entityRenderAll() (src/dusk/entity/entityrender.c) ports ac2's
scene.c:sceneRender() camera/view-matrix/draw-loop logic as a standalone
function - find the active camera, bind SHADER_UNLIT with its projection/
view, draw every COMPONENT_TYPE_RENDERABLE entity. display.c calls it each
frame between the screen clear and screenUnbind(), the same spot the old
sceneRender() used to sit.
A single-scene scene manager (src/dusk/scene/, ported from ac2 minus its
prefab system and physics/trigger stepping - that module hasn't been
ported yet) sits alongside this but isn't wired into the engine loop yet;
only one scene can ever exist (no SCENE_COUNT_MAX array).
entitymanager.c/h removed entirely: its three arrays (entities/components/
entitiesWithComponent) are now plain globals in entity.h/.c
(ENTITIES/COMPONENTS/ENTITIES_WITH_COMPONENT), and every entity/component
function across the whole ECS (entity, component, position, camera,
renderable, physics, trigger, animation) drops its entitymanager_t *mgr
parameter to operate on them directly - there was only ever one instance of
that struct in the whole engine, so the indirection bought nothing.
New duskscript bindings (src/dusk/script/native/entity/) expose entityAdd,
entityAddComponent/entityGetComponent, entitySetName/entityGetName/
entityFindByName, entityDispose/entityDisposeDeep,
entityPositionSetLocalPosition/entityPositionLookAt,
entityRenderableSetMesh (by name - cube/plane/sphere/capsule/triprism/quad),
and COMPONENT_TYPE_*/ENTITY_ID_INVALID/COMPONENT_ID_INVALID constants.
assets/init.ds uses them to spawn a camera (via LookAt from (3,3,3) at the
origin), a cube and a plane as the engine's first real content on the new
ECS.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
rpg/ui/scene moved to archive/ earlier left a handful of otherwise-generic
systems with dead references into them:
- asset/loader/chunk existed solely to load rpg overworld map chunks
(tile_t, worldpos_t) - deleted outright, along with its
ASSET_LOADER_TYPE_CHUNK entry in assetloader.c/h.
- save/slot wrapped party_t/storyflagval_t/map-name/cutscene-path, which is
100% rpg save data - deleted outright (save.c/h, savedevice.c/h and the
Linux save backend keep their generic settings/device-discovery logic,
just lose the slot read/write pieces that only existed for it).
- locale/localemanager.c and test/CMakeLists.txt/test/save/* had a few
stray includes and test cases that only existed for the now-gone code.
Also restores assets/locale/en_US.po (copied back from archive/assets/) -
locale init still needs a real locale file to boot into, even with the
asset-moving/archiving done separately.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Remove the per-array type category so arrays can mix types like structs.
Add 13 passing and 125 expected-failure duskscript test fixtures with a
table-driven runner. Also includes the in-progress entity/physics and
archive moves from the working tree.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
assets/init.ds is compiled and packed as init.dsb like any other script, and
engineInit() runs it as the very last init step - after scriptInit() and
sceneInit(), right before the initial scene is set - so it's free to use any
engine system (display, audio, save, rpg, ui, scenes, ...) without having to
special-case startup ordering. A syntax error or runtime failure in init.ds
is fatal, same as every other errorChain()'d init step.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
scriptLoadHandler used fopen/fread directly, but every .ds a script include()s
is packed into dusk.dsk (compiled to .dsb) like every other asset now, not a
loose file next to the binary - raw filesystem reads never found them outside
a dev checkout. It now goes through assetFileInit/Open/Read/Close like the
rest of the engine's asset loaders, failing the load the same way (returning
SCRIPT_LOAD_FAILED) for a missing entry or one bigger than capacity.
test_duskscript's fixtures moved to their own assets/ subfolder and pack into
a small test.dsk with the same tools.asset.pack used for the real dusk.dsk,
and the test opens that archive straight into ASSET.zip (skipping the full
assetInit()/assetInitPlatform(), which expects a launched engine) so the
tests exercise the real compile -> pack -> asset -> runtime pipeline instead
of a filesystem shortcut around it.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
core/CMakeLists.txt and vm/CMakeLists.txt each listed every .c file across
every sub-folder in one flat target_sources() call. Split that into one
add_subdirectory() per folder (array, bytecode, call, coroutine, error, gc,
heap, number, ops, promise, runtime, scope, string, struct, text, value and
builtin/{array,core,math,string} under core/; execute, image and ops under
vm/), each with its own small CMakeLists.txt listing just that folder's
sources - matching the convention already used in src/dusk/display/.
Verified the Dusk binary and the duskscript test suite still build and pass
identically; test_battle and test_entityinteract already failed the same
way before this change (stale against unrelated rpg/battle API changes), so
left untouched here.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
tools/asset/pack now special-cases .ds files: each one is compiled with
duskscriptcc to a temp .dsb (no .map, nothing reads one yet) and that gets
packed under the same path with the extension swapped - the raw .ds source
never ends up in the archive. Every other asset type is unchanged, packed
byte for byte as before.
CMake passes --duskscriptcc "$<TARGET_FILE:duskscriptcc>" and adds a DEPENDS
on it, but only on the linux/knulli host target where duskscriptcc is
actually built (see its own gating in src/CMakeLists.txt) - a cross-compiled
console target has no host-built compiler to point at, so for now it can
only pack an assets/ with no .ds in it; the packer raises a clear error
rather than silently skipping or mis-packing one if it finds one anyway.
The manifest's cache-skip check also now folds in duskscriptcc's own mtime,
so a compiler rebuild invalidates every .ds's cached result even when none
of their own source files changed.
Verified by hand: a .ds under assets/scripts/ packs as the matching .dsb
(confirmed by unzipping the resulting dusk.dsk), an unrelated rebuild
correctly skips re-packing, touching duskscriptcc correctly forces a
re-pack, and a syntax error in the .ds fails the build loudly with
duskscriptcc's own error message rather than silently succeeding.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Folds what used to be duskscriptnative.h's includes (builtin/value/array/
struct/promise helpers a native function needs) directly into script.h,
alongside the runtime and VM includes already there. scriptnativeconsole.h
now just includes "script/script.h" instead of enumerating the same list
itself - any new native function bindings can do the same.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Scripting is now a standard part of the engine rather than an optional
feature: removes the DUSK_SCRIPT CMake option and its compile definition,
makes src/dusk/CMakeLists.txt add_subdirectory(script) unconditionally, and
drops the #ifdef DUSK_SCRIPT guards around scriptInit()/scriptDispose() in
engine.c. duskscriptcc and its test still only build on the linux/knulli
host target (it's a dev tool, not part of the runtime), now gated on that
alone instead of DUSK_SCRIPT AND that.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
duskscriptnative.h had exactly one consumer (scriptnativeconsole.h) left
after the duskscriptvm.h removal; folds its includes in directly rather than
keeping a single-consumer indirection.
Moves scriptnativeconsole.c/.h into their own native/ subdirectory, giving
it the same add_subdirectory(native) + CMakeLists.txt treatment as core/
and vm/, so future native function bindings have an obvious home.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
It had exactly one consumer (script.h) and added nothing of its own beyond
re-including duskscript.h + image/scriptvmattach.h + image/scriptvmrun.h -
a pointless indirection now that it's not a standalone embedding SDK with
multiple external consumers.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
scriptvmtypes.h, scriptcompiletypes.h and scriptnode.h each crammed several
unrelated struct definitions into one file, unlike the rest of dusk (see
src/dusk/display or src/dusk/rpg/battle), which always gives a type its own
file named after it, with other types reached by an explicit include or a
forward declaration.
- scriptvmtypes.h: scriptvmfunction_t moves into scriptvmfunction.h (next to
the functions that already work with it), scriptvmname_t into
scriptvmname.h, scriptvmhandler_t into scriptvmtable.h, and scriptvmimage_t
gets a new scriptvmimage.h. scriptvmtypes.h keeps working as a thin
re-include umbrella for the ~45 vm files that reach into several of these
at once, the same role scripttypes.h already plays for the base types.
- scriptcompiletypes.h: scriptlabel_t moves into scriptbuilderlabel.h,
scriptloopcontext_t into scriptcompileloopcontext.h, scriptincluderesolver_t
into scriptcompile.h, and the big scriptbuilder_t gets a new scriptbuilder.h.
Breaking the resulting include cycle needed scriptbuilderlabel.h and
scriptcompileloopcontext.h to forward-declare scriptbuilder_t/scriptlabel_t
rather than pull in full definitions they only ever use by pointer, and
scriptcompile.h to define scriptincluderesolver_t before including
scriptcompiletypes.h instead of after.
- scriptnode.h: scriptfuncnode_t (a function declaration, not a kind of
expression/statement node) moves into a new scriptfuncnode.h.
Also gives scriptbuilder_t and scriptlabel_t proper struct tags (previously
anonymous, which doesn't allow forward declaration) to match the project's
_s tag / _t typedef convention from the previous pass.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Struct tags throughout duskscript reused the typedef name itself (struct
foo_t { ... }), unlike the rest of dusk which always tags with foo_s and
typedefs foo_t - renames all 15 tagged structs in src/dusk/script and
src/duskscriptcc to match. Also drops a vestigial duplicate forward
declaration of scriptsource_t left over from the port.
Unifies all 144 #ifndef/#define/#endif include guards in the ported code to
#pragma once, matching the rest of the codebase (which was already a mix of
25 files doing it the house way and 144 not).
Packs scriptvmfunction_t's isAsync/isRoot/isScript and scriptfuncnode_t's
isAsync/isInline/isNoInline/isRoot/isScript into single uint8_t flags
fields with bit constants, mirroring the SCRIPT_BINARY_FLAG_ASYNC pattern
the bytecode format already uses and the flags-byte convention used
elsewhere in dusk (animation, display). While there, zero-initializes both
scriptfuncnode_t allocation sites (scriptAlloc never zeroes memory, so
several of its fields - not just the ones being packed here - were
previously read uninitialized before their first explicit write), and
removes scriptfunction_t's dead `plain` field, which was always the exact
inverse of isAsync and never actually read anywhere.
Converts the couple of struct-level doc comments that used the ported
project's Javadoc-with-@param style to dusk's plain // prose convention,
and adds missing rationale comments to scriptruntime_t and scriptstring_t,
which had none at all.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
util/memory.h had landed as the very first #include in ~30 files from the
mechanical memcpy/memcmp conversion, ahead of each file's own umbrella type
header - moves it back after, matching the rest of the codebase's ordering.
Also updates a scriptplatform.h comment left over from the int/fixed/bignum
split, and drops an unused util/string.h include in scriptcompile.c.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Brings over the duskscript VM and compiler from dusk-vm: the runtime
(core/vm) lives under src/dusk/script, gated by DUSK_SCRIPT and wired into
the engine lifecycle with print()/consolePrint() routed to the console; the
standalone duskscriptcc compiler stays a lean host tool (linux/knulli only).
