Commit Graph
1067 Commits
Author SHA1 Message Date
YourWishes 6c11d8165d Revert "Add CUTSCENE_INSERT item to splice another cutscene's items in place"
This reverts commit 6af0e9cf28.
2026-09-13 09:29:23 -05:00
YourWishesandClaude Sonnet 5 93554b39ba Add DUSK_TRACK_MEMORY allocation tracker and memoryCheckUnfreed report
memoryAllocate() becomes a macro capturing __FILE__/__LINE__ into a
fixed-size tracking table when DUSK_TRACK_MEMORY is enabled (Linux only
for now), so a leak surviving to shutdown can be traced back to its call
site. Replaces engineDispose's hard assertTrue with memoryCheckUnfreed(),
which reports unfreed allocations (with call sites when tracking is on,
just a count otherwise) instead of aborting.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 09:19:24 -05:00
YourWishesandClaude Sonnet 5 6af0e9cf28 Add CUTSCENE_INSERT item to splice another cutscene's items in place
Unlike CUTSCENE (a one-way jump that replaces the running cutscene),
INSERT splices a referenced cutscene's items into the running one and
resumes right after itself once they run out. Backed by a small return
stack on CUTSCENE_SYSTEM so inserts can nest.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 08:56:26 -05:00
YourWishesandClaude Sonnet 5 083deb8357 Move cutscene item type enum and authoring macros to their own headers
cutsceneitemtype_t moves from cutsceneitem.h into cutsceneitembase.h,
alongside a new CUTSCENE_ITEM(TYPE, UNION_NAME, ...) shorthand that
fills in a cutsceneitem_t literal's .type and union member together.

Every CUTSCENE_* authoring macro (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_AUDIO_PLAY, etc.) moves out of the single, ever-growing
cutscene.h into the header of the item type it actually authors,
built on top of CUTSCENE_ITEM. cutscene.h now only holds cutscene_t
itself plus the CUTSCENE/CUTSCENE_REFERENCE/CUTSCENE_CUTSCENE macros,
which aren't tied to any one item type. Every relocated macro also
gained a proper JSDoc-style comment block with @param tags.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 22:30:23 -05:00
YourWishesandClaude Sonnet 5 ffb375faeb Add battle abilities and wire them into START_BATTLE cutscene parsing
Adds a battleability_t enum (starting with FIRE) and a fixed
abilities[8] array on battlefighter_t. Extends the START_BATTLE
cutscene item to parse an optional per-enemy "abilities" JSON array
(via a new cutsceneJsonLookupBattleAbility name lookup) and copies
abilities onto every spawned fighter, from the party roster for
allies and from the parsed config for enemies.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 22:30:12 -05:00
YourWishesandClaude Sonnet 5 b8cbd8ff6a Make party and save-slot init/new-game operate on SAVE.slot directly
party.c's functions no longer take a party_t* - they always operate on
SAVE.slot.party, since gameplay only ever has one active party. That
forced the same change on saveSlotInit/saveSlotNewGame (they called
partyInit/partyAddMember internally), so those are now parameterless
too, always resetting/seeding SAVE.slot. Callers building a save at a
specific index (new-game creation, slot deletion) now set
SAVE.slotCurrent first instead of building an independent local struct -
safe since the select-save screen is only ever reached before any
gameplay starts.

saveSlotWriteJSON/saveSlotReadJSON deliberately keep their explicit
saveslot_t* parameter - they're genuine serialization primitives used
by the save-device layer and tests against arbitrary structs, unrelated
to the single-current-party assumption. saveSlotReadJSON's internal
reset is now a plain memset instead of delegating to the now-global-only
saveSlotInit().

Updates test_save/test_savedevice/test_savedevicelinux/test_saveslot for
the new signatures. Note: test_savedevice/test_savedevicelinux/test_save
have pre-existing failures in this sandbox unrelated to this change -
savetestfixture.c swaps $HOME, but saveDeviceLinuxGetDirectory actually
derives the save path from ASSET.baseDirectory (the executable's own
location), so the fixture's sandboxing never actually applies. test_
saveslot.c (which doesn't depend on that fixture) passes 15/15.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 21:30:08 -05:00
YourWishesandClaude Sonnet 5 c2bd761383 Remove testbattle - superseded by the JSON-driven battle cutscene
testBattleStart() was never actually called anywhere (its only trace
was a stray unused include in uimainmenu.c) - battletest.jsonc's
START_BATTLE/REGULAR_BATTLE flow replaces it.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 21:14:50 -05:00
YourWishesandClaude Sonnet 5 878e3438c8 Complete REGULAR_BATTLE immediately, fix stale saveslot tests
REGULAR_BATTLE previously never completed on its own, hanging any
cutscene that reached it - START_BATTLE already waits out the whole
encounter and returns to the overworld before this item ever runs, so
it's now a completes-immediately hook point for future regular-battle-
specific follow-up.

