Commit Graph

133 Commits

Author SHA1 Message Date
Luke Street 2ec6f65572 Merge remote-tracking branch 'refs/remotes/origin/main' into unhackify-widescreen
# Conflicts:
#	src/m_Do/m_Do_main.cpp
2026-04-17 23:12:58 -06:00
Luke Street 5c20f527ac Widescreen rework & IR scaling 2026-04-17 23:11:43 -06:00
Irastris 59d2014fb9 Frame Interp: UI Pacing Simplification 2026-04-17 23:24:47 -04:00
Luke Street 2db4040843 Make HUD viewport respect SDL_GetWindowSafeArea 2026-04-16 22:47:02 -06:00
Jasper St. Pierre 6bc1d3d847 bloom blend tweakk 2026-04-16 01:05:03 -07:00
Jasper St. Pierre ff92ba3abc bloom viewport fix 2026-04-16 00:22:40 -07:00
Luke Street 98b0c8296e And this too 2026-04-15 23:01:37 -06:00
Luke Street 269505a69f Fix bloom viewport hack 2026-04-15 22:36:37 -06:00
Irastris 433f058aea Frame interp: Revised camera system
FOV is now smooth, and the individual hacks for stars and Epona's reins are removed
2026-04-16 00:04:32 -04:00
Irastris 97c459a614 Frame interp: GOAT IN! 2026-04-14 17:51:00 -04:00
Irastris 3bcb07dba4 Frame interp: Title logo presentation sync & minor sync refactor 2026-04-14 12:22:08 -04:00
Lurs 3252d70276 Add slider functionality to classic bloom too 2026-04-13 23:58:15 +02:00
Lurs b3f2ae63b3 Add slider for bloom brightness 2026-04-13 23:35:21 +02:00
Luke Street 49215dbc7b bloom2: Rework divRects calc 2026-04-13 14:14:19 -06:00
Luke Street fba3114d4f bloom2: Ensure draws/copies are pixel aligned 2026-04-13 14:00:32 -06:00
Luke Street b3cc9ba02e Add "Bloom Mode" config option (Off, Classic, Dusk) 2026-04-13 13:06:14 -06:00
Jasper St. Pierre a3a36508d6 bloom2 work 2026-04-13 11:26:56 -07:00
Jasper St. Pierre a14fe187b9 bloom2 wip 2026-04-13 01:29:21 -07:00
Jasper St. Pierre 42a4e787b6 bloom cleanup start
start working on a better bloom
2026-04-12 22:26:19 -07:00
Jasper St. Pierre 460f6eea74 disable wide zoom tex proj for now
(i dont think this is matching, it makes no sense as-is)
2026-04-12 21:10:52 -07:00
Irastris d481a23c49 Frame interp: Refactor JUTFader
Now works regardless of interpolation being on/off
2026-04-12 13:56:00 -04:00
Irastris 0e2bd104b1 Frame interp: Fix Epona's reins 2026-04-11 21:45:54 -04:00
Irastris 880c9f9e9e Frame interp: Fix d_kankyo lights 2026-04-11 17:50:44 -04:00
PJB3005 9704f32411 Merge remote-tracking branch 'decomp/main' 2026-04-11 19:59:09 +02:00
Irastris fb9178cac9 Implement unlocked framerates via interpolation (#315)
* Disable waitForTick and waitBlanking

* Initial frame interpolation implementation

* Initial batch of speed fixes

* Fix Iron Boots

* Strip dead code once used for debugging

* Interpolate shadows

* Revert overzealous/redundant lookups

* Fix JUTFader

* Fix field map cursor

* Fix various particle effects

* Fix Midna when riding Wolf Link

* Fix title logo

* Title Logo 2: Electric Boogaloo

* Fixed grass and flowers

* "Unlock Framerate" config option (WIP)

