Commit Graph

11 Commits

Author SHA1 Message Date
YourWishes 33f50a2c69 Strip legacy save/settings systems for a unified savemanager rewrite; split uielement list out of uielement.c
Removes the per-platform save/savestream/autosave implementations, the settings UI frames, and the autosave overlay, replacing them with a savemanager.c/h + savefile.h/savedevice.h scaffold to build the new save system on top of. Also separates the concrete UI_ELEMENTS registration into uielementlist.h/.c so uielement.c only holds the generic per-element lifecycle logic.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 12:56:02 -05:00
YourWishes aa0180571e Unify save system into one save.h/.c; diverge storage format per platform
Renames savefile_t to saveslot_t and folds last session's standalone
settings.h/.c module back in as savemeta_t, so there's one save system
(SAVE.slots[] + SAVE.meta) instead of two parallel ones - while letting
each platform pick its own physical format for the two concepts:

- Linux now writes human-editable JSON (slot0.json, settings.json, ...)
  via yyjson's mutable writer API, so players can hand-fix a bad setting.
- PSP folds meta into the same sceUtilitySavedata binary payload as its
  one save slot (SAVE_SLOT_COUNT_MAX=1 there - a future save picker will
  let players manage multiple named saves via the OS's own browser).
- GameCube consolidates the 3 per-slot memory card files and the separate
  settings file into one combined card file.

Also fixes two bugs surfaced while building this: the CRC finalize step
seeked to a hardcoded offset (only safe for one section per file, breaks
once meta+slots share a buffer), and save.c's async/sync dispatch left an
unconditional fallback call that doesn't exist on PSP-only platforms.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 18:35:06 -05:00
YourWishes 7f7be39230 Split device settings out of the per-slot save file
Deadzone (and future prefs like locale) now live in their own
settingsfile_t/settings.c, loaded eagerly at boot and saved immediately
on Apply, instead of inside savefile_t - a setting shouldn't reset or
diverge just because the player is on a different save slot, and this
also fixes settings changes not actually reaching disk until the next
full game Save.

PSP settings use a new plain sceIo path rather than sceUtilitySavedata,
since that dialog would flash its native icon on every settings tweak.
GameCube reuses the save system's existing memory card mount rather than
mounting it twice (settingsInit() now runs after saveInit()).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 13:54:15 -05:00
YourWishes 4d95415232 Move global item collected-state, deadzone, and story flags into save file
Adds three new pieces of save-file state, all following the same shape:
the save file is the single source of truth, not a separate live runtime
copy that gets synced in/out.

- globalitemstore.h/.c: per-global-entity-ID "collected" flags
  (savefile_t.globalItemCollected), so a global item entity's init
  callback can check whether it was already picked up in a prior session
  without needing to keep the entity itself alive to remember that.

- Gamepad deadzone: removed input_t.deadzone entirely. The setting UI and
  every platform's actual deadzone-applying code (inputGetDeadzoneDolphin/
  SDL2, previously hardcoded per-platform literals that the settings menu
  didn't actually affect) now read savefile_t.deadzone directly via
  saveGet(SAVE_ACTIVE_SLOT). Default lives in savefile.h
  (SAVE_DEADZONE_DEFAULT), stamped onto every slot in saveInit().

- Story flags: STORY_FLAG_VALUES (a live, codegen-initialized array) is
  replaced by savefile_t.storyFlags, read/written via the existing
  storyFlagGet()/storyFlagSet() call sites (now macros/functions over the
  active save file instead of a separate array). tools/story.py now
  generates STORY_FLAG_DEFAULTS (const) instead; storyFlagInitDefaults()
  stamps those onto a save the first time it's used (file->exists false),
  called from rpgInit().

Added SAVE_ACTIVE_SLOT (0) to savefile.h as the one shared "which slot is
actually being played" constant, replacing three different local/implicit
0s (uigamemenu.c, rpg.c, and now the settings/input call sites).

Verified round-trip on Linux (all three together in one save/load cycle);
both Linux and PSP build clean.
2026-08-04 11:10:44 -05:00
YourWishes 8faf881399 Bit if UI cleanup 2026-06-25 14:56:48 -05:00
YourWishes dc41c0e302 Cleanup 2026-06-07 21:16:46 -05:00
YourWishes 6502822583 Update render, spritebatch and input stuffs. 2026-05-21 09:51:56 -05:00
YourWishes bd248ee91c Build script on PSP, Dolphin and Engine. 2026-04-28 21:34:09 -05:00
YourWishes ff84ce2b04 Added PSP Accept/Cance 2026-04-17 15:28:03 -05:00
YourWishes 7356286fe0 Adjust how deadzones work
Build Dusk / run-tests (push) Failing after 15s
Build Dusk / build-linux (push) Failing after 21s
Build Dusk / build-psp (push) Failing after 17s
Build Dusk / build-gamecube (push) Failing after 17s
Build Dusk / build-wii (push) Failing after 17s
2026-03-11 13:00:11 -05:00
YourWishes c161809248 Renders on PSP identically. 2026-03-08 19:51:00 -05:00