417 Commits

Author SHA1 Message Date
YourWishes 24631990bd Fixed dolphin aspect ratio 2026-06-25 22:47:23 -05:00
YourWishes 0c8c0d24ba fix chunk loading based on player position 2026-06-25 22:29:13 -05:00
YourWishes 454b8a91ba Fixed dolphin ratioing 2026-06-25 22:21:12 -05:00
YourWishes a74f1568e9 Small improvements to performance 2026-06-25 21:30:44 -05:00
YourWishes 3f35d56be4 UI Frame finally doing things 2026-06-25 20:58:44 -05:00
YourWishes 722fe2ccfb Some label fixes 2026-06-25 19:56:14 -05:00
YourWishes d85737cc08 UI menu 2026-06-25 19:35:33 -05:00
YourWishes ce29435831 Example settings more or less done, showing full ui example basically. 2026-06-25 18:34:49 -05:00
YourWishes d3715eece8 Time and tick helpers 2026-06-25 18:16:46 -05:00
YourWishes 335d79f2c4 NUked archive 2026-06-25 18:01:11 -05:00
YourWishes a9e33660cb UI Frame 2026-06-25 15:33:17 -05:00
YourWishes 8faf881399 Bit if UI cleanup 2026-06-25 14:56:48 -05:00
YourWishes c4969a36cc Add UI cropping 2026-06-25 12:13:04 -05:00
YourWishes 26fcaf6e75 Restored some stuff 2026-06-25 11:53:15 -05:00
YourWishes a162002af2 Show player pos, fix chunks off screen 2026-06-18 10:24:45 -05:00
YourWishes 9810fd51ab Compiles again 2026-06-18 10:17:53 -05:00
YourWishes 857c6b3d47 Fuck 2026-06-16 09:18:13 -05:00
YourWishes e1498f538d Optimize chunk tile mesh 2026-06-11 14:45:53 -05:00
YourWishes aa246eff94 RPG stuff 2026-06-11 12:18:13 -05:00
YourWishes 5be21a21d5 prog 2026-06-10 19:06:19 -05:00
YourWishes 8131bcd4d4 Build on github tag 2026-06-09 15:43:31 -05:00
YourWishes 4ba11e3363 Test
Build Dusk / run-tests (push) Failing after 15m50s
2026-06-08 18:01:19 -05:00
YourWishes acf2be3f66 Try set
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 17:04:07 -05:00
YourWishes f5df0195e2 Docker compose
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 17:02:58 -05:00
YourWishes d26995b48d pwd
Build Dusk / run-tests (push) Failing after 6s
2026-06-08 16:59:39 -05:00
YourWishes 617f8120ae Docker exec
Build Dusk / run-tests (push) Failing after 14s
2026-06-08 16:48:17 -05:00
YourWishes 06c517c9aa chmod
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 16:47:45 -05:00
YourWishes 593ed6408c test2
Build Dusk / run-tests (push) Successful in 7s
2026-06-08 16:47:03 -05:00
YourWishes fb7d3ed122 LS stuff
Build Dusk / run-tests (push) Successful in 7s
2026-06-08 16:45:59 -05:00
YourWishes 19b88ec858 Test linux?
Build Dusk / run-tests (push) Failing after 6s
2026-06-08 16:08:24 -05:00
YourWishes 160e65be7f Run on ubuntu-latest
Build Dusk / run-tests (push) Failing after 16s
2026-06-08 15:34:31 -05:00
YourWishes 079b0d2cf6 Update test script back to what it was
Build Dusk / run-tests (push) Has been cancelled
2026-06-08 15:18:40 -05:00
YourWishes 78f1310f41 Update test script
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 15:14:53 -05:00
YourWishes eb1974c113 Update to docker-host
Build Dusk / run-tests (push) Failing after 6m15s
2026-06-08 14:55:31 -05:00
YourWishes 551409a023 Force run again
Build Dusk / run-tests (push) Failing after 9m15s
2026-06-08 13:58:11 -05:00
YourWishes a11e14daac Try without setup docker
Build Dusk / run-tests (push) Failing after 8m28s
2026-06-08 13:15:15 -05:00
YourWishes 7441e15e76 Run on ubuntu-latest
Build Dusk / run-tests (push) Failing after 3m15s
2026-06-08 13:09:53 -05:00
YourWishes 46506228a6 One thing at a time
Build Dusk / run-tests (push) Has been cancelled
2026-06-08 12:46:38 -05:00
YourWishes 17c49c74cf Try tests updated
Build Dusk / build-linux (push) Failing after 29s
Build Dusk / build-psp (push) Failing after 1m13s
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-gamecube-iso (push) Has been cancelled
Build Dusk / build-knulli (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Build Dusk / build-wii-iso (push) Has been cancelled
2026-06-08 12:44:22 -05:00
YourWishes 3f8024d4db Workflows
Build Dusk / run-tests (push) Failing after 58s
Build Dusk / build-linux (push) Failing after 1m11s
Build Dusk / build-psp (push) Failing after 46s
Build Dusk / build-knulli (push) Failing after 53s
Build Dusk / build-gamecube (push) Failing after 47s
Build Dusk / build-gamecube-iso (push) Failing after 49s
Build Dusk / build-wii (push) Failing after 49s
Build Dusk / build-wii-iso (push) Failing after 1m14s
2026-06-08 12:25:48 -05:00
YourWishes 8675e44d28 GitTea actions 2026-06-08 12:24:09 -05:00
YourWishes 1301d9a718 idk why I btoher with github actions 2026-06-08 12:23:18 -05:00
YourWishes da3db50ca8 Want to test this in PSP 2026-06-08 11:32:59 -05:00
YourWishes 2ca6780305 Just trying to fix things now 2026-06-08 09:39:09 -05:00
YourWishes be68fe5a35 Emdashless 2026-06-07 21:27:59 -05:00
YourWishes dc41c0e302 Cleanup 2026-06-07 21:16:46 -05:00
YourWishes 51388c90d5 we ball I guess 2026-06-07 19:51:54 -05:00
YourWishes f8c9d33df2 Fix some script bugs 2026-06-07 18:47:34 -05:00
YourWishes ed0420fdce Cleanup of script modules. 2026-06-07 12:59:17 -05:00
YourWishes 47a6f396fa Fix typedefs 2026-06-06 19:06:52 -05:00
YourWishes 9edb2aa0c1 Example scene working 2026-06-06 18:46:08 -05:00
YourWishes 003b647d83 Fix tests 2026-06-06 17:36:13 -05:00
YourWishes 2849ff8844 Fix linux? 2026-06-06 17:14:42 -05:00
YourWishes 9f3089742a Fixed ISO builds. 2026-06-06 17:07:30 -05:00
YourWishes b286a9bbcd Fixed wii build 2026-06-06 16:53:06 -05:00
YourWishes 6204e745ba Fixed gamecube building. 2026-06-06 16:47:07 -05:00
YourWishes bbe0e48d23 Builds again? 2026-06-06 16:42:12 -05:00
YourWishes 79054080c0 Cleanup a bit. 2026-06-06 16:39:27 -05:00
YourWishes 81024c4c09 Require async 2026-06-06 10:55:10 -05:00
YourWishes 9068d96130 Add timeouts 2026-06-06 10:38:10 -05:00
YourWishes 6f47543720 Update jerryscript each frame. 2026-06-06 10:30:22 -05:00
YourWishes 5a08384ae1 start async 2026-06-05 19:42:24 -05:00
YourWishes 45d8fda0e4 require() working as I like 2026-06-05 18:49:10 -05:00
YourWishes a9e664492f First round of asset refactoring 2026-06-05 13:18:08 -05:00
YourWishes 3c8b6cb2cc Scene script code 2026-06-04 13:36:35 -05:00
YourWishes 2b3abbe13b ABout to try scene and script merger 2026-06-02 16:46:39 -05:00
YourWishes 241a52b94a nuke unused overworld code 2026-06-02 13:23:11 -05:00
YourWishes 82c300b077 Add some script modules 2026-06-02 12:55:32 -05:00
YourWishes 0f8b629e20 Add logging to Wii 2026-06-02 11:01:54 -05:00
YourWishes 36f6ac65f2 Builds and works on Gamecube 2026-06-02 09:53:56 -05:00
YourWishes a25871a849 Test sprite from script 2026-06-02 09:32:07 -05:00
YourWishes 57766a9104 Merge branch 'main' into scriptentity 2026-06-02 07:36:44 -05:00
YourWishes 3770ae1645 Fix tests? 2026-06-02 07:35:28 -05:00
YourWishes d73edb403f Example Camera 2026-06-01 23:04:55 -05:00
YourWishes b14196ff0d Basic entity script 2026-06-01 22:56:37 -05:00
YourWishes 88903fee94 No need for asset batching on text.c 2026-06-01 22:36:02 -05:00
YourWishes 1e8311fc04 Add asset batch 2026-06-01 22:34:44 -05:00
YourWishes 2b78370cb8 Add asset reaping 2026-06-01 22:20:57 -05:00
YourWishes 8f78bba9e9 Restoring JerryScript a bit cleaner 2026-06-01 21:52:36 -05:00
YourWishes 41a4be678e Added a tiny sleep on assets to stop pegging the CPU 2026-06-01 15:48:10 -05:00
YourWishes 8b2b4b7c3d Fixed JSON loader, added some tests 2026-06-01 15:31:22 -05:00
YourWishes 1f3a29f89d Asyncify other loaders 2026-06-01 15:10:58 -05:00
YourWishes c4c93097cd Add async texture loading 2026-06-01 14:53:18 -05:00
YourWishes eedb7769e6 Add some extra tests 2026-06-01 13:48:29 -05:00
YourWishes 98db62a4bc Add some more tests, prepping for asset testing 2026-06-01 13:37:14 -05:00
YourWishes df48c8e500 Consistency and fixing thread unit tests 2026-06-01 11:33:27 -05:00
YourWishes db9cc0f4c6 Add thread tests 2026-06-01 10:59:56 -05:00
YourWishes a79ee429b4 Prepping for async 2026-06-01 10:57:40 -05:00
YourWishes 6acfca6d48 Consistent 2026-05-30 20:30:13 -05:00
YourWishes 1cd6f4cb72 First refactor of new asset system 2026-05-30 08:21:58 -05:00
YourWishes 3271e8c7d6 FInished porting last asset loader types 2026-05-30 07:59:06 -05:00
YourWishes 0bcde064af Asset refactor, phase one. 2026-05-29 14:27:40 -05:00
YourWishes 957980b3c5 Updating event handler 2026-05-28 14:22:13 -05:00
YourWishes 03eb328d81 Allow dynamic trace on any platform that can support it. 2026-05-28 11:21:36 -05:00
YourWishes e1716a741f Trigger test 2026-05-26 22:18:41 -05:00
YourWishes e24707c847 Scene loading example 2026-05-26 21:42:37 -05:00
YourWishes 7c4b8c307f Fix flocking bug 2026-05-26 20:24:34 -05:00
YourWishes 109318aeaf Remove useless void checks 2026-05-26 19:24:17 -05:00
YourWishes 1f2657cea0 Spritebatch cleanup 2026-05-26 19:07:07 -05:00
YourWishes 382c435bac Entity refactoring 2026-05-22 23:01:45 -05:00
YourWishes 130fe4ca5d Delete JS assets 2026-05-22 00:00:23 -05:00
YourWishes 31ba3fe127 add build to corner of screen 2026-05-21 23:59:26 -05:00
YourWishes f68b31158f Asset refactor 2026-05-21 23:42:56 -05:00
YourWishes 653ca9a72d PSP rendering fix 2026-05-21 22:07:56 -05:00
YourWishes ba7857f4df Fix rendering 2026-05-21 18:24:18 -05:00
YourWishes 23e617ea21 Optimizing entityposition as much as possible. 2026-05-21 13:17:48 -05:00
YourWishes cdf5a5229c Refactor cleaned a few things 2026-05-21 12:52:23 -05:00
YourWishes f841a35a53 Revert "Disable old ent code"
This reverts commit efd31237be.
2026-05-21 11:07:21 -05:00
YourWishes efd31237be Disable old ent code 2026-05-21 10:18:20 -05:00
YourWishes 6502822583 Update render, spritebatch and input stuffs. 2026-05-21 09:51:56 -05:00
YourWishes a9e6f2b2a5 Scene rendering native. 2026-05-20 23:45:27 -05:00
YourWishes 510a94b42c Remove Jerryscript further 2026-05-20 21:34:00 -05:00
YourWishes d805be47ce No script 2026-05-20 20:58:56 -05:00
YourWishes f9ea8e380a Temporarily disable save code 2026-05-20 09:52:07 -05:00
YourWishes 5cb05beb30 Fix dolphin compile 2026-05-19 23:24:27 -05:00
YourWishes 677768e6ab Map Base 2026-05-19 23:13:41 -05:00
YourWishes ed6c951783 Script improvements 2026-05-17 23:40:42 -05:00
YourWishes 54254348b8 Add parent/child 2026-05-17 21:46:08 -05:00
YourWishes 782fd07a8d Savestream update 2026-05-16 17:51:00 -05:00
YourWishes a8fd55cb38 Save file update (incomplete) 2026-05-10 11:20:09 -05:00
YourWishes d7f515575a Working on burned DVD for gamecube 2026-05-09 00:14:28 -05:00
YourWishes bafbf2ec2f Fix compile error 2026-05-08 23:11:20 -05:00
YourWishes 7415944e0a scripting improvements 2026-05-08 22:46:24 -05:00
YourWishes 1ff990ff44 Add strided memory pushing and improved spritebatching 2026-05-08 20:53:05 -05:00
YourWishes 73e73d8772 Cleanup animation 2026-05-08 15:44:55 -05:00
YourWishes 6d876bb767 Anim tweak 2026-05-07 19:37:30 -05:00
YourWishes 2be0fe9f06 Fix wii build 2026-05-07 17:54:10 -05:00
YourWishes e1fb082927 Increase spritebatch flushing count 2026-05-07 17:47:39 -05:00
YourWishes 65ca5ae4c4 Dolphin Bootable ISO working! 2026-05-07 17:38:41 -05:00
YourWishes 2cea43dc70 Switch to ogc2 2026-05-07 17:21:52 -05:00
YourWishes 44a0700800 Fixed memalign again 2026-05-07 14:11:59 -05:00
YourWishes 1613a378f1 Added memalign 2026-05-07 12:39:07 -05:00
YourWishes deed98a27d 2026-05-07 12:31:22 -05:00
YourWishes 9d0cb8fb46 ISO build (partial) 2026-05-07 12:18:30 -05:00
YourWishes d8fe0f6923 textbox 2026-05-06 22:42:28 -05:00
YourWishes 581dbc2b3c Update linux docker 2026-05-06 20:31:50 -05:00
YourWishes 7301d2ad76 luce bree 2026-05-06 20:24:16 -05:00
YourWishes 3232a14d1d Consistent build 2026-05-06 14:40:06 -05:00
YourWishes 84c1f88d42 Fix PSP blending issues 2026-05-06 11:17:34 -05:00
YourWishes 3695b10e4b Easing test 2026-05-05 22:24:25 -05:00
YourWishes 6da02b25fa Testing cutscenes 2026-05-05 22:10:47 -05:00
YourWishes 3bc544fba1 Re-enable build pulling fetched modules 2026-05-05 19:29:48 -05:00
YourWishes 368d370f49 Cleanup modules 2026-05-05 19:29:29 -05:00
YourWishes bb29c0edef Working on some script modules 2026-05-05 16:22:04 -05:00
YourWishes 6edcf75a0c add display state 2026-05-04 22:16:30 -05:00
YourWishes 31cc186424 Fixed small compile bugs 2026-05-04 08:39:47 -05:00
YourWishes 0e94c1fa6d Fixed a bunch of messy over 80 char lines 2026-05-04 08:29:43 -05:00
YourWishes 6d9e2dd3e1 UI first pass 2026-05-03 21:52:12 -05:00
YourWishes 4a4adeb3c8 Finally fixed linux asset weirdness 2026-05-02 15:18:49 -05:00
YourWishes ff77f8cfa0 Fix dolphin rendering 2026-05-01 23:11:59 -05:00
YourWishes 36db89c36e Nuke the old input system, use the new UI system 2026-05-01 15:21:46 -05:00
YourWishes a9948142ad Fix linux warning 2026-05-01 14:00:24 -05:00
YourWishes 8d05510584 Fix linux building 2026-05-01 13:58:05 -05:00
YourWishes d373de7a29 Some adjustments 2026-05-01 13:44:51 -05:00
YourWishes 1efa9a9f7b More cleanup 2026-05-01 09:43:50 -05:00
YourWishes 0fb3ba2f91 Cleanup, prepping for example game stuff 2026-04-30 23:43:49 -05:00
YourWishes 3b4c5b5153 Added FPS meter 2026-04-30 23:34:32 -05:00
YourWishes 9293aeeec8 Fix position 2026-04-30 23:18:36 -05:00
YourWishes 03ae83b119 More cleanup? 2026-04-30 23:07:17 -05:00
YourWishes abd63cc6cf More cleanup 2026-04-30 22:40:32 -05:00
YourWishes 2e43aa2c44 Bit more cleanup 2026-04-30 20:03:44 -05:00
YourWishes 3d984e13c2 Module input improvements 2026-04-29 23:40:01 -05:00
YourWishes 010900fe21 Better again. 2026-04-29 23:26:21 -05:00
YourWishes ffed626447 More cleanup 2026-04-29 22:39:47 -05:00
YourWishes 61f69af35a Refactor pass 1 2026-04-29 14:53:35 -05:00
YourWishes bd248ee91c Build script on PSP, Dolphin and Engine. 2026-04-28 21:34:09 -05:00
YourWishes 194255bffe Fix merge conflcits 2026-04-28 14:02:59 -05:00
YourWishes 52ee627079 Merge branch 'jerryscript' into playertest 2026-04-28 14:02:53 -05:00
YourWishes bd4200e707 Finished getting JerryScript on all the platforms. 2026-04-28 13:59:46 -05:00
YourWishes 73e7d6c7f3 Add epoch 2026-04-28 10:33:23 -05:00
YourWishes a41b0e916b prog 2026-04-28 08:04:01 -05:00
YourWishes 19f2a2c616 Bit more consistent but still far from perfect 2026-04-27 09:14:14 -05:00
YourWishes 998601f722 Playertest: scene/script system refactor and Wii ABI fix
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:30:08 -05:00
YourWishes 7c3386cf3e Add entity scripting 2026-04-20 17:01:12 -05:00
YourWishes d161182997 Entity modules 2026-04-20 16:50:16 -05:00
YourWishes 1646dc2dbd Fixed build 2026-04-20 15:43:18 -05:00
YourWishes b640295be2 Scene script 2026-04-20 15:34:24 -05:00
YourWishes b89ae2391b Reg console. 2026-04-20 14:31:22 -05:00
YourWishes a0fad441d0 Updated bind command 2026-04-20 12:59:25 -05:00
YourWishes 340084dac3 Removed console aliases 2026-04-20 12:49:06 -05:00
YourWishes c78135aa09 Fixed bugs with console 2026-04-20 12:05:35 -05:00
YourWishes d19f8bbd30 Restored console, has a bug 2026-04-20 09:26:25 -05:00
YourWishes 4205899f5a No idea why gamecube is crashing, disabling this for now 2026-04-18 21:57:57 -05:00
YourWishes 7dd3940770 Moved code to dolphin for network 2026-04-18 17:41:30 -05:00
YourWishes 00d94e3015 Slight wii improvements 2026-04-18 16:01:53 -05:00
