALPHA_FACTOR /
INV_ALPHA_FACTOR. Verified fixed on both the RTV and ROV render-target paths.
2026-07-15 02:03:35 +02:00
sal063 c43d2cc74a Merge pull request #27 from Dipshet/fix-idolmaster
Fix IDOLM@STER DLC not activated
2026-07-15 00:48:59 +03:00
Dipshet 5425126dd2 Fix IDOLM@STER DLC not activated
AC6's colour/skin DLC packs ship a PARTIAL per-colour license bitmask in their STFS header (e.g. PACK09 = 0x5f, PACK02 = 0x0f). The game hides every colour whose bit is clear, which left most of the IDOLM@STER skins missing from the selection screen.
2026-07-14 23:47:10 +02:00
sal063 fd479d66fa Merge pull request #26 from Dipshet/fix-jitter
Fix jitter and some QoL additions
2026-07-14 21:50:05 +03:00
Dipshet dd106a2f20 Added build-stamp watermark
Extract the build watermark into its own BuildStampOverlay (rex/ui/overlay/build_stamp_overlay.*), a non-interactive drawer in the lower-left corner - independent of the F3 debug overlay. It stamps the short git commit hash (REXGLUE_GIT_HASH, captured by CMake via git rev-parse --short HEAD -> version.h; re-run cmake to refresh) via REXGLUE_BUILD_HASH_STAMP, instead of the build date. Drawing is gated by the show_build_stamp cvar (category UI, default true) so players can hide it; registered next to the other built-in overlays in rex_app.
2026-07-14 20:37:15 +02:00
Dipshet 97906a6d4e Shader disk cache: fix mission-start pipeline-compile
Xenia's pipeline disk cache (record + pre-create at launch) was built but never triggered, so pipelines compiled on-demand mid-gameplay every run. Wire InitializeShaderStorage after module launch: pre-create recorded pipelines during load, record new ones. New cvar use_shader_disk_cache (default on); cache at ./cache/shaders/.
2026-07-14 20:23:27 +02:00
Dipshet 6dc4120790 Added modern present pacing + dt-snap: smooth fps unlock
Guest swap thread blocks on real GPU delivery (NotifyGuestPresent feeds the delivery counter) + an absolute-deadline limiter at ac6_fps_target, not the vblank grid (no sub-harmonic staircase). dt-snap locks the sim delta to the exact target at steady rate (kills the shake). Guest vblank forced to free-run during gameplay so pacing needs zero config. ac6_unlock_fps is the single master switch, ON by default (folded in timing-hooks/vblank-auto/delta-precision/dt-snap-tolerance AND the flight-model framerate-independence fix).
2026-07-14 20:20:23 +02:00
Dipshet 9603fb84d0 Added F3 debug overlay: FPS counters, frametime graphs
FPS/frametime counters (avg 0.5s), two fixed-time-interval frametime graphs (fps-independent, spikes preserved), present-wait metric (rex/ui/present_stats.h). Guest stats provider wired in OnCreateDialogs. Removed the old inline F3-only build watermark (moves to a standalone always-on drawer in a later commit).
2026-07-14 20:12:39 +02:00
Dipshet b85be1d7ac Improve logging behavior by reducing noise and enabling fresh logs
Downgrade per-frame debug traces logged at error/warn (leaked even at log_level=error) to debug: RefreshGuestOutput checkpoints + IssueSwap traces (command_processor.cpp) and the empty-resolve-region warning (draw.cpp).

log_new_file_per_launch deletes the previous log on start so a fixed log_file is replaced, not appended-to.
2026-07-14 20:07:47 +02:00
sal063 5d2144f559 Merge pull request #23 from Dipshet/fix-sinkrate
Fix accelerated sink rate on unlocked FPS
2026-07-11 20:15:19 +03:00
Dipshet fc54d92a2c Fix accelerated sink rate on 60 fps
Add mid-asm hook ac6PathDropHook at 0x82304F40 scaling the drop by
frame_ms/33.3ms, which cancels the amplification.
2026-07-11 19:50:09 +03:00
sal063 7c8512b0c2 Merge pull request #21 from Dipshet/fix-physics
Fix physics
2026-07-09 23:05:23 +03:00
Dipshet 365394fe48 Default the low-latency presentation preset on and texture swaps off 2026-07-09 22:55:50 +03:00
Dipshet d9828e08c4 Fix integer frame-delta bias at high fps (ac6_delta_precision)
The game builds its per-frame sim delta as floor(elapsed * 3000) + 1, capped at
100. The floor plus the +1 guard bias the delta high by (1 - frac) every frame,
which is invisible at the native 30fps (the cap absorbs it) but becomes a
systematic speed-up once the unlock frees the frame rate: about +2% at 60fps
and +10% at 300fps.