Also updates test_saveslot.c for the mapName/partyMembers schema
additions: the round-trip test now writes a valid map name for its
in-use slot, "missingFieldsUseDefaults" is replaced with a test for the
blank-slot short-circuit it was actually hitting, and a new regression
test locks in that an in-use slot with no map name is treated as corrupt.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 19:59:16 -05:00
YourWishesandClaude Sonnet 5 3da65370e0 Add requireStrMin save-JSON shorthand
Replaces the hand-rolled mapName missing/null/empty check in
saveSlotVer1ReadJSON with a reusable macro.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 19:55:17 -05:00
YourWishesandClaude Sonnet 5 83e646cba9 Load the save's map on select, seed a real new-game slot, fix readString off-by-one
New games now go through saveSlotNewGame (starting party + default map
name) instead of the empty saveSlotInit, and selecting a save loads its
stored map instead of the hardcoded boot-time overworld. Save loading now
requires an in-use slot to have a non-empty map name, treating a blank one
as corruption instead of silently faking a default.

Also fixes a real off-by-one in the readString save-JSON macro: it passed
its maxLength (documented as excluding the null terminator) straight
through as stringCopy's destSize, which needs +1 for the terminator - so a
string exactly at the length limit (e.g. "overworld", 9 chars) always
asserted "src is too long".

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-10 23:14:44 -05:00
YourWishesandClaude Sonnet 5 0566166af4 Persist party across saves and flag/warn on corrupt save slots
Party moves off a global singleton onto each save slot, letting
START_BATTLE pick specific active-order members to bring into a fight,
and round-trips through save/load via saveslotver1. A corrupt slot load
now flags the cache and shows a red "Corrupted Save" warning in the
select-save UI instead of silently resetting.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-10 14:19:03 -05:00
YourWishesandClaude Sonnet 5 ed0b8c3911 Exit delete mode on save select after delete or back button
Previously deleting a save left the panel in delete mode, and pressing
back while in delete mode closed the whole save-select screen instead
of just returning to the normal load view.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 21:38:28 -05:00
YourWishesandClaude Sonnet 5 03d753a83f Move cutscene JSON parsing entirely into the async loader phase
File read, yyjson parse, and all item dispatch now happen in
assetCutsceneLoaderAsync - none of it touches the main thread now that
CUTSCENE items defer their nested asset resolution to start time. The
sync phase is now just a state flip, kept only so assetUpdate()'s
onLoaded dispatch (which only fires for entries finishing via the sync
path) still runs.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 21:34:47 -05:00
YourWishes cf51ed1988 Fixed cutscene item cutscene trying to recursively load 2026-09-09 21:21:50 -05:00
YourWishesandClaude Sonnet 5 70f46e89d3 Merge branch 'raw-json-maps' into main
Load map chunks from raw JSON at runtime instead of a baked DCF/DMF
step, add a reusable perf timing module, fix a real PSP logDebug/logError
Memory Stick I/O cost bug, and switch chunk tile storage to a dense
minified grid.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 15:34:08 -05:00
YourWishesandClaude Sonnet 5 efd760fb2e Store chunk tile data as a dense minified grid instead of per-tile objects
Cuts the six overworld chunk JSON files from 146KB to 10KB by replacing
{"pos":[x,y,z],"type":t,"tile":u} entries with a fixed 256-slot array
(index x + y*16, value null or [type, z]) and dropping pretty-printing.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 15:28:22 -05:00
YourWishesandClaude Sonnet 5 f303d24f4a Add a perf timing/stack module and start using it to diagnose PSP hitching
New src/dusk/perf module: a simple push/pop tick-stack (perfPush/perfPop/
perfReport) for measuring how long a labeled span of code takes, wired
into engine.c's init/dispose. perfGetTick() is a placeholder - real time
on DUSK_LINUX (clock_gettime) and DUSK_PSP (sceKernelGetSystemTimeWide),
0 elsewhere until a proper cross-platform answer is settled on.

Used it this session to chase a reported PSP hitch when crossing a chunk
boundary. Confirmed mapPositionSet itself (unload/load sweeps, chunk
order rebuild, entity chunkIndex recompute) is consistently under ~3ms -
not the cause. Along the way, found and fixed a real, unrelated bug:
logDebug()/logError() on PSP did a fopen+write+fclose to the Memory
Stick on every single call, which was massively inflating any perf
measurement that logged from inside another measurement (the actual
source of the ~29-128ms numbers first seen). That's now gated behind a
new DUSK_PSP_LOG_FILE CMake option (default off).