YourWishes 7bacb3ee2b Testing on real wii hardware some more 2026-04-18 15:59:25 -05:00
YourWishes 8e49be5ac4 Testing some wii rendering bugs 2026-04-18 15:29:40 -05:00
YourWishes 3b94598d2c Fixed dolphin matricies the ugly way 2026-04-18 00:36:35 -05:00
YourWishes bddc9af3b6 "Improved" Dolphin matricies slightly 2026-04-18 00:32:50 -05:00
YourWishes 2451d73a7c Improved Wii aspect ratio significantly 2026-04-17 23:49:39 -05:00
YourWishes 1dd2efa182 Dolphin compiles, network untested 2026-04-17 22:53:49 -05:00
YourWishes acea610773 Disable curl on linux 2026-04-17 22:53:29 -05:00
YourWishes 8f2f1fd496 Added network info 2026-04-17 17:00:03 -05:00
YourWishes 39c775872a PSP networking matches linux now. 2026-04-17 16:32:45 -05:00
YourWishes bdb3cbd109 Fixed crash for cross/cancel logic 2026-04-17 16:02:45 -05:00
YourWishes ff84ce2b04 Added PSP Accept/Cance 2026-04-17 15:28:03 -05:00
YourWishes 225f405592 PSP Networking refactor 2026-04-17 14:57:10 -05:00
YourWishes 715ecffa18 Taking a break on net 2026-04-16 06:38:56 -05:00
YourWishes e51cdc8992 PSP net code first pass 2026-04-15 15:50:43 -05:00
YourWishes 133685ea37 Linux HTTP implementation 2026-04-15 15:11:44 -05:00
YourWishes 6aff98d555 Fix PSP build 2026-04-15 06:10:38 -05:00
YourWishes acdc524284 bit more accurate 2026-04-15 06:04:30 -05:00
YourWishes 1ee5ec7b43 Vita builds for the first time 2026-04-15 05:52:30 -05:00
YourWishes 46a5403511 Optimized entity memory. 2026-04-14 14:48:26 -05:00
YourWishes 87bfb92576 Physics position optimization 2026-04-14 14:46:07 -05:00
YourWishes c7a3e5601c De-ugifying 2026-04-14 14:29:48 -05:00
YourWishes 4009130f6e Refactor Physics further 2026-04-14 13:55:48 -05:00
YourWishes c91243f6e9 Physics refactor 2026-04-14 13:45:16 -05:00
YourWishes 0e3871ac26 Reset position 2026-04-14 09:47:17 -05:00
YourWishes 55baafec8a Fixed some of the rendering problems on Dolphin, things still look wrong though. 2026-04-14 09:40:58 -05:00
YourWishes b5a66993ca Phyiscs engine first pass 2026-04-14 09:34:57 -05:00
YourWishes 0b570b5fd6 Add a few more mesh types 2026-04-14 08:38:50 -05:00
YourWishes 378227c377 Fixed more memory tests 2026-04-13 22:55:59 -05:00
YourWishes 650645eaff Fixing memory tests 2026-04-13 22:42:39 -05:00
YourWishes 62c71f3fe6 Remove malloc log 2026-04-13 20:36:48 -05:00
YourWishes 041ec3d710 Add texture padder tool 2026-04-13 20:34:54 -05:00
YourWishes 5f2d871bad Cleaned a bit more 2026-04-13 20:05:34 -05:00
YourWishes a30b151e4d Bit of cleanup 2026-04-13 20:03:02 -05:00
YourWishes 5a651d2d1f Dusk texture creator 2026-04-13 19:51:11 -05:00
YourWishes 4b3826edd9 Cleanup the test mesh 2026-04-13 13:05:39 -05:00
YourWishes bae1ff3759 Allow reaxising mesh 2026-04-13 12:58:54 -05:00
YourWishes fd82486431 Fix dolphin color-less 2026-04-13 12:37:54 -05:00
YourWishes c9cd91cbd8 Make color optional 2026-04-13 12:29:06 -05:00
YourWishes c8abd374fe STL Loader 2026-04-13 11:41:51 -05:00
YourWishes 2b9ee8f721 Entity does not own mesh. 2026-04-13 09:40:40 -05:00
YourWishes d02673e04a 3D OBJ loading 2026-04-10 22:09:01 -05:00
YourWishes f0117b8e6e Renders on PSP but it's inconsistent 2026-04-10 20:59:38 -05:00
YourWishes bb7c41c754 Rotation 2026-04-10 18:47:46 -05:00
YourWishes efa583c154 Fixed Dolphin culling 2026-04-10 18:37:27 -05:00
YourWishes d16ea13c14 Dolphin shader handler 2026-04-10 18:34:58 -05:00
YourWishes 673d8e0a18 Shader material ECS example 2026-04-10 12:48:05 -05:00
YourWishes 37cfdde1ee Mesh component 2026-04-10 10:19:44 -05:00
YourWishes 0778ffb57a ECS POC 2026-04-10 07:31:31 -05:00
YourWishes 42099f7241 ECS Enhancements 2026-04-10 07:09:25 -05:00
YourWishes c52e1d22b7 Basic ECS 2026-04-09 22:07:17 -05:00
YourWishes 0d7b0aadd1 ECS 2026-04-09 11:53:11 -05:00
YourWishes 4cd3355ef1 Fix memory tests 2026-04-04 19:45:29 -05:00
YourWishes 98d70b96d1 Added proper plural support 2026-04-04 15:21:27 -05:00
YourWishes 64735bdf43 Implemented lua locale gettext 2026-04-04 11:32:46 -05:00
YourWishes 7b87347b77 Fixed small bug with parsing plurals 2026-04-04 10:19:07 -05:00
YourWishes b5b29d7061 locale parsing done 2026-04-04 10:11:46 -05:00
YourWishes 9ec21f85a0 Asset moved some code around 2026-04-03 14:41:38 -05:00
YourWishes da1a5a3f1b Asset refactor 2026-04-03 12:56:04 -05:00
YourWishes 0885da8d44 Fixed dynamic updates on scene rendering 2026-03-29 19:08:58 -05:00
YourWishes 8af961c6d3 Fixed knulli rendering 2026-03-29 18:53:42 -05:00
YourWishes ef5febdde3 Fixed dolphin rendering. 2026-03-29 18:42:59 -05:00
YourWishes 6d7fbd3926 Change to square only 2026-03-29 17:58:13 -05:00
YourWishes 2680d373d8 Fixed boot.dol in wii 2026-03-29 16:51:54 -05:00
YourWishes 2b2ddb3cf2 Fixed spritebatch flickering on Dolphin 2026-03-29 16:10:39 -05:00
YourWishes 85ff95296b Fix Linux again 2026-03-29 15:19:15 -05:00
YourWishes 314a2de41a Fixed text on PSP 2026-03-29 14:45:40 -05:00
YourWishes 26fafab47a Fix copy issues 2026-03-29 14:25:10 -05:00
YourWishes e56ff20e2d Attempting to fix PSP alpha textures 2026-03-29 13:38:55 -05:00
YourWishes 55d44f229d Fixed crash on PSP 2026-03-29 10:35:57 -05:00
YourWishes 1c5e50cc4d Test text rendering 2026-03-29 10:15:22 -05:00
YourWishes ea898da6c2 Fix compile 2026-03-28 21:52:52 -05:00
YourWishes dbb7e9f53c Getting shaders working with lua. 2026-03-28 21:50:59 -05:00
YourWishes cbb68a399d Fix compile error 2026-03-28 15:43:38 -05:00
YourWishes 0e794f28b1 Disable paletted textures for now 2026-03-28 15:40:30 -05:00
YourWishes 87d2d9123e Re-implement RGBA textures 2026-03-28 15:21:33 -05:00
YourWishes 6823a4ddb5 Try again again 2026-03-28 11:35:11 -05:00
YourWishes 20a7c70081 Fixiing weird action path missing? 2026-03-28 11:26:25 -05:00
YourWishes 9caa33b3bb Restore all builds 2026-03-28 11:14:15 -05:00
YourWishes 2d7e61460a fix 2026-03-28 11:05:36 -05:00
YourWishes a4b7fb3f44 Try again 2026-03-28 11:04:42 -05:00
YourWishes 70056cf4ca Temp only build knulli
Build Dusk / build-knulli (push) Failing after 21s
2026-03-28 11:02:43 -05:00
YourWishes 5f4ab71ade Add knulli build 2026-03-28 11:02:34 -05:00
YourWishes f3adb3257b Cleanup knulli 2026-03-28 11:00:18 -05:00
YourWishes 438edda7fd Fixed knulli 2026-03-28 10:56:40 -05:00
YourWishes d5b0441e6f Fixed GLES support (partially), PSP still not working 2026-03-28 10:51:50 -05:00
YourWishes 9ba0ceb000 Moved texture setting around 2026-03-28 09:48:24 -05:00
YourWishes 9474a68995 Slightly more accurate, likely going to have to change how paletted textures work 2026-03-27 21:01:29 -05:00
YourWishes 09c35f0aa6 Builds on knulli 2026-03-27 20:48:43 -05:00
YourWishes a2113442cb Builds on knulli 2026-03-27 15:59:26 -05:00
YourWishes d91808487f Allow texture to be NULL.
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2026-03-27 13:46:18 -05:00
YourWishes 933949cc19 Progress on PSP paletted textures
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2026-03-27 08:04:34 -05:00
YourWishes 407620387d Test paletted stuff
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2026-03-26 14:48:20 -05:00
YourWishes 98947dea26 starting textures
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2026-03-23 19:42:24 -05:00
YourWishes ebff7af9b5 fix
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2026-03-23 15:37:53 -05:00
YourWishes b23c4b83ae played around with color, will likely stick to textures.
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2026-03-22 23:53:23 -05:00
YourWishes c0cff40628 Merge pull request 'shader' (#2) from shader into main
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Reviewed-on: #2
2026-03-23 04:33:20 +00:00
YourWishes 97513e354c Dolphin shaders
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2026-03-22 23:32:43 -05:00
YourWishes c277ae7aff DOlphin shader prog 2026-03-22 18:14:56 -05:00
YourWishes e1835e6282 Merge pull request 'Pull shader code into main' (#1) from shader into main
Build Dusk / build-linux (push) Has been cancelled
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Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Reviewed-on: #1
2026-03-22 15:46:37 +00:00
YourWishes 5ac21db997 Shaders adapted for Legacy GL
Build Dusk / run-tests (pull_request) Failing after 24s
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2026-03-22 10:44:28 -05:00
YourWishes ca0e9fc3b2 Implement spritebatch properly. 2026-03-22 09:13:42 -05:00
YourWishes 66ebcb1608 shader prog 2026-03-17 17:05:39 -05:00
YourWishes ff92a78dda Shader first pass 2026-03-17 08:42:43 -05:00
YourWishes 7356286fe0 Adjust how deadzones work
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2026-03-11 13:00:11 -05:00
YourWishes 54e8e68f86 Update build to use checkout v6
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2026-03-11 10:42:54 -05:00
YourWishes d21cd7f78b Update error and debug logging methods
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2026-03-11 10:33:43 -05:00
YourWishes 1d7516982a Fixed dolphin input
Build Dusk / run-tests (push) Failing after 15s
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2026-03-11 08:11:49 -05:00
YourWishes c77a11442c Fix input on linux 2026-03-11 07:56:03 -05:00
YourWishes 5bd43a4643 Fix Dolphin crash 2026-03-11 07:27:06 -05:00
YourWishes 9b87dfa1a9 Only exec action on main 2026-03-10 21:59:15 -05:00
YourWishes 2e3173ea40 Enable all jobs.
Build Dusk / run-tests (push) Failing after 14s
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2026-03-10 21:53:13 -05:00
YourWishes 68eac7cf83 Build wii
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2026-03-10 21:48:12 -05:00
YourWishes 6709505630 Build gamecube
Build Dusk / build-gamecube (push) Failing after 16s
2026-03-10 21:43:59 -05:00
YourWishes af6e962a5d Try rename
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2026-03-10 21:39:00 -05:00
YourWishes 18e6bdabaa test 2
Build Dusk / build-psp (push) Failing after 14s
2026-03-10 21:35:50 -05:00
YourWishes 9743942eae Try zip PSP
Build Dusk / build-psp (push) Failing after 17s
2026-03-10 21:33:27 -05:00
YourWishes 23062137a8 Disable tests for now.
Build Dusk / build-linux (push) Failing after 14s
2026-03-10 21:23:08 -05:00
YourWishes 46f7fb5ccd Use v6
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2026-03-10 21:21:37 -05:00
YourWishes 9c90c49a6b Test build linux
Build Dusk / run-tests (push) Failing after 14s
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2026-03-10 21:19:55 -05:00
YourWishes 4517b63557 Fixed compiling
Build Dusk / run-tests (push) Failing after 15s
2026-03-10 21:11:12 -05:00
YourWishes 58c239f4b4 Fixing tests more.
Build Dusk / run-tests (push) Failing after 14s
2026-03-10 20:53:28 -05:00
YourWishes cc8845ba3e Run linux tests
Build Dusk / run-tests (push) Failing after 14s
2026-03-10 20:51:58 -05:00
YourWishes 6b69ce2901 Try github
Build Dusk / run-tests (push) Failing after 36s
2026-03-10 20:46:29 -05:00
YourWishes 55300ed21c test2
Build Dusk / run-tests (push) Successful in 30s
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2026-03-10 16:48:14 -05:00
YourWishes 7346dd4339 Test
Build Dusk / run-tests (push) Successful in 25s
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2026-03-10 16:45:24 -05:00
YourWishes 2caf3b92ce Try github workspace
Build Dusk / run-tests (push) Successful in 6s
Build Dusk / build-linux (push) Failing after 7s
2026-03-10 16:30:46 -05:00
YourWishes af2cd72a1f Try mount rather than volume
Build Dusk / run-tests (push) Successful in 4s
Build Dusk / build-linux (push) Failing after 4s
2026-03-10 16:30:08 -05:00
YourWishes 3d455ec1f8 Remove volume
Build Dusk / run-tests (push) Failing after 3s
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2026-03-10 16:26:29 -05:00
YourWishes 15982d7735 Try realpath over pwd
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2026-03-10 16:24:41 -05:00
YourWishes 5ae3542bd9 where am I?
Build Dusk / run-tests (push) Failing after 4s
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2026-03-10 16:23:32 -05:00
YourWishes b1b02ae24b Test lsla
Build Dusk / run-tests (push) Successful in 4s
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2026-03-10 16:21:31 -05:00
YourWishes f0964e2c92 Test runner
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2026-03-10 16:16:53 -05:00
YourWishes e9661d2998 ADd check
Build Dusk / run-tests (push) Failing after 2m21s
2026-03-10 16:01:44 -05:00
YourWishes ea6468f2a9 Use git runner temp
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2026-03-10 15:36:28 -05:00
YourWishes a2b38d3b83 Test Docker user
Build Dusk / run-tests (push) Failing after 25s
2026-03-10 15:34:53 -05:00
YourWishes d67ef02941 Use script system
Build Dusk / run-tests (push) Successful in 1m15s
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2026-03-10 15:15:31 -05:00
YourWishes 549ebe25d8 Let's get it building on linux in gitea
Build Dusk / run-tests (push) Successful in 2m16s
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2026-03-10 15:10:18 -05:00
YourWishes 9a98348582 Renders on Dolphin also. 2026-03-10 15:07:50 -05:00
YourWishes c5f5b025a6 Game no longer crashes on Dolphin 2026-03-09 08:05:26 -05:00
YourWishes 23eaffa3a7 Fix some dolphin stuff. 2026-03-08 19:55:48 -05:00
YourWishes c161809248 Renders on PSP identically. 2026-03-08 19:51:00 -05:00
YourWishes 4bf26dc818 Let's get this rendering on PSP and Dolphin. 2026-03-08 15:46:38 -05:00
YourWishes 5dd22fad6c Fixed some bugs. 2026-03-08 13:55:11 -05:00
YourWishes 2c3fdf7803 Add compile time endianess 2026-03-08 13:44:52 -05:00
YourWishes e984b9f5d7 Asset compartmentalized 2026-03-08 13:29:40 -05:00
YourWishes a3c2e37b17 Fixed errors 2026-03-08 12:01:22 -05:00
YourWishes edf1b5a0a3 Technically working 2026-03-08 11:35:21 -05:00
YourWishes 8efdf59ebd More fixes 2026-03-08 10:20:55 -05:00
YourWishes 5c4537b2fa input prog 2026-03-07 22:11:11 -06:00
YourWishes 71e6079054 More code moving 2026-03-07 12:09:40 -06:00
YourWishes dd048d9b0d Moved a bunch of code around 2026-03-07 09:35:56 -06:00
YourWishes 93074d653e idk 2026-03-06 16:34:45 -06:00
YourWishes 9139c4350a Moved all files. 2026-03-06 14:01:21 -06:00
YourWishes 38ce768168 kms 2026-03-06 13:40:27 -06:00
YourWishes 82b3dc576c remove un-needed files 2026-03-03 12:29:04 -06:00
YourWishes 2167889f48 Merge branch 'main' into break-literally-everything 2026-03-03 12:28:48 -06:00
YourWishes e9b02c2acf Whatewver
Build Dusk / run-tests (push) Successful in 1m26s
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2026-03-02 20:14:21 -06:00
YourWishes 9ee446431b Moved build stuff to docker 2026-03-02 06:59:51 -06:00
YourWishes df106e3988 "progress" 2026-02-28 09:55:21 -06:00
YourWishes d0a057e0ee Moved all defs into main file. 2026-02-17 11:33:00 -06:00
YourWishes 8b49902bf6 Moved some files around 2026-02-17 10:59:21 -06:00
YourWishes 71c1e56564 Fix endian again
Build Dusk / run-tests (push) Successful in 1m35s
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2026-02-16 19:15:29 -06:00
YourWishes 1b12e67de2 Use internal endian tool
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2026-02-16 13:34:20 -06:00
YourWishes 291bb4bb81 Build?
