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.
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>
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.
- 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.