Collapses int/fixed/bignum into a single float-backed SCRIPT_VALUE_NUMBER
throughout the lexer, compiler, bytecode format and VM, removing the old
int16-rollover fast paths and the type-conversion builtins they needed.
Fixes a real big-endian bug in the bytecode's 32-bit number reader (found
while adding GameCube/Wii endian support via util/endian.h) and converts
src/dusk/script and duskscriptcc to dusk's memory/string/assert utilities,
which surfaced two more latent bugs: a conservative GC stack scan reading
its own local variable's address, and an uninitialized path buffer in
scriptReadScript when the caller path has no directory component.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Save slots now track the currently-active cutscene file (defaulting to a
new placeholder new_game.jsonc intro) so loading a save resumes it;
cutsceneSystemStartCutsceneWith persists this on every cutscene start, and
a cutsceneSystemLoad ordering bug (loadedFile stamped after starting) is
fixed so the persisted path is always correct. Also adds a
battlefighterspecies_t/battlespeciesid_t stub for upcoming species data.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replaces three independently hand-rolled battlefighter_t JSON readers/
writers (party.jsonc roster loading, BATTLE_START enemy definitions, and
the v1 save-file party member format) with one generic pair in
battlefighter.c: battleFighterParse(fighter, obj) and its inverse
battleFighterSerialize(fighter, doc). Covers team/controller/status
(optional, default ally/player/normal), the 7 base stats (required),
current health/mp (optional, default to max), and an optional abilities
name array.
- party.c: partyInit now parses each roster member via battleFighterParse
directly, dropping the old partyParseStats/partyParseStatField.
- cutscenebattlestart.c/.h: cutscenebattlestartenemy_t now embeds a full
battlefighter_t, parsed once at Load time; Start just copies it into the
enemy pool instead of re-initializing. battletest.jsonc's enemies are
now flat (dropped the "stats" wrapper) to match.
- saveslotver1.c/.h: rewritten in place to use the shared parser/
serializer, changing the v1 on-disk field names/shape (no migration -
acceptable pre-release, documented in saveslotver1.h).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- party.jsonc's "members" is now a key/value object (e.g. "hero",
"companion") instead of an array - partyInit seeds party_t.keys
alongside members, and partyGetMemberIndexByKey/partyGetMemberKey do the
lookups. Cutscene items (PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/
PARTY_HEAL_MEMBER) now take a "key" JSON field, resolved to a roster
index at load time, instead of a raw index.
- Battle UI shows who's acting: uibattlemenu.c draws the current fighter's
party key above the action menu, and uibattlehud.c draws each ally
fighter's key as an extra line above their HP/MP.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- Battle selection menu can now go back a fighter to re-decide their move,
and battle win/loss no longer leaks the round's remaining queued move
cutscenes into the ending state (cutsceneSystemDiscardQueued).
- Party roster is now driven by party.jsonc: every defined member always
exists (partyInit), while party->order alone determines who's currently
active - partyAddMember/partyRemoveMember (and their cutscene items) now
activate/deactivate an existing roster member by index instead of
creating/destroying one, with removal compacting order to stay packed.
- New PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/PARTY_HEAL_MEMBER/PARTY_HEAL_ALL
cutscene items.
- saveSlotInit/partyInit now return errorret_t and take their target
struct directly (saveslot_t*/party_t*) instead of implicitly operating
on SAVE.slot; saveSlotReadJSON resets through saveSlotInit rather than
duplicating the reset logic.
- Test coverage: stub the JSON asset loader in save test fixtures so
partyInit's real party.jsonc load runs against an in-memory doc instead
of hanging with no asset system initialized.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
cutsceneCutsceneResolve and cutsceneSystemLoad could be called with a
name/path pointer that aliases into CUTSCENE_SYSTEM.loadedItems (e.g. a
CUTSCENE item's own name field). cutsceneLoadParse then overwrites that
same buffer while loading the target cutscene, so the subsequent
stringCopy into loadedFile read stale, corrupted memory. Copy the
name/path into a local buffer before use in both functions.
- battleStateSelectionAiDecide: AI-controlled fighters now actually
queue a basic attack against the first living enemy instead of doing
nothing every round.
- battleStateEndingInit: disposes the battle and switches back to
SCENE_TYPE_OVERWORLD instead of leaving the game stuck in the battle
scene forever.
- cutsceneSystemNext now pops each finished item off the front of the
running cutscene (cutsceneRemoveFront) instead of leaving it in place
forever, so a long-running cutscene (many battle rounds splicing
items in repeatedly) no longer grows scene->items unboundedly.
- cutsceneGoTo reworked to match: since consumed items are evicted, a
marker behind the current position can't be found in the live queue
anymore, so it now re-parses the cutscene fresh from its source file
(cutsceneLoadParse, into a persistent scratch buffer, not the stack)
and replaces the live queue with marker-onward from that fresh parse.
Only supported when the running cutscene is the one
cutsceneSystemLoad/cutsceneCutsceneResolve populated.
- Fixed a real bug this surfaced: cutsceneSystemPrepare unconditionally
cleared loadedFile, which ran *after* cutsceneCutsceneResolve had
just stamped it but *before* the cutscene started - wiping it out
immediately and breaking cutsceneGoTo for any cutscene entered via a
CUTSCENE item or cutsceneCutsceneResolve (e.g. the main menu's
NEW_GAME/OPTIONS/QUIT navigation). Now only cleared when switching
away from loadedScene entirely.
- Added cutsceneLoadParse, the shared "lock asset, require loaded,
parse items, unlock" sequence, replacing four near-identical copies
across cutsceneSystemLoad/cutsceneCutsceneResolve/
cutsceneInsertResolveAndSplice/battleStateExecutingInit. Each call
site handles its own fatal-error display; cutsceneLoadParse itself
just propagates.
- Added test_cutscene.c (cutsceneRemoveFront) and a regression test for
the loadedFile bug. Writing the zero-count RemoveFront test caught a
real self-move bug (count == 0 passed dest == src into memoryMove).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
BATTLE_FIGHTER_DAMAGE/BATTLE_FIGHTER_HEAL let a move's own cutscene
apply damage/healing to "target" or "user", resolved from
BATTLE_FIGHTER_POS_TARGET/USER sentinels against the current action by
battleStateExecutingInit. fire/slash now call BATTLE_FIGHTER_DAMAGE on
their target.
BATTLE_POST_MOVE checks fighter health after each move and sets
BATTLE.result (now a real field, previously commented out) to
win/loss, transitioning into BATTLE_STATE_WON/LOST; fleeing sets
BATTLE_RESULT_FLED. All three end states now show a textbox before
moving on to BATTLE_STATE_ENDING.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Each queued action now resolves to its move's cutscene
(cutscenes/battle/moves/<name>.jsonc), spliced into the executing state
with a BATTLE_POST_MOVE checkpoint after each one. Fighter turn order is
tracked via fighterOrder/fighterOrderCount, and resolved actions/pending
counts are cleared so fighters aren't skipped in later rounds. Also fixes
a BATTLE_WAIT_SELECTION deadlock and adds an optional "blocking" flag to
MODAL cutscene items.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Adds BATTLE_START, BATTLE_SET_STATE and BATTLE_WAIT_SELECTION cutscene
items so a battle's state transitions (opening -> pre-round -> selection
-> executing) are chained through the running cutscene, with
cutsceneSystemInsertItemsNext/InsertItems splitting "splice" from
"splice and advance immediately". Adds battlestateselection's
get-current-fighter/player-attack/player-flee API backing the battle UI,
and battleMoveGetIdByName for JSON-authored ability lookups.
Fixes: off-by-one in battleMoveInit that let the first-defined move
alias BATTLE_MOVE_ID_NULL; a segfault in scenebattle.c from rendering
unfilled (NULL) fighter slots; stale battleGetCurrentFighter/
battlePlayerAttack/battlePlayerFlee references in the battle UI.
Adds assertions across the battle/scene/UI code for fighter-index
bounds and non-null invariants. Updates battletest.jsonc for the new
BATTLE_START item schema.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Splits battlemoveaction_t into its own header, adds a per-state
struct/init/update/dispose file under rpg/battle/state driven by a
dispatch table, switches BATTLE.fighters to battlefighter_t* backed by a
pool, folds current/max health and mp into battlefighterstats_t, and adds
battleFighterDamage/Heal/AbilityAdd. Removes the now-unused battle
cutscene items (START_BATTLE, BATTLE_WAIT_STATE, BATTLE_FORCE_MOVE,
REGULAR_BATTLE) and their JSON lookup helpers, and adds JSON validation
to battleMoveInit. battle.h/battle.c are mid-rewrite around the new state
machine, so some UI consumers (uibattlehud.c, uibattlemenu.c) and
test_battle.c are currently out of sync with the new API.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
cutsceneCutsceneResolve/cutsceneInsertResolveAndSplice no longer inject
a "cutscenes/%s.jsonc" prefix/suffix around an item's "name" field -
matching cutsceneSystemLoad, which already takes a full path. Fixes a
latent double-prefix bug in initial.jsonc's CUTSCENE reference (also had
a "jsonsc" typo) that this change would otherwise have exposed.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uiLabelInit now marks a fresh label dirty itself, instead of every call
site having to remember to do it. Adds uiLabelSetWrap (NULL buffer
disables wrapping, otherwise requires a positive width) built on the
existing textWrap(), and wires the fatal error overlay's message label
up to wrap at 80% of screen width.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Implements storyInit/storyGetFlagByName/storyGetFlagValue/etc, moves flag
storage into saveslot_t (persisted keyed by name so save files survive
flag reordering), and adds STORY_SET_FLAG/STORY_WAIT_FLAG cutscene items.
Also removes the now-superseded storyflag.c/h stub.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Comments-only change - drops implementation rationale/cross-referencing
detail in favor of shorter one-liners, matching the simplified style
already applied to part of the file.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
cutsceneSystemLoad, cutsceneCutsceneResolve and
cutsceneInsertResolveAndSplice all used to steal ownership of the
asset entry's parsed yyjson_doc (nulling entry->data.json) and force
an immediate assetReapUnused() to avoid handing back a corrupted
cache entry on a later load of the same file - which doubled as a
latent crash if that reap was ever skipped (as it briefly was),
since a stale cache hit would then have a NULL doc.