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2026-02-16 13:21:04 -06:00
YourWishes 342ddb19f8 Finally got text rendering again. 2026-02-16 13:12:12 -06:00
YourWishes 9c9d2d548e Fixed whatever problem was with texture loading. 2026-02-16 12:29:25 -06:00
YourWishes d7a0bb4509 Fix palette indexer bytes 2026-02-16 12:01:06 -06:00
YourWishes 2b1a3323a8 Tileset creator done 2026-02-16 12:00:55 -06:00
YourWishes 99d030003c DEbug not working so moving pcs 2026-02-15 16:41:33 -06:00
YourWishes 92a753560b prog 2026-02-15 01:09:28 -06:00
YourWishes af9904c892 Scripts work again.
Build Dusk / run-tests (push) Successful in 1m40s
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2026-02-13 19:36:59 -06:00
YourWishes e5e8c49f6c Mostly nuking old system
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2026-02-13 19:13:26 -06:00
YourWishes b37e5f45ca Sweeper
Build Dusk / run-tests (push) Successful in 1m28s
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2026-02-10 21:06:09 -06:00
YourWishes e1f08b07aa Need a break from Dolphin
Build Dusk / run-tests (push) Successful in 1m36s
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2026-02-09 22:18:44 -06:00
YourWishes 073ee8dca9 Trying to find dolphin texture bug
Build Dusk / run-tests (push) Successful in 1m37s
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2026-02-09 14:53:27 -06:00
YourWishes a26e51cf46 Use local mirror for cglm
Build Dusk / run-tests (push) Successful in 1m26s
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2026-02-09 13:19:13 -06:00
YourWishes dfed732825 Try different branch for upload binary action
Build Dusk / run-tests (push) Successful in 1m46s
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2026-02-09 12:13:48 -06:00
YourWishes 87aa70c6d2 Push userdata?
Build Dusk / run-tests (push) Successful in 1m43s
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2026-02-09 12:03:35 -06:00
YourWishes aa2979ffe7 Fix main
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2026-02-09 11:54:53 -06:00
YourWishes 236e16aa6d Fix url format
Build Dusk / run-tests (push) Failing after 1s
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2026-02-09 11:51:04 -06:00
YourWishes 184bb970e6 Update to not rely on third party actions
Build Dusk / run-tests (push) Failing after 2s
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2026-02-09 10:59:34 -06:00
YourWishes bd54469891 test some stuff
Build Dusk / run-tests (push) Failing after 2m48s
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2026-02-09 10:39:46 -06:00
YourWishes 2f5dccc3ef Texture loading
Build Dusk / run-tests (push) Successful in 1m44s
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2026-02-09 09:29:16 -06:00
YourWishes 592edb90a0 Test lua rgb rainbow
Build Dusk / run-tests (push) Successful in 1m15s
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2026-02-08 22:30:53 -06:00
YourWishes 3db7e6b1b9 Fixed palette lookup
Build Dusk / run-tests (push) Successful in 1m18s
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2026-02-08 21:26:42 -06:00
YourWishes 13c4df0d85 Compiles on dolphin, finally
Build Dusk / run-tests (push) Successful in 1m39s
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Build Dusk / build-psp (push) Successful in 2m7s
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2026-02-08 19:30:02 -06:00
YourWishes ef25fb09da Fix linux building
Build Dusk / run-tests (push) Successful in 2m20s
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2026-02-08 10:14:52 -06:00
YourWishes 03cf4a9efe See if dolphin will render the floating text demo
Build Dusk / run-tests (push) Successful in 1m6s
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2026-02-08 10:09:45 -06:00
YourWishes 53dd36efdd Fixed alpha textures properly on PSP
Build Dusk / run-tests (push) Successful in 1m25s
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2026-02-08 09:54:40 -06:00
YourWishes ad9e841a42 Removed CXX target
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Build Dusk / build-psp (push) Successful in 2m56s
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2026-02-07 17:08:03 -06:00
YourWishes 14f3f464c7 Prog on fixing psp alpha textures
Build Dusk / run-tests (push) Successful in 1m20s
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Build Dusk / build-psp (push) Successful in 1m51s
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2026-02-07 15:29:29 -06:00
YourWishes cbe51cc8d0 Speedup build
Build Dusk / run-tests (push) Successful in 1m10s
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Build Dusk / build-psp (push) Successful in 1m36s
Build Dusk / build-dolphin (push) Successful in 2m6s
2026-02-06 16:50:50 -06:00
YourWishes efaa3f6eea Fix building on PSP
Build Dusk / run-tests (push) Successful in 1m26s
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Build Dusk / build-psp (push) Successful in 1m44s
Build Dusk / build-dolphin (push) Successful in 2m36s
2026-02-06 16:29:12 -06:00
YourWishes 52cce9a3b0 ADd meta.xml
Build Dusk / build-dolphin (push) Successful in 3m6s
Build Dusk / run-tests (push) Successful in 1m38s
Build Dusk / build-linux (push) Failing after 2m15s
Build Dusk / build-psp (push) Failing after 2m23s
2026-02-06 16:14:54 -06:00
YourWishes b7b390311e Forgor wii stuff
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Build Dusk / build-linux (push) Has been cancelled
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2026-02-06 16:09:31 -06:00
YourWishes c1eeddd14b Fix dir spelling
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Build Dusk / run-tests (push) Successful in 2m4s
Build Dusk / build-psp (push) Has been cancelled
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2026-02-06 16:03:47 -06:00
YourWishes 1a7a55dfc3 Fix missing mkdirp
Build Dusk / build-dolphin (push) Failing after 4m14s
Build Dusk / run-tests (push) Successful in 3m24s
Build Dusk / build-psp (push) Has been cancelled
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2026-02-06 15:54:06 -06:00
YourWishes fe5927ea6a Add more bin
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2026-02-06 15:49:52 -06:00
YourWishes 119c794ad7 Add bin
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2026-02-06 15:44:11 -06:00
YourWishes e2076b2c1c Also build wii
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2026-02-06 15:39:33 -06:00
YourWishes 5208c5148e Fix cmake?
Build Dusk / build-dolphin (push) Failing after 5m18s
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2026-02-06 15:32:00 -06:00
YourWishes d80660b097 cur dir
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2026-02-06 15:27:33 -06:00
YourWishes b916d0278b install cmake
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2026-02-06 15:21:24 -06:00
YourWishes d51e13e620 Update
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Build Dusk / run-tests (push) Successful in 4m9s
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2026-02-06 15:13:03 -06:00
YourWishes 40ad4326ef Do it all ourselves
Build Dusk / build-gamecube (push) Failing after 12s
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2026-02-06 15:11:50 -06:00
YourWishes b8afc1684a with --yes
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2026-02-06 15:10:47 -06:00
YourWishes 8348b31ac8 re
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Build Dusk / run-tests (push) Has started running
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2026-02-06 15:08:58 -06:00
YourWishes 411f2dbcce 403 fix?
Build Dusk / run-tests (push) Waiting to run
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2026-02-06 15:02:41 -06:00
YourWishes ee89c08160 Manually setup ppc
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2026-02-06 15:00:28 -06:00
YourWishes 357607a89f more echoing
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Build Dusk / run-tests (push) Successful in 3m11s
Build Dusk / build-linux (push) Failing after 2m36s
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2026-02-06 14:52:45 -06:00
YourWishes 8d6dc2df44 Try sudo
Build Dusk / build-gamecube (push) Failing after 1m16s
Build Dusk / build-linux (push) Has been cancelled
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2026-02-06 14:50:49 -06:00
YourWishes 5207582ab3 Try more
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2026-02-06 14:47:44 -06:00
YourWishes 71768e6154 Try outside
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2026-02-06 14:45:07 -06:00
YourWishes ecbe235523 Try try again
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Build Dusk / build-linux (push) Has been cancelled
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2026-02-06 14:43:10 -06:00
YourWishes afef079d1e Fix cli order
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2026-02-06 14:40:07 -06:00
YourWishes df17696c69 try append u
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2026-02-06 14:38:49 -06:00
YourWishes 065bf0908f Fix crap
Build Dusk / build-gamecube (push) Failing after 42s
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2026-02-06 14:34:53 -06:00
YourWishes 5b6755e9cf Try fix workdir
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Build Dusk / run-tests (push) Successful in 4m0s
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2026-02-06 14:19:59 -06:00
YourWishes b08482acf1 Build cube again
Build Dusk / build-gamecube (push) Failing after 1m11s
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2026-02-06 14:15:29 -06:00
YourWishes 80c9c1d389 Try mount differently.
Build Dusk / build-gamecube (push) Failing after 1m12s
Build Dusk / build-linux (push) Has been cancelled
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2026-02-06 14:12:05 -06:00
YourWishes bb7db57bda yes
Build Dusk / build-gamecube (push) Failing after 50s
Build Dusk / run-tests (push) Successful in 2m5s
Build Dusk / build-linux (push) Failing after 2m17s
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2026-02-06 14:05:28 -06:00
YourWishes 6a83ac767c cli 2026-02-06 14:05:18 -06:00
YourWishes 7e47ef9d74 try official docker steps
Build Dusk / build-gamecube (push) Failing after 38s
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2026-02-06 14:03:34 -06:00
YourWishes e7ec603526 yet another
Build Dusk / build-gamecube (push) Failing after 44s
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2026-02-06 14:00:49 -06:00
YourWishes 2d8ae09bd8 Test again?
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
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2026-02-06 13:58:48 -06:00
YourWishes b2affbc0a7 Try something else?
Build Dusk / build-gamecube (push) Failing after 39s
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2026-02-06 13:56:39 -06:00
YourWishes d50bc61ada Prog
Build Dusk / build-linux (push) Waiting to run
Build Dusk / build-psp (push) Waiting to run
Build Dusk / build-gamecube (push) Failing after 29s
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 13:54:53 -06:00
YourWishes ec6b032b45 Take sH out
Build Dusk / build-gamecube (push) Failing after 56s
Build Dusk / build-wii (push) Failing after 44s
Build Dusk / build-linux (push) Has been cancelled
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2026-02-06 13:51:07 -06:00
YourWishes bc72f48496 Try again?
Build Dusk / build-gamecube (push) Failing after 44s
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
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2026-02-06 13:48:11 -06:00
YourWishes dcf06fbd36 Update shell
Build Dusk / build-gamecube (push) Failing after 1m3s
Build Dusk / run-tests (push) Has been cancelled
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2026-02-06 13:46:15 -06:00
YourWishes 96311d72c2 Retry build
Build Dusk / build-gamecube (push) Failing after 1m26s
Build Dusk / build-wii (push) Failing after 1m19s
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2026-02-06 13:41:27 -06:00
YourWishes 07938cccc7 Build dolphin first while I test.
Build Dusk / build-dolphin (push) Failing after 5m38s
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2026-02-06 13:34:56 -06:00
802 changed files with 31106 additions and 15349 deletions
-5
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@@ -1,5 +0,0 @@
FROM devkitpro/devkitppc
RUN apt update && \
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl && \
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip
-12
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@@ -1,12 +0,0 @@
#!/bin/bash
docker build -t myapp:latest -f .ci/dolphin/Dockerfile .
docker run -it -v ./:/workdir myapp:latest /bin/bash -c ' \
export PATH="$DEVKITPPC/bin:$PATH" && \
cd /workdir && \
rm -rf build-gamecube && \
mkdir -p build-gamecube && \
cmake -S. -Bbuild-gamecube -DDUSK_TARGET_SYSTEM=gamecube -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake" && \
cd build-gamecube && \
make VERBOSE=1
'
# docker run -it -v ./:/workdir myapp:latest /bin/bash
-13
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@@ -1,13 +0,0 @@
#!/bin/bash
docker build -t myapp:latest -f .ci/dolphin/Dockerfile .
docker run -it -v ./:/workdir myapp:latest /bin/bash -c ' \
export PATH="$DEVKITPPC/bin:$PATH" && \
cd /workdir && \
rm -rf build-wii && \
mkdir -p build-wii && \
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake" && \
cd build-wii && \
make VERBOSE=1 && \
mv ./Dusk.dol ./boot.dol
'
# docker run -it -v ./:/workdir myapp:latest /bin/bash
-87
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@@ -1,87 +0,0 @@
name: Build Dusk
on:
push:
branches:
- main
pull_request:
branches:
- main
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v5
- name: Install dependencies
run: |
apt-get update
apt-get install -y build-essential cmake python3 python3-pip python3-polib python3-pil libsdl2-dev libgl1-mesa-dev libzip-dev python3-dotenv python3-pyqt5 python3-opengl liblua5.3-dev
- name: Configure CMake for tests
run: cmake -S . -B build -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
- name: Build tests
run: cmake --build build -- -j$(nproc)
- name: Run tests
run: ctest --output-on-failure --test-dir build
build-linux:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v5
- name: Install dependencies
run: |
apt-get update
apt-get install -y build-essential cmake python3 python3-pip python3-polib python3-pil libsdl2-dev libgl1-mesa-dev libzip-dev python3-dotenv python3-pyqt5 python3-opengl liblua5.3-dev
- name: Configure CMake
run: cmake -S . -B build -DDUSK_TARGET_SYSTEM=linux
- name: Build
run: cmake --build build -- -j$(nproc)
- name: List build output
run: ls -lh build
- name: Upload Linux binary
uses: actions/upload-artifact@v3
with:
name: dusk-linux
path: build/Dusk
if-no-files-found: error
build-psp:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v5
- name: Install dependencies
run: |
apt-get update
apt-get install -y build-essential cmake python3 python3-pip python3-polib python3-pil libsdl2-dev libgl1-mesa-dev libzip-dev python3-dotenv python3-pyqt5 python3-opengl liblua5.3-dev
- name: Configure CMake
run: cmake -S . -B build -DDUSK_TARGET_SYSTEM=psp -DENABLE_TESTS=OFF
- name: Build
run: cmake --build build -- -j$(nproc)
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p build/gitea/Dusk
mv build/EBOOT.PBP build/gitea/Dusk/EBOOT.PBP
- name: List build output
run: ls -lh build/gitea/Dusk
- name: Upload PSP binary
uses: actions/upload-artifact@v3
with:
name: dusk-psp
path: build/gitea/
if-no-files-found: error
build-dolphin:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v5
- name: Install dependencies
run: |
apt-get update
apt-get install -y docker.io
- name: Docker test
run: |
./.ci/dolphin/build-gamecube.sh
+174
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@@ -0,0 +1,174 @@
name: Build Dusk
on:
push:
tags:
- '*'
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Run tests in Docker
run: ./scripts/test-linux-docker.sh
build-linux:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Linux
run: ./scripts/build-linux-docker.sh
- name: Upload Linux binary
uses: actions/upload-artifact@v6
with:
name: dusk-linux
path: build-linux/Dusk
if-no-files-found: error
build-psp:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build psp
run: ./scripts/build-psp-docker.sh
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
cp build-psp/EBOOT.PBP ./git-artifcats/Dusk/PSP/GAME/Dusk/EBOOT.PBP
- name: Upload psp binary
uses: actions/upload-artifact@v6
with:
name: dusk-psp
path: ./git-artifcats/Dusk
if-no-files-found: error
# build-vita:
# runs-on: ubuntu-latest
# steps:
# - name: Checkout repository
# uses: actions/checkout@v6
# - name: Set up Docker
# uses: docker/setup-docker-action@v5
# - name: Build Vita
# run: ./scripts/build-vita-docker.sh
# - name: Upload Vita binary
# uses: actions/upload-artifact@v6
# with:
# name: dusk-vita
# path: build-vita/Dusk.vpk
# if-no-files-found: error
build-knulli:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build knulli
run: ./scripts/build-knulli-docker.sh
- name: Move output to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk
cp -r build-knulli/dusk ./git-artifcats/Dusk
- name: Upload knulli binary
uses: actions/upload-artifact@v6
with:
name: dusk-knulli
path: ./git-artifcats/Dusk
if-no-files-found: error
build-gamecube:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build GameCube
run: ./scripts/build-gamecube-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube/Dusk.dol ./git-artifcats/Dusk/Dusk.dol
cp build-gamecube/dusk.dsk ./git-artifcats/Dusk/dusk.dsk
- name: Upload GameCube binary
uses: actions/upload-artifact@v6
with:
name: dusk-gamecube
path: ./git-artifcats/Dusk
if-no-files-found: error
build-gamecube-iso:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build GameCube ISO
run: ./scripts/build-gamecube-iso-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-gamecube-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-gamecube-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload GameCube ISO
uses: actions/upload-artifact@v6
with:
name: dusk-gamecube-iso
path: ./git-artifcats/Dusk
if-no-files-found: error
build-wii:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Wii
run: ./scripts/build-wii-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
cp build-wii/boot.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk
cp build-wii/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
- name: Upload Wii binary
uses: actions/upload-artifact@v6
with:
name: dusk-wii
path: ./git-artifcats/Dusk
if-no-files-found: error
build-wii-iso:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Wii ISO
run: ./scripts/build-wii-iso-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-wii-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-wii-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-wii-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload Wii ISO
uses: actions/upload-artifact@v6
with:
name: dusk-wii-iso
path: ./git-artifcats/Dusk
if-no-files-found: error
+4 -2
View File
@@ -83,7 +83,6 @@ assets/borrowed
.VSCode*
/vita
._*
*~
@@ -104,4 +103,7 @@ yarn.lock
.venv
/build2
/build*
/build*
/assets/test
/tools_old
/assets/test.png
+432
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@@ -0,0 +1,432 @@
# Dusk — Claude Code rules
## File headers
Every C, H, and JS file starts with:
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
```
JS files use `//` comment style instead.
