Commit Graph

799 Commits

Author SHA1 Message Date
YourWishes 62c081ecf2 Fix minimp3 sliding-window decoder silently dropping frames near tail
audioStreamMp3DecoderDecodeFrame was treating minimp3's "can't confirm
a frame here" verdict as genuine garbage even when the window simply
hadn't been topped up yet - discarding real frames whenever one landed
near the tail of a not-yet-full window, since minimp3 needs to also
validate the *next* frame's header to confirm a decode. On a real ~236s
VBR file this silently dropped ~5.5% of frames, heard as the stream
finishing early ("racing") with a stutter at each drop.

Now refills before ever trusting a "not found" verdict as confirmed
garbage, and grows the window from 16KB to 256KB (past the point of
diminishing returns, ~0.3% residual loss). PSP is unaffected - it uses
the hardware sceMp3 decoder, not this file.

Also removes now-unneeded debug instrumentation from the Linux feed
path.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 09:43:19 -05:00
YourWishes d9beb647c1 Fix PSP MP3 TopUp trusting requested frame count over actual on short reads
audioStreamPSPTopUp() advanced readPosition/ringFilled/framesEnqueued by
the requested framesToRead regardless of how many frames a short read
actually produced - a leftover assumption from the WAV/PCM design, where
a short read only ever means "truly corrupt file, at the real end."
That doesn't hold for MP3: a hardware decoder backend can plausibly
report "nothing ready this instant" without that meaning no more content
exists. Every such short read silently inflated readPosition ahead of
real decode progress, triggering the loop-segment-end check far too
early - restarting the pass again and again well short of the real
runtime, heard as the clip racing through its own content.

Now only ever advances by the actual frames produced (matching
dusklinux's audioStreamLinuxFeed(), which already did this correctly),
and bases the loop/end decision on real position instead of the
originally-requested read size.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 09:16:42 -05:00
YourWishes f8f8a80a21 Add MP3 audio stream support with hardware/software decoder backends
New ASSET_LOADER_TYPE_MP3 (hand-rolled MPEG-1/2/2.5 Layer III header
parser - no third-party dependency needed just for metadata, since PSP's
hardware path doesn't need one at all) plus a shared audiostreammp3.c
stream layer mirroring audiostreampcm.c's shape. Generalized the stream
dispatch (hoisted sampleRate/channels onto audiostream_t, added
audioStreamGetTotalFrames()/Seek()/Read()) so all three platform audio
backends keep working unchanged, just calling the generic names instead
of PCM-specific ones.

Two decoder backends behind one interface: PSP uses the real sceMp3
hardware decoder (firmware-offloaded, lazily initialized on first use);
Linux and Dolphin share one minimp3-based software decoder (public
domain, vendored via CMake FetchContent) - libogc's own MP3Player wraps
libmad (GPL) and drives its own output pipeline, not a fit for the
ansnd-based architecture already in place, so skipped in favor of the
shared minimp3 path.

Fixed three real bugs found via hardware/runtime testing along the way:
- LAME's Xing header counts its own placeholder frame in the declared
  total, which made playback stall permanently one frame short of the
  declared end (looked like "never loops") - fixed by subtracting it.
- sceMp3Decode() can return more PCM than one MPEG frame's worth in a
  single call (PSP's pcmBuf is provisioned for 2x), overflowing the
  shared per-frame decode buffer with no bound check - very intermittent
  corruption/clicking on real hardware. Widened the buffer to the real
  worst case and added an assertion.
- sceMp3ResetPlayPosition()'s exact internal reset semantics aren't
  documented precisely enough to trust for looping - occasionally
  disagreed with the fresh stream position fed right after, clicking at
  the loop boundary about 1 in 3-4 loops. Rewind now fully tears down and
  recreates the decoder instead, the same path already proven correct at
  first Init. Also widened the PSP ring buffer to absorb that now-heavier
  operation, capping each top-up call's own work so the bigger buffer
  doesn't turn into one long blocking decode burst instead.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 08:21:30 -05:00
YourWishes ac8023d50f Rework PSP audio into a single output thread + main-thread top-up
The reader+player two-thread design (previous commit) still crackled -
both threads shared the same elevated real-time priority and could
contend for the PSP's single core right at the moment the player thread
needed to resume after its blocking output call returned, worse the
bigger the hardware chunk. Confirmed fixed on real hardware (Memory Stick
and pspsh) by removing the second real-time thread entirely.

PCM data now lives in a ring buffer topped up from the MAIN thread once
per engine Update(), mirroring dusklinux's own already-working
audioStreamLinuxFeed()/IsFinished() pattern (same lead/window sizing)
instead of a bespoke second thread. The sole remaining PSP-specific
thread only drains the ring and calls sceAudioOutputPannedBlocking(),
never touching the asset/PCM layer. Loop wraps are now just a transparent
seek-and-continue while filling the ring (it holds one seamless sample
stream, no per-chunk splicing needed) - a small FIFO of loop markers is
the only thing still needed to fire onLoop at the correct audible moment.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-31 20:09:15 -05:00
YourWishes 769f2f5702 Split PSP audio feeder into reader + player threads to fix crackle
sceAudioOutputPannedBlocking() occupies the calling thread for the full
duration of the chunk it just submitted. That was fine while PCM chunks
came out of a fully-resident buffer (a near-instant memcpy), but now that
they're read from the asset on demand, that same read happens in between
output calls on the same thread - any read slower than a memcpy opens a
real gap in the hardware channel, heard as crackle.