Also, as a real test based on this session's findings:
- MAP_CHUNK_LOAD_CONCURRENCY dropped from 2 to 1 (8 and 4 both crashed/
  were untested further on real PSP hardware; 1 is confirmed safe).
- MAP_CHUNK_LOAD_DELAY_TEST: an intentionally exaggerated (now 50ms)
  artificial delay between starting successive chunk loads, gated in
  mapChunkLoadNext/mapUpdate, to observe the effect on framerate.

All perf instrumentation call sites added during this investigation
(assetChunkLoaderSync, assetMeshLoaderSync, mapPositionSet, the map area
callback invocation, engine.c's frame boundary) were removed again once
they'd served their purpose - only the reusable perf module itself and
the two real fixes above remain.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 15:16:48 -05:00
YourWishesandClaude Sonnet 5 9688e88a7c Load raw chunk JSON at runtime instead of baked DCF/DMF
Experimental: skip the offline tools/asset/chunk bake step entirely.
The chunk asset loader now parses the same JSON schema tools/asset/chunk
already consumed (tiles/meshes/entities/areas) directly at load time,
generating the terrain mesh in C instead of reading pre-baked .dcf/.dmf
bytes. The raw assetsraw/maps/*/chunks/*.json files are now the shipped
source directly under assets/, replacing the old baked chunk/mesh/model
output.

Also drops MAP_CHUNK_LOAD_CONCURRENCY to 1 for now, per PSP hardware
testing (8 crashed, 4 untested further - 1 is the known-safe value).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 14:05:19 -05:00
YourWishesandClaude Sonnet 5 c8a6325615 Collapse dusk.dsk from two zip archives into one, all uncompressed
Bulk assets (mp3, png) are already compressed at the file level, so a
DEFLATE pass on top bought negligible space for real CPU cost. Packs
everything into a single ZIP_STORED archive instead, so every entry
(not just locale/*) gets the reliable repeated seeking/re-opening that
libzip only supports for uncompressed entries. Header shrinks from 32
to 16 bytes; version bumped to 2 so a stale pre-change dusk.dsk is
rejected and rebuilt rather than misread.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 10:17:34 -05:00
YourWishes 798db14bb5 Recover from a corrupt or version-mismatched save file instead of crashing
saveLoadSettings()/saveLoadSlot() previously let a read failure (e.g. a
version mismatch from the new schema check) propagate all the way up
through saveUpdate()/engineUpdate() to main(), which just prints the
error and exits - taking down the whole game over one bad file. Both
now catch the failure, log it, and fall back to init defaults instead,
matching the existing "no file yet" convention.
2026-09-08 12:49:20 -05:00
YourWishes 178d78ef72 Persist the current map name in the save slot
mapSetMap() now keeps SAVE.slot.cachedData.mapName in sync with the
active map, so whichever map is loaded gets written out next time the
slot is actually saved.
2026-09-08 12:49:13 -05:00
YourWishes 8139a0ea54 Add versioned save slot/settings schemas with strict version checks
Splits saveslot_t/savesettings_t into a stable, version-independent
in-memory struct (save/slot/, save/settings/) and a separate frozen
per-schema-version struct (saveslotver1_t/savesettingsver1_t) used only
for JSON serialization, converted between manually. Every write now
stamps a "version" field (SAVE_SLOT_CURRENT/SAVE_SETTINGS_CURRENT), and
every read requires it to match exactly, rejecting anything else -
laying the groundwork for a real migration path instead of silently
misreading old/incompatible save data.
2026-09-08 12:49:06 -05:00
YourWishes 327c2bec70 Show map name in the debug player position overlay
Useful now that multiple maps can be loaded, to tell which map the
printed coordinates belong to.
2026-09-07 22:34:02 -05:00
YourWishes fc0195d9f7 Bump ASSET_FILE_NAME_MAX to 128
Per-map chunk model paths (maps/<map>/models/chunks/chunk_X_Y_Z_0.json)
were hitting the old 48-char limit, crashing assetEntryInit's length
assert during initial chunk/cutscene loading.
2026-09-07 22:33:57 -05:00
YourWishes db42bca44b Reintroduce multiple maps: per-map chunk directories + map_t name/mapSetMap
Move chunk assets from a single flat assetsraw/chunks (and assets/chunks)
into per-map assetsraw/maps/<map>/chunks (assets/maps/<map>/chunks), so
terrain mesh/model output no longer collides across maps sharing chunk
coordinates. map_t gains a name[MAP_NAME_MAX] field plus mapSetMap()/
mapIsLoaded() (checks name[0] == '\0') in place of the old bool loaded
flag; mapInit() now just resets state and mapSetMap() does the chunk
grid load. Updated the chunk asset tool and the map editor's dev
server/client to match.
2026-09-07 21:28:07 -05:00
YourWishesandClaude Sonnet 5 b3623c84a5 Fix entity chunk-tracking leaks, add saveCanSave, use chunkindex_t
Entities weren't being detached from their chunk's entities[] slot in
two despawn paths (CUTSCENE_ENTITY_REMOVE, item pickup collection) - the
slot leaked forever until the whole chunk unloaded. Both now call
entitySetChunk(entity, CHUNK_INDEX_INVALID) before nulling the type.