---
## C conventions
### Types
Always use the project-defined aliases instead of bare C primitives:
| Use | Not |
|-----------|--------------|
| `bool_t` | `bool` |
| `int_t` | `int` |
| `float_t` | `float` |
| `char_t` | `char` |
Use `uint8_t`, `uint16_t`, `int32_t`, etc. for fixed-width integers.
All struct and enum types end in `_t` (`animation_t`, `errorret_t`, …).
### Naming
- **Functions** — snake_case, prefixed with their module:
`assetLock()`, `entityPositionInit()`, `moduleAssetBatchCtor()`
- **Struct fields** — camelCase: `keyframeCount`, `localPosition`
- **Macros / constants** — UPPER_SNAKE_CASE:
`ENTITY_ID_INVALID`, `ERROR_OK`, `COMPONENT_TYPE_COUNT`
- **Files** — snake_case matching the primary type: `entityposition.c`,
`moduleassetbatch.c`
### Header files (`.h`)
- Use `#pragma once` — no include guards.
- Declare every public function, `#define`, and `extern` global.
- Write a JSDoc block (`/** … */`) above every declaration explaining
purpose, `@param`s, and `@returns`.
- Only include headers that the `.h` file itself strictly requires for
the types it exposes. Move everything else to the `.c` file.
Do not use forward declarations as a workaround — use the real
include in the `.c` file instead.
### Implementation files (`.c`)
- Contain function bodies only; no declarations.
- Pull in whatever additional includes the implementation needs.
- Do not use `static` or `inline` on **functions**. Every function,
including internal helpers, must be declared in the matching `.h` and
defined in the `.c` file. Internal helpers belong near the bottom of
the `.c` file, not at the top with a `static` qualifier.
`static` and `inline` on functions are only appropriate when the
function body is written directly inside a `.h` file.
`static` on **variables** (file-scope state) is fine and expected.
### Formatting
- Hard-wrap all lines at **80 characters**.
### Error handling
Return `errorret_t` from fallible functions. Use these macros:
```c
errorOk(); // return success
errorThrow("msg %d", val); // return failure with message
errorChain(someCall()); // propagate failure, continue on success
errorIsOk(ret) / errorIsNotOk(ret) // test a result
errorCatch(ret); // handle + free an error
```
Never return raw error codes or use `errno` for in-engine errors.
### Memory
Use the project allocator — never raw `malloc`/`free`:
```c
memoryAllocate(size) // allocate
memoryFree(ptr) // free
memoryZero(dest, size) // zero a block
memoryCopy(dest, src, size) // copy
```
### Asserts
Prefer specific assert macros over bare `assert()`:
```c
assertNotNull(ptr, "msg");
assertTrue(cond, "msg");
assertFalse(cond, "msg");
assertUnreachable("msg");
assertIsMainThread("msg");
```
---
## Build system
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
```cmake
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
myfile.c
)
```
Never add source files to the root `CMakeLists.txt` directly.
---
## Platform support
### Targets
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
| `DUSK_TARGET_SYSTEM` | Macro defined | Platform |
|----------------------|-------------------|------------------|
| `linux` | `DUSK_LINUX` | Linux desktop |
| `knulli` | `DUSK_KNULLI` | Knulli (handheld)|
| `psp` | `DUSK_PSP` | Sony PSP |
| `vita` | `DUSK_VITA` | PlayStation Vita |
| `gamecube` | `DUSK_GAMECUBE` | Nintendo GameCube|
| `wii` | `DUSK_WII` | Nintendo Wii |
### Layer structure
```
src/dusk/ core, platform-agnostic game logic
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
src/dusklinux/ Linux + Knulli platform impl
src/duskpsp/ PSP platform impl
src/duskvita/ Vita platform impl
src/duskdolphin/ GameCube / Wii platform impl (no SDL2/OpenGL)
```
Dolphin is the only target that bypasses SDL2 and OpenGL entirely —
it uses native GameCube/Wii rendering and input APIs.
### Platform guards
Use the compile-time macros for platform-specific code:
```c
#ifdef DUSK_PSP
// PSP-only path
#elif defined(DUSK_GAMECUBE) || defined(DUSK_WII)
// GameCube / Wii path
#else
// Generic / Linux fallback
#endif
```
Additional capability macros set per-target:
`DUSK_SDL2`, `DUSK_OPENGL`, `DUSK_OPENGL_ES`, `DUSK_OPENGL_LEGACY`,
`DUSK_INPUT_GAMEPAD`, `DUSK_INPUT_KEYBOARD`, `DUSK_INPUT_POINTER`,
`DUSK_PLATFORM_ENDIAN_BIG` / `DUSK_PLATFORM_ENDIAN_LITTLE`.
### Abstraction pattern
Platform-specific implementations are wired in via `#define` macros in
each platform's `displayplatform.h` / `inputplatform.h` etc., which
the core calls through. Functions that a platform does not support are
simply left undefined — the core guards calls with `#ifdef`.
### Adding platform-specific code
- Put it under `src/dusk<platform>/` in the matching subsystem folder.
- Gate any core call-site with the appropriate `#ifdef DUSK_<PLATFORM>`
or capability macro.
- Keep the `src/dusk/` core free of platform ifdefs — delegate through
the platform header macros instead.
---
## Adding a new asset loader type
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
`src/dusk/asset/loader/assetloader.h`.
2. Add fields to the input/loading/output unions in `assetloader.h`.
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
`src/dusk/asset/loader/assetloader.c`.
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
---
## Adding a new entity component
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
`entityMyCompDispose()`.
2. Add the include to `src/dusk/entity/componentlist.h` header block.
3. Add a row to `src/dusk/entity/componentlist.h`:
```c
X(MYCOMP, entityMyComp_t, myComp, entityMyCompInit, NULL, NULL)
```
This auto-generates the enum, union field, and definition entry.
4. If JS-facing, create the script module and `.d.ts` (see below).
---
## Adding a new script (JS) module
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
- Use `moduleBaseFunction(name)` to define JS-callable functions.
- Register props/funcs in `moduleMyModInit()` with
`scriptProtoDefineProp` / `scriptProtoDefineFunc` /
`scriptProtoDefineStaticFunc`.
2. `#include` the header in
`src/dusk/script/module/modulelist.c` and call
`moduleMyModInit()` in `moduleListInit()` (and `Dispose` in
`moduleListDispose()`).
3. For component modules also register in
`src/dusk/script/module/entity/component/modulecomponentlist.c`
so `entity.add()` returns the typed wrapper.
4. Create `types/<category>/mymod.d.ts` and add a
`/// <reference path="..." />` line to `types/index.d.ts`.
---
## Script module type declarations
Whenever a `src/dusk/script/module/**/*.c` file is created or modified,
check whether the corresponding `types/**/*.d.ts` needs updating and
apply any changes before finishing the task.
---
## JavaScript (asset scripts)
- Use `var` for module-level state; `const` for values that never
change.
- Always use semicolons.
- Scene objects are plain objects (`var scene = {}`) with assigned
methods.
- Export via `module.exports = scene`.
- Async scene init should use `async function` and `await`.
---
## Coding style
### ASCII only
Source files (`.c`, `.h`, `.js`) must contain only ASCII characters (U+0000U+007F).
Non-ASCII characters are banned even in comments and string literals.
Use ASCII-only substitutes instead:
- `--` or `-` instead of `` (em dash)
- `->` instead of `` (arrow)
- `x` or `*` instead of `×` (multiplication)
Only non-script asset files (e.g. `.po` locale files) may contain non-ASCII text.
### Indentation
2 spaces. No tabs.
### Keyword and operator spacing
No space between a keyword or function name and its opening parenthesis:
```c
if(!ptr) return;
for(uint8_t i = 0; i < count; i++) {
while(entry->state != DONE) {
switch(type) {
sizeof(assetbatch_t)
memoryZero(ptr, size)
```
Spaces around all binary operators and after every comma:
```c
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
(size_t)end - (size_t)start
foo(a, b, c)
```
### Braces
Opening brace on the **same line** as the statement (K&R style) for all
constructs — functions, `if`, `else`, `for`, `while`, `switch`:
```c
void assetEntryLock(assetentry_t *entry) {
...
}
if(dirty) {
...
} else {
...
}
```
### Guard returns
Short guards go on one line with no braces:
```c
if(!ptr) return;
if(!b || !b->batch) return jerry_undefined();
if(!(flags & DIRTY)) return;
```
### Blank lines
- One blank line between functions; no blank line at the start or end of
a function body.
- One blank line between logical blocks inside a function body.
- No trailing blank lines at the end of a file.
### Pointer placement
`*` is attached to the variable name, not the type:
```c
assetentry_t *entry
const char_t *name
void *ptr
uint8_t *d = (uint8_t *)dest;
```
### Casts
Space between cast and operand:
```c
(assetbatch_t *)user
(uint8_t *)dest
(textureformat_t)v
```
### Return
No parentheses around the return value:
```c
return ptr;
return MEMORY_POINTERS_IN_USE;
```
### switch / case
`case` indented 2 spaces from `switch`; body indented 2 more from `case`:
```c
switch(type) {
case ASSET_LOADER_TYPE_TEXTURE:
descs[i].input.texture = (textureformat_t)v;
break;
default:
break;
}
```
### Multi-line function signatures
When parameters don't fit on one line, put each on its own line indented
2 spaces; the closing `) {` (definition) or `);` (declaration) goes on
its own line at column 0:
```c
void assetEntryInit(
assetentry_t *entry,
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
errorret_t memoryCompare(
const void *a,
const void *b,
const size_t size
);
```
### Structs and enums
Anonymous inner struct or enum with a `typedef`, `_t` suffix, closing
brace and name on the same line:
```c
typedef struct {
errorcode_t code;
char_t *message;
} errorstate_t;
typedef enum {
ASSET_LOADER_TYPE_NULL,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
```
### Designated initialisers
Spaces inside braces; `.field = value`:
```c
jsassetentry_t e = { .entry = entry };
assetbatchloadedpend_t init = { .batch = batch };
```
### Ternary operator
Spaces around `?` and `:`:
```c
const float val = psx > 0.0f ? pt[0][0] / psx : 0.0f;
```
### const placement
`const` before the type, `*` attached to the variable:
```c
const char_t *name
const void *src
const size_t size
```
### Comments in `.c` files
- Do not use section dividers (`/* ---- ... ---- */`). Just let the
functions follow one another with a single blank line between them.
- Multi-line explanatory comments inside function bodies use `//` lines:
```c
// Script modules are freed; orphaned JS wrapper objects now get GC'd
// so their finalizers fire before assetDispose() checks ref counts.
jerry_heap_gc(JERRY_GC_PRESSURE_HIGH);
```
- Do not use `/* */` for inline or inline-block comments inside `.c`
function bodies.
### Comments in `.h` files
Every public declaration gets a Javadoc block (`/** … */`) with
`@param` and `@returns` where relevant. Keep it on the lines immediately
above the declaration with no blank line in between.
---
## Tests
- Tests live in `test/` mirroring `src/dusk/` structure.
- Use cmocka; include `dusktest.h`.
- Test functions: `static void test_something(void **state)`.
- After each test, assert `memoryGetAllocatedCount() == 0` to catch
leaks.
- Build with `-DDUSK_BUILD_TESTS=ON`.
+65 -148
View File
@@ -4,13 +4,20 @@
# https://opensource.org/licenses/MIT
# Setup
cmake_minimum_required(VERSION 3.18)
cmake_minimum_required(VERSION 3.13)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(ENABLE_TESTS "Enable tests" OFF)
option(DUSK_BUILD_TESTS "Enable tests" OFF)
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
# Prep cache
set(DUSK_CACHE_TARGET "dusk-target")
@@ -30,184 +37,94 @@ set(DUSK_BUILD_BINARY ${DUSK_BUILD_DIR}/Dusk CACHE INTERNAL ${DUSK_CACHE_TARGET}
set(DUSK_ASSETS "" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_LIBRARY_TARGET_NAME "DuskCore" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_BINARY_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
# Create directories
file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
# Find packages
find_package(Python3 COMPONENTS Interpreter REQUIRED)
# Set target system
# message(FATAL_ERROR "DISABLED FOR NOW2 ${DUSK_TARGET_SYSTEM}")
set(DUSK_ASSETS_ZIP "${DUSK_BUILD_DIR}/dusk.dsk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
if(NOT DEFINED DUSK_TARGET_SYSTEM)
set(DUSK_TARGET_SYSTEM "linux")
# set(DUSK_TARGET_SYSTEM "psp")
endif()
# Toolchains
if(DUSK_TARGET_SYSTEM STREQUAL "psp")
find_package(pspsdk REQUIRED)
endif()
# Create directories
file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
file(MAKE_DIRECTORY ${DUSK_TEMP_DIR})
file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR})
if(DUSK_TARGET_SYSTEM STREQUAL "gamecube" OR DUSK_TARGET_SYSTEM STREQUAL "wii")
# Override to make library and binary be the same.
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_LIBRARY_TARGET_NAME}.elf" CACHE INTERNAL ${DUSK_CACHE_TARGET})
endif()
# Required build packages
find_package(Python3 COMPONENTS Interpreter REQUIRED)
# Init Project.
project(${DUSK_LIBRARY_TARGET_NAME}
VERSION 1.0.0
LANGUAGES C CXX
LANGUAGES C
)
# Either, create library and binary separately (used for tests), or make them
# one in the same so all code is in the binary.
if(ENABLE_TESTS)
# one in the same so all code is in the binary only.
# Binary Executable
add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/dusk/null.c)
if(DUSK_BUILD_TESTS)
# MainLibrary
add_library(${DUSK_LIBRARY_TARGET_NAME} STATIC)
# Binary Executable
add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/null.c)
# Link library to binary
target_link_libraries(${DUSK_BINARY_TARGET_NAME}
PUBLIC
${DUSK_LIBRARY_TARGET_NAME}
)
else()
set(DUSK_BINARY_TARGET_NAME "${DUSK_LIBRARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/null.c)
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
endif()
if(NOT DEFINED DUSK_VERSION)
string(TIMESTAMP DUSK_VERSION "debug-%y%m%d%H%M%S")
endif()
# Definitions
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
DUSK_GAME_NAME="${DUSK_GAME_NAME}"
DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}"
DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}"
DUSK_VERSION="${DUSK_VERSION}"
)
# Toolchains
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
# Add tools
add_subdirectory(tools)
# Assets
add_subdirectory(assets)
# Add libraries
if(DUSK_TARGET_SYSTEM STREQUAL "linux")
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
SDL2
pthread
OpenGL::GL
GL
m
)
elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${SDL2_LIBRARIES}
SDL2
pthread
OpenGL::GL
zip
bz2
z
mbedtls
mbedcrypto
lzma
m
)
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
)
elseif(DUSK_TARGET_SYSTEM STREQUAL "gamecube" OR DUSK_TARGET_SYSTEM STREQUAL "wii")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-rtti -fno-exceptions")
configure_file(opengl.pc.in opengl.pc @ONLY)
find_package(PkgConfig REQUIRED)
pkg_check_modules(zip IMPORTED_TARGET libzip)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DOLPHIN
)
# Custom flags for cglm
set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
find_package(cglm REQUIRED)
# Compile lua
include(FetchContent)
FetchContent_Declare(
liblua
URL https://www.lua.org/ftp/lua-5.5.0.tar.gz
)
FetchContent_MakeAvailable(liblua)
set(LUA_SRC_DIR "${liblua_SOURCE_DIR}/src")
set(LUA_C_FILES
lapi.c lauxlib.c lbaselib.c lcode.c lcorolib.c lctype.c ldblib.c ldebug.c
ldo.c ldump.c lfunc.c lgc.c linit.c liolib.c llex.c lmathlib.c lmem.c
loadlib.c lobject.c lopcodes.c loslib.c lparser.c lstate.c lstring.c
lstrlib.c ltable.c ltablib.c ltm.c lundump.c lutf8lib.c lvm.c lzio.c
)
list(TRANSFORM LUA_C_FILES PREPEND "${LUA_SRC_DIR}/")
add_library(liblua STATIC ${LUA_C_FILES})
target_include_directories(liblua PUBLIC "${LUA_SRC_DIR}")
target_compile_definitions(liblua PRIVATE LUA_USE_C89)
add_library(lua::lua ALIAS liblua)
set(Lua_FOUND TRUE CACHE BOOL "Lua found" FORCE)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
cglm
liblua
m
fat
PkgConfig::zip
)
endif()
# Force turn tests off for now
set(ENABLE_TESTS OFF CACHE BOOL "Enable tests" FORCE)
# Add code
add_subdirectory(${DUSK_SOURCES_DIR})
# Handle tests
if(ENABLE_TESTS)
enable_testing()
add_subdirectory(test)
endif()
# Build assets
dusk_run_python(
DUSK_ASSETS_BUILT
tools.asset.bundle
--assets ${DUSK_ASSETS_DIR}
--output-assets ${DUSK_BUILT_ASSETS_DIR}
--output-file ${DUSK_BUILD_DIR}/dusk.dsk
--headers-dir ${DUSK_GENERATED_HEADERS_DIR}
--input ${DUSK_ASSETS}
# Include generated headers from tools.
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${DUSK_GENERATED_HEADERS_DIR}
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DUSK_ASSETS_BUILT)
# Add main code
add_subdirectory(${DUSK_SOURCES_DIR})
# Include generated headers
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${DUSK_GENERATED_HEADERS_DIR}
)
# Postbuild
if(DUSK_TARGET_SYSTEM STREQUAL "psp")
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
TITLE "${DUSK_BINARY_TARGET_NAME}"
PSAR_PATH ${DUSK_BUILD_DIR}/dusk.dsk
VERSION 01.00
)
elseif(DUSK_TARGET_SYSTEM STREQUAL "gamecube" OR DUSK_TARGET_SYSTEM STREQUAL "wii")
set(DUSK_BINARY_TARGET_NAME_DOL "${DUSK_BUILD_DIR}/Dusk.dol")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND elf2dol
"$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>"
"${DUSK_BINARY_TARGET_NAME_DOL}"
COMMENT "Generating ${DUSK_BINARY_TARGET_NAME_DOL} from ${DUSK_BINARY_TARGET_NAME}"
)
# Handle tests
if(DUSK_BUILD_TESTS)
enable_testing()
add_subdirectory(test)
endif()
# Build assets
file(GLOB_RECURSE DUSK_ASSET_FILES CONFIGURE_DEPENDS "${DUSK_ASSETS_DIR}/*")
add_custom_command(
OUTPUT "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
COMMAND ${CMAKE_COMMAND} -E rm -f "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E tar "cf" "${DUSK_ASSETS_ZIP}" --format=zip -- .