Split the single feeder thread in two: a reader thread that does all PCM
I/O (seek/read, loop-wrap, fade prep) ahead of playback into a small
3-slot queue, and a player thread that only pulls ready chunks off the
queue and outputs them. This overlaps I/O with hardware playback instead
of serializing them.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-31 19:38:50 -05:00
YourWishes 2f6839bcc4 Serialize all libzip access behind one mutex - fixes PSP read corruption
Reverting the whole-PSAR buffer (previous commit) reintroduced real read
corruption on hardware (EINVAL, then zlib data errors) - but this time it
hit an unrelated asset (chunks/1_0_0.dcf) at the same moment as the WAV
load, which pointed at concurrency rather than the seek pattern itself:
the asset system genuinely calls libzip from three real threads at once
(main, the background asset load thread, and PSP's own audio feeder
thread), and libzip is documented as not thread-safe. Buffering the whole
PSAR "worked" only by accident, since it stopped touching sceIo after
init entirely. Adding ASSET.zipLock around every zip_fopen/zip_fread/
zip_fclose/zip_fseek/zip_stat/zip_name_locate call serializes hardware
I/O properly without needing the whole archive resident in memory.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-31 19:17:16 -05:00
YourWishes d37109f5f7 Fixed PSP trying to load entirely into memory 2026-08-31 19:07:51 -05:00
YourWishes 15bd9fc43c Clean up audio subsystem duplication, implement seeking and loop regions
- Extract audioStreamGetPanFactors() into the shared layer, replacing
  identical pan-to-LR math duplicated in the PSP and Dolphin backends
  (and dropping a dead clamp - directionality's int8_t range already
  guarantees pan stays in [-1, 1]).
- Implement audioStreamSetPosition() for real (was previously a no-op
  that computed a value and threw it away) and add
  audioStreamSetLoopPoints() to actually drive loopStart/loopTo, which
  were previously dead fields with no setter at all. Both are threaded
  through all three platform backends:
  - PSP: the feeder thread now bounds each pass by the loop segment
    and wraps to loopTo instead of always frame 0, while still filling
    hardware chunks gaplessly.
  - Dolphin: loopTo/loopStart map directly onto ansnd's existing
    loop_start_offset/loop_end_offset, and startFrame onto start_offset.
  - Linux: Buffer() now queues only the current segment, clearing the
    SDL queue on an explicit seek but preserving the existing
    overlap-based gapless loop restart otherwise.
- Linux: skip the mix scratch-buffer entirely at full volume, queuing
  stream->data directly instead of allocating/zeroing/copying into one
  every buffer call for no reason.

Verified no regression in the default (no seek, no loop points) case on
Linux/PPSSPP/Dolphin (-a LLE), and verified seek + loop-region behavior
manually via a temporary engine.c smoke-test tweak (reverted) showing
the expected faster loop cadence and seek-then-loop sequencing.
2026-08-31 17:18:49 -05:00
YourWishes 8049e90853 Fix Dolphin ansnd audio failing to configure on GameCube/Wii
ansnd_configure_pcm_voice requires frame_data_ptr to be a physical
address - it rejects cached virtual pointers (0x8xxxxxxx) as
ANSND_ERROR_INVALID_MEMORY. Convert via MEM_VIRTUAL_TO_PHYSICAL and flush
the CPU cache first so the DSP's DMA read sees what was actually written.

Root-caused by disassembling libansnd's ansnd_configure_pcm_voice (no
source available, only the static lib) and confirming via a temporary
debug print that frame_data_ptr's top bit being set was what tripped the
check. Confirmed fixed by running the Wii DOL build in Dolphin under -a
LLE - voice configure/start now succeed with no errors.
2026-08-31 15:43:29 -05:00
YourWishes e47a2c3e5c Redesign dusk.dsk into a dual-archive DSK2 format
Splits the asset archive into a compressed (DEFLATE) zip and an
uncompressed (STORED) zip back to back behind a small header, instead of
one plain zip. DEFLATE-compressed zip entries aren't reliably seekable in
libzip, which caused locale string lookups (repeated rewind/reopen of the
same entry) to silently skip content on Dolphin specifically. Uncompressed
entries don't have that problem, so locale files now go in the stored
archive without needing to buffer the whole thing in memory.

Adds tools/asset/pack as the new packer (replacing the plain
`tar --format=zip`), a shared assetdsk.h/.c opener used by all platforms,
and a second ASSET.zipStored handle with fallback lookup in assetfile.c.

Confirmed working: Linux, PSP (PPSSPP), and Dolphin-FAT (Wii DOL under
-a LLE) - the original Dolphin locale lookup failure no longer reproduces.
2026-08-31 15:33:45 -05:00
YourWishes 9512c22e1f Fix loud PSP loop crackle + make Dolphin loop natively in hardware
Root cause of the crackle (confirmed on real PSP hardware): the
persistent feeder thread called stream->onLoop directly in the middle
of its tight chunk-feeding loop. onLoop can do arbitrary work (the
test callback does consolePrint, which locks a mutex, moves the
console history buffer, and fflushes stdout) - if that takes anywhere
close to one chunk's playback time (~23ms), the next chunk isn't
ready and the hardware channel starves. Audio callbacks must never be
invoked directly from a real-time audio thread.