entity_t.chunkIndex and entitySetChunk/mapGetChunk now use chunkindex_t
instead of uint8_t, matching mapGetChunkIndexAt's own -1-is-invalid
convention - added CHUNK_INDEX_INVALID next to the typedef in
worldpos.h rather than reusing the old 0xFF/uint8_t sentinel, which
would silently mean +255 on a signed 16-bit field instead of -1.

mapPositionSet now also recomputes every live entity's cached
chunkIndex after mapRebuildChunkOrder() reshuffles which chunk_t sits
at each chunkOrder slot - done as a direct field recompute rather than
through entitySetChunk, which would've looked up each entity's now-stale
old index, failed to find/clear its real registration, and inserted a
duplicate entry into the correct chunk on every map position change.

Also adds saveCanSave() (false while a cutscene is running) and shows
the player's live chunkIndex in the ui/debug/uiplayerpos overlay.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-07 10:12:37 -05:00
YourWishesandClaude Sonnet 5 45c1f9004b Load the chosen save slot on selection, fix transition finished re-firing
Picking a save slot now sets SAVE.slotCurrent and calls saveLoadSlot()
before entering the overworld, same slotCurrent/saveSlotInit/saveLoadSlot
sequence saveLoadAllSlots uses per-slot; a load failure shows the fatal
error overlay instead of proceeding with stale/garbage slot data.

Also fixes uiTransitionUpdate firing its "finished" callback every frame
after a transition completes instead of once - latent since the generic
transition system had no real caller yet.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-06 12:13:51 -05:00
YourWishesandClaude Sonnet 5 845a395ff1 Fix New Game falling through into the Quit confirm dialog
The SAVE_DEVICE_FOUND/SAVE_LOAD_ALL_SLOTS block had been moved to the
end of the file (after QUIT/QUIT_GAME) without moving the LOADED
marker with it. MARKER items always auto-advance to whatever follows
them in the array, so reaching LOADED after a successful save-load fell
straight through into the QUIT block's confirm dialog instead of
completing the cutscene. LOADED now sits after SAVE_LOAD_ALL_SLOTS as
the true last item, so it falls off the end and fires
uiMainMenuOpenSelectSave again as intended.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-06 11:52:48 -05:00
YourWishesandClaude Sonnet 5 f63653c307 Wire main menu Options/Quit through the cutscene, fix locale crashes
Options and Quit now route through main_menu.jsonc markers the same
way New Game does, with a new QUIT_GAME cutscene item type ending the
process directly once quit is confirmed via MODAL_OPTIONS_MARKERS
(whose "message" field is now optional, defaulting to "" like "title").

Fixes two crashes surfaced along the way:
- uiModalLocalize asserted on an empty locale key instead of treating
  it as "nothing to show" - hit as soon as a modal omitted a title or
  message.
- assetLocaleGetString's new empty-message-ID guard broke the PO
  format's own header-read convention (messageId "") used internally
  by assetLocaleLoaderAsync, crashing on every boot. Extracted the
  shared lookup into assetLocaleGetStringLookup and added a dedicated
  assetLocaleGetHeader for that internal read, leaving
  assetLocaleGetString's validation untouched for every real caller.

