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]>
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 <[email protected]>
- Allow 2 chunks to be mid-load concurrently instead of 1 (MAP_CHUNK_LOAD_CONCURRENCY).
- Fix entitySetChunk silently losing track of an entity when its target chunk's
entity slots are full - it now stays detached (and retries later) instead of
claiming a chunk that never actually registered it.
- DCF format bumped to v5: chunks can now declare entity spawns (global/NPC via
the existing entityglobal registry, or one-shot item pickups) and map area
triggers, resolved via a new callback-ID registry (mapareagloballist.h)
mirroring the entity one. rpg.c's hardcoded TEST entity/item/area spawns are
gone - chunk_0_0_0.json now carries that data instead. The player is still
bootstrapped in code since it isn't map-authored content.