Fixed generically: audiostream_t gains loopCount (incremented by
platform code from whatever context it runs in) and lastLoopCount
(main-thread-only bookkeeping). audioStreamUpdate() detects the
change and fires onLoop safely from the main thread, regardless of
which thread/interrupt actually noticed the loop. PSP's feeder thread
now increments the counter instead of calling onLoop inline.

Also eliminated the ~21.7ms of real silence padding baked into every
PSP loop pass (found while chasing the timing gap that preceded the
crackle fix): the final chunk's padding is now filled with the start
of the next loop instead of zero, avoiding sceAudioSetChannelDataLen
(the likely real cause of an earlier, separate click) while keeping
every output call the same constant size. Loop period measured via
PPSSPP is now ~1.000-1.002s for a 1.000s tone, down from a consistent
~1.02-1.03s before.

The PSP feeder thread is also now persistent for the stream's whole
lifetime (created once in Init, idles between plays) rather than
respawned via threadStartRequest on every single loop restart - real,
avoidable OS thread creation overhead that was contributing to the
gap before the padding was identified as the dominant cause.

Brought Dolphin in line architecturally rather than mirroring PSP/
Linux's restart-and-detect approach: ansnd_pcm_voice_config_t has
native loop_start_offset/loop_end_offset fields, so a looping Dolphin
voice loops entirely in DSP hardware with zero host involvement at
the loop boundary - no restart latency to create a gap in the first
place. Trade-off, clearly documented in code: onLoop never fires for
Dolphin this way (no ANSND_VOICE_STATE for "wrapped") and it requires
cleanly-authored loop content (no per-wrap fade like PSP's, matching
the same assumption). Compiles cleanly for both gamecube and wii;
not yet verified on real hardware.

Confirmed on real PSP hardware: no more gap, crackle fix pending
final hardware confirmation.
2026-08-31 13:02:51 -05:00
YourWishes 8a77001016 Fix audio loop gaps: same-tick re-buffer + Linux lead-margin refill
Two independent gap sources, both confirmed fixed on Linux:

1. audiostream.c's Update() used if/else-if, so a loop restart
   (clearing BUFFERED) couldn't re-trigger Buffer() until the *next*
   frame's Update() noticed - up to one frame of dead air on every
   loop, on every platform. Restructured to two sequential ifs so a
   loop falls straight through into re-buffering in the same call.

2. audioStreamLinuxIsFinished only reported true once SDL's queue was
   completely empty - meaning silence had already started by the time
   "empty" could be observed, guaranteeing a gap by construction.
   Changed it to report ready-to-refill once the queue drops to a
   4096-frame lead margin (matching the SDL device's own internal
   buffer size) instead of waiting for zero. SDL_QueueAudio only ever
   appends to a FIFO, so refilling that early never causes overlap -
   it just means the device's callback never runs dry.

Confirmed looping gaplessly on Linux.
2026-08-31 12:33:33 -05:00
YourWishes 9b0214ee55 Add audio stream looping (restart-from-start only)
audioStreamSetLooping() sets AUDIO_STREAM_STATE_LOOPING; when a
looping stream finishes, audioStreamUpdate() clears BUFFERED (not
PLAYING) and fires onLoop instead of onEnd, causing the next Update()
to naturally re-trigger the platform Buffer() call on the same
unmodified stream->data/dataSize - full restart from position 0,
with no platform-specific code needed. loopTo (looping to a point
other than the start) isn't honored yet - would need slicing the
buffer, flagged as a follow-up.

Also fixed the shared test tone's frequency (440Hz -> 441Hz): 44100Hz
doesn't divide evenly by 440Hz (100.23 samples/cycle), so the buffer's
last sample didn't exactly match its first - a small discontinuity at
every loop boundary independent of PSP's own click fixes. 441Hz
divides evenly into exactly 100 samples/cycle, closing that gap for
every platform, not just the ones with their own tail-handling.

Verified end-to-end on Linux (5 onLoop firings over ~9s for a 1s
tone, no errors) and confirmed compiling for PSP.
2026-08-31 12:20:50 -05:00
YourWishes 7ad735552a Fix PSP end-of-playback click: constant chunk size + trailing silence
The previous fix (shrinking the final chunk's declared length via
sceAudioSetChannelDataLen) still clicked on real hardware. Reverted
that in favor of two changes that don't rely on that call's
undocumented mid-stream behavior: every call now sends a full,
constant AUDIO_PSP_CHUNK_FRAMES buffer with the tail simply
zero-padded (channel length is never changed after the initial
reserve), and a couple of extra all-silence chunks are fed after the
real audio + fade so the channel keeps being actively driven at zero
for a moment rather than stopping outright, in case some of the click
was the channel/DAC settling rather than a pure sample-domain
discontinuity.

Confirmed fixed on real PSP hardware.
2026-08-31 12:16:03 -05:00
YourWishes ea35472ef8 Fix PSP end-of-playback click via tail fade + exact final chunk length
The feeder's final chunk zero-padded up to the full 1024-frame
reserved size (e.g. 956 padding samples for a 68-sample remainder),
jumping straight from whatever amplitude the waveform ended at down
to silence - an audible click. Fixed two ways: fade the last 32 real
frames linearly to zero before any padding begins (also covers the
case where total length is an exact multiple of the chunk size, where
the waveform would otherwise just stop abruptly with no padding at
all), and declare only the real sample count via
sceAudioSetChannelDataLen (64-aligned) for the final chunk instead of
padding out to the full reserved length, shrinking the leftover
padding to under 64 samples. Channel length gets reset to the full
chunk size at the start of each feed pass in case a previous
playback left it shortened.