Also replaced every raw assetLocaleGetString/WithVA call across the UI
with the locale/localemanager.h helpers (adding localeManagerGetString
for the plain, non-formatting case), so app code no longer bypasses
them.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-06 11:47:34 -05:00
YourWishesandClaude Sonnet 5 5b523c68a7 Add cutsceneSystemLoad, a debug cutscene overlay, and NULL-safe fatal error
cutsceneSystemLoad(file) centralizes the lock/assetRequireLoaded/start
sequence previously duplicated in sceneInitialInit, and falls back to
the fatal error overlay instead of asserting when the asset fails to
load. uiFatalErrorOpen now accepts a NULL message, showing a generic
"contact support" message for callers with no specific error text.
Also adds a ui/debug/uicutscene overlay showing the running cutscene's
item count and current item type, and wires main_menu's post-save-picker
flow through cutsceneSystemLoad.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-06 11:18:48 -05:00
YourWishesandClaude Sonnet 5 03efbe0681 Move cutscene item JSON parsing into per-item Load callbacks
Each cutscene item type now owns its own JSON parsing (a Load callback
alongside its existing runtime callbacks), instead of one monolithic
switch in assetcutsceneloader.c. Shared JSON field/enum decoding helpers
move into a new rpg/cutscene/item/json/ module so per-type parsers stay
small and colocated with the behavior they configure.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-06 09:32:10 -05:00
YourWishesandClaude Sonnet 5 cebd3d81e7 Wrap long lines to fit within 80 columns across the codebase
Pure whitespace/line-break reformatting (braces, newlines, and line
continuations matching this codebase's existing wrap conventions) - no
logic, string content, or identifiers changed anywhere. Confirmed via
diff against the pre-change tree and by rebuilding + re-running the
affected test suites, which produce identical pass/fail results.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-05 13:13:10 -05:00
YourWishesandClaude Sonnet 5 de53bebeb8 Remove the main menu scene now that it's just a persistent cutscene
The main menu no longer needs its own scene lifecycle - it's started
directly by the initial cutscene's CUTSCENE item chaining into
main_menu.jsonc. Fold scenemainmenu.c's logic into uimainmenu.c (its
only real caller) and drop SCENE_TYPE_MAIN_MENU entirely. Also arm the
cutscene's onComplete callback unconditionally in uiMainMenuStartGame
so the save-picker still opens on a fresh boot, not just on restart.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-05 12:18:02 -05:00
YourWishesandClaude Sonnet 5 6ccaedd48f 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]>
2026-09-05 12:05:23 -05:00
YourWishesandClaude Sonnet 5 707856fcf2 Run one persistent cutscene for the whole main menu, not just start-game
Previously the main menu UI opened directly with no cutscene, and only
pressing "Start Game" spun up a brand new cutscene
(main_menu_start_game.jsonc) for the save-device check/load-slots flow.
Now a single cutscene (main_menu.jsonc) starts the moment the main menu
scene becomes active, sitting idle (new CUTSCENE_ITEM_TYPE_IDLE item -
no existing item type blocked forever with no side effect) while the
menu is shown, so it can own menu-wide state going forward.

Pressing "Start Game" now jumps the already-running cutscene to a
NEW_GAME marker via cutsceneGoTo instead of starting a second cutscene -
this already-existing mechanism needed no engine changes. Both retry
options (no device / load error) also now jump straight back to
NEW_GAME instead of RESTARTing the whole cutscene, since RESTART would
otherwise strand the player on the idle block. sceneMainMenuStartGame
also handles the case where the cutscene already ran to completion once
(e.g. backing out of the save picker and pressing Start Game again) by
restarting it landing straight on NEW_GAME, avoiding a crash from
jumping a marker with no cutscene running.

Built and verified on Linux (boots/idles without crashing, cutscene
tests pass), PSP, GameCube and Wii (Docker).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-04 18:18:49 -05:00
YourWishesandClaude Sonnet 5 3c3dc35e1d Default Wii saves to SD card, store saves next to dusk.dsk/EBOOT.PBP
Wii NAND save storage is blocked by Dolphin's IOS ticket-rights check for
homebrew (documented earlier this session as a known, non-code limitation),
so Wii now defaults DUSK_SAVE_WII_METHOD to SD instead of NAND.

Also: asset_t gains ASSET.baseDirectory, populated by each platform's asset
loader with the real directory dusk.dsk was opened from (or, on PSP, the
directory EBOOT.PBP itself lives in, since dusk.dsk is embedded inside it).
Wii SD and PSP now write their single combined save file directly into
that directory instead of a separate hardcoded path, and no longer need to
create it (it's already known to exist). Linux now uses a `saves/`
subdirectory of that same directory instead of ~/.dusk/saves, since it
keeps multiple files (settings + one per slot). Wii NAND and GameCube/Wii
memory-card storage are unaffected - neither has a real filesystem-path
concept this applies to.

Built and verified on Linux, PSP (Docker), GameCube (Docker) and Wii
(Docker) - confirmed via the compiler invocation that Wii now compiles
with DUSK_SAVE_WII_METHOD_SD.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-04 09:43:00 -05:00
YourWishesandClaude Sonnet 5 f9820bd226 Fix crash when continuing without a save device
saveLoadSlot() and uiSelectSaveNameEntered() both asserted
SAVE.deviceCurrent != 0xFF unconditionally, crashing as soon as a player
dismissed the "no save device found" prompt and tried to start a game or
name a new save. Both now fall back to an in-memory-only slot (no device
to persist to) instead of asserting, matching the "continue without a
save device" flow the main menu cutscene already offers.

