- 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.
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>
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>
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>
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>
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>
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>
Main menu buttons, the confirm dialog, battle menu/HUD text, backpack
tab labels, the loading/autosave indicators, and the settings tab
placeholders were all raw English literals bypassing translation.
Loads each through assetLocaleGetString like the rest of the UI, adding
new Init hooks for uibattlehud/uiautosave/uiloading where none existed,
and adds the corresponding message ids to en_US/es_MX/jp_JP.po.
Also widens the settings placeholder buffers to 64 bytes - the es_MX
and jp_JP translations overflowed the previous 32-byte size.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Moves FONT_DEFAULT and its init/dispose into their own font.h/font.c,
and rebuilds it from a static glyph bit array + a runtime-generated
texture/tileset rather than loading ui/minogram.png/.dtf through the
asset system. The engine now always has a usable font to render with,
even if asset loading fails. The now-unused minogram assets are removed.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Replaces the last hardcoded English strings (initial-scene modals, game
menu save status messages) with locale-loaded text, adds a shared
LOCALE_LIST so the settings dropdown and locale manager stay in sync,
and persists the chosen language into savemeta_t across all platforms.
Also fixes two message buffers that were too small for their longest
translations.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Fixed the actual reason saving never worked on any platform: saveWrite()
never stamped file->header/file->version before serializing, so every
written save file had a zeroed magic header and failed its own
validation on the next load. Confirmed via a manual write/load round
trip that this alone fully explains "saving doesn't work."
- Re-enabled saveInit()/saveDispose() in engine.c (previously commented out
under "Temporarily disable save code").
- Added SAVE.available + saveIsAvailable(), refreshed by every real
save/load/delete attempt. saveInit() no longer treats an unreachable
save medium as fatal to booting - it logs and continues, since a missing
memory card/stick shouldn't prevent playing.
- Hardened PSP's saveInitPSP() to actually detect a missing memory stick
(sceIoGetstat on ms0:/) instead of assuming success, and fixed
single-level sceIoMkdir to build the full PSP/SAVEDATA directory chain.
- Added busy-retry (CARD_ERROR_BUSY) and a not-mounted guard to Dolphin's
live savestreamdolphin.c path, extending the same handling already
backported into savedolphin.c.
- Added a "Save" entry to the game menu wired to saveWrite(0), showing a
clear message on success, on failure, and when saveIsAvailable() is false.
- 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.