Verified via PPSSPP: sceAudioSetChannelDataLen(7, 1024) then (7, 128)
for the tone's 68-sample remainder, onEnd still fires once.
2026-08-31 12:12:32 -05:00
YourWishes 50c5621d8a Fix PSP audio jitter: raise feeder thread priority above main thread
Root cause of the residual jitter (correlating with framerate, per
real-hardware testing): this project never overrides
PSP_MAIN_THREAD_PRIORITY, so the main/render thread runs at PSPSDK's
default of 32. A pthread created with default attributes (as
thread_t/threadStartRequest does) runs at priority 60 - numerically
higher, meaning LOWER scheduling priority on PSP's inverted scale.
Under load the feeder thread was structurally guaranteed to lose
scheduling contention to the main thread, starving the hardware
channel's double buffer and producing audible jitter that worsens
exactly when frames get slower - confirmed via disassembling
PSPSDK's precompiled pthread glue (pte_osThreadGetDefaultPriority
returns 60) rather than guessing.

audioStreamPSPThreadFeed now self-prioritizes via
sceKernelChangeThreadPriority(sceKernelGetThreadId(), 18) as the
first thing it does, matching the elevated-priority pattern PSP SDK
samples use for their own timing-sensitive auxiliary threads.
2026-08-31 11:14:20 -05:00
YourWishes da275cfd52 Fix crackling PSP audio: feed hardware in small chunks from a thread
The original implementation reserved a channel sized to the whole
buffer (~44160 samples) and sent it in one sceAudioOutputPannedBlocking
call. Confirmed against the PSP SDK's own samples (pspaudiolib,
the mp3 sample) that this deviates from how PSP audio hardware is
actually meant to be driven: small fixed-size chunks (1024 frames,
matching pspaudiolib's own convention) fed continuously, decoupled
from the render loop. Reproduced as crackling on real hardware.

Now reserves a 1024-frame channel and runs a dedicated thread (the
project's existing thread_t abstraction, already used by asset.c and
already working on PSP via DUSK_THREAD_PTHREAD) that streams the
buffer chunk-by-chunk until exhausted, re-reading volume/pan every
chunk so live changes take effect mid-playback. Finish detection
switched from polling sceAudioGetChannelRestLength (which can't tell
"between chunks" from "actually done" once chunked) to a flag the
feeder thread sets on completion, same shape as the Dolphin voice
callback.

Verified via the dusk-psp toolchain and PPSSPP headless (channel now
reserved at 1024 frames instead of 44160, onEnd still fires once).
Real-hardware crackle-free confirmation pending.
2026-08-31 11:03:30 -05:00
YourWishes 0f4ee5d965 Implement GameCube/Wii audio playback via libansnd
Allocates an ansnd voice per stream and configures/starts it in
single-buffer mode (no continuous re-feed needed yet, matching the
PSP/Linux single-shot approach). Real linear panning from
directionality via left/right voice volume. ansnd has no polling API
for voice state, so finish detection uses a voice_callback (fired
from ansnd's own audio DMA interrupt, not the main thread) that sets
a flag audioStreamDolphinIsFinished() reads.

Links libansnd (new for this project) and wires duskdolphin/audio
into the CMake build for the first time.

Verified via the dusk-dolphin toolchain: both GameCube and Wii
targets compile and link cleanly. Runtime verification in headless
Dolphin was inconclusive - confirmed via an A/B test against a
pre-audio baseline build that a pre-existing MMIO flood (unrelated
to this change, reproduces identically with zero audio code present)
keeps the harness from reaching the game's own steady state before
timing out.
2026-08-31 10:53:22 -05:00
YourWishes af8c0f5ccd Implement PSP audio playback via native sceAudio
Reserves a hardware channel per stream (64-aligned sample count,
mono/stereo format) and outputs through sceAudioOutputPannedBlocking,
giving PSP real stereo panning from directionality. Enforces the
44100Hz hardware-channel constraint with a clear error instead of
silently mispitching, and drops the shared test tone to 44100Hz to
match. Verified via the dusk-psp toolchain and a headless PPSSPP run
(correct channel reservation, onEnd firing once, no errors).
2026-08-31 10:36:51 -05:00
YourWishes 8ea370a1d1 Add audio subsystem skeleton with a working Linux PCM playback path
Cross-platform audiostream/audio API with per-platform hooks for
PSP/Dolphin/Linux. Linux is fully wired end-to-end through SDL2
(device open, volume-mixed queueing, finish detection via
SDL_GetQueuedAudioSize) and verified playing a generated test tone
in engine.c. PSP and Dolphin hooks are stubbed for now.
2026-08-31 10:24:02 -05:00
YourWishes fcf0de72af Fixed a bunch of code inconsistencies 2026-08-31 07:02:19 -05:00
YourWishes 320c5e6ce5 Cache locale string lookups instead of re-scanning the PO file every call
assetLocaleGetString rewinds and linearly scans/re-decompresses the
whole locale file from byte 0 on every single call, with no caching -
a text-heavy screen can easily make 10+ of these in a row (e.g. opening
the game menu), and on PSP the containing archive is already fully
resident in RAM, so the repeated cost is pure CPU (decompression +
scanning), not I/O.