WORKING_DIRECTORY "${DUSK_ASSETS_DIR}"
DEPENDS ${DUSK_ASSET_FILES}
VERBATIM
)
add_custom_target(DUSK_ASSETS_BUILT DEPENDS "${DUSK_ASSETS_ZIP}")
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DUSK_ASSETS_BUILT)
-49
View File
@@ -1,49 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "script/scriptcontext.h"
#include "debug/debug.h"
#include "assert/assert.h"
#include "rpg/overworld/map.h"
int moduleMapLoad(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_isstring(L, 1)) {
luaL_error(L, "Expected string map filename");
return 0;
}
// Potentially provide up to 3 params
chunkpos_t initial = { .x = 0, .y = 0, .z = 0 };
if(lua_isnumber(L, 2)) {
initial.x = (chunkunit_t)luaL_checkinteger(L, 2);
}
if(lua_isnumber(L, 3)) {
initial.y = (chunkunit_t)luaL_checkinteger(L, 3);
}
if(lua_isnumber(L, 4)) {
initial.z = (chunkunit_t)luaL_checkinteger(L, 4);
}
// Load the map.
errorret_t ret = mapLoad(luaL_checkstring(L, 1), initial);
if(ret.code != ERROR_OK) {
luaL_error(L, "Failed to load map");
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
void moduleMapSystem(scriptcontext_t *context) {
assertNotNull(context, "Script context cannot be NULL");
lua_register(context->luaState, "mapLoad", moduleMapLoad);
}
-18
View File
@@ -1,18 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#define ENTITY_ANIM_TURN_DURATION 0.06f
#define ENTITY_ANIM_WALK_DURATION 0.1f
typedef enum {
ENTITY_ANIM_IDLE,
ENTITY_ANIM_TURN,
ENTITY_ANIM_WALK,
} entityanim_t;
-13
View File
@@ -1,13 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
scenemanager.c
)
# Subdirs
add_subdirectory(scene)
-24
View File
@@ -1,24 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "error/error.h"
#include "display/color.h"
#define SCENE_FLAG_INITIALIZED (1 << 0)
typedef struct scenedata_s scenedata_t;
typedef struct {
const char_t *name;
errorret_t (*init)(scenedata_t *data);
void (*update)(scenedata_t *data);
void (*render)(scenedata_t *data);
void (*dispose)(scenedata_t *data);
uint8_t flags;
} scene_t;
-13
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
scenetest.c
scenemap.c
)
# Subdirs
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scenemap.h"
#include "scene/scenedata.h"
#include "display/spritebatch.h"
#include "assert/assert.h"
#include "asset/asset.h"
#include "rpg/entity/entity.h"
#include "rpg/overworld/map.h"
#include "display/screen.h"
#include "rpg/rpgcamera.h"
#include "util/memory.h"
#include "duskdefs.h"
errorret_t sceneMapInit(scenedata_t *data) {
// Init the camera.
cameraInitPerspective(&data->sceneMap.camera);
data->sceneMap.camera.projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED;
data->sceneMap.camera.viewType = CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT;
glm_vec3_zero(data->sceneMap.camera.lookatPixelPerfect.offset);
data->sceneMap.camera.lookatPixelPerfect.offset[1] = RPG_CAMERA_Z_OFFSET;
glm_vec3_copy(
(vec3){ 0.0f, 0.0f, 0.0f },
data->sceneMap.camera.lookatPixelPerfect.target
);
glm_vec3_copy(
(vec3){ 0.0f, 1.0f, 0.0f },
data->sceneMap.camera.lookatPixelPerfect.up
);
data->sceneMap.camera.lookatPixelPerfect.pixelsPerUnit = (
RPG_CAMERA_PIXELS_PER_UNIT
);
data->sceneMap.camera.perspective.fov = glm_rad(RPG_CAMERA_FOV);
errorOk();
}
void sceneMapUpdate(scenedata_t *data) {
}
void sceneMapGetWorldPosition(const worldpos_t pos, vec3 outPosition) {
assertNotNull(outPosition, "Output position cannot be NULL");
outPosition[0] = pos.x * TILE_WIDTH;
outPosition[1] = pos.y * TILE_HEIGHT;
outPosition[2] = pos.z * TILE_DEPTH;
// Handle stair tiles.
tile_t tile = mapGetTile(pos);
if(tileIsRamp(tile)) {
outPosition[2] += TILE_DEPTH / 2.0f;
}
}
void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
assertNotNull(entity, "Entity cannot be NULL");
assertNotNull(outPosition, "Output position cannot be NULL");
// Get position
sceneMapGetWorldPosition(entity->position, outPosition);
// Add a small offset so we render above the tile
outPosition[2] += 0.1f;
// Add animation offset(s)
switch(entity->animation) {
case ENTITY_ANIM_WALK: {
float_t animPercentage = entity->animTime / ENTITY_ANIM_WALK_DURATION;
vec3 lastPosition;
sceneMapGetWorldPosition(entity->lastPosition, lastPosition);
vec3 offset;
glm_vec3_sub(outPosition, lastPosition, offset);
glm_vec3_scale(offset, -animPercentage, offset);
glm_vec3_add(outPosition, offset, outPosition);
break;
}
default:
break;
}
}
void sceneMapRender(scenedata_t *data) {
if(!mapIsLoaded()) return;
// Look at target.
vec3 cameraTarget;
switch(RPG_CAMERA.mode) {
case RPG_CAMERA_MODE_FREE:
sceneMapGetWorldPosition(RPG_CAMERA.free, cameraTarget);
break;
case RPG_CAMERA_MODE_FOLLOW_ENTITY: {
const entity_t *ent = &ENTITIES[RPG_CAMERA.followEntity.followEntityId];
sceneMapEntityGetPosition(ent, cameraTarget);
break;
}
default:
glm_vec3_zero(cameraTarget);
break;
}
glm_vec3_copy(
cameraTarget,
data->sceneMap.camera.lookatPixelPerfect.target
);
// Push camera
cameraPushMatrix(&data->sceneMap.camera);
// Render map probably.
sceneMapRenderMap();
// Render ents
entity_t *ent = ENTITIES;
do {
sceneMapRenderEntity(ent);
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
spriteBatchFlush();
// Finished, pop back camera.
cameraPopMatrix();
}
void sceneMapRenderEntity(entity_t *entity) {
assertNotNull(entity, "Entity cannot be NULL");
if(entity->type == ENTITY_TYPE_NULL) return;
vec3 posMin, posMax;
vec3 size = { TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH };
sceneMapEntityGetPosition(entity, posMin);
glm_vec3_add(posMin, size, posMax);
// TEST: Change color depending on dir.
color_t testColor;
switch(entity->direction) {
case ENTITY_DIR_NORTH:
testColor = COLOR_BLUE;
break;
case ENTITY_DIR_EAST:
testColor = COLOR_GREEN;
break;
case ENTITY_DIR_SOUTH:
testColor = COLOR_CYAN;
break;
case ENTITY_DIR_WEST:
testColor = COLOR_YELLOW;
break;
default:
testColor = COLOR_WHITE;
break;
}
vec2 uv0 = { 0.0f, 0.0f };
vec2 uv1 = { 1.0f, 1.0f };
spriteBatchPush3D(NULL, posMin, posMax, testColor, uv0, uv1);
}
void sceneMapRenderMap() {
assertTrue(mapIsLoaded(), "No map loaded to render");
// For each chunk.
for(uint32_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = MAP.chunkOrder[i];
for(uint8_t j = 0; j < chunk->meshCount; j++) {
mesh_t *mesh = &chunk->meshes[j];
if(mesh->vertexCount == 0) continue;
textureBind(NULL);
meshDraw(mesh, -1, -1);
}
// vec3 min, max;
// min[0] = chunk->position.x * CHUNK_WIDTH * TILE_WIDTH;
// min[1] = chunk->position.y * CHUNK_HEIGHT * TILE_HEIGHT;
// min[2] = chunk->position.z * CHUNK_DEPTH * TILE_DEPTH;
// max[0] = min[0] + (CHUNK_WIDTH * TILE_WIDTH);
// max[1] = min[1] + (CHUNK_HEIGHT * TILE_HEIGHT);
// max[2] = min[2];
// color_t color = COLOR_WHITE;
// if(chunk->position.x % 2 == 0) {
// color = (chunk->position.y % 2 == 0) ? COLOR_BLACK : COLOR_WHITE;
// } else {
// color = (chunk->position.y % 2 == 0) ? COLOR_WHITE : COLOR_BLACK;
// }
// spriteBatchPush3D(
// NULL,
// min,
// max,
// color,
// (vec2){ 0.0f, 0.0f },
// (vec2){ 1.0f, 1.0f }
// );
}
}
void sceneMapDispose(scenedata_t *data) {
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene/scene.h"
#include "rpg/entity/entity.h"
#include "display/camera/camera.h"
#include "asset/asset.h"
typedef struct {
camera_t camera;
} scenemap_t;
errorret_t sceneMapInit(scenedata_t *data);
void sceneMapUpdate(scenedata_t *data);
void sceneMapRender(scenedata_t *data);
void sceneMapRenderEntity(entity_t *entity);
void sceneMapRenderMap();
void sceneMapDispose(scenedata_t *data);
static scene_t SCENE_MAP = {
.name = "map",
.init = sceneMapInit,
.update = sceneMapUpdate,
.render = sceneMapRender,
.dispose = sceneMapDispose,
.flags = 0
};
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scenetest.h"
#include "scene/scenedata.h"
errorret_t sceneTestInit(scenedata_t *data) {
data->sceneTest.nothing = 0;
errorOk();
}
void sceneTestUpdate(scenedata_t *data) {
}
void sceneTestRender(scenedata_t *data) {
}
void sceneTestDispose(scenedata_t *data) {
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene/scene.h"
typedef struct {
int32_t nothing;
} scenetest_t;
errorret_t sceneTestInit(scenedata_t *data);
void sceneTestUpdate(scenedata_t *data);
void sceneTestRender(scenedata_t *data);
void sceneTestDispose(scenedata_t *data);
static scene_t SCENE_TEST = {
.name = "test",
.init = sceneTestInit,
.update = sceneTestUpdate,
.render = sceneTestRender,
.dispose = sceneTestDispose,
.flags = 0
};
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene/scene.h"
#include "scene/scene/scenetest.h"
#include "scene/scene/scenemap.h"
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scenemanager.h"
#include "util/memory.h"
#include "assert/assert.h"
#include "display/framebuffer.h"
#include "util/string.h"
#include "asset/asset.h"
#include "script/scriptmanager.h"
scenemanager_t SCENE_MANAGER;
errorret_t sceneManagerInit(void) {
memoryZero(&SCENE_MANAGER, sizeof(scenemanager_t));
sceneManagerRegisterScene(&SCENE_TEST);
sceneManagerRegisterScene(&SCENE_MAP);
errorOk();
}
scene_t * sceneManagerGetSceneByName(const char_t *name) {
assertNotNull(name, "Name is null");
for(uint8_t i = 0; i < SCENE_MANAGER.sceneCount; i++) {
if(strcmp(SCENE_MANAGER.scenes[i]->name, name) != 0) continue;
return SCENE_MANAGER.scenes[i];
}
return NULL;
}
void sceneManagerRegisterScene(scene_t *scene) {
assertNotNull(scene, "Scene is null");
assertTrue(
SCENE_MANAGER.sceneCount < SCENE_MANAGER_SCENE_COUNT_MAX,
"Scene count exceeded max"
);
assertNotNull(scene->name, "Scene name is null");
assertNull(
sceneManagerGetSceneByName(scene->name), "Scene name already registered"
);
SCENE_MANAGER.scenes[SCENE_MANAGER.sceneCount++] = scene;
}
errorret_t sceneManagerSetScene(scene_t *scene) {
if(
SCENE_MANAGER.current &&
(SCENE_MANAGER.current->flags & SCENE_FLAG_INITIALIZED) != 0
) {
SCENE_MANAGER.current->flags &= ~SCENE_FLAG_INITIALIZED;
if(SCENE_MANAGER.current->dispose) {
SCENE_MANAGER.current->dispose(&SCENE_MANAGER.sceneData);
}
}
SCENE_MANAGER.current = scene;
if(scene && (scene->flags & SCENE_FLAG_INITIALIZED) == 0) {
scene->flags |= SCENE_FLAG_INITIALIZED;
if(scene->init) errorChain(scene->init(&SCENE_MANAGER.sceneData));
// Execute scene script if it exists
char_t buffer[256];
snprintf(buffer, sizeof(buffer), "scene/%s.dsf", scene->name);
if(assetFileExists(buffer)) {
scriptcontext_t ctx;
scriptContextInit(&ctx);
errorChain(scriptContextExecFile(&ctx, buffer));
scriptContextDispose(&ctx);
}
}
errorOk();
}
void sceneManagerUpdate(void) {
if(!SCENE_MANAGER.current) return;
assertTrue(
SCENE_MANAGER.current->flags & SCENE_FLAG_INITIALIZED,
"Current scene not initialized"
);
if(SCENE_MANAGER.current->update) {
SCENE_MANAGER.current->update(&SCENE_MANAGER.sceneData);
}
}
void sceneManagerRender(void) {
if(!SCENE_MANAGER.current) return;
assertTrue(
SCENE_MANAGER.current->flags & SCENE_FLAG_INITIALIZED,
"Current scene not initialized"
);
if(SCENE_MANAGER.current->render) {
SCENE_MANAGER.current->render(&SCENE_MANAGER.sceneData);
}
}
void sceneManagerDispose(void) {
for(uint8_t i = 0; i < SCENE_MANAGER.sceneCount; i++) {
scene_t *scene = SCENE_MANAGER.scenes[i];
if(scene->flags & SCENE_FLAG_INITIALIZED) {
scene->dispose(&SCENE_MANAGER.sceneData);
}
}
SCENE_MANAGER.sceneCount = 0;
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene.h"
#include "scenedata.h"
#define SCENE_MANAGER_SCENE_COUNT_MAX 16
typedef struct {
scene_t *current;
scene_t *scenes[SCENE_MANAGER_SCENE_COUNT_MAX];
uint8_t sceneCount;
} scenemanager_t;
extern scenemanager_t SCENE_MANAGER;
/**
* Initializes the scene manager and the initial scene.
*/
errorret_t sceneManagerInit(void);
/**
* Retrieves a registered scene by its name.
*
* @param name The name of the scene to retrieve.
* @return The scene with the specified name, or NULL if not found.
*/
scene_t * sceneManagerGetSceneByName(const char_t *name);
/**
* Registers a scene with the scene manager.
*
* @param scene The scene to register.
*/
void sceneManagerRegisterScene(scene_t *scene);
/**
* Sets the current active scene.
*
* @param scene The scene to set as current.
* @return An error code indicating success or failure.
*/
errorret_t sceneManagerSetScene(scene_t *scene);
/**
* Updates all active scenes.
*/
void sceneManagerUpdate(void);
/**
* Renders all visible scenes.
*/
void sceneManagerRender(void);
/**
* Disposes of all scenes.