Verified fixed on Dolphin/GameCube; built clean on Linux and GameCube
(Docker).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-04 08:46:43 -05:00
YourWishes fe2ef92ef3 Testing audio cutscene controls 2026-09-02 18:49:12 -05:00
YourWishesandClaude Sonnet 5 9364768397 Add cutscene controls for the audio mixer, fix PSP pause latency
- Fixed PSP pause taking up to ~1.1s to actually go silent: its output
  thread ran independently of stream->state, draining its whole software
  ring regardless. audiostream_t.state is now volatile and the output
  thread checks AUDIO_STREAM_STATE_PLAYING before each hardware chunk,
  skipping output (without consuming the ring) while paused - pause now
  goes silent within about one chunk (~23ms) and resume has no gap.
- Added audioMixerPause/Resume/SetPan/SetLoop/FadeTo/IsFading to the
  mixer - immediate, channel-indexed primitives for cutscenes to drive.
  Fade transitions (fadeFrom/To/Duration/Time/Easing) live on
  audiomixerchannelstate_t and advance every frame in
  audioMixerChannelApplyVolume(), reusing the same easingApply()
  interpolation uifullbox_t already uses for screen fades.
- New src/dusk/rpg/cutscene/item/audio/ with 9 cutscene item types:
  AUDIO_PLAY (+ AUDIO_PLAY_SIMPLE/AUDIO_PLAY_LOOPED shorthands),
  AUDIO_STOP, AUDIO_PAUSE, AUDIO_RESUME, AUDIO_FADE (+ FADE_OUT/FADE_IN
  shorthands), AUDIO_FADE_WAIT, AUDIO_SET_PAN, AUDIO_SET_LOOP, and the
  combined AUDIO_SET - registered through the same enum/union/callback
  table/macro mechanism every other item type uses.
- Wired the same 9 types into the JSON-based (offline JSONC -> binary
  .cts) cutscene asset pipeline: tools/asset/cutscene/__main__.py's
  encoder and assetcutsceneloader.c's decoder. Verified round-trip by
  hand-encoding/decoding a test file covering all 9 types, and confirmed
  the two existing real cutscene files re-encode byte-identical.

Built and verified on Linux, PSP (Docker), GameCube (Docker) and Wii
(Docker).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 17:44:06 -05:00
YourWishesandClaude Sonnet 5 9c28d5a3b7 Split mixer channel logic into its own module, persist volume settings, add channel callbacks
- Extracted src/dusk/audio/mixer/audiomixerchannel.{h,c}: the channel enum,
  command/state structs, and all per-channel logic (StopStream,
  ApplyVolume, ChannelUpdateEarly/Late) now live there; audiomixer.{h,c}
  just holds the channel array and the public Play/PlayLooped/Stop API.
- Removed audioMixerSetChannelVolume()/audioMixerSetMasterVolume() - volume
  is written directly (SAVE.settings.audioChannelVolume[channel] = 0.3f,
  SAVE.settings.audioMasterVolume = 0.3f) and only ever validated where
  it's read, in audioMixerChannelApplyVolume().
- Moved master/channel volume into savesettings_t (new writeFloatArray/
  readFloatArray save-JSON macros) so they persist as user preferences;
  `fade` moved from an unused mixer-wide array to a real per-channel
  multiplier that's now actually folded into the volume calculation.
- audioMixerUpdateEarly()/Late() now catch and log a single channel's
  error instead of letting it abort every other channel's update for that
  frame (and cascade into skipping the rest of that frame's engine
  update), matching the existing per-stream error-isolation pattern.
- Added persistent per-channel onLoop/onEnd callbacks + a user pointer
  (audiomixerchannelstate_t), wired onto every stream a channel starts via
  a trampoline (audioMixerChannelOnStreamLoop/OnStreamEnd) so they survive
  across multiple plays on the same channel, unlike the underlying stream
  instance itself.
- General cleanup: for loops -> while loops, if/else cascades -> guard
  clauses, dropped unnecessary const on locals, wrapped to 80 columns.

Built and verified on Linux, PSP (Docker), GameCube (Docker) and Wii
(Docker).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 16:07:42 -05:00
YourWishesandClaude Sonnet 5 d5078b978c Cache PSP volume/pan computation, mix channel + master volume into mixer playback, wire boa.mp3 as looping BGM
- PSP output thread now caches the last computed leftVolume/rightVolume and
  only recomputes them when stream->volume/directionality actually changed
  since the previous chunk, instead of recomputing every ~23ms chunk
  unconditionally.
- Mixer channels and the mixer itself now carry their own volume
  (audioMixerSetChannelVolume()/audioMixerSetMasterVolume()), multiplied
  with each sound's own volume every audioMixerUpdateEarly() and applied via
  audioStreamSetVolume() - so changing a channel's or the master volume
  affects whatever's already playing, not just future sounds. Also fixed
  audioMixerUpdateEarly() to tolerate a PLAY command queued outside the
  normal per-frame cycle (no loadingAsset yet from a preceding
  audioMixerUpdateLate(), e.g. during engine startup) by leaving it queued
  for the following frame instead of asserting.
- engine.c now plays boa.mp3 on AUDIO_MIXER_CHANNEL_BGM_0 on loop through
  the mixer instead of driving a raw audiostream_t directly, exercising the
  new mixer pipeline end to end.