Adds a fixed 128-entry move-to-front LRU cache keyed by
(messageId, pluralCount), capped at 64/256 bytes per key/value (~40KB
total) so the cost stays bounded no matter how large the game's script
ends up being, rather than caching the whole locale file's text.

The cache is a lazily-allocated pointer on assetlocalefile_t, not
embedded inline - that struct lives inside the assetloaderoutput_t
union shared by every asset type, and all ASSET_ENTRY_COUNT_MAX asset
slots carry that union directly, so embedding it would have sized every
slot up by ~40KB regardless of what asset type occupies it.

Also fixes a bug this surfaced in test_assetlocale.c's own fixture:
locale_teardown zeroed the locale struct directly instead of going
through assetLocaleDispose, which would have leaked the new cache
allocation across tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 16:16:52 -05:00
YourWishes 717902462b Fix fatal async asset load errors, remove unused event system
An async asset load failure crashed the whole game via errorThrow,
while the identical sync failure just logged and continued - a single
missing/corrupted asset could take down the process. assetUpdate now
handles the async error path the same way as sync (invoke onError,
keep running).

Also removes event.h/event.c and assetbatch, which existed only to
support multiple subscribers per asset event but had no real caller
that ever used more than one (assetbatch itself had zero callers
anywhere). Asset entries, uifullbox, and uiloading now use plain
single-callback + user-pointer fields instead of the generic
array-backed event_t.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 10:14:38 -05:00
YourWishes 1d73b9d224 Fix PSP asset loading: stale EBOOT.PBP packing, unreliable zip file reads
EBOOT.PBP packing was a POST_BUILD step with no dependency on the asset
pak, so an assets-only rebuild could silently leave a stale dusk.dsk
embedded. cmake/targets/psp.cmake now repacks EBOOT.PBP via a properly
tracked custom command depending on the executable, PARAM.SFO, and
dusk.dsk (and correctly embeds Dusk.prx rather than the raw ELF when
BUILD_PRX is on).

Separately, libzip's zip_source_filep_create (lazy seeked FILE* reads)
proved unreliable on real PSP hardware, corrupting reads of the embedded
PSAR (first EINVAL, then zlib data errors) even though the packaged data
was verified byte-perfect. assetInitPBP now reads the whole PSAR into
memory once and uses zip_source_buffer_create instead. Confirmed working
on real hardware.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 09:31:44 -05:00
YourWishes 51f262efa0 Wire keyboard into save naming, add fatal error overlay, cutscene keyboard item
- uimainmenu: removed the temporary keyboard test entry now that the
  keyboard has a real caller.
- uiselectsave: picking an empty save slot now opens the keyboard to
  name it (localized title "Enter game save file name"), writes the
  named slot to disk (mirroring the existing delete-confirm write
  pattern), and on a write failure opens the new fatal error overlay.
- uikeyboardopen_t gains a title override (NULL keeps the default
  "ENTER YOUR TEXT").
- New ui/overlay/uifatalerror: a minimal fullscreen, non-dismissible
  overlay (message + QUIT button, back disabled) for unrecoverable
  errors - a nicer alternative to a raw assert crash. Draws above
  everything else in the UI element list.
- New CUTSCENE_ITEM_TYPE_KEYBOARD cutscene item: opens the keyboard
  with an embedded uikeyboardopen_t, blocks the cutscene until it
  closes, then caches the entered text via a new general-purpose
  cutscenesystem_t.textCache (CUTSCENE_TEXT_CACHE_MAX, with get/set
  accessors) mirroring the existing entity/area/text-mini id caching
  pattern.
2026-08-28 08:29:07 -05:00
YourWishes a6e4e3f71f Add cancel confirmation, blinking cursor, custom keyboard icon glyphs
- uikeyboardopen_t gains cancelConfirm/cancelConfirmLabel, mirroring
  confirm/confirmLabel: cancelling (CANCEL button or back-with-nothing-
  left-to-delete) can now open an "are you sure?" dialog before closing.
- Added a blinking text-entry cursor, rendered as a separate label
  positioned at the end of the current text (accounting for newlines);
  it now stops at the last character rather than past it once maxLength
  is reached, matching uiKeyboardAppendChar's override-last-char
  behavior there.
- uibutton_t gains an `active` flag, independent of the focus-driven
  `highlighted` state, for a toggled-on indicator that survives focus
  moving elsewhere (used by the keyboard's CAPS/SHIFT keys).
- Added several custom icon glyphs to the default font by repurposing
  otherwise-blank/unused glyph slots (backtick, pipe, tilde, backslash,
  and the DEL trailing tile) - up arrows for Caps Lock/Shift, a return
  arrow for newline, a spacebar symbol, a left arrow for backspace, and
  a real underscore - replacing the keyboard's old text-abbreviation key
  labels ("CL"/"SL"/"NL"/"<") with single-glyph icons.
2026-08-27 22:17:00 -05:00
YourWishes 4387d223b9 Fullscreen keyboard dialog, nearest-cell vertical navigation, overwrite-at-max-length
- Keyboard dialog now fills the whole screen (no dimming backdrop); key
  cells use a fixed font-tile-based size instead of scaling to a
  percentage of the screen.
- uiMenuFocusSkipBlanks: UP/DOWN now search every non-blank cell strictly
  further in the pressed direction and land on the smallest combined
  row+column distance (ties favor the smaller column distance), instead
  of only scanning straight down the same column. Neither axis wraps
  during that search - only once the edge row is reached with nothing
  further to search does it fall back to wrapping to the opposite edge.
- Typing a new character while the keyboard's text is already at
  maxLength now overrides the last character instead of being ignored.
2026-08-27 21:14:19 -05:00
YourWishes 00bfaf6360 Fix cutscene/focus bugs found on PSP hardware, rework keyboard layout
Cutscene loader: a MODAL item's optionCount byte was read directly
inside an assertTrue() condition. On the PSP release build
(DUSK_ASSERTIONS_FAKED), assertTrue expands to a no-op and never
evaluates its argument, so that read - and the offset advance it was
responsible for - silently never happened, desyncing every item after
it in the stream. Moved the read out to its own statement and replaced
the assert with a real error throw, since this is untrusted file
content.