Turns out none of that was needed: every cutsceneitem_t field that
could reference the doc's memory already copies its string data by
value (cutsceneJsonCopyString into fixed buffers), so the parsed
items don't depend on the doc surviving past cutsceneParseDoc. All
three call sites now parse straight out of entry->data.json while
still locked, then unlock normally - the asset entry stays a normal,
correctly-cached resource, and CUTSCENE_LOADED_DOC/cutsceneLoadedSetDoc
are gone entirely.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Adds CUTSCENE_SYSTEM.loadedFile, set by cutsceneSystemLoad and cleared
by cutsceneSystemPrepare. cutsceneRestart now re-reads and re-parses
that file via cutsceneSystemLoad instead of just rerunning whatever's
still resident in loadedScene/loadedItems, so restarting a file-loaded
cutscene always reflects its current on-disk contents - restart of a
C-authored cutscene is unchanged.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Matches the existing assertNotNull convention in cutscene.c
(cutsceneAppend/cutsceneParseDoc etc.) - these are internal-API
preconditions on trusted callers, not untrusted input.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Nothing ever wrote to it - it only ever passed its own address through
to onComplete/CUTSCENE_CALLBACK/modal-option callbacks, so every call
site now passes NULL directly and the 8KB buffer is gone.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replaces the separate insert buffer/scene and insertStack return-frame
mechanism with cutsceneAppend/cutsceneAppendNext, so an inserted
cutscene's items become part of the running scene's own array instead
of a jump-and-return. Moves the loaded-items buffer/scene from file-scope
globals into cutscenesystem_t, and extracts shared start-cutscene setup
into cutsceneSystemPrepare.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
cutsceneAppend adds items to the end of a cutscene_t's item array;
cutsceneAppendNext inserts them at a given index instead (e.g.
CUTSCENE_SYSTEM.currentItem + 1, to run immediately after the
currently-executing item), shifting everything from that index
onward to make room. Both are capacity-bounded against the caller-
supplied itemsMax, matching cutsceneParseDoc's convention of never
assuming ownership of the backing buffer's size.
cutscene_t.items drops its const qualifier to allow this in-place
mutation; cutsceneitem_t backing arrays in the test fixtures that get
assigned into a mutable cutscene_t.items are no longer declared const
either, since a const source would otherwise silently violate the
field's new type.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Matches the existing battleability.h/battlefighter.h split - keeps
battle.h focused on the overall battle_t state machine rather than
also owning the action data shape.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Lets a move reference a cutscene to play when used, resolved by name
the same way a CUTSCENE item's "name" field is. Still just a schema
placeholder - no loader consumes moves.jsonc yet.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Groups item data under assets/items/ to match the cutscenes/ folder
convention, updating itemInit()'s asset path accordingly. Also adds
assets/battle/moves.jsonc as a starting point for move data - there's
no JSON loader consuming it yet (battleability_t is still just a bare
enum), so its field shape is a placeholder rather than a contract.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Every CUTSCENE_XXX(...) shorthand (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_ENTITY_WALK_TO, etc.) existed to build a cutsceneitem_t literal
in C; real cutscenes are now authored exclusively as .jsonc files, and
the only other users were test fixtures. Deletes all ~55 of these
macros (and the shared CUTSCENE_ITEM(...) helper they built on) along
with their doc comments, leaving each item's struct/enum/Start/Update/
Load declarations untouched.
test_battle.c, test_cutscenecontrol.c, test_cutscenemaparea.c,
test_cutscenesystem.c and test_entityinteract.c now build their
cutsceneitem_t fixtures as plain struct literals instead.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
CUTSCENE(...)/CUTSCENE_REFERENCE/CUTSCENE_CUTSCENE/CUTSCENE_INSERT
existed to build a cutscene_t and its item array directly in C; real
cutscenes are now authored exclusively as .jsonc files parsed via
cutsceneParseDoc, so these are dead weight in production. Deletes the
demo scene that still used them (testcutscene.h, wired to NPC #3) along
with its now-dead include in npc.c. test_cutscenesystem.c - the only
other user, building cutscenes in-memory for tests - now writes the
equivalent struct literals directly, matching the convention already
used by test_battle.c/test_entityinteract.c.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Cutscenes now load through the generic ASSET_LOADER_TYPE_JSON loader
and parse straight into fixed static buffers via new cutsceneParseDoc/
cutsceneParseItem/cutsceneCountItems helpers (cutscene.c), removing the
bespoke ASSET_LOADER_TYPE_CUTSCENE pipeline entirely. Only one cutscene
(plus one INSERT target) is ever resident, so each resolve locks,
steals the parsed doc, unlocks, and force-reaps immediately - fixing a
stale-cache-reuse bug where revisiting a cutscene name after a
different one could return data from the shared buffer's previous
occupant.
ENTITY_WALK_TO and MAP_AREA_WAIT now store their waypoints/area ids in
fixed-size arrays inline on their own item struct instead of a shared
bump-allocated pool, so pool/poolOffset are gone from every item type's
Load callback. cutscene_t.dataSize (and the CUTSCENE(...) macro's SIZE
parameter) is removed along with it - it sized entries out of that same
now-deleted pool and had no other reader.
NPC #4's battletest cutscene and the main menu's cutscene now resolve
their target by name on interact instead of eagerly at init, so a
resolved-once pointer is never held past the point its backing buffer
can be reused for something else.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replaces the build-time item.json/tools.item.py code generator with a
single item_t ITEM registry populated at runtime by parsing
assets/items.jsonc, so items/types can grow without a rebuild. Adds
itemGetDefById/itemGetTypeById/itemGetIdByName/itemTypeGetOrCreate,
updates inventory/backpack to size off the new *_DEF_COUNT_MAX caps
and look up types dynamically, and reorders engine init so rpgInit
(which loads items) runs before uiInit (which needs the item type
count to size the backpack's tabs).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Splicing a JSON-authored INSERT target by name previously resolved
through the same shared CUTSCENE_LOADED_ITEMS/POOL buffer as whatever
outer cutscene was currently running, so loading it would clobber the
outer cutscene's own items mid-playback - that's why it was reverted.
Gives INSERT its own smaller CUTSCENE_INSERT_ITEMS/POOL buffer and lets
the cutscene asset loader be told which buffer set to parse into, so an
INSERT's dynamic load no longer stomps the running cutscene.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
memoryAllocate() becomes a macro capturing __FILE__/__LINE__ into a
fixed-size tracking table when DUSK_TRACK_MEMORY is enabled (Linux only
for now), so a leak surviving to shutdown can be traced back to its call
site. Replaces engineDispose's hard assertTrue with memoryCheckUnfreed(),
which reports unfreed allocations (with call sites when tracking is on,
just a count otherwise) instead of aborting.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Unlike CUTSCENE (a one-way jump that replaces the running cutscene),
INSERT splices a referenced cutscene's items into the running one and
resumes right after itself once they run out. Backed by a small return
stack on CUTSCENE_SYSTEM so inserts can nest.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
cutsceneitemtype_t moves from cutsceneitem.h into cutsceneitembase.h,
alongside a new CUTSCENE_ITEM(TYPE, UNION_NAME, ...) shorthand that
fills in a cutsceneitem_t literal's .type and union member together.
Every CUTSCENE_* authoring macro (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_AUDIO_PLAY, etc.) moves out of the single, ever-growing
cutscene.h into the header of the item type it actually authors,
built on top of CUTSCENE_ITEM. cutscene.h now only holds cutscene_t
itself plus the CUTSCENE/CUTSCENE_REFERENCE/CUTSCENE_CUTSCENE macros,
which aren't tied to any one item type. Every relocated macro also
gained a proper JSDoc-style comment block with @param tags.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Adds a battleability_t enum (starting with FIRE) and a fixed
abilities[8] array on battlefighter_t. Extends the START_BATTLE
cutscene item to parse an optional per-enemy "abilities" JSON array
(via a new cutsceneJsonLookupBattleAbility name lookup) and copies
abilities onto every spawned fighter, from the party roster for
allies and from the parsed config for enemies.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
party.c's functions no longer take a party_t* - they always operate on
SAVE.slot.party, since gameplay only ever has one active party. That
forced the same change on saveSlotInit/saveSlotNewGame (they called
partyInit/partyAddMember internally), so those are now parameterless
too, always resetting/seeding SAVE.slot. Callers building a save at a
specific index (new-game creation, slot deletion) now set
SAVE.slotCurrent first instead of building an independent local struct -
safe since the select-save screen is only ever reached before any
gameplay starts.
saveSlotWriteJSON/saveSlotReadJSON deliberately keep their explicit
saveslot_t* parameter - they're genuine serialization primitives used
by the save-device layer and tests against arbitrary structs, unrelated
to the single-current-party assumption. saveSlotReadJSON's internal
reset is now a plain memset instead of delegating to the now-global-only
saveSlotInit().
Updates test_save/test_savedevice/test_savedevicelinux/test_saveslot for
the new signatures. Note: test_savedevice/test_savedevicelinux/test_save
have pre-existing failures in this sandbox unrelated to this change -
savetestfixture.c swaps $HOME, but saveDeviceLinuxGetDirectory actually
derives the save path from ASSET.baseDirectory (the executable's own
location), so the fixture's sandboxing never actually applies. test_
saveslot.c (which doesn't depend on that fixture) passes 15/15.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
testBattleStart() was never actually called anywhere (its only trace
was a stray unused include in uimainmenu.c) - battletest.jsonc's
START_BATTLE/REGULAR_BATTLE flow replaces it.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
REGULAR_BATTLE previously never completed on its own, hanging any
cutscene that reached it - START_BATTLE already waits out the whole
encounter and returns to the overworld before this item ever runs, so
it's now a completes-immediately hook point for future regular-battle-
specific follow-up.
Also updates test_saveslot.c for the mapName/partyMembers schema
additions: the round-trip test now writes a valid map name for its
in-use slot, "missingFieldsUseDefaults" is replaced with a test for the
blank-slot short-circuit it was actually hitting, and a new regression
test locks in that an in-use slot with no map name is treated as corrupt.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replaces the hand-rolled mapName missing/null/empty check in
saveSlotVer1ReadJSON with a reusable macro.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
New games now go through saveSlotNewGame (starting party + default map
name) instead of the empty saveSlotInit, and selecting a save loads its
stored map instead of the hardcoded boot-time overworld. Save loading now
requires an in-use slot to have a non-empty map name, treating a blank one
as corruption instead of silently faking a default.
Also fixes a real off-by-one in the readString save-JSON macro: it passed
its maxLength (documented as excluding the null terminator) straight
through as stringCopy's destSize, which needs +1 for the terminator - so a
string exactly at the length limit (e.g. "overworld", 9 chars) always
asserted "src is too long".