Built and verified on Linux, PSP (Docker) and GameCube (Docker).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 15:10:09 -05:00
YourWishesandClaude Sonnet 5 d49594d3fb Redesign audio mixer around a two-phase command queue instead of synchronous main-thread calls
audioMixerPlay()/audioMixerPlayLooped()/audioMixerStop() now just queue a
command per channel instead of taking effect immediately:
- audioMixerUpdateLate() (end of frame) locks and begins loading any newly
  queued PLAY command's asset, giving it until the start of the next frame
  to finish.
- audioMixerUpdateEarly() (start of the next frame) applies the queued
  command - blocking (assetRequireLoaded()) if that load hasn't finished
  yet - actually starting/stopping playback and setting volume,
  directionality and looping (reusing this session's new
  audioStreamSetLoopLimit()) on a real audiostream_t acquired from the
  shared stream pool.

Previously this was an unwired stub (never initialized/updated/disposed
from audio.c, and audioMixerUpdateLate() only printf'd). Built and verified
on Linux, PSP (Docker) and GameCube (Docker).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 14:48:14 -05:00
YourWishesandClaude Sonnet 5 619ce932f9 Split audio update into early/late phases, add asset<->stream type map, switch volume/pan to float, add stream loop limit
- audioUpdate()/audioMixerUpdate() split into Early (before rendering, per-stream buffering) and Late (end of frame, starts newly-queued mixer sounds) phases, wired into engineUpdate() around displayUpdate(); mixer is now actually initialized/disposed/updated from audio.c.
- New src/dusk/audio/stream/audiostreamtype.{h,c}: asset-loader-type <-> audio-stream-type map (with file extension), plus audioStreamAssetTypeForPath()/audioStreamTypeForAssetType()/audioStreamAssetTypeForStreamType() lookups.
- audiostream_t/audiomixerchanneldata_t volume and directionality/pan switched from integer (0-0xFF / -128..127) to float (0.0-1.0 / -1.0..1.0), removing the manual scaling each platform backend had to do.
- audiostream_t gains loopLimit/loopRestartCount so a stream can be told to stop (fire onEnd) after a fixed number of loop restarts instead of looping forever; wired into the shared restart path (Linux/Dolphin) and PSP's own read-ahead loop decision.

Built and verified on Linux, PSP (Docker) and GameCube (Docker).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 14:39:27 -05:00
YourWishesandClaude Sonnet 5 b564d0b1c1 Add Dolphin MP3 decode-thread ring, share it with Linux, dedupe common code
Fixes the main-thread hitch reported on Dolphin (and, less severely,
elsewhere) whenever the MP3 decode buffer needed refilling:
audioStreamMp3Read() -> audioStreamMp3DecoderDecodeFrame() does real work
synchronously (asset I/O + libmad decode), previously called directly from
each platform's once-per-frame Feed(), blocking rendering for a frame on
every refill.

Adds a background decode-ahead ring (src/duskmad/audiostreammp3ring.c):
a one-shot-per-pass thread reads via the existing audioStreamRead() into a
ring buffer ahead of need; Feed() becomes a cheap, lock-protected drain
instead of a decode call. Reuses this project's own thread_t/threadmutex_t
(mutex+condvar) primitives, mirroring PSP's own background-thread-plus-ring
precedent. Fixes a real (if narrow) race in thread.c along the way:
threadHandler() reset thread->threadId outside the mutex it also used to
signal STOPPED, which a stop-then-immediately-restart pattern (needed once
per pass: play/seek/loop-restart) could hit as a stale-threadId assertion.

Initially built Dolphin-only, then generalized: the ring doesn't touch
ASND at all, so it was straightforward to share with Linux too, moving
both it and the libmad decoder into a new top-level src/duskmad/ - a
shared-capability directory in the same vein as src/duskgl or
src/dusknetwork, pulled in by whichever DUSK_TARGET_SYSTEM values need it
(linux/knulli, wii/gamecube) rather than PSP, which keeps its own
hardware sceMp3 decoder and ring untouched.