*/
void sceneManagerDispose(void);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "script/scriptcontext.h"
#include "rpg/entity/entity.h"
#include "assert/assert.h"
int scriptFuncEntityAdd(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isinteger(L, 1), "Expected integer entity type");
lua_Integer entityType = luaL_checkinteger(L, 1);
assertTrue(
entityType >= ENTITY_TYPE_NULL && entityType < ENTITY_TYPE_COUNT,
"Invalid entity type passed to scriptFuncEntityAdd"
);
// Pop entity
uint8_t available = entityGetAvailable();
if(available == 0xFF) {
lua_pushnil(L);
return 1;
}
entity_t *ent = &ENTITIES[available];
entityInit(ent, (entitytype_t)entityType);
// May include X, Y and/or Z
if(lua_isinteger(L, 2)) {
lua_Integer xPos = luaL_checkinteger(L, 2);
ent->position.x = (int32_t)xPos;
}
if(lua_isinteger(L, 3)) {
lua_Integer yPos = luaL_checkinteger(L, 3);
ent->position.y = (int32_t)yPos;
}
if(lua_isinteger(L, 4)) {
lua_Integer zPos = luaL_checkinteger(L, 4);
ent->position.z = (int32_t)zPos;
}
// Send entity id.
lua_pushinteger(L, ent->id);
return 1;
}
int scriptFuncEntitySetX(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isinteger(L, 1), "Expected integer entity id");
assertTrue(lua_isinteger(L, 2), "Expected integer x position");
lua_Integer entityId = luaL_checkinteger(L, 1);
lua_Integer xPos = luaL_checkinteger(L, 2);
assertTrue(
entityId >= 0 && entityId < ENTITY_COUNT,
"Invalid entity id passed to scriptFuncEntitySetX"
);
entity_t *ent = &ENTITIES[entityId];
assertTrue(
ent->type != ENTITY_TYPE_NULL,
"Cannot set position of NULL entity in scriptFuncEntitySetX"
);
ent->position.x = (int32_t)xPos;
return 0;
}
int scriptFuncEntitySetY(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isinteger(L, 1), "Expected integer entity id");
assertTrue(lua_isinteger(L, 2), "Expected integer y position");
lua_Integer entityId = luaL_checkinteger(L, 1);
lua_Integer yPos = luaL_checkinteger(L, 2);
assertTrue(
entityId >= 0 && entityId < ENTITY_COUNT,
"Invalid entity id passed to scriptFuncEntitySetY"
);
entity_t *ent = &ENTITIES[entityId];
assertTrue(
ent->type != ENTITY_TYPE_NULL,
"Cannot set position of NULL entity in scriptFuncEntitySetY"
);
ent->position.y = (int32_t)yPos;
return 0;
}
int scriptFuncEntitySetZ(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isinteger(L, 1), "Expected integer entity id");
assertTrue(lua_isinteger(L, 2), "Expected integer z position");
lua_Integer entityId = luaL_checkinteger(L, 1);
lua_Integer zPos = luaL_checkinteger(L, 2);
assertTrue(
entityId >= 0 && entityId < ENTITY_COUNT,
"Invalid entity id passed to scriptFuncEntitySetZ"
);
entity_t *ent = &ENTITIES[entityId];
assertTrue(
ent->type != ENTITY_TYPE_NULL,
"Cannot set position of NULL entity in scriptFuncEntitySetZ"
);
ent->position.z = (int32_t)zPos;
return 0;
}
void scriptFuncEntity(scriptcontext_t *context) {
assertNotNull(context, "Script context cannot be NULL");
lua_register(context->luaState, "entityAdd", scriptFuncEntityAdd);
lua_register(context->luaState, "entitySetX", scriptFuncEntitySetX);
lua_register(context->luaState, "entitySetY", scriptFuncEntitySetY);
lua_register(context->luaState, "entitySetZ", scriptFuncEntitySetZ);
}
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
ui.c
uitext.c
uidebug.c
uiframe.c
uitextbox.c
)
# Subdirs
add_subdirectory(element)
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@@ -1,16 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
typedef enum {
UI_ELEMENT_TYPE_NULL,
UI_ELEMENT_TYPE_TEXT,
UI_ELEMENT_TYPE_COUNT,
} uielementtype_t;
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "ui.h"
#include "assert/assert.h"
#include "ui/uidebug.h"
#include "util/memory.h"
#include "display/tileset/tileset_minogram.h"
#include "display/screen.h"
// #include "ui/uitextbox.h"
ui_t UI;
errorret_t uiInit(void) {
memoryZero(&UI, sizeof(ui_t));
cameraInitOrthographic(&UI.camera);
// Initialize UI components here
uiSetFont(&TILESET_MINOGRAM);
errorOk();
}
void uiUpdate(void) {
// Update UI state here
UI.camera.orthographic.left = 0;
UI.camera.orthographic.right = SCREEN.width;
UI.camera.orthographic.top = 0;
UI.camera.orthographic.bottom = SCREEN.height;
// uiTextboxUpdate();
}
void uiRender(void) {
cameraPushMatrix(&UI.camera);
// Render UI elements here
if(UI.fontTexture.width > 0) {
uiDebugRender(UI.fontTileset, &UI.fontTexture);
}
cameraPopMatrix();
}
errorret_t uiSetFont(const tileset_t *fontTileset) {
if(UI.fontTexture.width > 0) {
textureDispose(&UI.fontTexture);
UI.fontTexture.width = -1;
}
assertNotNull(fontTileset, "Font tileset cannot be NULL.");
UI.fontTileset = fontTileset;
errorChain(assetLoad(UI.fontTileset->image, &UI.fontTexture));
errorOk();
}
void uiDispose(void) {
if(UI.fontTexture.width > 0) {
textureDispose(&UI.fontTexture);
UI.fontTexture.width = -1;
}
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "display/texture.h"
#include "display/tileset/tileset.h"
#include "display/camera/camera.h"
typedef struct {
camera_t camera;
texture_t fontTexture;
const tileset_t *fontTileset;
} ui_t;
extern ui_t UI;
/**
* Initializes the UI system, loading necessary resources.
*
* @return An errorret_t indicating success or failure.
*/
errorret_t uiInit(void);
/**
* Updates the UI state, handling user interactions and animations.
*/
void uiUpdate(void);
/**
* Renders the UI elements to the screen.
*/
void uiRender(void);
/**
* Sets the font tileset for UI text rendering.
*
* @param fontTileset Pointer to the tileset to use for UI fonts.
*
* @return An errorret_t indicating success or failure.
*/
errorret_t uiSetFont(const tileset_t *fontTileset);
/**
* Cleans up and frees all UI resources.
*/
void uiDispose(void);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uidebug.h"
#include "time/time.h"
#include "util/string.h"
#include "ui/uitext.h"
#include "display/screen.h"
#include "display/spritebatch.h"
// #include "rpg/entity/entity.h"
bool_t UI_DEBUG_DRAW = true;
void uiDebugRender(const tileset_t *tileset, texture_t *texture) {
if(!UI_DEBUG_DRAW) return;
char_t buffer[128];
color_t color;
int32_t w, h, hOffset = 0;
// FPS Meter
#if TIME_FIXED == 0
float_t fpsDynamic = TIME.dynamicDelta > 0.0f ? (1.0f / TIME.dynamicDelta) : 0.0f;
float_t fpsFixed = TIME.delta > 0.0f ? (1.0f / TIME.delta) : 0.0f;
snprintf(
buffer,
sizeof(buffer),
"%.2f/%.2f/%d/%d",
TIME.dynamicDelta * 1000.0f,
TIME.delta * 1000.0f,
TIME.dynamicUpdate,
(int32_t)fpsDynamic
);
color = (
fpsDynamic >= 50.0f ? COLOR_GREEN :
fpsDynamic >= 30.0f ? COLOR_YELLOW :
COLOR_RED
);
#else
float_t fps = TIME.delta > 0.0f ? (1.0f / TIME.delta) : 0.0f;
snprintf(
buffer,
sizeof(buffer),
"%.2f/%d/FXD",
TIME.delta * 1000.0f,
(int32_t)fps
);
color = (
fps >= 50.0f ? COLOR_GREEN :
fps >= 30.0f ? COLOR_YELLOW :
COLOR_RED
);
#endif
uiTextMeasure(buffer, tileset, &w, &h);
uiTextDraw(
SCREEN.width - w, hOffset,
buffer, color, tileset, texture
);
hOffset += h;
// Player position
// entity_t *player = NULL;
// for(uint8_t i = 0; i < ENTITY_COUNT; i++) {
// if(ENTITIES[i].type != ENTITY_TYPE_PLAYER) continue;
// player = &ENTITIES[i];
// break;
// }
// if(player == NULL) {
// snprintf(buffer, sizeof(buffer), "Player: N/A");
// } else {
// snprintf(
// buffer,
// sizeof(buffer),
// "%d,%d,%d/%d/%d",
// player->position.x,
// player->position.y,
// player->position.z,
// (int32_t)player->direction,
// (int32_t)player->animation
// );
// }
// uiTextMeasure(buffer, tileset, &w, &h);
// uiTextDraw(
// SCREEN.width - w, hOffset,
// buffer, COLOR_GREEN, tileset, texture
// );
// hOffset += h;
spriteBatchFlush();
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/tileset/tileset.h"
#include "display/texture.h"
/**
* Renders the debug information UI element.
*
* @param tileset The tileset to use for rendering text.
* @param texture The texture associated with the tileset.
*/
void uiDebugRender(const tileset_t *tileset, texture_t *texture);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uiframe.h"
#include "display/spritebatch.h"
#include "assert/assert.h"
#include "util/math.h"
void uiFrameDraw(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
) {
assertNotNull(tileset, "Tileset cannot be NULL");
assertNotNull(texture, "Texture cannot be NULL");
if(height <= 0 || width <= 0) return;
// Top-Left
vec4 uv;
tilesetPositionGetUV(
tileset,
column,
row,
uv
);
spriteBatchPush(
texture,
x, y,
x + tileset->tileWidth,
y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top-Center
tilesetPositionGetUV(
tileset,
column + 1,
row,
uv
);
spriteBatchPush(
texture,
x + tileset->tileWidth, y,
x + width - tileset->tileWidth, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top-Right
tilesetPositionGetUV(
tileset,
column + 2,
row,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y,
x + width, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Middle-Left
tilesetPositionGetUV(
tileset,
column,
row + 1,
uv
);
spriteBatchPush(
texture,
x, y + tileset->tileHeight,
x + tileset->tileWidth, y + height - tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Middle-Center
if(drawInner) {
tilesetPositionGetUV(
tileset,
column + 1,
row + 1,
uv
);
spriteBatchPush(
texture,
x + tileset->tileWidth, y + tileset->tileHeight,
x + width - tileset->tileWidth, y + height - tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
// Middle-Right
tilesetPositionGetUV(
tileset,
column + 2,
row + 1,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y + tileset->tileHeight,
x + width, y + height - tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Left
tilesetPositionGetUV(
tileset,
column,
row + 2,
uv
);
spriteBatchPush(
texture,
x, y + height - tileset->tileHeight,
x + tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Center
tilesetPositionGetUV(
tileset,
column + 1,
row + 2,
uv
);
spriteBatchPush(
texture,
x + tileset->tileWidth, y + height - tileset->tileHeight,
x + width - tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Right
tilesetPositionGetUV(
tileset,
column + 2,
row + 2,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y + height - tileset->tileHeight,
x + width, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
void uiFrameDrawTiled(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
) {
assertNotNull(tileset, "Tileset cannot be NULL");
assertNotNull(texture, "Texture cannot be NULL");
if(height <= 0 || width <= 0) return;
uint32_t segmentsX, segmentsY;
float_t remainderX, remainderY;
segmentsX = (width - (tileset->tileWidth * 2)) / tileset->tileWidth;
segmentsY = (height - (tileset->tileHeight * 2)) / tileset->tileHeight;
remainderX = fmodf(width - (tileset->tileWidth * 2), tileset->tileWidth);
remainderY = fmodf(height - (tileset->tileHeight * 2), tileset->tileHeight);
// Corners
vec4 uv;
// Top-Left
tilesetPositionGetUV(
tileset,
column,
row,
uv
);
spriteBatchPush(
texture,
x, y,
x + tileset->tileWidth,
y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top-Right
tilesetPositionGetUV(
tileset,
column + 2,
row,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y,
x + width, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Left
tilesetPositionGetUV(
tileset,
column,
row + 2,
uv
);
spriteBatchPush(
texture,
x, y + height - tileset->tileHeight,
x + tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Right
tilesetPositionGetUV(
tileset,
column + 2,
row + 2,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y + height - tileset->tileHeight,
x + width, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top and Bottom Edges (Tiled)
tilesetPositionGetUV(tileset, column + 1, row, uv); // Top edge
float_t edgeX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, edgeX += tileset->tileWidth) {
spriteBatchPush(
texture,
edgeX, y,
edgeX + tileset->tileWidth, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
edgeX, y,
edgeX + remainderX, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
tilesetPositionGetUV(tileset, column + 1, row + 2, uv); // Bottom edge
edgeX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, edgeX += tileset->tileWidth) {
spriteBatchPush(
texture,
edgeX, y + height - tileset->tileHeight,
edgeX + tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
edgeX, y + height - tileset->tileHeight,
edgeX + remainderX, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
// Left and Right Edges (Tiled)
tilesetPositionGetUV(tileset, column, row + 1, uv); // Left edge
float_t edgeY = y + tileset->tileHeight;
for(uint32_t i = 0; i < segmentsY; ++i, edgeY += tileset->tileHeight) {
spriteBatchPush(
texture,
x, edgeY,
x + tileset->tileWidth, edgeY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderY) {
spriteBatchPush(
texture,
x, edgeY,
x + tileset->tileWidth, edgeY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
tilesetPositionGetUV(tileset, column + 2, row + 1, uv); // Right edge
edgeY = y + tileset->tileHeight;
for(uint32_t i = 0; i < segmentsY; ++i, edgeY += tileset->tileHeight) {
spriteBatchPush(
texture,
x + width - tileset->tileWidth, edgeY,
x + width, edgeY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderY) {
spriteBatchPush(
texture,
x + width - tileset->tileWidth, edgeY,
x + width, edgeY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
// Center (Tiled)
if(!drawInner) return;
tilesetPositionGetUV(tileset, column + 1, row + 1, uv); // Center tile
float_t centerY = y + tileset->tileHeight;
for(uint32_t j = 0; j < segmentsY; ++j, centerY += tileset->tileHeight) {
float_t centerX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, centerX += tileset->tileWidth) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + tileset->tileWidth, centerY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + remainderX, centerY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
}
if(remainderY) {
float_t centerX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, centerX += tileset->tileWidth) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + tileset->tileWidth, centerY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + remainderX, centerY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
}
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/tileset/tileset.h"
#include "display/texture.h"
/**
* Draw a UI Frame (using the 9-slice technique).
*
* @param x The x position to draw the frame at.
* @param y The y position to draw the frame at.
* @param width The width of the frame.
* @param height The height of the frame.
* @param tileset The tileset to use for rendering the frame.
* @param column The column in the tileset to use for the frame.
* @param row The row in the tileset to use for the frame.
* @param drawInner Whether to draw the inner area.
* @param texture The texture associated with the tileset.
*/
void uiFrameDraw(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
);
/**
* Draw a tiled UI Frame (using the 9-slice technique). This will tile the
* center components to allow them to repeat without distortion.
*
* @param x The x position to draw the frame at.
* @param y The y position to draw the frame at.
* @param width The width of the frame.
* @param height The height of the frame.
* @param tileset The tileset to use for rendering the frame.
* @param column The column in the tileset to use for the frame.
* @param row The row in the tileset to use for the frame.
* @param drawInner Whether to draw the inner tiled area.
* @param texture The texture associated with the tileset.
*/
void uiFrameDrawTiled(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
);
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// /**
// * Copyright (c) 2025 Dominic Masters
// *
// * This software is released under the MIT License.
// * https://opensource.org/licenses/MIT
// */
#include "uitext.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "display/spritebatch.h"
void uiTextDrawChar(
const float_t x,
const float_t y,
const char_t c,
const color_t color,
const tileset_t *tileset,
texture_t *texture
) {
int32_t tileIndex = (int32_t)(c) - UI_TEXT_CHAR_START;
if(tileIndex < 0 || tileIndex >= tileset->tileCount) {
tileIndex = ((int32_t)'@') - UI_TEXT_CHAR_START;
}
assertTrue(
tileIndex >= 0 && tileIndex <= tileset->tileCount,
"Character is out of bounds for font tiles"
);
vec4 uv;
tilesetTileGetUV(tileset, tileIndex, uv);
spriteBatchPush(
texture,
x, y,
x + tileset->tileWidth,
y + tileset->tileHeight,
color,
uv[0], uv[1], uv[2], uv[3]
);
}
void uiTextDraw(
const float_t x,
const float_t y,
const char_t *text,
const color_t color,
const tileset_t *tileset,
texture_t *texture
) {
assertNotNull(text, "Text cannot be NULL");
float_t posX = x;
float_t posY = y;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
posX = x;
posY += tileset->tileHeight;
continue;
}
if(c == ' ') {
posX += tileset->tileWidth;
continue;
}
uiTextDrawChar(posX, posY, c, color, tileset, texture);
posX += tileset->tileWidth;
}
}
void uiTextMeasure(
const char_t *text,
const tileset_t *tileset,
int32_t *outWidth,
int32_t *outHeight
) {
assertNotNull(text, "Text cannot be NULL");
assertNotNull(outWidth, "Output width pointer cannot be NULL");
assertNotNull(outHeight, "Output height pointer cannot be NULL");
int32_t width = 0;
int32_t height = tileset->tileHeight;
int32_t lineWidth = 0;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
if(lineWidth > width) {
width = lineWidth;
}
lineWidth = 0;
height += tileset->tileHeight;
continue;
}
lineWidth += tileset->tileWidth;
}
if(lineWidth > width) {
width = lineWidth;
}
*outWidth = width;
*outHeight = height;
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "display/texture.h"
#include "display/tileset/tileset_minogram.h"
#define UI_TEXT_CHAR_START '!'
/**
* Draws a single character at the specified position.
*
* @param x The x-coordinate to draw the character at.
* @param y The y-coordinate to draw the character at.
* @param c The character to draw.
* @param color The color to draw the character in.
* @param tileset Font tileset to use for rendering.
* @param texture Texture containing the font tileset image.
*/
void uiTextDrawChar(
const float_t x,
const float_t y,
const char_t c,
const color_t color,
const tileset_t *tileset,
texture_t *texture
);
/**
* Draws a string of text at the specified position.
*
* @param x The x-coordinate to draw the text at.
* @param y The y-coordinate to draw the text at.
* @param text The null-terminated string of text to draw.
* @param color The color to draw the text in.
* @param tileset Font tileset to use for rendering.
* @param texture Texture containing the font tileset image.
*/
void uiTextDraw(
const float_t x,
const float_t y,
const char_t *text,
const color_t color,
const tileset_t *tileset,
texture_t *texture
);
/**
* Measures the width and height of the given text string when rendered.
*
* @param text The null-terminated string of text to measure.
* @param tileset Font tileset to use for measurement.
* @param outWidth Pointer to store the measured width in pixels.
* @param outHeight Pointer to store the measured height in pixels.
*/
void uiTextMeasure(
const char_t *text,
const tileset_t *tileset,
int32_t *outWidth,
int32_t *outHeight
);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uitextbox.h"
#include "ui/ui.h"
#include "ui/uitext.h"
// #include "rpg/rpgtextbox.h"
#include "display/screen.h"
#include "display/spritebatch.h"
#include "input/input.h"
// void uiTextboxUpdate() {
// if(!rpgTextboxIsVisible()) return;
// if(inputPressed(INPUT_ACTION_ACCEPT)) {
// rpgTextboxHide();
// }
// }
// void uiTextboxRender() {
// if(!rpgTextboxIsVisible()) return;
// const char_t *text = RPG_TEXTBOX.text;
// int32_t textWidth, textHeight;
// uiTextMeasure(text, UI.fontTileset, &textWidth, &textHeight);
// float_t y = 0;
// if(RPG_TEXTBOX.position == RPG_TEXTBOX_POS_BOTTOM) {
// y = SCREEN.height - (float_t)textHeight;
// }
// spriteBatchPush(
// NULL,
// 0.0f, y,
// (float_t)SCREEN.width, (float_t)(y + textHeight),
// COLOR_BLACK,
// 0.0f, 0.0f, 1.0f, 1.0f
// );
// uiTextDraw(0, y, text, COLOR_RED, UI.fontTileset, &UI.fontTexture);
// }
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
/**
* Updates the RPG textbox state.