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Party moves off a global singleton onto each save slot, letting
START_BATTLE pick specific active-order members to bring into a fight,
and round-trips through save/load via saveslotver1. A corrupt slot load
now flags the cache and shows a red "Corrupted Save" warning in the
select-save UI instead of silently resetting.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Previously deleting a save left the panel in delete mode, and pressing
back while in delete mode closed the whole save-select screen instead
of just returning to the normal load view.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
File read, yyjson parse, and all item dispatch now happen in
assetCutsceneLoaderAsync - none of it touches the main thread now that
CUTSCENE items defer their nested asset resolution to start time. The
sync phase is now just a state flip, kept only so assetUpdate()'s
onLoaded dispatch (which only fires for entries finishing via the sync
path) still runs.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Load map chunks from raw JSON at runtime instead of a baked DCF/DMF
step, add a reusable perf timing module, fix a real PSP logDebug/logError
Memory Stick I/O cost bug, and switch chunk tile storage to a dense
minified grid.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Cuts the six overworld chunk JSON files from 146KB to 10KB by replacing
{"pos":[x,y,z],"type":t,"tile":u} entries with a fixed 256-slot array
(index x + y*16, value null or [type, z]) and dropping pretty-printing.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
New src/dusk/perf module: a simple push/pop tick-stack (perfPush/perfPop/
perfReport) for measuring how long a labeled span of code takes, wired
into engine.c's init/dispose. perfGetTick() is a placeholder - real time
on DUSK_LINUX (clock_gettime) and DUSK_PSP (sceKernelGetSystemTimeWide),
0 elsewhere until a proper cross-platform answer is settled on.
Used it this session to chase a reported PSP hitch when crossing a chunk
boundary. Confirmed mapPositionSet itself (unload/load sweeps, chunk
order rebuild, entity chunkIndex recompute) is consistently under ~3ms -
not the cause. Along the way, found and fixed a real, unrelated bug:
logDebug()/logError() on PSP did a fopen+write+fclose to the Memory
Stick on every single call, which was massively inflating any perf
measurement that logged from inside another measurement (the actual
source of the ~29-128ms numbers first seen). That's now gated behind a
new DUSK_PSP_LOG_FILE CMake option (default off).
Also, as a real test based on this session's findings:
- MAP_CHUNK_LOAD_CONCURRENCY dropped from 2 to 1 (8 and 4 both crashed/
were untested further on real PSP hardware; 1 is confirmed safe).
- MAP_CHUNK_LOAD_DELAY_TEST: an intentionally exaggerated (now 50ms)
artificial delay between starting successive chunk loads, gated in
mapChunkLoadNext/mapUpdate, to observe the effect on framerate.
All perf instrumentation call sites added during this investigation
(assetChunkLoaderSync, assetMeshLoaderSync, mapPositionSet, the map area
callback invocation, engine.c's frame boundary) were removed again once
they'd served their purpose - only the reusable perf module itself and
the two real fixes above remain.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Experimental: skip the offline tools/asset/chunk bake step entirely.
The chunk asset loader now parses the same JSON schema tools/asset/chunk
already consumed (tiles/meshes/entities/areas) directly at load time,
generating the terrain mesh in C instead of reading pre-baked .dcf/.dmf
bytes. The raw assetsraw/maps/*/chunks/*.json files are now the shipped
source directly under assets/, replacing the old baked chunk/mesh/model
output.
Also drops MAP_CHUNK_LOAD_CONCURRENCY to 1 for now, per PSP hardware
testing (8 crashed, 4 untested further - 1 is the known-safe value).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Bulk assets (mp3, png) are already compressed at the file level, so a
DEFLATE pass on top bought negligible space for real CPU cost. Packs
everything into a single ZIP_STORED archive instead, so every entry
(not just locale/*) gets the reliable repeated seeking/re-opening that
libzip only supports for uncompressed entries. Header shrinks from 32
to 16 bytes; version bumped to 2 so a stale pre-change dusk.dsk is
rejected and rebuilt rather than misread.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
saveLoadSettings()/saveLoadSlot() previously let a read failure (e.g. a
version mismatch from the new schema check) propagate all the way up
through saveUpdate()/engineUpdate() to main(), which just prints the
error and exits - taking down the whole game over one bad file. Both
now catch the failure, log it, and fall back to init defaults instead,
matching the existing "no file yet" convention.
mapSetMap() now keeps SAVE.slot.cachedData.mapName in sync with the
active map, so whichever map is loaded gets written out next time the
slot is actually saved.
Splits saveslot_t/savesettings_t into a stable, version-independent
in-memory struct (save/slot/, save/settings/) and a separate frozen
per-schema-version struct (saveslotver1_t/savesettingsver1_t) used only
for JSON serialization, converted between manually. Every write now
stamps a "version" field (SAVE_SLOT_CURRENT/SAVE_SETTINGS_CURRENT), and
every read requires it to match exactly, rejecting anything else -
laying the groundwork for a real migration path instead of silently
misreading old/incompatible save data.
Per-map chunk model paths (maps/<map>/models/chunks/chunk_X_Y_Z_0.json)
were hitting the old 48-char limit, crashing assetEntryInit's length
assert during initial chunk/cutscene loading.
Move chunk assets from a single flat assetsraw/chunks (and assets/chunks)
into per-map assetsraw/maps/<map>/chunks (assets/maps/<map>/chunks), so
terrain mesh/model output no longer collides across maps sharing chunk
coordinates. map_t gains a name[MAP_NAME_MAX] field plus mapSetMap()/
mapIsLoaded() (checks name[0] == '\0') in place of the old bool loaded
flag; mapInit() now just resets state and mapSetMap() does the chunk
grid load. Updated the chunk asset tool and the map editor's dev
server/client to match.
Entities weren't being detached from their chunk's entities[] slot in
two despawn paths (CUTSCENE_ENTITY_REMOVE, item pickup collection) - the
slot leaked forever until the whole chunk unloaded. Both now call
entitySetChunk(entity, CHUNK_INDEX_INVALID) before nulling the type.
entity_t.chunkIndex and entitySetChunk/mapGetChunk now use chunkindex_t
instead of uint8_t, matching mapGetChunkIndexAt's own -1-is-invalid
convention - added CHUNK_INDEX_INVALID next to the typedef in
worldpos.h rather than reusing the old 0xFF/uint8_t sentinel, which
would silently mean +255 on a signed 16-bit field instead of -1.
mapPositionSet now also recomputes every live entity's cached
chunkIndex after mapRebuildChunkOrder() reshuffles which chunk_t sits
at each chunkOrder slot - done as a direct field recompute rather than
through entitySetChunk, which would've looked up each entity's now-stale
old index, failed to find/clear its real registration, and inserted a
duplicate entry into the correct chunk on every map position change.
Also adds saveCanSave() (false while a cutscene is running) and shows
the player's live chunkIndex in the ui/debug/uiplayerpos overlay.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Picking a save slot now sets SAVE.slotCurrent and calls saveLoadSlot()
before entering the overworld, same slotCurrent/saveSlotInit/saveLoadSlot
sequence saveLoadAllSlots uses per-slot; a load failure shows the fatal
error overlay instead of proceeding with stale/garbage slot data.
Also fixes uiTransitionUpdate firing its "finished" callback every frame
after a transition completes instead of once - latent since the generic
transition system had no real caller yet.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The SAVE_DEVICE_FOUND/SAVE_LOAD_ALL_SLOTS block had been moved to the
end of the file (after QUIT/QUIT_GAME) without moving the LOADED
marker with it. MARKER items always auto-advance to whatever follows
them in the array, so reaching LOADED after a successful save-load fell
straight through into the QUIT block's confirm dialog instead of
completing the cutscene. LOADED now sits after SAVE_LOAD_ALL_SLOTS as
the true last item, so it falls off the end and fires
uiMainMenuOpenSelectSave again as intended.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Options and Quit now route through main_menu.jsonc markers the same
way New Game does, with a new QUIT_GAME cutscene item type ending the
process directly once quit is confirmed via MODAL_OPTIONS_MARKERS
(whose "message" field is now optional, defaulting to "" like "title").
Fixes two crashes surfaced along the way:
- uiModalLocalize asserted on an empty locale key instead of treating
it as "nothing to show" - hit as soon as a modal omitted a title or
message.
- assetLocaleGetString's new empty-message-ID guard broke the PO
format's own header-read convention (messageId "") used internally
by assetLocaleLoaderAsync, crashing on every boot. Extracted the
shared lookup into assetLocaleGetStringLookup and added a dedicated
assetLocaleGetHeader for that internal read, leaving
assetLocaleGetString's validation untouched for every real caller.
Also replaced every raw assetLocaleGetString/WithVA call across the UI
with the locale/localemanager.h helpers (adding localeManagerGetString
for the plain, non-formatting case), so app code no longer bypasses
them.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
cutsceneSystemLoad(file) centralizes the lock/assetRequireLoaded/start
sequence previously duplicated in sceneInitialInit, and falls back to
the fatal error overlay instead of asserting when the asset fails to
load. uiFatalErrorOpen now accepts a NULL message, showing a generic
"contact support" message for callers with no specific error text.
Also adds a ui/debug/uicutscene overlay showing the running cutscene's
item count and current item type, and wires main_menu's post-save-picker
flow through cutsceneSystemLoad.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Each cutscene item type now owns its own JSON parsing (a Load callback
alongside its existing runtime callbacks), instead of one monolithic
switch in assetcutsceneloader.c. Shared JSON field/enum decoding helpers
move into a new rpg/cutscene/item/json/ module so per-type parsers stay
small and colocated with the behavior they configure.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Pure whitespace/line-break reformatting (braces, newlines, and line
continuations matching this codebase's existing wrap conventions) - no
logic, string content, or identifiers changed anywhere. Confirmed via
diff against the pre-change tree and by rebuilding + re-running the
affected test suites, which produce identical pass/fail results.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The main menu no longer needs its own scene lifecycle - it's started
directly by the initial cutscene's CUTSCENE item chaining into
main_menu.jsonc. Fold scenemainmenu.c's logic into uimainmenu.c (its
only real caller) and drop SCENE_TYPE_MAIN_MENU entirely. Also arm the
cutscene's onComplete callback unconditionally in uiMainMenuStartGame
so the save-picker still opens on a fresh boot, not just on restart.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Cutscenes now parse their authored .jsonc straight into the runtime
cutsceneitem_t/pool representation via yyjson, instead of going through a
separate Python-compiled DCTS binary format - removes the whole
build/compile step and the byte-format contract between the Python
encoder and the C decoder, at the cost of a (still tiny, one-time)
parse per cutscene load.
Also fixes dusk.dsk going stale after a build: the old custom_command
depended on a CMake-configure-time file glob, which only re-detects
added/removed assets on the next configure and could miss edits
entirely. tools.asset.pack now always runs and decides for itself
(via a small manifest) whether anything actually needs repacking, so
asset changes are never missed regardless of add/edit/remove.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Previously the main menu UI opened directly with no cutscene, and only
pressing "Start Game" spun up a brand new cutscene
(main_menu_start_game.jsonc) for the save-device check/load-slots flow.
Now a single cutscene (main_menu.jsonc) starts the moment the main menu
scene becomes active, sitting idle (new CUTSCENE_ITEM_TYPE_IDLE item -
no existing item type blocked forever with no side effect) while the
menu is shown, so it can own menu-wide state going forward.