With both platforms now sharing real code, deduped what was left:
audioStreamComputeEndFrame() (loop-segment math, byte-identical between
Linux/Dolphin) moved to the generic audio/stream/audiostream.c, and
audioStreamMp3Ring*IfNeeded()/audioStreamReadForPlayback() wrappers (in
duskmad) collapse each platform's own `if(stream->type ==
AUDIO_STREAM_TYPE_MP3)` branches at every Init/Dispose/Buffer/Feed call
site into one check each, living in the ring module itself.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 14:10:36 -05:00
YourWishesandClaude Sonnet 5 fc1fc9f170 Rewrite Dolphin audio to use libogc's standard ASND API
Replaces the ansnd-based backend (a third-party library with a custom
DSP ucode Dolphin's HLE audio emulation doesn't recognize, requiring
-a LLE as a workaround) with libogc's own asndlib - the standard,
HLE-supported audio API most GC/Wii homebrew already uses.

Also fixes three real bugs found while getting a large (41MB) WAV
asset actually playing on Dolphin:

- audiostreamdolphin.c previously buffered a stream's entire loop
  segment into one allocation up front (inherited from the ansnd
  design) - fine for a short test tone, but an out-of-memory crash for
  a real multi-minute track on GameCube's 24MB (or even Wii's 88MB)
  total RAM. Rewritten to stream bounded windows via ASND's real
  double-buffer primitives (ASND_SetVoice + ASND_AddVoice, polled from
  the main thread - never from an interrupt callback), matching how
  Linux/PSP already work.

- ASND_TestVoiceBufferReady() returns SND_OK (0) when ready and
  SND_BUSY (1) when not, in the actual toolchain fork
  (extremscorner/libogc2) this project builds against - opposite of a
  plain boolean. Treating the raw result as one meant a genuinely
  ready voice's SND_OK read as false, silently skipping every
  ASND_AddVoice() call forever after a stream's first buffered window.

- audioStreamPcmRead()'s 16-bit fast path read WAV's little-endian
  sample bytes straight into the output buffer with no byte-swap -
  correct by coincidence on every little-endian platform this engine
  targets (Linux, PSP), but reversed every sample's bytes on
  Dolphin/GameCube/Wii's big-endian PowerPC.

libmad is GPL-licensed (see audiostreammp3decodersw.h's own note from
the prior MP3 change); libogc's asndlib is under a permissive
BSD-style license, so this doesn't add another such dependency.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 12:49:53 -05:00
YourWishesandClaude Sonnet 5 fd5bcfae90 Switch Linux/Dolphin MP3 decode from minimp3 to libmad
minimp3's sliding-window frame confirmation could spuriously discard real
frames near the tail of a not-yet-full window, losing ~5.5% of a real
VBR file's content even at a tuned 256KB window (~0.3% residual) -
audible as the whole track finishing early with stutters at each drop.

libmad's mad_stream/mad_frame/mad_synth API reports "need more data"
(MAD_ERROR_BUFLEN) and "genuinely bad data" separately rather than
overloading one return value, which was the actual ambiguity minimp3
couldn't resolve. Verified against the same real file with a 32KB window
(vs minimp3's 256KB): frame count and duration match the Xing header
exactly. Confirmed building for Linux, GameCube, and Wii (the latter two
via the project's real devkitPPC/libogc Docker toolchain) - libmad ships
inside libogc itself on Dolphin, no separate fetch needed there.

libmad is GPL-licensed, unlike the rest of this MIT project - a
deliberate tradeoff, noted at each site that pulls it in.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 09:47:15 -05:00
YourWishesandClaude Sonnet 5 3ee0a53688 Split audio into stream/ and mixer/ subdirs, fix resulting build breaks
Reorganizes src/dusk/audio/: individual stream implementations
(audiostream, audiostreampcm, audiostreammp3, audiostreammp3decodersw)
move into audio/stream/, and a new audio/mixer/ holds a channel-based
playback queue (audiomixer.c/.h) for future use - not yet wired into
the engine.

Fixes needed to keep the tree buildable after the move:
 - A stray duplicate of audiostreammp3decodersw.c/.h was left at the old
   flat path; removed in favor of the canonical copy in stream/.
 - Updated every #include "audio/audiostream*.h" and the two platform
   CMakeLists.txt (dusklinux, duskdolphin) that still pointed at the old
   flat location.
 - audiomixer.c/.h didn't compile: audiomixerqueue_t was referenced but
   never defined (audiomixerchanneldata_t has the matching fields), a
   trailing comma in audioMixerPlayLooped's parameter list is illegal in
   C, and `file` was declared as an array of pointers instead of a char
   buffer.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-02 09:32:41 -05:00
YourWishesandClaude Sonnet 5 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 <[email protected]>
2026-09-01 09:43:19 -05:00
YourWishesandClaude Sonnet 5 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 <[email protected]>
2026-09-01 09:16:42 -05:00
YourWishesandClaude Sonnet 5 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 <[email protected]>
2026-09-01 08:21:30 -05:00