*/
void uiTextboxUpdate();
/**
* Draws the RPG textbox if it is visible.
*/
void uiTextboxRender();
-10
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dusk.h"
// Two kinds of UI elements, those that are scripted (with a state, logic, etc)
// and those that are draw only (rectangle, text, etc).
-21
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@@ -1,21 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
set(DUSK_GAME_ASSETS_DIR "${CMAKE_CURRENT_SOURCE_DIR}" CACHE INTERNAL "Game assets directory")
# Palette asset needs to be added before any images.
add_subdirectory(palette)
# Languages need to be added before anything that uses text.
add_subdirectory(locale)
# Rest, order doesn't matter
add_asset(SCRIPT init.lua)
# Subdirs
add_subdirectory(entity)
add_subdirectory(map)
add_subdirectory(ui)
add_subdirectory(scene)
-6
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(TILESET entities.tsx)
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-4
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.11.2" name="entities" tilewidth="16" tileheight="16" tilecount="64" columns="8">
<image source="entities.png" width="128" height="128"/>
</tileset>
+21
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
const platformNames = {
[System.PLATFORM_LINUX]: 'Linux',
[System.PLATFORM_KNULLI]: 'Knulli',
[System.PLATFORM_PSP]: 'PSP',
[System.PLATFORM_GAMECUBE]: 'GameCube',
[System.PLATFORM_WII]: 'Wii',
};
Console.print('Platform: ' + (platformNames[System.platform] || 'Unknown'));
UIFullboxOver.setColor(Color.BLACK);
requireAsync('testscene.js').then(Scene.set).catch(err => {
Console.print('Error loading scene: ' + err);
Engine.exit();
});
-56
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module('platform')
module('input')
module('scene')
module('locale')
-- Default Input bindings.
if PLATFORM == "psp" then
inputBind("up", INPUT_ACTION_UP)
inputBind("down", INPUT_ACTION_DOWN)
inputBind("left", INPUT_ACTION_LEFT)
inputBind("right", INPUT_ACTION_RIGHT)
inputBind("circle", INPUT_ACTION_CANCEL)
inputBind("cross", INPUT_ACTION_ACCEPT)
inputBind("select", INPUT_ACTION_RAGEQUIT)
inputBind("lstick_up", INPUT_ACTION_UP)
inputBind("lstick_down", INPUT_ACTION_DOWN)
inputBind("lstick_left", INPUT_ACTION_LEFT)
inputBind("lstick_right", INPUT_ACTION_RIGHT)
elseif PLATFORM == "gamecube" then
-- inputBind("start", INPUT_ACTION_RAGEQUIT)
-- inputBind("dpad_up", INPUT_ACTION_UP)
-- inputBind("dpad_down", INPUT_ACTION_DOWN)
-- inputBind("dpad_left", INPUT_ACTION_LEFT)
-- inputBind("dpad_right", INPUT_ACTION_RIGHT)
-- inputBind("button_b", INPUT_ACTION_CANCEL)
-- inputBind("button_a", INPUT_ACTION_ACCEPT)
-- inputBind("button_start", INPUT_ACTION_RAGEQUIT)
-- inputBind("lstick_up", INPUT_ACTION_UP)
-- inputBind("lstick_down", INPUT_ACTION_DOWN)
-- inputBind("lstick_left", INPUT_ACTION_LEFT)
-- inputBind("lstick_right", INPUT_ACTION_RIGHT)
else
if INPUT_KEYBOARD then
inputBind("w", INPUT_ACTION_UP)
inputBind("s", INPUT_ACTION_DOWN)
inputBind("a", INPUT_ACTION_LEFT)
inputBind("d", INPUT_ACTION_RIGHT)
inputBind("left", INPUT_ACTION_LEFT)
inputBind("right", INPUT_ACTION_RIGHT)
inputBind("up", INPUT_ACTION_UP)
inputBind("down", INPUT_ACTION_DOWN)
inputBind("enter", INPUT_ACTION_ACCEPT)
inputBind("e", INPUT_ACTION_ACCEPT)
inputBind("q", INPUT_ACTION_CANCEL)
inputBind("escape", INPUT_ACTION_RAGEQUIT)
end
end
-- localeSet(DUSK_LOCALE_EN_US)
sceneSet('scene/initial.dsf')
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(LANGUAGE en_US.po)
+54 -9
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@@ -1,15 +1,60 @@
#
msgid ""
msgstr ""
"Language: en_US\n"
"Project-Id-Version: ExampleApp 1.0\n"
"Language: en\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n==2 ? 1 : (n<7 ? 2 : 3));\n"
msgid "ui.test"
msgstr "Hello this is a test."
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"Welcome"
msgid "map.test"
msgstr "This is a map test."
#: ui/user.c:22
msgid "ui.greeting"
msgstr "Hello, %s!"
msgid "test.test2"
msgstr "This is another test."
#: ui/files.c:40
msgid "ui.file_status"
msgstr "%s has %d files."
#: ui/cart.c:55
msgid "cart.item_count"
msgid_plural "cart.item_count"
msgstr[0] "%d item"
msgstr[1] "%d items (dual)"
msgstr[2] "%d items (few)"
msgstr[3] "%d items (many)"
#: ui/notifications.c:71
msgid ""
"ui.multiline_help"
msgstr ""
"Line one of the help text.\n"
"Line two continues here.\n"
"Line three ends here."
#: ui/errors.c:90
msgid ""
"error.upload_failed.long"
msgstr ""
"Upload failed for file \"%s\".\n"
"Please try again later or contact support."
#: ui/messages.c:110
msgid ""
"user.invite_status"
msgid_plural ""
"user.invite_status"
msgstr[0] ""
"%s invited %d user.\n"
"Please review the request."
msgstr[1] ""
"%s invited %d users (dual).\n"
"Please review the requests."
msgstr[2] ""
"%s invited %d users (few).\n"
"Please review the requests."
msgstr[3] ""
"%s invited %d users (many).\n"
"Please review the requests."
-6
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@@ -1,6 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(testmap)
-6
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(MAP testmap.json)
-1
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{
"name": "Test"
}
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(PALETTE palette0.png)
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
const PLAYER_SPEED = 5.0;
// 1 world unit = 16 pixels.
const PIXEL_SCALE = 1.0 / 16.0;
// Player sprite is 32x32 px (test.png dimensions).
const PLAYER_W = 32 * PIXEL_SCALE;
const PLAYER_H = 32 * PIXEL_SCALE;
var player = {};
player.getAssets = () => {
return [
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
];
}
player.init = function(scene) {
var texture = scene.assets.getAssetByPath('test.png');
Console.print('Player init: got texture ' + texture);
_entity = Entity.create();
_position = _entity.add(Component.POSITION);
_physics = _entity.add(Component.PHYSICS);
_physics.bodyType = Physics.DYNAMIC;
_physics.shape = Physics.SHAPE_CUBE;
_physics.gravityScale = 1.0;
var r = _entity.add(Component.RENDERABLE);
r.texture = texture.texture;
r.type = Renderable.SPRITEBATCH;
r.color = new Color(220, 80, 80);
// Upright quad centered on X, bottom-aligned on Y.
r.sprites = [[-PLAYER_W/2, 0, 0, PLAYER_W/2, PLAYER_H, 0, 0, 1, 1, 0]];
_position.localPosition = new Vec3(0, PLAYER_H, 0);
};
player.getPosition = function() {
return _position;
};
player.update = function() {
if(!_physics) return;
var vx = Input.axis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT) * PLAYER_SPEED;
var vz = Input.axis(INPUT_ACTION_DOWN, INPUT_ACTION_UP) * PLAYER_SPEED;
// Preserve vertical velocity so gravity and landing work correctly.
var vy = _physics.velocity.y;
_physics.velocity = new Vec3(vx, vy, vz);
};
player.dispose = function() {
Entity.dispose(_entity);
_entity = null;
_position = null;
_physics = null;
};
module.exports = player;
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(SCRIPT initial.lua)
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module('spritebatch')
module('camera')
module('color')
-- module('ui')
module('text')
module('screen')
module('time')
module('map')
module('glm')
screenSetBackground(colorLime())
mapCamera = cameraCreate()
text = "Hello, Dusk!"
x = -35
y = 0
function sceneDispose()
end
function sceneUpdate()
end
function sceneRender()
mapCamera.position = vec3(50, 50, 50)
cameraPushMatrix(mapCamera)
textDraw(x, y, text, colorBlue())
spriteBatchFlush()
cameraPopMatrix()
end
-- screenSetBackground(colorBlack())
-- mapLoad('map/testmap/testmap.dmf')
-- camera = cameraCreate(CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC)
-- mapCamera = cameraCreate()
-- text = "Hello World"
-- function sceneDispose()
-- end
-- function sceneUpdate()
-- end
-- function sceneRender()
-- -- Map Test
-- mapCamera.position = vec3(300, 300, 300)
-- cameraPushMatrix(mapCamera)
-- mapRender()
-- cameraPopMatrix()
-- -- UI Test
-- cameraPushMatrix(camera)
-- camera.bottom = screenGetHeight()
-- camera.right = screenGetWidth()
-- width, height = textMeasure(text)
-- x = (screenGetWidth() - width)
-- x = math.sin(TIME.time * 2) * (x / 2) + (x / 2)
-- y = (screenGetHeight() - height) / 2
-- y = math.cos(TIME.time * 3) * (y) + (y)
-- textDraw(x, y, text, colorMagenta())
-- cameraPopMatrix()
-- end
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
var scene = {};
// Pokemon DS-style camera: ~34 degrees elevation (atan(6/9)).
// CAM_HEIGHT / CAM_DIST ratio controls the tilt - keep it under 0.7 for
// the characteristically shallow DS angle.
const CAM_HEIGHT = 6;
const CAM_DIST = 9;
scene.init = async function() {
// Camera
scene.cam = Entity.create();
var camPos = scene.cam.add(Component.POSITION);
var cam = scene.cam.add(Component.CAMERA);
camPos.localPosition = new Vec3(3, 3, 3);
camPos.lookAt(new Vec3(0, 0, 0));
// Floor - large flat slab, no texture needed.
scene.floor = Entity.create();
var floorPos = scene.floor.add(Component.POSITION);
var floorR = scene.floor.add(Component.RENDERABLE);
floorR.type = Renderable.SHADER_MATERIAL;
floorR.color = Color.BLUE;
// floorPos.localScale = new Vec3(16, 0.2, 16);
// floorPos.localPosition = new Vec3(0, -0.1, 0);
await UIFullboxOver.transition(Color.BLACK, Color.TRANSPARENT, 1.0);
};
scene.update = function() {
};
scene.dispose = function() {
Entity.dispose(scene.floor);
Entity.dispose(scene.cam);
};
module.exports = scene;
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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.11.2" name="prarie" tilewidth="16" tileheight="16" tilecount="21" columns="7">
<image source="prarie.png" width="112" height="48"/>
</tileset>
-7
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@@ -1,7 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(TILESET minogram.png type=ALPHA tileWidth=6 tileHeight=10 columns=16 rows=6)# Fixes PSP rendering
# add_asset(TILESET minogram.png type=PALETTIZED tileWidth=6 tileHeight=10 columns=16 rows=6)# Fixes PSP rendering
Binary file not shown.
+6
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@@ -0,0 +1,6 @@
module = {
render() {
Text.draw(0, 0, "Hello World");
SpriteBatch.flush();
}
};
+1 -1
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@@ -4,9 +4,9 @@
# https://opensource.org/licenses/MIT
include(FetchContent)
FetchContent_Declare(
cglm
# GIT_REPOSITORY https://git.wish.moe/YourWishes/cglm.git
GIT_REPOSITORY https://github.com/recp/cglm.git
GIT_TAG v0.9.6
)
-106
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@@ -1,106 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
if(NOT TARGET pspsdk)
message(STATUS "Looking for PSPSDK...")
set(PSPSDK_FOUND FALSE CACHE INTERNAL "PSPSDK found")
set(PSPSDK_DOWNLOAD_DIR "${CMAKE_BINARY_DIR}/_pspsdk")
set(PSPSDK_SEARCH_ROOTS
"${PSPSDK_ROOT}"
"$ENV{PSPDEV}"
"$ENV{HOME}/pspdev"
"/usr/local/pspdev"
"/opt/pspdev"
"/usr/pspdev"
"${PSPSDK_DOWNLOAD_DIR}/pspdev"
)
foreach(root IN LISTS PSPSDK_SEARCH_ROOTS)
list(APPEND PSPSDK_BIN_HINTS "${root}/bin")
list(APPEND PSPSDK_INCLUDE_HINTS "${root}/include")
list(APPEND PSPSDK_LIB_HINTS "${root}/lib")
endforeach()
# Find PSP GCC
find_program(PSPSDK_PSP_GCC NAMES psp-gcc HINTS ${PSPSDK_BIN_HINTS})
# If we did not find it, download it.
if(NOT PSPSDK_PSP_GCC)
message(STATUS "psp-gcc not found in system paths. Downloading PSPSDK tarball...")
file(DOWNLOAD
"https://github.com/pspdev/pspdev/releases/download/v20260101/pspdev-ubuntu-latest-x86_64.tar.gz"
"${CMAKE_BINARY_DIR}/pspsdk.tar.gz"
EXPECTED_HASH SHA256=68fb6063323e695a43415a151b3dd9ded61d00605f02d20146cc6933c11830f8
SHOW_PROGRESS
)
# Make output dir
file(MAKE_DIRECTORY "${PSPSDK_DOWNLOAD_DIR}")
# Extract the tarball
execute_process(
COMMAND
${CMAKE_COMMAND} -E tar xzf "${CMAKE_BINARY_DIR}/pspsdk.tar.gz"
WORKING_DIRECTORY
"${PSPSDK_DOWNLOAD_DIR}"
RESULT_VARIABLE
tar_result
)
if(NOT tar_result EQUAL 0)
message(FATAL_ERROR "Failed to extract PSPSDK tarball")
endif()
# Retry discovery with extracted fallback
find_program(PSPSDK_PSP_GCC NAMES psp-gcc HINTS ${PSPSDK_BIN_HINTS})
endif()
if(PSPSDK_PSP_GCC)
get_filename_component(PSPSDK_BIN_ROOT "${PSPSDK_PSP_GCC}" DIRECTORY)
get_filename_component(PSPSDK_ROOT "${PSPSDK_BIN_ROOT}" DIRECTORY)
set(CMAKE_TRY_COMPILE_TARGET_TYPE STATIC_LIBRARY)
set(ENV{PSPDEV} "${PSPSDK_ROOT}")
set(CMAKE_TOOLCHAIN_FILE "${PSPSDK_ROOT}/psp/share/pspdev.cmake")
set(BUILD_PRX ON CACHE BOOL "Build PRX modules")
include("${PSPSDK_ROOT}/psp/share/pspdev.cmake")
set(CMAKE_C_COMPILER ${PSPSDK_BIN_ROOT}/psp-gcc)
set(CMAKE_CXX_COMPILER ${PSPSDK_BIN_ROOT}/psp-g++)
if(NOT DEFINED PSP)
message(FATAL_ERROR "PSP environment variable is not set correctly.")
endif()
add_library(pspsdk INTERFACE IMPORTED)
set_target_properties(pspsdk PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${PSPSDK_INCLUDE_DIR}"
INTERFACE_LINK_DIRECTORIES "${PSPSDK_LIB_DIR}"
)
target_include_directories(pspsdk
INTERFACE
${PSPDEV}/psp/include
${PSPDEV}/psp/sdk/include
)
target_link_directories(pspsdk
INTERFACE
${PSPDEV}/lib
${PSPDEV}/psp/lib
${PSPDEV}/psp/sdk/lib
)
target_link_libraries(pspsdk INTERFACE
pspdebug
pspdisplay
pspge
pspctrl
pspgu
pspaudio
pspaudiolib
psputility
pspvfpu
pspvram
psphprm
)
endif()
endif()
+31
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# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
include(FetchContent)
FetchContent_Declare(
stb
GIT_REPOSITORY https://github.com/nothings/stb.git
)
# Fetch stb if not already done
FetchContent_MakeAvailable(stb)
# Find the stb_image.h header
set(STB_INCLUDE_DIR "${stb_SOURCE_DIR}")
set(STB_IMAGE_HEADER "${stb_SOURCE_DIR}/stb_image.h")
if(EXISTS "${STB_IMAGE_HEADER}")
add_library(stb_image INTERFACE)
target_include_directories(stb_image INTERFACE "${STB_INCLUDE_DIR}")
set(STB_IMAGE_FOUND TRUE)
else()
set(STB_IMAGE_FOUND FALSE)
endif()
# Standard CMake variables
set(STB_IMAGE_INCLUDE_DIRS "${STB_INCLUDE_DIR}")
set(STB_IMAGE_LIBRARIES stb_image)
mark_as_advanced(STB_IMAGE_INCLUDE_DIRS STB_IMAGE_LIBRARIES STB_IMAGE_FOUND)
+18
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@@ -0,0 +1,18 @@
include(FetchContent)
if(NOT TARGET yyjson)
FetchContent_Declare(
yyjson
GIT_REPOSITORY https://github.com/ibireme/yyjson.git
GIT_TAG 0.12.0
)
FetchContent_MakeAvailable(yyjson)
endif()
# Provide an imported target if not already available
if(NOT TARGET yyjson::yyjson)
add_library(yyjson::yyjson ALIAS yyjson)
endif()
# Mark yyjson as found for find_package compatibility
set(yyjson_FOUND TRUE)
+76
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@@ -0,0 +1,76 @@
# Build type: DOL (SD/USB via libfat) or ISO (DVD disc via libogc DVD driver)
set(DUSK_DOLPHIN_BUILD_TYPE "DOL" CACHE STRING "Dolphin asset source: DOL (SD/USB) or ISO (DVD disc)")
set_property(CACHE DUSK_DOLPHIN_BUILD_TYPE PROPERTY STRINGS "DOL" "ISO")