Pressing "Start Game" now jumps the already-running cutscene to a
NEW_GAME marker via cutsceneGoTo instead of starting a second cutscene -
this already-existing mechanism needed no engine changes. Both retry
options (no device / load error) also now jump straight back to
NEW_GAME instead of RESTARTing the whole cutscene, since RESTART would
otherwise strand the player on the idle block. sceneMainMenuStartGame
also handles the case where the cutscene already ran to completion once
(e.g. backing out of the save picker and pressing Start Game again) by
restarting it landing straight on NEW_GAME, avoiding a crash from
jumping a marker with no cutscene running.
Built and verified on Linux (boots/idles without crashing, cutscene
tests pass), PSP, GameCube and Wii (Docker).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Wii NAND save storage is blocked by Dolphin's IOS ticket-rights check for
homebrew (documented earlier this session as a known, non-code limitation),
so Wii now defaults DUSK_SAVE_WII_METHOD to SD instead of NAND.
Also: asset_t gains ASSET.baseDirectory, populated by each platform's asset
loader with the real directory dusk.dsk was opened from (or, on PSP, the
directory EBOOT.PBP itself lives in, since dusk.dsk is embedded inside it).
Wii SD and PSP now write their single combined save file directly into
that directory instead of a separate hardcoded path, and no longer need to
create it (it's already known to exist). Linux now uses a `saves/`
subdirectory of that same directory instead of ~/.dusk/saves, since it
keeps multiple files (settings + one per slot). Wii NAND and GameCube/Wii
memory-card storage are unaffected - neither has a real filesystem-path
concept this applies to.
Built and verified on Linux, PSP (Docker), GameCube (Docker) and Wii
(Docker) - confirmed via the compiler invocation that Wii now compiles
with DUSK_SAVE_WII_METHOD_SD.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
saveLoadSlot() and uiSelectSaveNameEntered() both asserted
SAVE.deviceCurrent != 0xFF unconditionally, crashing as soon as a player
dismissed the "no save device found" prompt and tried to start a game or
name a new save. Both now fall back to an in-memory-only slot (no device
to persist to) instead of asserting, matching the "continue without a
save device" flow the main menu cutscene already offers.
Verified fixed on Dolphin/GameCube; built clean on Linux and GameCube
(Docker).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- Fixed PSP pause taking up to ~1.1s to actually go silent: its output
thread ran independently of stream->state, draining its whole software
ring regardless. audiostream_t.state is now volatile and the output
thread checks AUDIO_STREAM_STATE_PLAYING before each hardware chunk,
skipping output (without consuming the ring) while paused - pause now
goes silent within about one chunk (~23ms) and resume has no gap.
- Added audioMixerPause/Resume/SetPan/SetLoop/FadeTo/IsFading to the
mixer - immediate, channel-indexed primitives for cutscenes to drive.
Fade transitions (fadeFrom/To/Duration/Time/Easing) live on
audiomixerchannelstate_t and advance every frame in
audioMixerChannelApplyVolume(), reusing the same easingApply()
interpolation uifullbox_t already uses for screen fades.
- New src/dusk/rpg/cutscene/item/audio/ with 9 cutscene item types:
AUDIO_PLAY (+ AUDIO_PLAY_SIMPLE/AUDIO_PLAY_LOOPED shorthands),
AUDIO_STOP, AUDIO_PAUSE, AUDIO_RESUME, AUDIO_FADE (+ FADE_OUT/FADE_IN
shorthands), AUDIO_FADE_WAIT, AUDIO_SET_PAN, AUDIO_SET_LOOP, and the
combined AUDIO_SET - registered through the same enum/union/callback
table/macro mechanism every other item type uses.
- Wired the same 9 types into the JSON-based (offline JSONC -> binary
.cts) cutscene asset pipeline: tools/asset/cutscene/__main__.py's
encoder and assetcutsceneloader.c's decoder. Verified round-trip by
hand-encoding/decoding a test file covering all 9 types, and confirmed
the two existing real cutscene files re-encode byte-identical.
Built and verified on Linux, PSP (Docker), GameCube (Docker) and Wii
(Docker).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- Extracted src/dusk/audio/mixer/audiomixerchannel.{h,c}: the channel enum,
command/state structs, and all per-channel logic (StopStream,
ApplyVolume, ChannelUpdateEarly/Late) now live there; audiomixer.{h,c}
just holds the channel array and the public Play/PlayLooped/Stop API.
- Removed audioMixerSetChannelVolume()/audioMixerSetMasterVolume() - volume
is written directly (SAVE.settings.audioChannelVolume[channel] = 0.3f,
SAVE.settings.audioMasterVolume = 0.3f) and only ever validated where
it's read, in audioMixerChannelApplyVolume().
- Moved master/channel volume into savesettings_t (new writeFloatArray/
readFloatArray save-JSON macros) so they persist as user preferences;
`fade` moved from an unused mixer-wide array to a real per-channel
multiplier that's now actually folded into the volume calculation.
- audioMixerUpdateEarly()/Late() now catch and log a single channel's
error instead of letting it abort every other channel's update for that
frame (and cascade into skipping the rest of that frame's engine
update), matching the existing per-stream error-isolation pattern.
- Added persistent per-channel onLoop/onEnd callbacks + a user pointer
(audiomixerchannelstate_t), wired onto every stream a channel starts via
a trampoline (audioMixerChannelOnStreamLoop/OnStreamEnd) so they survive
across multiple plays on the same channel, unlike the underlying stream
instance itself.
- General cleanup: for loops -> while loops, if/else cascades -> guard
clauses, dropped unnecessary const on locals, wrapped to 80 columns.
Built and verified on Linux, PSP (Docker), GameCube (Docker) and Wii
(Docker).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- PSP output thread now caches the last computed leftVolume/rightVolume and
only recomputes them when stream->volume/directionality actually changed
since the previous chunk, instead of recomputing every ~23ms chunk
unconditionally.
- Mixer channels and the mixer itself now carry their own volume
(audioMixerSetChannelVolume()/audioMixerSetMasterVolume()), multiplied
with each sound's own volume every audioMixerUpdateEarly() and applied via
audioStreamSetVolume() - so changing a channel's or the master volume
affects whatever's already playing, not just future sounds. Also fixed
audioMixerUpdateEarly() to tolerate a PLAY command queued outside the
normal per-frame cycle (no loadingAsset yet from a preceding
audioMixerUpdateLate(), e.g. during engine startup) by leaving it queued
for the following frame instead of asserting.
- engine.c now plays boa.mp3 on AUDIO_MIXER_CHANNEL_BGM_0 on loop through
the mixer instead of driving a raw audiostream_t directly, exercising the
new mixer pipeline end to end.
Built and verified on Linux, PSP (Docker) and GameCube (Docker).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
audioMixerPlay()/audioMixerPlayLooped()/audioMixerStop() now just queue a
command per channel instead of taking effect immediately:
- audioMixerUpdateLate() (end of frame) locks and begins loading any newly
queued PLAY command's asset, giving it until the start of the next frame
to finish.
- audioMixerUpdateEarly() (start of the next frame) applies the queued
command - blocking (assetRequireLoaded()) if that load hasn't finished
yet - actually starting/stopping playback and setting volume,
directionality and looping (reusing this session's new
audioStreamSetLoopLimit()) on a real audiostream_t acquired from the
shared stream pool.
Previously this was an unwired stub (never initialized/updated/disposed
from audio.c, and audioMixerUpdateLate() only printf'd). Built and verified
on Linux, PSP (Docker) and GameCube (Docker).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- audioUpdate()/audioMixerUpdate() split into Early (before rendering, per-stream buffering) and Late (end of frame, starts newly-queued mixer sounds) phases, wired into engineUpdate() around displayUpdate(); mixer is now actually initialized/disposed/updated from audio.c.
- New src/dusk/audio/stream/audiostreamtype.{h,c}: asset-loader-type <-> audio-stream-type map (with file extension), plus audioStreamAssetTypeForPath()/audioStreamTypeForAssetType()/audioStreamAssetTypeForStreamType() lookups.
- audiostream_t/audiomixerchanneldata_t volume and directionality/pan switched from integer (0-0xFF / -128..127) to float (0.0-1.0 / -1.0..1.0), removing the manual scaling each platform backend had to do.
- audiostream_t gains loopLimit/loopRestartCount so a stream can be told to stop (fire onEnd) after a fixed number of loop restarts instead of looping forever; wired into the shared restart path (Linux/Dolphin) and PSP's own read-ahead loop decision.
Built and verified on Linux, PSP (Docker) and GameCube (Docker).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Fixes the main-thread hitch reported on Dolphin (and, less severely,
elsewhere) whenever the MP3 decode buffer needed refilling:
audioStreamMp3Read() -> audioStreamMp3DecoderDecodeFrame() does real work
synchronously (asset I/O + libmad decode), previously called directly from
each platform's once-per-frame Feed(), blocking rendering for a frame on
every refill.
Adds a background decode-ahead ring (src/duskmad/audiostreammp3ring.c):
a one-shot-per-pass thread reads via the existing audioStreamRead() into a
ring buffer ahead of need; Feed() becomes a cheap, lock-protected drain
instead of a decode call. Reuses this project's own thread_t/threadmutex_t
(mutex+condvar) primitives, mirroring PSP's own background-thread-plus-ring
precedent. Fixes a real (if narrow) race in thread.c along the way:
threadHandler() reset thread->threadId outside the mutex it also used to
signal STOPPED, which a stop-then-immediately-restart pattern (needed once
per pass: play/seek/loop-restart) could hit as a stale-threadId assertion.
Initially built Dolphin-only, then generalized: the ring doesn't touch
ASND at all, so it was straightforward to share with Linux too, moving
both it and the libmad decoder into a new top-level src/duskmad/ - a
shared-capability directory in the same vein as src/duskgl or
src/dusknetwork, pulled in by whichever DUSK_TARGET_SYSTEM values need it
(linux/knulli, wii/gamecube) rather than PSP, which keeps its own
hardware sceMp3 decoder and ring untouched.
With both platforms now sharing real code, deduped what was left:
audioStreamComputeEndFrame() (loop-segment math, byte-identical between
Linux/Dolphin) moved to the generic audio/stream/audiostream.c, and
audioStreamMp3Ring*IfNeeded()/audioStreamReadForPlayback() wrappers (in
duskmad) collapse each platform's own `if(stream->type ==
AUDIO_STREAM_TYPE_MP3)` branches at every Init/Dispose/Buffer/Feed call
site into one check each, living in the ring module itself.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replaces the ansnd-based backend (a third-party library with a custom
DSP ucode Dolphin's HLE audio emulation doesn't recognize, requiring
-a LLE as a workaround) with libogc's own asndlib - the standard,
HLE-supported audio API most GC/Wii homebrew already uses.
