mirror of
https://github.com/TwilitRealm/dusklight
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796a67f207aa2ebdad039b6b2eff43c9dfd1fc8f
2 Commits
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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> |
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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
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