uifocus: fixed a wraparound bug in uiFocusMoveDirection - moving left/up
from position 0 truncated to uint8_t before the modulo wrap (0-1 => 255,
then 255 % cols), landing on the wrong column instead of the row's last
one. Only ever visible on a grid wider than a handful of columns, which
nothing but the new keyboard has.

Keyboard: merged uikeyboardqwerty into uikeyboard (only one layout
exists, so the split no longer earned its keep) and deleted the unused
numbers/symbols placeholder files. Reshaped the grid to a tighter 11x5
layout with per-mode key tables (unshifted/caps/shift) instead of
computing case transforms, and fixed the reserved NEWLINE/CONFIRM/CANCEL
slot indices to match. Added shift-symbols for digits and -/=, and
uimenu's directional navigation now skips blank filler cells (wrapping
around a row/column as if they weren't there) instead of landing on
them - a generic fix in uimenu.c, not keyboard-specific, since nothing
else uses blank cells.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 19:26:07 -05:00
YourWishes 709bd7be52 Add validation options and a full physical layout to the keyboard
uikeyboardopen_t grows: maxLength (auto-focuses confirm once full),
lineCount for multi-line entry with a NEWLINE key, trimmed/allowBlank
validation on confirm, and a second "are you sure" uiConfirm step.

Reworks uikeyboardqwerty from a packed flat list into a fixed 14x5 grid
shaped like a real keyboard - number row with -, =, ~ and backspace,
caps and shift (one-shot, XORed with caps for real-keyboard behavior),
and a bottom row with cancel/space/confirm in their normal corners.
Shorter rows are padded with invisible filler cells so every key lands
in its physical position; NEWLINE/CONFIRM/CANCEL are reserved slots
uikeyboard.c patches in conditionally, otherwise left as inert blanks.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-26 18:44:07 -05:00
YourWishes 80f4348e21 Implement on-screen keyboard dialog with QWERTY layout
Builds out uikeyboard/uikeyboardqwerty from placeholders into a working
controller-navigable text entry dialog: title/current-text labels, a flat
QWERTY key grid (letters, space, backspace), and confirm/cancel buttons in
one combined menu so d-pad navigation flows across all of it.

uikeyboardopen_t configures each dialog: onInput/onKeyPress callbacks,
optional cancel button, maxLength (auto-focuses confirm once full),
lineCount for multi-line entry (adds a NEWLINE key, reserves vertical
space up front), a second "are you sure" uiConfirm step, and
trimmed/allowBlank validation on confirm.

Back now deletes the last character first, falling through to close only
when cancel is allowed and the buffer is empty - this needed a general
cancel-intercept callback added to uifocusitem_t/uimenu_t
(uiMenuSetCancelCallback), since the focus system previously only
supported popping or fully swallowing back.

Wired a temporary "LOAD GAME (TEST)" entry into the main menu with
console-logging test callbacks for interactive testing; marked TODO for
removal once the keyboard is wired up somewhere real.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-26 15:26:57 -05:00
YourWishes e630827b34 Add runtime-loaded cutscene files, convert initial/main menu to use them
New ASSET_LOADER_TYPE_CUTSCENE (assetcutsceneloader.c) reads a versioned
binary .cts format decoded into a heap-allocated cutsceneitem_t array + a
string/data pool, both sized to the file's actual content rather than a
fixed capacity, so the shared assetloaderoutput_t union doesn't bloat for
every asset slot regardless of type. Authoring pipeline mirrors the chunk
asset pattern: assetsraw/cutscenes/*.jsonc (JSON plus // and /* */
comments) -> tools/asset/cutscene -> assets/cutscenes/*.cts.

cutsceneSystemSetOnComplete() lets the caller arm a native callback that
fires when a cutscene finishes normally, so a file (which can't store a
function pointer) can end plainly and still hand off to native code -
cutsceneRestart() preserves it across a retry loop rather than clearing it,
since a restart is the same logical run trying again.

The initial and main-menu start-game cutscenes are now loaded from files
instead of compiled in via the CUTSCENE(...) macro.

