Load cutscenes directly from JSONC at runtime, fix asset bundling staleness
Cutscenes now parse their authored .jsonc straight into the runtime cutsceneitem_t/pool representation via yyjson, instead of going through a separate Python-compiled DCTS binary format - removes the whole build/compile step and the byte-format contract between the Python encoder and the C decoder, at the cost of a (still tiny, one-time) parse per cutscene load. Also fixes dusk.dsk going stale after a build: the old custom_command depended on a CMake-configure-time file glob, which only re-detects added/removed assets on the next configure and could miss edits entirely. tools.asset.pack now always runs and decides for itself (via a small manifest) whether anything actually needs repacking, so asset changes are never missed regardless of add/edit/remove. Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
@@ -1,69 +0,0 @@
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{
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"items": [
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// Boot check: make sure a save device is available before handing off
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// to the main menu.
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{
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"type": "MODAL",
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"title": "initial.checking_save.title",
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"message": "initial.checking_save.message"
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},
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{
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"type": "WAIT",
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"seconds": 0.2
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},
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{
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"type": "SAVE_DEVICE_CHECK",
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"successMarker": "CONTINUE",
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"failureMarker": "NO_DEVICE"
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},
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// No save device found - offer to retry or continue without saving.
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{
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"type": "MARKER",
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"name": "NO_DEVICE"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "MODAL_OPTIONS_MARKERS",
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"title": "initial.no_device.title",
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"message": "initial.no_device.message",
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"options": [
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{
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"text": "initial.no_device.retry",
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"marker": "RETRY"
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},
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{
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"text": "initial.no_device.continue",
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"marker": "CONTINUE"
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}
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]
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},
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{
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"type": "MARKER",
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"name": "RETRY"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "RESTART"
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},
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// Save device found (or continuing without one) - hand off to the
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// main menu scene.
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{
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"type": "MARKER",
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"name": "CONTINUE"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "SCENE",
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"sceneType": "MAIN_MENU"
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}
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]
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}
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@@ -1,104 +0,0 @@
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{
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"items": [
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// Runs immediately as soon as the main menu scene becomes active
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// (see sceneMainMenuInit) - owns menu-wide ambience, then idles while
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// the menu itself is shown and interacted with natively.
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// {
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// "type": "AUDIO_PLAY",
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// "file": "audio/boa.mp3",
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// "channel": "BGM_0",
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// "volume": 1.0,
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// "pan": 0.0,
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// "looping": true
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// },
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{
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"type": "IDLE"
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},
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// New Game pressed (sceneMainMenuStartGame jumps here via
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// cutsceneGoTo) - check for a save device before loading slots.
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{
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"type": "MARKER",
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"name": "NEW_GAME"
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},
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{
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"type": "MODAL",
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"title": "main_menu.checking_save.title",
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"message": "main_menu.checking_save.message"
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},
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{
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"type": "WAIT",
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"seconds": 0.2
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},
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{
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"type": "SAVE_DEVICE_CHECK",
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"successMarker": "CONTINUE",
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"failureMarker": "NO_DEVICE"
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},
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// No save device found - offer to retry or continue without saving.
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// Retry jumps straight back to NEW_GAME rather than restarting the
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// whole cutscene, so the BGM above isn't retriggered.
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{
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"type": "MARKER",
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"name": "NO_DEVICE"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "MODAL_OPTIONS_MARKERS",
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"title": "main_menu.no_device.title",
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"message": "main_menu.no_device.message",
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"options": [
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{
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"text": "main_menu.no_device.retry",
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"marker": "NEW_GAME"
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},
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{
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"text": "main_menu.no_device.continue",
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"marker": "CONTINUE"
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}
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]
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},
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// Save device found - attempt to load all save slots.
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{
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"type": "MARKER",
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"name": "CONTINUE"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "SAVE_LOAD_ALL_SLOTS",
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"successMarker": "LOADED",
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"failureMarker": "LOAD_ERROR"
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},
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// Save data failed to load (e.g. corrupt/unreadable) - only option is
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// to retry, no "continue without saving" here since we already know a
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// device is present.
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{
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"type": "MARKER",
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"name": "LOAD_ERROR"
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},
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{
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"type": "MODAL_OPTIONS_MARKERS",
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"title": "main_menu.save_load_error.title",
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"message": "main_menu.save_load_error.message",
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"options": [
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{
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"text": "main_menu.save_load_error.retry",
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"marker": "NEW_GAME"
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}
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]
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},
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{
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"type": "MARKER",
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"name": "LOADED"
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}
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]
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}
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