Add a hook on the delta computation that carries the fractional remainder
across frames, so the summed integer deltas track real elapsed time exactly
instead of rounding up every frame. Gated by ac6_delta_precision (default on)
and only active while the unlock's divisor remap is.
2026-07-09 22:40:40 +03:00
Dipshet 2b52e5e2c8 Add dynamic vblank pacing for the FPS unlock (ac6_dynamic_vblank)
With the unlock forcing single-vblank presents, frame-locked content (menus,
hangar, in-engine cutscenes) free-runs far too fast while only gameplay should.
Pace the guest vblank dynamically: free-run only while the 3D world is being
rendered, otherwise force the native 60Hz.

"World is rendering" is detected from the GPU side - the command processor
stamps a heartbeat (NotifyWorldCompositorDraw) whenever a draw uses the
world/effects compositor pixel shader (ucode 17e5e4ac3e713245), which runs
every frame of 3D but never in the 2D front-end. The present timing hook then
sets a guest-vblank Hz override via the new GraphicsSystem hook. Only engages
under the unlock; ac6_dynamic_vblank=false restores the plain always-on unlock.
2026-07-09 22:38:29 +03:00
Dipshet 175480efb7 Fix aircraft acceleration/deceleration at high FPS
The flight model's longitudinal force/speed-command accumulator and the
accel/brake trigger command are stepped by fixed per-frame constants with no
delta, so with ac6_unlock_fps active the plane accelerates and brakes
proportionally faster at higher frame rates.

Wrap the two flight-model functions (rex_sub_823046A0 force step,
rex_sub_82329B40 input shaping) and rescale each accumulator's net per-call
change by frame_time / 33.3ms, reproducing the native 30fps continuous-time
dynamics at any frame rate. Bit-exact pass-through at <=30fps; applies to
player and AI aircraft. Gated by ac6_fps_physics_fix (default on) and only
active while the unlock's timing hooks are (ac6::TimingHooksActive).
2026-07-09 22:33:39 +03:00
sal063 b627fc8eca Merge pull request #20 from Dipshet/fix-sunflare
Fix cull the sun-flare's spurious second billboard (flare "square")
2026-07-08 21:00:08 +03:00
Dipshet 2c7ee7ea68 Fix cull the sun-flare's spurious second billboard (flare "square")
The sun lens-flare draw (VS ADF9AFC4C10921B9 emits two billboards:
V0-V3 = the visible glow quad, V4-V7 = a malformed quad that mis-renders
in the emulator as a faint  bright rectangle in the sky (the "square").

Cull it in the vertex shader using the translator's existing kill-vertex
mechanism: in CompleteVertexOrDomainShader, for this ucode hash
(plain host VS only), vertices with SV_VertexID >= ac6_flare_drop_index_min
(default 4) get a NaN output position, so the rasterizer discards the primitive.
The real glow (V0-V3) is untouched.

cvars: ac6_flare_drop_quad2 (bool, default true), ac6_flare_drop_index_min
(int32, default 4). Baked at shader translation.
2026-07-08 20:54:59 +03:00
sal063 b30cdf003d Merge pull request #18 from Dipshet/fix-deswizzle
Fix AC6 resolution scalar >1x mosaic and cloud/effects de-swizzle streaks
2026-07-08 08:56:09 +03:00
sal063 fe6f6449ff Merge pull request #19 from Dipshet/fix-trails
Fix invisible missile/jet trails (stale vertex-buffer residency)
2026-07-08 08:55:29 +03:00
Dipshet bb4f4855ac Fix invisible missile/jet trails (stale vertex-buffer residency)
Missile/jet trail position history is a fixed guest-address ring, so its
vertex fetch constants never change and the command processor's
vertex_buffer_states_ address cache skipped RequestRange forever, the GPU
copy of the trail history froze at zero (trails invisible) while CPU memory was
correct.