# Numeric tokens so #if DUSK_DOLPHIN_BUILD_TYPE == DOL works in C.
# DUSK_DOLPHIN_BUILD_TYPE is passed without quotes so it expands to the identifier.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_DOLPHIN
DUSK_INPUT_GAMEPAD
# DUSK_DISPLAY_WIDTH=640
# DUSK_DISPLAY_HEIGHT=480
DUSK_DISPLAY_WIDTH=320
DUSK_DISPLAY_HEIGHT=240
DUSK_DISPLAY_OVERSCAN=16
DUSK_THREAD_PTHREAD
DOL=1
ISO=2
DUSK_DOLPHIN_BUILD_TYPE=${DUSK_DOLPHIN_BUILD_TYPE}
)
# Custom compiler flags
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-rtti -fno-exceptions")
# Disable all warnings
target_compile_options(${DUSK_LIBRARY_TARGET_NAME} PRIVATE -w)
# cglm: fetched at source level via Findcglm.cmake (FetchContent, headers only)
find_package(cglm REQUIRED)
# Pre-create ZLIB::ZLIB so any downstream cmake module that resolves it
# (FindZLIB, pkg-config IMPORTED_TARGET Requires processing) gets plain -lz
# rather than an unresolvable IMPORTED target that the PPC linker rejects.
if(NOT TARGET ZLIB::ZLIB)
add_library(ZLIB::ZLIB INTERFACE IMPORTED GLOBAL)
set_target_properties(ZLIB::ZLIB PROPERTIES INTERFACE_LINK_LIBRARIES "z")
endif()
# Mark libzip as found so src/dusk/CMakeLists.txt skips Findlibzip.cmake.
# Findlibzip.cmake calls find_package(ZLIB) which can recreate a broken
# ZLIB::ZLIB IMPORTED target, bypassing the shim above.
set(libzip_FOUND TRUE CACHE BOOL "libzip found (devkitpro portlibs)" FORCE)
# Locate zip.h in the devkitpro sysroot (respects CMAKE_FIND_ROOT_PATH).
find_path(_dusk_zip_inc NAMES zip.h)
if(_dusk_zip_inc)
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE "${_dusk_zip_inc}")
endif()
# Link libraries.
# zip/z/lzma use target_link_options (raw flags) to bypass cmake target
# resolution - pkg-config-generated targets for these carry ZLIB::ZLIB in
# INTERFACE_LINK_LIBRARIES which breaks the PPC link step.
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
cglm
m
zip
bz2
zstd
z
lzma
)
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC DUSK_DOLPHIN_BUILD_ISO)
else()
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE fat)
endif()
# Postbuild: ELF -> DOL
set(DUSK_BINARY_TARGET_NAME_DOL "${DUSK_BUILD_DIR}/Dusk.dol")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND elf2dol
"$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>"
"${DUSK_BINARY_TARGET_NAME_DOL}"
COMMENT "Generating ${DUSK_BINARY_TARGET_NAME_DOL} from ${DUSK_BINARY_TARGET_NAME}"
)
+24
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@@ -0,0 +1,24 @@
include(cmake/targets/dolphin.cmake)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_GAMECUBE
)
# Link libraries
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
# bba
)
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND ${Python3_EXECUTABLE}
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
"GCN"
"${DUSK_BINARY_TARGET_NAME_DOL}"
"${DUSK_ASSETS_ZIP}"
"${DUSK_GAME_NAME}"
"${DUSK_BUILD_DIR}"
COMMENT "Building GameCube ISO images (NTSC-J, NTSC-U, PAL)"
)
endif()
+46
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@@ -0,0 +1,46 @@
# Find link platform-specific libraries
set(OpenGL_GL_PREFERENCE LEGACY)
find_package(SDL2 REQUIRED)
find_library(EGL_LIB EGL REQUIRED)
find_library(GL_LIB GL REQUIRED)
find_package(OpenGL REQUIRED)
# Setup endianess at compile time to optimize.
include(TestBigEndian)
test_big_endian(IS_BIG_ENDIAN)
if(IS_BIG_ENDIAN)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_PLATFORM_ENDIAN_BIG
)
else()
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_PLATFORM_ENDIAN_LITTLE
)
endif()
# Link required libraries.
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
SDL2
pthread
OpenGL::GLES2
${GL_LIB}
${EGL_LIB}
m
)
# Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_OPENGL_ES
DUSK_LINUX
DUSK_KNULLI
DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_DISPLAY_WIDTH_DEFAULT=640
DUSK_DISPLAY_HEIGHT_DEFAULT=480
DUSK_DISPLAY_SCREEN_HEIGHT=240
DUSK_INPUT_KEYBOARD
DUSK_INPUT_POINTER
DUSK_INPUT_GAMEPAD
DUSK_TIME_DYNAMIC
)
+48
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@@ -0,0 +1,48 @@
# Find link platform-specific libraries
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
# find_package(CURL REQUIRED)
# Setup endianess at compile time to optimize.
include(TestBigEndian)
test_big_endian(IS_BIG_ENDIAN)
if(IS_BIG_ENDIAN)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_PLATFORM_ENDIAN_BIG
)
else()
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_PLATFORM_ENDIAN_LITTLE
)
endif()
# Link required libraries.
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
SDL2
pthread
OpenGL::GL
GL
m
# CURL::libcurl
)
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
# Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_CONSOLE_POSIX
# DUSK_OPENGL_LEGACY
DUSK_LINUX
DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_DISPLAY_WIDTH_DEFAULT=640
DUSK_DISPLAY_HEIGHT_DEFAULT=480
DUSK_DISPLAY_SCREEN_HEIGHT=240
DUSK_INPUT_KEYBOARD
DUSK_INPUT_POINTER
DUSK_INPUT_GAMEPAD
DUSK_TIME_DYNAMIC
DUSK_NETWORK_IPV6
DUSK_THREAD_PTHREAD
)
+69
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@@ -0,0 +1,69 @@
set(CMAKE_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_C_COMPILER_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_C_COMPILER_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_C_ARCHIVE_CREATE "$ENV{PSPDEV}/bin/psp-ar qc <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_C_ARCHIVE_APPEND "$ENV{PSPDEV}/bin/psp-ar q <TARGET> <LINK_FLAGS> <OBJECTS>")
set(CMAKE_C_ARCHIVE_FINISH "$ENV{PSPDEV}/bin/psp-ranlib <TARGET>")
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION OFF CACHE BOOL "" FORCE)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_C OFF CACHE BOOL "" FORCE)
find_package(SDL2 REQUIRED)
find_package(OpenGL REQUIRED)
target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
${SDL2_LIBRARIES}
SDL2
pthread
OpenGL::GL
zip
bz2
z
mbedtls
mbedcrypto
lzma
m
pspdebug
pspdisplay
pspge
pspctrl
pspgu
pspaudio
pspaudiolib
psputility
pspvfpu
pspvram
psphprm
pspnet
pspnet_inet
pspnet_apctl
psphttp
pspssl
)
target_include_directories(${DUSK_BINARY_TARGET_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_PSP
DUSK_INPUT_GAMEPAD
DUSK_PLATFORM_ENDIAN_LITTLE
DUSK_OPENGL_LEGACY
DUSK_DISPLAY_WIDTH=480
DUSK_DISPLAY_HEIGHT=272
DUSK_THREAD_PTHREAD
)
# Postbuild, create .pbp file for PSP.
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
ICON_PATH NULL
BACKGROUND_PATH NULL
PREVIEW_PATH NULL
TITLE "${DUSK_BINARY_TARGET_NAME}"
PSAR_PATH ${DUSK_ASSETS_ZIP}
VERSION 01.00
)
+88
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@@ -0,0 +1,88 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
if(NOT DEFINED ENV{VITASDK})
message(FATAL_ERROR "VITASDK environment variable is not set.")
endif()
include("$ENV{VITASDK}/share/vita.cmake" REQUIRED)
set(VITA_APP_NAME "Dusk")
set(VITA_TITLEID "DUSK00001")
set(VITA_VERSION "01.00")
find_package(SDL2 REQUIRED)
# Custom flags for cglm
set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
find_package(cglm REQUIRED)
# Link libraries
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
${SDL2_LIBRARIES}
cglm
SDL2
SDL2main
zip
bz2
z
zstd
crypto
lzma
m
pthread
stdc++
vitaGL
mathneon
vitashark
kubridge_stub
SceAppMgr_stub
SceAudio_stub
SceCtrl_stub
SceCommonDialog_stub
SceDisplay_stub
SceKernelDmacMgr_stub
SceGxm_stub
SceShaccCg_stub
SceSysmodule_stub
ScePower_stub
SceTouch_stub
SceVshBridge_stub
SceIofilemgr_stub
SceShaccCgExt
libtaihen_stub.a
# SceKernel_stub
SceAppUtil_stub
SceHid_stub
SceRtc_stub
)
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
${SDL2_INCLUDE_DIRS}
)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
DUSK_OPENGL
DUSK_VITA
DUSK_INPUT_GAMEPAD
DUSK_PLATFORM_ENDIAN_LITTLE
DUSK_OPENGL_LEGACY
DUSK_DISPLAY_WIDTH=960
DUSK_DISPLAY_HEIGHT=544
)
# Post-build: create SELF from the ELF binary (UNSAFE = homebrew, no signing)
vita_create_self(${DUSK_BINARY_TARGET_NAME}.self ${DUSK_BINARY_TARGET_NAME} UNSAFE)
# Post-build: package SELF + assets into a .vpk installable on the Vita
vita_create_vpk(${DUSK_BINARY_TARGET_NAME}.vpk ${VITA_TITLEID} ${DUSK_BINARY_TARGET_NAME}.self
VERSION ${VITA_VERSION}
NAME ${VITA_APP_NAME}
FILE ${DUSK_ASSETS_ZIP} dusk.dsk
)
+27
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@@ -0,0 +1,27 @@
include(cmake/targets/dolphin.cmake)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_WII
)
# Generate Homebrew Channel meta.xml from project identity variables
string(TIMESTAMP DUSK_BUILD_DATE "%Y%m%d000000" UTC)
configure_file(
"${CMAKE_SOURCE_DIR}/docker/dolphin/meta.xml.in"
"${DUSK_BUILD_DIR}/meta.xml"
@ONLY
)
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
COMMAND ${Python3_EXECUTABLE}
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
"WII"
"${DUSK_BINARY_TARGET_NAME_DOL}"
"${DUSK_ASSETS_ZIP}"
"${DUSK_GAME_NAME}"
"${DUSK_BUILD_DIR}"
COMMENT "Building Wii ISO images (NTSC-J, NTSC-U, PAL)"
)
endif()
+29
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@@ -0,0 +1,29 @@
set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(CMAKE_C_COMPILER aarch64-linux-gnu-gcc)
set(CMAKE_CXX_COMPILER aarch64-linux-gnu-g++)
set(CMAKE_ASM_COMPILER aarch64-linux-gnu-gcc)
set(CMAKE_SYSROOT /)
set(CMAKE_C_COMPILER_TARGET aarch64-linux-gnu)
set(CMAKE_CXX_COMPILER_TARGET aarch64-linux-gnu)
set(CMAKE_FIND_ROOT_PATH
/usr/aarch64-linux-gnu
/usr/lib/aarch64-linux-gnu
/usr/include/aarch64-linux-gnu
)
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
set(ENV{PKG_CONFIG_LIBDIR} "/usr/lib/aarch64-linux-gnu/pkgconfig:/usr/share/pkgconfig")
set(ENV{PKG_CONFIG_PATH} "/usr/lib/aarch64-linux-gnu/pkgconfig")
set(CMAKE_PREFIX_PATH "/usr/aarch64-linux-gnu;/usr/lib/aarch64-linux-gnu")
# Optional: helps some Find modules
set(SDL2_DIR "/usr/lib/aarch64-linux-gnu/cmake/SDL2" CACHE PATH "")
+7
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@@ -0,0 +1,7 @@
FROM ghcr.io/extremscorner/libogc2
WORKDIR /workdir
RUN apt update && \
dkp-pacman -Syu --noconfirm && \
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl xorriso && \
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip libogc2 gamecube-tools ppc-libmad ppc-zlib-ng ppc-liblzma ppc-bzip2 ppc-zstd
VOLUME ["/workdir"]
+10
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@@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<app version="1">
<name>@DUSK_GAME_NAME@</name>
<version>@PROJECT_VERSION@</version>
<release_date>@DUSK_BUILD_DATE@</release_date>
<coder>@DUSK_GAME_AUTHOR@</coder>
<short_description>@DUSK_GAME_SHORT_DESCRIPTION@</short_description>
<long_description>@DUSK_GAME_LONG_DESCRIPTION@</long_description>
<ahb_access/>
</app>
+35
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@@ -0,0 +1,35 @@
FROM debian:trixie
ENV DEBIAN_FRONTEND=noninteractive
WORKDIR /workdir
RUN dpkg --add-architecture arm64 && \
apt-get update && \
apt-get install -y --no-install-recommends \
crossbuild-essential-arm64 \
ca-certificates \
pkg-config \
cmake \
make \
ninja-build \
git \
file \
python3 \
python3-pip \
python3-polib \
python3-pil \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
liblua5.4-dev:arm64 \
xz-utils:arm64 \
libbz2-dev:arm64 \
zlib1g-dev:arm64 \
libzip-dev:arm64 \
libssl-dev:arm64 \
libsdl2-dev:arm64 \
liblzma-dev:arm64 \
libopengl0:arm64 \
libgl1:arm64 \
libegl1:arm64 \
libgles2:arm64 \
libgl1-mesa-dev:arm64 && \
rm -rf /var/lib/apt/lists/*
+24
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@@ -0,0 +1,24 @@
FROM ubuntu:latest
WORKDIR /workdir
RUN apt-get update
RUN apt-get install -y \
build-essential \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
libsdl2-dev \
libgl1-mesa-dev \
libzip-dev \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xz-utils \
liblzma-dev \
libbz2-dev \
zlib1g-dev \
libzip-dev \
libbz2-dev \
git \
libssl-dev
+7
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@@ -0,0 +1,7 @@
FROM pspdev/pspdev:latest
WORKDIR /workdir
RUN apk add --no-cache \
python3 \
py3-pip \
py3-dotenv
VOLUME ["/workdir"]
+13
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@@ -0,0 +1,13 @@
FROM vitasdk/vitasdk:latest
WORKDIR /workdir
# Install vitaGL and its dependencies (vitashark, SceShaccCg) via vdpm
RUN which vdpm
# Install Python (needed for Dusk code generation tools)
RUN apk add --no-cache \
python3 \
py3-pip \
py3-dotenv
VOLUME ["/workdir"]
-10
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@@ -1,10 +0,0 @@
prefix=@CMAKE_INSTALL_PREFIX@
libdir=${prefix}/lib
includedir=${prefix}/include
Name: OpenGL
Description: OpenGL (without GLX) library and headers.
Version: @PROJECT_VERSION@
Libs.private: -lstdc++ -logc -lm
Libs: -L${libdir} -lopengx
Cflags: -I${includedir}
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#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
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#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
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#!/bin/bash
if [ -z "$DEVKITPRO" ]; then
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
exit 1
fi
mkdir -p build-gamecube-iso
cmake -S. -Bbuild-gamecube-iso \
-DDUSK_TARGET_SYSTEM=gamecube \
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake"
cd build-gamecube-iso
make -j$(nproc) VERBOSE=1
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#!/bin/bash
if [ -z "$DEVKITPRO" ]; then
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
exit 1
fi
mkdir -p build-gamecube
cmake -S. -Bbuild-gamecube \
-DDUSK_TARGET_SYSTEM=gamecube \
-DDUSK_DOLPHIN_BUILD_TYPE=DOL \
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake" \
-DDKP_OGC_PLATFORM_LIBRARY=libogc2
cd build-gamecube
make -j$(nproc) VERBOSE=1
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#!/bin/bash
docker build -t dusk-knulli -f docker/knulli/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
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#!/bin/bash
cmake -S . -B build-knulli -G Ninja \
-DDUSK_BUILD_TESTS=ON \
-DDUSK_TARGET_SYSTEM=knulli \
-DCMAKE_TOOLCHAIN_FILE=./cmake/toolchains/aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build-knulli -- -j$(nproc)
# Copy necessary libs out
mkdir -p ./build-knulli/dusk
cp ./build-knulli/Dusk ./build-knulli/dusk/Dusk
cp ./build-knulli/dusk.dsk ./build-knulli/dusk/dusk.dsk
echo '#!/bin/bash' > build-knulli/dusk/Dusk.sh
echo 'cd "$(dirname "$(readlink -f "$0")")"' >> build-knulli/dusk/Dusk.sh
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:$(dirname "$(readlink -f "$0")")' >> build-knulli/dusk/Dusk.sh
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/gl4es' >> build-knulli/dusk/Dusk.sh
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib' >> build-knulli/dusk/Dusk.sh
echo '$(dirname "$(readlink -f "$0")")/Dusk' >> build-knulli/dusk/Dusk.sh
chmod +x build-knulli/dusk/Dusk.sh
cp /usr/lib/aarch64-linux-gnu/liblua5.4.so.0 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libSDL2-2.0.so.0 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libGL.so.1 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libEGL.so.1 build-knulli/dusk/
# cp /usr/lib/aarch64-linux-gnu/libGLESv2.so.2 build-knulli/dusk/
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#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-linux /bin/bash -c "./scripts/build-linux.sh"
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#!/bin/bash
cmake -S . -B build-linux -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
cmake --build build-linux -- -j$(nproc)
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#!/bin/bash
docker build -t dusk-psp -f docker/psp/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-psp /bin/bash -c "./scripts/build-psp.sh"
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#!/bin/bash
if [ -z "$PSPDEV" ]; then
echo "PSPDEV environment variable is not set. Please set it to the path of your PSP development environment."
exit 1
fi
mkdir -p build-psp
cd build-psp
psp-cmake -DDUSK_TARGET_SYSTEM=psp -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake -DBUILD_PRX=1 ..
make -j$(nproc)
# psp-cmake -DDUSK_TARGET_SYSTEM=psp -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake -DBUILD_PRX=1 -DCMAKE_BUILD_TYPE=Debug ..
# make
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#!/bin/bash
docker build -t dusk-vita -f docker/vita/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-vita /bin/bash -c "./scripts/build-vita.sh"

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