* Wrap more things in TARGET_PC

* Finish wrapping things in TARGET_PC

* Missed one

* Disable dComIfGd_drawXluListInvisible when interpolating

---------

Co-authored-by: Luke Street <luke@street.dev>
2026-04-11 01:06:25 -06:00
Max Roncace 3f8bbe7c57 Replace magic constants derived from framebuffer size (#3144) 2026-04-10 23:43:37 -07:00
PJB3005 3bcd46dc30 Add Tracy stuff 2026-04-09 18:47:34 +02:00
madeline 9431f33672 get rid of half width in drawDepth2 2026-04-07 23:45:43 -07:00
CraftyBoss 6ca9017e12 update HUD positions in updateOnWide instead of when drawing
this change makes it so positions will properly update when resizing the window, instead of only updating on room load
2026-04-05 17:04:39 -04:00
MelonSpeedruns fe02fb8e61 Fix underwater effect + Fading to work at any aspect ratio 2026-04-05 16:56:35 -04:00
MelonSpeedruns 74d0c0b282 scale bloom depending on the window size 2026-04-05 16:55:52 -04:00
MelonSpeedruns 3414cec13c initial commit with working 3D view at all times 2026-04-05 16:55:48 -04:00
Max Roncace b9e16d33df Refactor Dusk settings out to common interface used by game and UI code 2026-04-04 00:16:44 -04:00
Luke Street d7644a294d Add pipeline progress overlay 2026-04-03 17:28:32 -06:00
TakaRikka 97ab7313d4 Merge pull request #210 from TakaRikka/offscreen
Update aurora & use new frame buffer API
2026-04-02 22:20:00 -07:00
Luke Street cdcb352084 Update aurora & use new frame buffer API 2026-04-02 23:08:00 -06:00
TakaRikka 776cd0b344 fix 2026-04-02 19:15:41 -07:00
TakaRikka 3222d18e3c add mirror mode toggle 2026-04-02 19:08:30 -07:00
TakaRikka f04a0d2119 add enhancements menu tab 2026-04-02 03:11:58 -07:00
Luke Street f88d483aac Update aurora & increase map resolution 2026-04-01 00:53:08 -06:00
PJB3005 9b3872ca3a More GX debug groups 2026-04-01 01:11:28 +02:00
madeline 5fd5882881 fix trimming viewport scissoring fixes #121 2026-03-24 18:25:01 -07:00
TakaRikka 68df239197 enable cs fades again 2026-03-22 00:20:37 -07:00
Max Roncace 3fe39464f1 Add more heap names for debug 2026-03-20 20:59:50 -04:00
Max Roncace 2194b7ecf4 Update m_Do window viewport immediately on Aurora window resize
The framebuffer size flows into Aurora as follows:

Into JUTVideo:
  AURORA_WINDOW_RESIZED handler ->
  mDoGph_gInf_c::setWindowSize ->
  JUTVideo::setWindowSize
From JUTVideo -> dComIfG_play_c:
  fpcCt_Handler ->
  phase_4 ->
  dComIfGp_setWindow
From dComIfGp_play_c -> Aurora:
  mDoGph_Painter ->
  drawDepth2 ->
  GXSetTexCopySrc ->
  GXCopyTex ->
  aurora::gfx::resolve_pass (called by GXCopyTex)

The trouble is that 1) phase_4 is only called when creating a new scene/room,
and 2) even when it is called, mDoGph_Painter is executed before fpcCt_Handler
in the main loop so the new size isn't visible to aurora::gfx::resolve_pass
until one frame after it's set. This causes a crash due to the original size
being passed to CopyTextureToTexture despite the destination framebuffer now
being smaller.

As a workaround, we just cut out the whole middleman section and call
dComIfGp_setWindow immediately when we receive a resize event. This way the new
size is immediately visible to Aurora.
2026-03-18 12:46:56 -04:00
TakaRikka eaad85d618 initial collision viewer 2026-03-17 05:17:43 -07:00
Irastris 563e25e1b9 Toggle bloom from graphics menu 2026-03-16 19:54:44 -04:00
qwertyquerty 767ba3bb14 Ongoing gameplay dev (#49)
* launch.json cwd