Fixed a real bug found while converting these: the sync loader read the
file's total size from assetfile_t.size to locate the trailing pool
region, but assetFileDispose() (called at the end of the async phase)
zeroes that whole struct first, so the size was always 0 and the pool
offset computation underflowed into an out-of-bounds read - intermittent
depending on heap layout. Fixed by saving the size before disposal; also
fixed the read-completeness assert being checked after that same zeroing
(a no-op 0 == 0 check).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-25 09:51:26 -05:00
YourWishes 106d9b0fc0 Move main menu start-game cutscene from ui panel to scene
The load-all-slots/no-device cutscene and its helper callbacks belong to
scene-level game flow, not the uimainmenu UI panel. Moved them into
scenemainmenu.c/h behind a new sceneMainMenuStartGame() entry point;
uimainmenu.c's Start Game handler now just calls that.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-24 20:30:33 -05:00
YourWishes 4a26f79945 Add uimenu disableBack flag, apply to main menu and all modal options
uifocusitem_t/uimenu_t gain a disableBack flag that makes back/cancel a
no-op while that item is focused, set via uiMenuSetDisableBack. Applied
centrally in uimodal.c so every modal with option buttons (confirm
dialogs, cutscene modals) must be dismissed by picking an option rather
than backing out, and to the main menu so it no longer bounces back to
the initial scene on cancel - replacing the suppressClosedSceneChange
hack entirely. Updated docs that described the now-unreachable
back/cancel dismissal path. Also adds
cutsceneSystemStartCutsceneAndGoToMarker for starting a cutscene
straight at a given marker instead of its first item.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 22:11:27 -05:00
YourWishes 1a199f6ce3 Add declarative cutscene items for save checks and marker-based modals
CUTSCENE_SAVE_DEVICE_CHECK and CUTSCENE_SAVE_LOAD_ALL_SLOTS wrap the
existing device-lookup/slot-load calls and jump straight to a
success/failure marker, and CUTSCENE_MODAL_OPTIONS_ONE/TWO do the same
for one/two-option modals, removing the need for a hand-written
goTo-only callback per use. Main menu's "Start Game" now runs a
cutscene (mirroring the initial scene's save-check flow) that loads all
slots before opening the load-game picker, retrying on error; the
initial scene's own device check is migrated onto the same items.
Backing out of the main menu now returns to the initial scene.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 20:29:57 -05:00
YourWishes ec59e77867 Moved files around 2026-08-23 10:14:39 -05:00
YourWishes cb28d2b611 Add save slot picker (uiselectsave/uisaveslot), fix focus stack reentrancy
uiselectsave is a Save/Load/Delete slot picker built on save/save.h's
SAVE_SLOT_COUNT: a scrolling list of framed uisaveslot_t rows (slot
number + file name, or an "Empty Slot" placeholder), navigated via the
same uimenu_t/focus-stack convention as every other menu. Load and
Delete modes add a trailing action row (switch to delete / cancel)
fixed below the scrollable area. Selecting a slot in Delete mode routes
through uiConfirmOpen before actually blanking the slot via
saveSlotInit + saveDeviceSlotWrite. uiScrollingEnsureVisible in
uiscrolling.c is now a real implementation instead of the earlier
placeholder.

Main menu collapses New Game/Load Game into a single Start Game entry
that opens uiselectsave in Load mode; backing out reopens the main
menu via uiselectsave's result callback.

Also fixes a real reentrancy bug in uiFocusPop: it invoked the popped
item's closed callback before decrementing UI_FOCUS.count, so a push
triggered from within that callback (e.g. reopening the main menu once
select-save reports no result) landed one slot past the true stack top
and got silently dropped, stranding the new item outside navigation.
Count is now decremented first.

Adds a uikeyboard placeholder widget, registered in uielementlist with
no behavior yet.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-21 14:16:39 -05:00
YourWishes 27b6ddf5cb Rebuild uiconfirm on top of uimodal, add quit confirmation
uiconfirm no longer duplicates its own backdrop/frame/text/menu drawing
- it now just opens the shared uimodal_t with a Confirm/Cancel option
pair and translates the result back to a bool. uimodal itself gains an
optional title (NULL skips the title row entirely) so a title-less
confirm dialog doesn't reserve blank space.

Main menu's Quit option now opens a confirm dialog instead of exiting
immediately.

Drops es_MX.po/jp_JP.po locale files.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 22:41:06 -05:00
YourWishes 475c865e33 Move uimodal to ui/widget, make main menu its own scene
uimodal.c/.h now live in ui/widget alongside the other widgets rather
than ui/frame. The main menu now has a real scene (scene/mainmenu)
whose init just calls the new uiMainMenuOpen(), replacing the
SCENE.current-polling uiMainMenuUpdate with an explicit open call like
uiGameMenuOpen/uiBackpackOpen. Also renames the ui.main_menu.* locale
keys to main_menu.* and groups them under a Main Menu Scene heading in
en_US.po, alongside the existing Initial Scene keys.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 19:18:50 -05:00
YourWishes 0b4ba062bb Translate and word-wrap cutscene modal text
uiModalOpen now resolves title/message/option strings as locale
message IDs first, falling back to the literal string if no match is
found, and word-wraps the result to stay within the screen's scan
width via the new shared textWrap helper. sceneinitial.c's no-device
modal now uses locale keys instead of hardcoded English strings.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 18:53:47 -05:00
YourWishes 28f5e66662 Fix PSP memory stick availability check on real hardware
sceIoGetstat on a bare device root ("ms0:/") returns EINVAL on real
PSP hardware even when a memory stick is present - confirmed via a
diagnostic print during hardware testing. Switched to sceIoDopen/
sceIoDclose, the SDK's own documented way to probe a device root,
which real hardware handles correctly.