Register a physical-memory invalidation callback that flags when the CPU writes
watched GPU-visible memory, and drop the cached vertex-buffer states at the next
draw so the ring's pages get re-uploaded. Also notify those callbacks from the
access-violation page-recovery path (xmemory), since a recovered page becomes
read-write and would otherwise never fault again to report the write. Gated by
ac6_fix_trails (default ON).
2026-07-08 02:14:02 +03:00
Dipshet 313fd236ee Fix AC6 >1x mosaic and cloud/effects de-swizzle streaks
Upscale mosaic. At draw-resolution scale > 1, AC6's deferred
EDRAM restore passes do integer pixel-address math on the PsParamGen
position. Its leftover sub-guest-pixel fraction scrambles into an 8x8
mosaic. Floor the param-gen position (param_gen_integer_guest_position)
and re-add the host sub-pixel at the fetch (param_gen_host_subpixel_restore).
Inert at 1x.

De-swizzle scramble. Some AC6 restore/resample passes
manually de-swizzle the Xenos EDRAM sub-tile layout of their source, which
is only correct on tiled data. The emulator detiles everything to linear,
so the de-swizzle always scrambles, streaking the cloud/effects pipeline.
For allowlisted shader hashes (ac6_neutralize_deswizzle_hashes) the sample
coordinate is replaced with the identity host-texel UV (a 1:1 copy).
2026-07-08 01:28:57 +03:00
sal063 06868b3780 Merge pull request #17 from Schryzon/dev-test-msvc
Fix MSVC compilation flags and improve build script
2026-07-05 21:25:01 +03:00
Schryzon bdc9658b8b Fix MSVC compilation flags, improve build script, and update README 2026-07-04 23:57:35 +08:00
sal063 ac9b24890a Delete default.xex.i64 2026-06-15 17:47:38 +03:00
salh c2e2fbfbbc Add 60fps cutscene clamp for in-engine cinematics
Suspend the FPS unlock while a demo-manager Exec (DD sub_82184460 / EM sub_821856F8) ticks, so the frame-locked IngameCinematics Sequencer plays at native ~30fps instead of double speed. Adds ac6_cutscene_clamp CVar (default on).
2026-06-15 16:03:43 +03:00
salh 0d7a528395 Fix codegen teardown and skip dispatch thread in tool mode 2026-05-30 11:56:35 +03:00
salh ead11217b7 Upgraded to RexGlue v0.8 and edited a bit of the Audio code 2026-05-29 22:17:02 +03:00
salh 0fddc26760 Added audio decompilation tool. Decodes only voicelines and BGM pack and movie packs for now. SFXs are stored under a different format not yet explored 2026-05-02 14:43:09 +03:00
salh 64f8efbb2b Restore AC6 mode-1 decoder dump hook via midasm at 0x821CCC5C
Recovers the Apr 23 hand-edit (lost in subsequent refactors) and re-wires
it as a TOML midasm hook so codegen regeneration can no longer drop it.
Hook fires immediately after the guest decompressor (bl 0x822CF510)
returns, reads the entry record via r11 (codec at +1, csize at +8,
usize at +12), source offset from *(r31+22888), entry tag from r10, and
calls Ac6DumpPacDecodedEntry with the decoded buffer at r4. With
AC6_DUMP_PAC_DECODED=1, all 800 compressed entries now drop as
FHM-magic'd entry_*_mode1_*.bin in out/ac6_pac_runtime_dump/.

Also adds streamer-worker dispatch probes (AC6_TRACE_PAC_WORK_ITEMS),
PPC stack walking on PAC reads (AC6_TRACE_PAC_STACKS), the AC6 PAC
index parser, the chunk-coalescing dump fallback, and a user-facing
walkthrough at docs/ac6_asset_extraction_walkthrough.txt.
2026-05-01 21:22:14 +03:00
salh 96e10d2b6e Removed a whole lot of Dead legacy code. Add a performence that is enabled by Default. 2026-04-30 10:57:35 +03:00
salh 9c1d548dc4 Optimize active capture path and enable release LTO 2026-04-29 09:05:48 +03:00
salh 121c910b57 Add AC6 PAC extraction and texture export tooling 2026-04-24 17:01:15 +03:00
salh d56edb4afe Set Texture swap dump and render_capture to false to fix any preformence issues 2026-04-22 18:09:32 +03:00
salh a0884cbf3a Hardened Failure handling. Added Clearer instructions for building 2026-04-22 16:55:39 +03:00
salh 34d8c0185e Improve texture swap modding workflow 2026-04-22 16:22:41 +03:00