* bodge to load gci for testing

* stub card stat

* gameplay bodges

* viewport, ub fixes

* add release with debug info cmake variant

* be fixes, sound stub

* viewport h

* d_msg_flow BE

* be fopAcM_createItemFromEnemyID

* update launch configuration to use iso

* more audio stubs

* Attempt to set viewport and get messages for brightness check

* skip opening scene again, fixed JMessage::TResourceContainer::TCResource::Do_destroy

* add guards for viewport changes

* moar endian swapping to get Link sitting in PROC_OPENING_SCENE and for dialogues

* BE d_msg_class i_data

* stub bgm start

* fix div by 0 error (for now)

* TEMP_BROKEN in d_menu_ring

* REQUIRES_GX_LINES

* properly stub renderingAmap::draw with REQUIRES_GX_LINES

* better stubbing outside of stubs

* fix event data getting swapped multiple times

* evil draw vp fix

* Stub log imgui

This redirects all spammy logs to an imgui window that is cleared per frame.

This fixes the serious performance dip of the logging, and makes the regular log readable.

* Oops move those optimization changes I accidentally committed behind a flag

DUSK_SELECTED_OPT

* gx_line macro in map

* fix audio stubbing

* switch to CARD API aurora impl

* remove kabufuda from link libs

* refactor imgui stuff and add input viewer

* merge stub log with refactor

* accidentally committed a metaforce header shh

* basic map loader

* ImGuiConsole: Add missing <thread> include

* you may now play as luigi (you may now load stages with bridges)

* bloom fix

* bloom leak fix

* cloud shadow fix

* add soft reset button to imgui menu

* if it broke dont not fix it

* i swear i committed this

* BE swap indMtx in JPAResource::setPTev

* wnark ct fix

* frsqrte implementation from kinoko

* Fix Clang compile error in JAISeq::prepare_getSeqData_

* Add endian conversions to dMsgFlow_c::getInitNodeIndex

This fixes a freeze when Fado tries to stop you from leaving the
starting area.

* Add RAII GXTexObj wrapper; fix almost all leaks

* Update aurora for indirect texturing

* Update aurora for CARD fix

* Fix Clang build

* More d_msg_flow endian fixes

Fixes softlock when trying to talk to Fado and possibly other NPCs.

* no frame limiter

* get pause menu working

* proper frame limiting

* particle pointer size fix

* improve map loader a bit

---------

Co-authored-by: Jasper St. Pierre <jstpierre@mecheye.net>
Co-authored-by: TakaRikka <takarikka@outlook.com>
Co-authored-by: CraftyBoss <talibabdulmaalik@gmail.com>
Co-authored-by: Luke Street <luke@street.dev>
Co-authored-by: Lurs <2795933+Lurs@users.noreply.github.com>
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
Co-authored-by: tgsm <doodrabbit@hotmail.com>
Co-authored-by: Max Roncace <me@caseif.net>
Co-authored-by: Phillip Stephens <antidote.crk@gmail.com>
2026-03-12 04:01:03 -07:00
Pieter-Jan Briers 15732e241c Pjb dev 3 (#48)
* Undo array allocation changes from #43

Doesn't work

* Expand dmeter heap sizes, give names

* Fix manual operator delete call in resource.cpp

* Disable map rendering for now

Aurora can't handle lines

* Re-enable assert heap on DVD thread

Should be fine?

* Some basic debug groups with the new Aurora API

* Allow Aurora backend to be set via CLI

* Give materials debug groups

* More debug groups

* JKRHeap separation: array edition

Pain
2026-03-11 13:40:21 -07:00
Pieter-Jan Briers b289dece80 26 02 27 pjb dev 2 (#41)
* fix kankyo UB

* Fix TEV Stage DL writing

BE issue

* BE Fixes in materials/shapes

* Move to Aurora GD impl

* JUTDataFileHeader

* j3d: load vertex and texture not through GD

* Endian swap vertex data (mostly)

* Just exit(0) when closing the game

Fix crashes :godo:

* fix fopAcM_ct_placement and remove memcpy

* J3D: track vertex arrays correctly, swap work

* fix visibility, turn off overridden new/delete when we call into aurora

* event: cut name be

* Default window improvements

Double size, allow OS to decide position

* survive TParse::parseHeader_next

* color swap fix

* swap endian/fixes oob function pointer

* Remove GXGetViewportv stub

Aurora has it now

* Set array pointers via GD again

Relies on https://github.com/encounter/aurora/pull/35

* Let Aurora decide graphics backend

* disable procbar drawing

* Fix TColor endianness conversion issues

Fixes the wrong color for the flashing logo

* cam param swap

* simplify vtx loading, mat/amb color fix

* endian swap stb/fvb data

* aurora stat changes

* fix storage buffer crash

dont unnecessarily reassign vertex buffers in a way that forces aurora to recache things

* set bgobj spec fix

* add camera debug, endian swap more stb data, d_a_bg_obj::spec_data_c swapped

* JKRExpHeap: fix bad allocator slowdown

* solid tex

* texture caching

* log level

* fix window aspect ratio, disable bloom, endian swap camera type data

camera is now actually playing opening cutscene!!!!

* add GXDestroyTexObj to a couple stack init'd GXTexObjs, remove some diag printfs

* endian swap joint weight envelope data

* move to dusk config

* verbose arg errors

* better stub logging (for now)

* less logging, more BE

* more stubbing, move logging stuff around

* move all logging to aurora logging

* fix STUB_LOG, __FUNCTION__ isn't a string literal, wasn't building as it
was.

* update aurora

* fix heap alignment mismatch and always head align for now

* prevent them from fucking up my shit

* forward jut warning to DuskLog

* remove report logging

* maybe and i must emphasize maybe fix JMessage parsing

* this was a dumb idea

* preserve negative alignment for JKRHeap

* use normal free on macos and linux

* ^

* fix JMAHermiteInterpolation c impl

* endian swap J2DScreen mColor (oops)

* swap more J3D anim data, remove weird pointer addr check in J3DMaterial getMaterialAnm

* typo fix

* Fix aligned_alloc() size issues on POSIX

aligned_alloc() requires its input size to be a multiple of alignment. This wasn't being upheld so there were allocation failures in init code that made the game fail to start outside Windows.

Also just cleaned up some of this code a bit and removed fallback cases that *shouldn't* get hit.

* _Exit instead of exit()

Seriously I don't want destructors to run. Let the OS reclaim that shit.

* Reapply "Isolate JKRHeap operator overloads" (#39)

This reverts commit 3623b27f37.

* Fix some oopsies

* Fix hardcoded pointer size in JUTCacheFont::allocArray

* More operator overload fixes

Add void template specialization for jkrDelete

Add new[] placement overload. Apparently.

* Fix delete macros on nullptr

TIL C++ allows that.

* fix delete[]

* fix new(std::nothrow) overload

* fix avoid ub

* swap remaining anim data needed for title logo

* get rid of op 7

* move aurora_end_frame to correct spot

* juttexture destroy tex

* j2d animation be

* shutdown crash

* link warp material fix

* mDoExt_3DlineMat1_c fix

* hacky keyboard controls

* endian swap J2DResReference, add kb_pad to files.cmake

* fix some missing endian swaps in J2D, remove addr alignment check

* Remove heap unsetting in aurora calls

Never worked properly and not the right solution even if it did

* Don't print in DC stubs

They're fine to never implement

* Fix alignment stuff again

* Compile GF from dolphin lib

Doesn't seem to break anything and shuts up some stub warnings

* j3dtexture tlut obj fix

* addTexMtxIndexInDL fix

* don't recreate null tex data every frame

* the actual fix i wanted to push

* its kinda fakematch city over here

* insert hte efb copy

* limited window size / viewport support

* IsDelete FIX

---------

Co-authored-by: madeline <qwertytrogi@gmail.com>
Co-authored-by: Jasper St. Pierre <jstpierre@mecheye.net>
Co-authored-by: Jeffrey Crowell <jeff@crowell.biz>
Co-authored-by: TakaRikka <takarikka@outlook.com>
Co-authored-by: CraftyBoss <talibabdulmaalik@gmail.com>
Co-authored-by: Lurs <2795933+Lurs@users.noreply.github.com>
2026-03-08 15:27:15 -07:00