Also fixes three real bugs found while getting a large (41MB) WAV
asset actually playing on Dolphin:
- audiostreamdolphin.c previously buffered a stream's entire loop
segment into one allocation up front (inherited from the ansnd
design) - fine for a short test tone, but an out-of-memory crash for
a real multi-minute track on GameCube's 24MB (or even Wii's 88MB)
total RAM. Rewritten to stream bounded windows via ASND's real
double-buffer primitives (ASND_SetVoice + ASND_AddVoice, polled from
the main thread - never from an interrupt callback), matching how
Linux/PSP already work.
- ASND_TestVoiceBufferReady() returns SND_OK (0) when ready and
SND_BUSY (1) when not, in the actual toolchain fork
(extremscorner/libogc2) this project builds against - opposite of a
plain boolean. Treating the raw result as one meant a genuinely
ready voice's SND_OK read as false, silently skipping every
ASND_AddVoice() call forever after a stream's first buffered window.
- audioStreamPcmRead()'s 16-bit fast path read WAV's little-endian
sample bytes straight into the output buffer with no byte-swap -
correct by coincidence on every little-endian platform this engine
targets (Linux, PSP), but reversed every sample's bytes on
Dolphin/GameCube/Wii's big-endian PowerPC.
libmad is GPL-licensed (see audiostreammp3decodersw.h's own note from
the prior MP3 change); libogc's asndlib is under a permissive
BSD-style license, so this doesn't add another such dependency.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
minimp3's sliding-window frame confirmation could spuriously discard real
frames near the tail of a not-yet-full window, losing ~5.5% of a real
VBR file's content even at a tuned 256KB window (~0.3% residual) -
audible as the whole track finishing early with stutters at each drop.
libmad's mad_stream/mad_frame/mad_synth API reports "need more data"
(MAD_ERROR_BUFLEN) and "genuinely bad data" separately rather than
overloading one return value, which was the actual ambiguity minimp3
couldn't resolve. Verified against the same real file with a 32KB window
(vs minimp3's 256KB): frame count and duration match the Xing header
exactly. Confirmed building for Linux, GameCube, and Wii (the latter two
via the project's real devkitPPC/libogc Docker toolchain) - libmad ships
inside libogc itself on Dolphin, no separate fetch needed there.
libmad is GPL-licensed, unlike the rest of this MIT project - a
deliberate tradeoff, noted at each site that pulls it in.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Reorganizes src/dusk/audio/: individual stream implementations
(audiostream, audiostreampcm, audiostreammp3, audiostreammp3decodersw)
move into audio/stream/, and a new audio/mixer/ holds a channel-based
playback queue (audiomixer.c/.h) for future use - not yet wired into
the engine.
Fixes needed to keep the tree buildable after the move:
- A stray duplicate of audiostreammp3decodersw.c/.h was left at the old
flat path; removed in favor of the canonical copy in stream/.
- Updated every #include "audio/audiostream*.h" and the two platform
CMakeLists.txt (dusklinux, duskdolphin) that still pointed at the old
flat location.
- audiomixer.c/.h didn't compile: audiomixerqueue_t was referenced but
never defined (audiomixerchanneldata_t has the matching fields), a
trailing comma in audioMixerPlayLooped's parameter list is illegal in
C, and `file` was declared as an array of pointers instead of a char
buffer.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
audioStreamMp3DecoderDecodeFrame was treating minimp3's "can't confirm
a frame here" verdict as genuine garbage even when the window simply
hadn't been topped up yet - discarding real frames whenever one landed
near the tail of a not-yet-full window, since minimp3 needs to also
validate the *next* frame's header to confirm a decode. On a real ~236s
VBR file this silently dropped ~5.5% of frames, heard as the stream
finishing early ("racing") with a stutter at each drop.
Now refills before ever trusting a "not found" verdict as confirmed
garbage, and grows the window from 16KB to 256KB (past the point of
diminishing returns, ~0.3% residual loss). PSP is unaffected - it uses
the hardware sceMp3 decoder, not this file.
Also removes now-unneeded debug instrumentation from the Linux feed
path.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
audioStreamPSPTopUp() advanced readPosition/ringFilled/framesEnqueued by
the requested framesToRead regardless of how many frames a short read
actually produced - a leftover assumption from the WAV/PCM design, where
a short read only ever means "truly corrupt file, at the real end."
That doesn't hold for MP3: a hardware decoder backend can plausibly
report "nothing ready this instant" without that meaning no more content
exists. Every such short read silently inflated readPosition ahead of
real decode progress, triggering the loop-segment-end check far too
early - restarting the pass again and again well short of the real
runtime, heard as the clip racing through its own content.
Now only ever advances by the actual frames produced (matching
dusklinux's audioStreamLinuxFeed(), which already did this correctly),
and bases the loop/end decision on real position instead of the
originally-requested read size.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
New ASSET_LOADER_TYPE_MP3 (hand-rolled MPEG-1/2/2.5 Layer III header
parser - no third-party dependency needed just for metadata, since PSP's
hardware path doesn't need one at all) plus a shared audiostreammp3.c
stream layer mirroring audiostreampcm.c's shape. Generalized the stream
dispatch (hoisted sampleRate/channels onto audiostream_t, added
audioStreamGetTotalFrames()/Seek()/Read()) so all three platform audio
backends keep working unchanged, just calling the generic names instead
of PCM-specific ones.
Two decoder backends behind one interface: PSP uses the real sceMp3
hardware decoder (firmware-offloaded, lazily initialized on first use);
Linux and Dolphin share one minimp3-based software decoder (public
domain, vendored via CMake FetchContent) - libogc's own MP3Player wraps
libmad (GPL) and drives its own output pipeline, not a fit for the
ansnd-based architecture already in place, so skipped in favor of the
shared minimp3 path.
Fixed three real bugs found via hardware/runtime testing along the way:
- LAME's Xing header counts its own placeholder frame in the declared
total, which made playback stall permanently one frame short of the
declared end (looked like "never loops") - fixed by subtracting it.
- sceMp3Decode() can return more PCM than one MPEG frame's worth in a
single call (PSP's pcmBuf is provisioned for 2x), overflowing the
shared per-frame decode buffer with no bound check - very intermittent
corruption/clicking on real hardware. Widened the buffer to the real
worst case and added an assertion.
- sceMp3ResetPlayPosition()'s exact internal reset semantics aren't
documented precisely enough to trust for looping - occasionally
disagreed with the fresh stream position fed right after, clicking at
the loop boundary about 1 in 3-4 loops. Rewind now fully tears down and
recreates the decoder instead, the same path already proven correct at
first Init. Also widened the PSP ring buffer to absorb that now-heavier
operation, capping each top-up call's own work so the bigger buffer
doesn't turn into one long blocking decode burst instead.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The reader+player two-thread design (previous commit) still crackled -
both threads shared the same elevated real-time priority and could
contend for the PSP's single core right at the moment the player thread
needed to resume after its blocking output call returned, worse the
bigger the hardware chunk. Confirmed fixed on real hardware (Memory Stick
and pspsh) by removing the second real-time thread entirely.
PCM data now lives in a ring buffer topped up from the MAIN thread once
per engine Update(), mirroring dusklinux's own already-working
audioStreamLinuxFeed()/IsFinished() pattern (same lead/window sizing)
instead of a bespoke second thread. The sole remaining PSP-specific
thread only drains the ring and calls sceAudioOutputPannedBlocking(),
never touching the asset/PCM layer. Loop wraps are now just a transparent
seek-and-continue while filling the ring (it holds one seamless sample
stream, no per-chunk splicing needed) - a small FIFO of loop markers is
the only thing still needed to fire onLoop at the correct audible moment.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
sceAudioOutputPannedBlocking() occupies the calling thread for the full
duration of the chunk it just submitted. That was fine while PCM chunks
came out of a fully-resident buffer (a near-instant memcpy), but now that
they're read from the asset on demand, that same read happens in between
output calls on the same thread - any read slower than a memcpy opens a
real gap in the hardware channel, heard as crackle.
Split the single feeder thread in two: a reader thread that does all PCM
I/O (seek/read, loop-wrap, fade prep) ahead of playback into a small
3-slot queue, and a player thread that only pulls ready chunks off the
queue and outputs them. This overlaps I/O with hardware playback instead
of serializing them.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Reverting the whole-PSAR buffer (previous commit) reintroduced real read
corruption on hardware (EINVAL, then zlib data errors) - but this time it
hit an unrelated asset (chunks/1_0_0.dcf) at the same moment as the WAV
load, which pointed at concurrency rather than the seek pattern itself:
the asset system genuinely calls libzip from three real threads at once
(main, the background asset load thread, and PSP's own audio feeder
thread), and libzip is documented as not thread-safe. Buffering the whole
PSAR "worked" only by accident, since it stopped touching sceIo after
init entirely. Adding ASSET.zipLock around every zip_fopen/zip_fread/
zip_fclose/zip_fseek/zip_stat/zip_name_locate call serializes hardware
I/O properly without needing the whole archive resident in memory.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- Extract audioStreamGetPanFactors() into the shared layer, replacing
identical pan-to-LR math duplicated in the PSP and Dolphin backends
(and dropping a dead clamp - directionality's int8_t range already
guarantees pan stays in [-1, 1]).
- Implement audioStreamSetPosition() for real (was previously a no-op
that computed a value and threw it away) and add
audioStreamSetLoopPoints() to actually drive loopStart/loopTo, which
were previously dead fields with no setter at all. Both are threaded
through all three platform backends:
- PSP: the feeder thread now bounds each pass by the loop segment
and wraps to loopTo instead of always frame 0, while still filling
hardware chunks gaplessly.
- Dolphin: loopTo/loopStart map directly onto ansnd's existing
loop_start_offset/loop_end_offset, and startFrame onto start_offset.
- Linux: Buffer() now queues only the current segment, clearing the
SDL queue on an explicit seek but preserving the existing
overlap-based gapless loop restart otherwise.
- Linux: skip the mix scratch-buffer entirely at full volume, queuing
stream->data directly instead of allocating/zeroing/copying into one
every buffer call for no reason.
Verified no regression in the default (no seek, no loop points) case on
Linux/PPSSPP/Dolphin (-a LLE), and verified seek + loop-region behavior
manually via a temporary engine.c smoke-test tweak (reverted) showing
the expected faster loop cadence and seek-then-loop sequencing.
ansnd_configure_pcm_voice requires frame_data_ptr to be a physical
address - it rejects cached virtual pointers (0x8xxxxxxx) as
ANSND_ERROR_INVALID_MEMORY. Convert via MEM_VIRTUAL_TO_PHYSICAL and flush
the CPU cache first so the DSP's DMA read sees what was actually written.