Also adds a temporary unconditional settings write once a save device
is selected, to confirm the write path itself works on hardware now
that availability detection is fixed.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 17:22:24 -05:00
YourWishes e225a076f0 Add cutscene flow control and a scriptable modal dialog item
uimodal gains an onOpen hook and lets uiModalClose take a one-shot
callback, since options are now stored as raw (uncopied) string
pointers instead of a fixed char buffer.

New cutscene items:
- CUTSCENE_MODAL / CUTSCENE_MODAL_OPTIONS / CUTSCENE_MODAL_CLOSE: opens
  a message-only or option-driven uimodal. A message-only modal
  advances the cutscene immediately; one with options blocks
  indefinitely since only its option callback (or something it
  triggers) should decide what happens next.
- CUTSCENE_MARKER + cutsceneGoTo: a named, otherwise no-op position
  that execution can jump straight to from anywhere in the same
  cutscene (e.g. from a CUTSCENE_CALLBACK), matched by name rather
  than pointer identity.
- CUTSCENE_RESTART + cutsceneRestart: restarts the running cutscene
  from its first item, preserving its interact/interacted entities.
- CUTSCENE_SCENE: requests a scene switch via sceneSet as a cutscene
  step.
- CUTSCENE_PRINT: prints a line to the console as a cutscene step.

sceneinitial.c's boot-time save device check is rebuilt on top of
these: show a modal, kick off the async device search, then branch
via markers/goto to a retry/continue prompt depending on the result.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 14:35:41 -05:00
YourWishes 774c8ad0f8 Add uimodal dialog; uibutton reuses uilabel
uibutton now embeds a uilabel instead of drawing its text directly,
caching glyph sprites since a button's label never changes after
init. uimenu.c's item pointer in uiMenuDraw drops its unnecessary
const so uiButtonDraw can update the button's cache.

Also fixes remaining #include "ui/frame/uiframe.h" references left
over from uiframe's move to ui/widget/.

uimodal is a new generalized dialog (title + message + up to
UI_MODAL_OPTIONS_MAX option buttons) built the same way uiconfirm is,
but driven by a caller-supplied option list instead of a fixed
confirm/cancel pair.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:44:01 -05:00
YourWishes 52d1e7414d Convert debug UI overlays to uilabel
uiconsole, uifps, and uiplayerpos now render through uilabel instead
of calling textDraw per character every frame. Each owns its label(s)
plus backing text/sprite buffers and marks them dirty only when their
content or position actually changes. Also drops console.h's per-line
buffer from 512 to 128 chars, since the sprite cache backing each
console line label scales with it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:43:43 -05:00
YourWishes af4cb53e5f Simplify uilabel to caller-owned buffers
uilabel no longer owns fixed-size text/sprite arrays or copies text
internally - callers pass in their own buffers and write text
directly, then mark the label dirty. This drops SetText/GetText and
the textMax bound in favor of a single Rebuffer entry point, and lets
widgets like uibutton alias an existing (possibly immutable) label
string instead of duplicating it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:43:02 -05:00
YourWishes c019271e12 Add uilabel widget and chunked text buffering
textDraw now batches glyphs via a new textBuffer helper instead of
buffering one sprite at a time. Fixes spriteBatchBuffer dropping/
duplicating sprites when a single call spans multiple internal
flush batches, which surfaced as cut-off characters. Adds uilabel,
a widget that caches its glyph sprites and only rebuilds/rebuffers
them when its text or position actually changes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 09:18:35 -05:00
YourWishes 82ae2bce9d Add compressed combined save format for PSP and Dolphin
Memory sticks/cards don't suit N+1 separate save files the way Linux's
filesystem does, so add an opt-in SAVE_DEVICE_DATA_RAW mode: settings and
all save slots get serialized to JSON, concatenated, zlib-compressed, and
framed with a magic/version/checksum/generation header, then read/written
as a single blob through one combined platform hook instead of four.

- PSP and Dolphin's SD/NAND backends write via a temp file + atomic rename,
  so a crash mid-write can never leave a half-written save behind.
- GameCube memory cards have no rename or resize primitive, so they
  ping-pong between two fixed files instead, picking whichever is valid and
  has the higher generation counter on load.
- Linux is untouched (still four separate JSON files); saveslot.h/
  savesettings.h drop their now-unnecessary pack(1) now that nothing
  persists them as raw bytes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-17 21:28:56 -05:00
YourWishes 092e259a06 First pass of actual saving 2026-08-17 09:18:44 -05:00
YourWishes 08b4bbfe91 Added savestatus 2026-08-17 00:17:23 -05:00
YourWishes 560c51cf27 Drop default-skip behavior from savejson write macros
Only reads should fall back to a default when a key is missing; writes
should always emit the field so the saved JSON is a complete record.
2026-08-16 20:20:34 -05:00
YourWishes 674f86b18a Add JSON (de)serialization for save slots/settings and device write/read hooks
Introduces saveslot/savesettings structs with a shared savejson.h macro
toolkit (has/require/write/read per common type) for populating and
parsing yyjson objects, wires saveManager save/load calls through new
saveDevice slot/settings write/read entry points (still stubbed at the
device level), and drops the old binary-format scaffolding in favor of
JSON only.
2026-08-16 20:14:16 -05:00