Root-caused by disassembling libansnd's ansnd_configure_pcm_voice (no
source available, only the static lib) and confirming via a temporary
debug print that frame_data_ptr's top bit being set was what tripped the
check. Confirmed fixed by running the Wii DOL build in Dolphin under -a
LLE - voice configure/start now succeed with no errors.
Splits the asset archive into a compressed (DEFLATE) zip and an
uncompressed (STORED) zip back to back behind a small header, instead of
one plain zip. DEFLATE-compressed zip entries aren't reliably seekable in
libzip, which caused locale string lookups (repeated rewind/reopen of the
same entry) to silently skip content on Dolphin specifically. Uncompressed
entries don't have that problem, so locale files now go in the stored
archive without needing to buffer the whole thing in memory.
Adds tools/asset/pack as the new packer (replacing the plain
`tar --format=zip`), a shared assetdsk.h/.c opener used by all platforms,
and a second ASSET.zipStored handle with fallback lookup in assetfile.c.
Confirmed working: Linux, PSP (PPSSPP), and Dolphin-FAT (Wii DOL under
-a LLE) - the original Dolphin locale lookup failure no longer reproduces.
Root cause of the crackle (confirmed on real PSP hardware): the
persistent feeder thread called stream->onLoop directly in the middle
of its tight chunk-feeding loop. onLoop can do arbitrary work (the
test callback does consolePrint, which locks a mutex, moves the
console history buffer, and fflushes stdout) - if that takes anywhere
close to one chunk's playback time (~23ms), the next chunk isn't
ready and the hardware channel starves. Audio callbacks must never be
invoked directly from a real-time audio thread.
Fixed generically: audiostream_t gains loopCount (incremented by
platform code from whatever context it runs in) and lastLoopCount
(main-thread-only bookkeeping). audioStreamUpdate() detects the
change and fires onLoop safely from the main thread, regardless of
which thread/interrupt actually noticed the loop. PSP's feeder thread
now increments the counter instead of calling onLoop inline.
Also eliminated the ~21.7ms of real silence padding baked into every
PSP loop pass (found while chasing the timing gap that preceded the
crackle fix): the final chunk's padding is now filled with the start
of the next loop instead of zero, avoiding sceAudioSetChannelDataLen
(the likely real cause of an earlier, separate click) while keeping
every output call the same constant size. Loop period measured via
PPSSPP is now ~1.000-1.002s for a 1.000s tone, down from a consistent
~1.02-1.03s before.
The PSP feeder thread is also now persistent for the stream's whole
lifetime (created once in Init, idles between plays) rather than
respawned via threadStartRequest on every single loop restart - real,
avoidable OS thread creation overhead that was contributing to the
gap before the padding was identified as the dominant cause.
Brought Dolphin in line architecturally rather than mirroring PSP/
Linux's restart-and-detect approach: ansnd_pcm_voice_config_t has
native loop_start_offset/loop_end_offset fields, so a looping Dolphin
voice loops entirely in DSP hardware with zero host involvement at
the loop boundary - no restart latency to create a gap in the first
place. Trade-off, clearly documented in code: onLoop never fires for
Dolphin this way (no ANSND_VOICE_STATE for "wrapped") and it requires
cleanly-authored loop content (no per-wrap fade like PSP's, matching
the same assumption). Compiles cleanly for both gamecube and wii;
not yet verified on real hardware.
Confirmed on real PSP hardware: no more gap, crackle fix pending
final hardware confirmation.
Two independent gap sources, both confirmed fixed on Linux:
1. audiostream.c's Update() used if/else-if, so a loop restart
(clearing BUFFERED) couldn't re-trigger Buffer() until the *next*
frame's Update() noticed - up to one frame of dead air on every
loop, on every platform. Restructured to two sequential ifs so a
loop falls straight through into re-buffering in the same call.
2. audioStreamLinuxIsFinished only reported true once SDL's queue was
completely empty - meaning silence had already started by the time
"empty" could be observed, guaranteeing a gap by construction.
Changed it to report ready-to-refill once the queue drops to a
4096-frame lead margin (matching the SDL device's own internal
buffer size) instead of waiting for zero. SDL_QueueAudio only ever
appends to a FIFO, so refilling that early never causes overlap -
it just means the device's callback never runs dry.
Confirmed looping gaplessly on Linux.
audioStreamSetLooping() sets AUDIO_STREAM_STATE_LOOPING; when a
looping stream finishes, audioStreamUpdate() clears BUFFERED (not
PLAYING) and fires onLoop instead of onEnd, causing the next Update()
to naturally re-trigger the platform Buffer() call on the same
unmodified stream->data/dataSize - full restart from position 0,
with no platform-specific code needed. loopTo (looping to a point
other than the start) isn't honored yet - would need slicing the
buffer, flagged as a follow-up.
Also fixed the shared test tone's frequency (440Hz -> 441Hz): 44100Hz
doesn't divide evenly by 440Hz (100.23 samples/cycle), so the buffer's
last sample didn't exactly match its first - a small discontinuity at
every loop boundary independent of PSP's own click fixes. 441Hz
divides evenly into exactly 100 samples/cycle, closing that gap for
every platform, not just the ones with their own tail-handling.
Verified end-to-end on Linux (5 onLoop firings over ~9s for a 1s
tone, no errors) and confirmed compiling for PSP.
The previous fix (shrinking the final chunk's declared length via
sceAudioSetChannelDataLen) still clicked on real hardware. Reverted
that in favor of two changes that don't rely on that call's
undocumented mid-stream behavior: every call now sends a full,
constant AUDIO_PSP_CHUNK_FRAMES buffer with the tail simply
zero-padded (channel length is never changed after the initial
reserve), and a couple of extra all-silence chunks are fed after the
real audio + fade so the channel keeps being actively driven at zero
for a moment rather than stopping outright, in case some of the click
was the channel/DAC settling rather than a pure sample-domain
discontinuity.
Confirmed fixed on real PSP hardware.
The feeder's final chunk zero-padded up to the full 1024-frame
reserved size (e.g. 956 padding samples for a 68-sample remainder),
jumping straight from whatever amplitude the waveform ended at down
to silence - an audible click. Fixed two ways: fade the last 32 real
frames linearly to zero before any padding begins (also covers the
case where total length is an exact multiple of the chunk size, where
the waveform would otherwise just stop abruptly with no padding at
all), and declare only the real sample count via
sceAudioSetChannelDataLen (64-aligned) for the final chunk instead of
padding out to the full reserved length, shrinking the leftover
padding to under 64 samples. Channel length gets reset to the full
chunk size at the start of each feed pass in case a previous
playback left it shortened.
Verified via PPSSPP: sceAudioSetChannelDataLen(7, 1024) then (7, 128)
for the tone's 68-sample remainder, onEnd still fires once.
Root cause of the residual jitter (correlating with framerate, per
real-hardware testing): this project never overrides
PSP_MAIN_THREAD_PRIORITY, so the main/render thread runs at PSPSDK's
default of 32. A pthread created with default attributes (as
thread_t/threadStartRequest does) runs at priority 60 - numerically
higher, meaning LOWER scheduling priority on PSP's inverted scale.
Under load the feeder thread was structurally guaranteed to lose
scheduling contention to the main thread, starving the hardware
channel's double buffer and producing audible jitter that worsens
exactly when frames get slower - confirmed via disassembling
PSPSDK's precompiled pthread glue (pte_osThreadGetDefaultPriority
returns 60) rather than guessing.
audioStreamPSPThreadFeed now self-prioritizes via
sceKernelChangeThreadPriority(sceKernelGetThreadId(), 18) as the
first thing it does, matching the elevated-priority pattern PSP SDK
samples use for their own timing-sensitive auxiliary threads.
The original implementation reserved a channel sized to the whole
buffer (~44160 samples) and sent it in one sceAudioOutputPannedBlocking
call. Confirmed against the PSP SDK's own samples (pspaudiolib,
the mp3 sample) that this deviates from how PSP audio hardware is
actually meant to be driven: small fixed-size chunks (1024 frames,
matching pspaudiolib's own convention) fed continuously, decoupled
from the render loop. Reproduced as crackling on real hardware.
Now reserves a 1024-frame channel and runs a dedicated thread (the
project's existing thread_t abstraction, already used by asset.c and
already working on PSP via DUSK_THREAD_PTHREAD) that streams the
buffer chunk-by-chunk until exhausted, re-reading volume/pan every
chunk so live changes take effect mid-playback. Finish detection
switched from polling sceAudioGetChannelRestLength (which can't tell
"between chunks" from "actually done" once chunked) to a flag the
feeder thread sets on completion, same shape as the Dolphin voice
callback.
Verified via the dusk-psp toolchain and PPSSPP headless (channel now
reserved at 1024 frames instead of 44160, onEnd still fires once).
Real-hardware crackle-free confirmation pending.
Allocates an ansnd voice per stream and configures/starts it in
single-buffer mode (no continuous re-feed needed yet, matching the
PSP/Linux single-shot approach). Real linear panning from
directionality via left/right voice volume. ansnd has no polling API
for voice state, so finish detection uses a voice_callback (fired
from ansnd's own audio DMA interrupt, not the main thread) that sets
a flag audioStreamDolphinIsFinished() reads.
Links libansnd (new for this project) and wires duskdolphin/audio
into the CMake build for the first time.
Verified via the dusk-dolphin toolchain: both GameCube and Wii
targets compile and link cleanly. Runtime verification in headless
Dolphin was inconclusive - confirmed via an A/B test against a
pre-audio baseline build that a pre-existing MMIO flood (unrelated
to this change, reproduces identically with zero audio code present)
keeps the harness from reaching the game's own steady state before
timing out.
Reserves a hardware channel per stream (64-aligned sample count,
mono/stereo format) and outputs through sceAudioOutputPannedBlocking,
giving PSP real stereo panning from directionality. Enforces the
44100Hz hardware-channel constraint with a clear error instead of
silently mispitching, and drops the shared test tone to 44100Hz to
match. Verified via the dusk-psp toolchain and a headless PPSSPP run
(correct channel reservation, onEnd firing once, no errors).
Cross-platform audiostream/audio API with per-platform hooks for
PSP/Dolphin/Linux. Linux is fully wired end-to-end through SDL2
(device open, volume-mixed queueing, finish detection via
SDL_GetQueuedAudioSize) and verified playing a generated test tone
in engine.c. PSP and Dolphin hooks are stubbed for now.
assetLocaleGetString rewinds and linearly scans/re-decompresses the
whole locale file from byte 0 on every single call, with no caching -
a text-heavy screen can easily make 10+ of these in a row (e.g. opening
the game menu), and on PSP the containing archive is already fully
resident in RAM, so the repeated cost is pure CPU (decompression +
scanning), not I/O.
Adds a fixed 128-entry move-to-front LRU cache keyed by
(messageId, pluralCount), capped at 64/256 bytes per key/value (~40KB
total) so the cost stays bounded no matter how large the game's script
ends up being, rather than caching the whole locale file's text.
The cache is a lazily-allocated pointer on assetlocalefile_t, not
embedded inline - that struct lives inside the assetloaderoutput_t
union shared by every asset type, and all ASSET_ENTRY_COUNT_MAX asset
slots carry that union directly, so embedding it would have sized every
slot up by ~40KB regardless of what asset type occupies it.
Also fixes a bug this surfaced in test_assetlocale.c's own fixture:
locale_teardown zeroed the locale struct directly instead of going
through assetLocaleDispose, which would have leaked the new cache
allocation across tests.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Covers save.c (device discovery/orchestration), savedevice.c (the
generic device state machine and platform dispatch), and the Linux
platform backend (path building, availability checks, JSON read/write,
corrupt/missing-file handling), plus saveslot.c/savesettings.c JSON
round-trips. 88 tests across 5 files, all run against the real Linux
filesystem backend sandboxed to a temp $HOME (there's no mockable
platform layer - the hooks are compile-time macros, not function
pointers).
Deliberately locks in two existing behaviors rather than working around
them: saveSaveSettings() is a permanent no-op because nothing anywhere
ever sets SAVE.settingsDirty = true, and saveUpdate() unconditionally
rewrites settings back out the moment a device is found regardless of
that same dirty flag. Both are pre-existing, not introduced here.
Does not cover the SAVE_DEVICE_DATA_RAW blob codec (PSP/GameCube/Wii
only) or GameCube's 2-device fallback chain - neither compiles into the
Linux host test build.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
test/item/test_inventory.c was disabled via a commented-out
add_subdirectory(item) with no explanation - the actual cause was a stale
"item/inventory.h" include left over from before the rpg/ reorg (real path
is rpg/item/inventory.h). The current inventory.h/.c API it tests hasn't
drifted; only the include path had rotted.
Also fixes a copy-paste bug in test_inventorySort: the "sort by type"
assertions were calling INVENTORY_SORT_BY_ID again instead of
INVENTORY_SORT_BY_TYPE, so inventorySortByType/Reverse had zero real
coverage. Asserts on type grouping only (not the tied FOOD-vs-FOOD order),
since the underlying sort() is qsort and not stable.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
An async asset load failure crashed the whole game via errorThrow,
while the identical sync failure just logged and continued - a single
missing/corrupted asset could take down the process. assetUpdate now
handles the async error path the same way as sync (invoke onError,
keep running).
Also removes event.h/event.c and assetbatch, which existed only to
support multiple subscribers per asset event but had no real caller
that ever used more than one (assetbatch itself had zero callers
anywhere). Asset entries, uifullbox, and uiloading now use plain
single-callback + user-pointer fields instead of the generic
array-backed event_t.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
EBOOT.PBP packing was a POST_BUILD step with no dependency on the asset
pak, so an assets-only rebuild could silently leave a stale dusk.dsk
embedded. cmake/targets/psp.cmake now repacks EBOOT.PBP via a properly
tracked custom command depending on the executable, PARAM.SFO, and
dusk.dsk (and correctly embeds Dusk.prx rather than the raw ELF when
BUILD_PRX is on).
Separately, libzip's zip_source_filep_create (lazy seeked FILE* reads)
proved unreliable on real PSP hardware, corrupting reads of the embedded
PSAR (first EINVAL, then zlib data errors) even though the packaged data
was verified byte-perfect. assetInitPBP now reads the whole PSAR into
memory once and uses zip_source_buffer_create instead. Confirmed working
on real hardware.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- uimainmenu: removed the temporary keyboard test entry now that the
keyboard has a real caller.
- uiselectsave: picking an empty save slot now opens the keyboard to
name it (localized title "Enter game save file name"), writes the
named slot to disk (mirroring the existing delete-confirm write
pattern), and on a write failure opens the new fatal error overlay.
- uikeyboardopen_t gains a title override (NULL keeps the default
"ENTER YOUR TEXT").
- New ui/overlay/uifatalerror: a minimal fullscreen, non-dismissible
overlay (message + QUIT button, back disabled) for unrecoverable
errors - a nicer alternative to a raw assert crash. Draws above
everything else in the UI element list.
- New CUTSCENE_ITEM_TYPE_KEYBOARD cutscene item: opens the keyboard
with an embedded uikeyboardopen_t, blocks the cutscene until it
closes, then caches the entered text via a new general-purpose
cutscenesystem_t.textCache (CUTSCENE_TEXT_CACHE_MAX, with get/set
accessors) mirroring the existing entity/area/text-mini id caching
pattern.
- uikeyboardopen_t gains cancelConfirm/cancelConfirmLabel, mirroring
confirm/confirmLabel: cancelling (CANCEL button or back-with-nothing-
left-to-delete) can now open an "are you sure?" dialog before closing.
- Added a blinking text-entry cursor, rendered as a separate label
positioned at the end of the current text (accounting for newlines);
it now stops at the last character rather than past it once maxLength
is reached, matching uiKeyboardAppendChar's override-last-char
behavior there.
- uibutton_t gains an `active` flag, independent of the focus-driven
`highlighted` state, for a toggled-on indicator that survives focus
moving elsewhere (used by the keyboard's CAPS/SHIFT keys).
- Added several custom icon glyphs to the default font by repurposing
otherwise-blank/unused glyph slots (backtick, pipe, tilde, backslash,
and the DEL trailing tile) - up arrows for Caps Lock/Shift, a return
arrow for newline, a spacebar symbol, a left arrow for backspace, and
a real underscore - replacing the keyboard's old text-abbreviation key
labels ("CL"/"SL"/"NL"/"<") with single-glyph icons.
- Keyboard dialog now fills the whole screen (no dimming backdrop); key
cells use a fixed font-tile-based size instead of scaling to a
percentage of the screen.
- uiMenuFocusSkipBlanks: UP/DOWN now search every non-blank cell strictly
further in the pressed direction and land on the smallest combined
row+column distance (ties favor the smaller column distance), instead
of only scanning straight down the same column. Neither axis wraps
during that search - only once the edge row is reached with nothing
further to search does it fall back to wrapping to the opposite edge.
- Typing a new character while the keyboard's text is already at
maxLength now overrides the last character instead of being ignored.
Cutscene loader: a MODAL item's optionCount byte was read directly
inside an assertTrue() condition. On the PSP release build
(DUSK_ASSERTIONS_FAKED), assertTrue expands to a no-op and never
evaluates its argument, so that read - and the offset advance it was
responsible for - silently never happened, desyncing every item after
it in the stream. Moved the read out to its own statement and replaced
the assert with a real error throw, since this is untrusted file
content.
uifocus: fixed a wraparound bug in uiFocusMoveDirection - moving left/up
from position 0 truncated to uint8_t before the modulo wrap (0-1 => 255,
then 255 % cols), landing on the wrong column instead of the row's last
one. Only ever visible on a grid wider than a handful of columns, which
nothing but the new keyboard has.
Keyboard: merged uikeyboardqwerty into uikeyboard (only one layout
exists, so the split no longer earned its keep) and deleted the unused
numbers/symbols placeholder files. Reshaped the grid to a tighter 11x5
layout with per-mode key tables (unshifted/caps/shift) instead of
computing case transforms, and fixed the reserved NEWLINE/CONFIRM/CANCEL
slot indices to match. Added shift-symbols for digits and -/=, and
uimenu's directional navigation now skips blank filler cells (wrapping
around a row/column as if they weren't there) instead of landing on
them - a generic fix in uimenu.c, not keyboard-specific, since nothing
else uses blank cells.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uikeyboardopen_t grows: maxLength (auto-focuses confirm once full),
lineCount for multi-line entry with a NEWLINE key, trimmed/allowBlank
validation on confirm, and a second "are you sure" uiConfirm step.
Reworks uikeyboardqwerty from a packed flat list into a fixed 14x5 grid
shaped like a real keyboard - number row with -, =, ~ and backspace,
caps and shift (one-shot, XORed with caps for real-keyboard behavior),
and a bottom row with cancel/space/confirm in their normal corners.
Shorter rows are padded with invisible filler cells so every key lands
in its physical position; NEWLINE/CONFIRM/CANCEL are reserved slots
uikeyboard.c patches in conditionally, otherwise left as inert blanks.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Builds out uikeyboard/uikeyboardqwerty from placeholders into a working
controller-navigable text entry dialog: title/current-text labels, a flat
QWERTY key grid (letters, space, backspace), and confirm/cancel buttons in
one combined menu so d-pad navigation flows across all of it.
uikeyboardopen_t configures each dialog: onInput/onKeyPress callbacks,
optional cancel button, maxLength (auto-focuses confirm once full),
lineCount for multi-line entry (adds a NEWLINE key, reserves vertical
space up front), a second "are you sure" uiConfirm step, and
trimmed/allowBlank validation on confirm.
Back now deletes the last character first, falling through to close only
when cancel is allowed and the buffer is empty - this needed a general
cancel-intercept callback added to uifocusitem_t/uimenu_t
(uiMenuSetCancelCallback), since the focus system previously only
supported popping or fully swallowing back.
Wired a temporary "LOAD GAME (TEST)" entry into the main menu with
console-logging test callbacks for interactive testing; marked TODO for
removal once the keyboard is wired up somewhere real.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
New ASSET_LOADER_TYPE_CUTSCENE (assetcutsceneloader.c) reads a versioned
binary .cts format decoded into a heap-allocated cutsceneitem_t array + a
string/data pool, both sized to the file's actual content rather than a
fixed capacity, so the shared assetloaderoutput_t union doesn't bloat for
every asset slot regardless of type. Authoring pipeline mirrors the chunk
asset pattern: assetsraw/cutscenes/*.jsonc (JSON plus // and /* */
comments) -> tools/asset/cutscene -> assets/cutscenes/*.cts.
cutsceneSystemSetOnComplete() lets the caller arm a native callback that
fires when a cutscene finishes normally, so a file (which can't store a
function pointer) can end plainly and still hand off to native code -
cutsceneRestart() preserves it across a retry loop rather than clearing it,
since a restart is the same logical run trying again.
The initial and main-menu start-game cutscenes are now loaded from files
instead of compiled in via the CUTSCENE(...) macro.
Fixed a real bug found while converting these: the sync loader read the
file's total size from assetfile_t.size to locate the trailing pool
region, but assetFileDispose() (called at the end of the async phase)
zeroes that whole struct first, so the size was always 0 and the pool
offset computation underflowed into an out-of-bounds read - intermittent
depending on heap layout. Fixed by saving the size before disposal; also
fixed the read-completeness assert being checked after that same zeroing
(a no-op 0 == 0 check).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The load-all-slots/no-device cutscene and its helper callbacks belong to
scene-level game flow, not the uimainmenu UI panel. Moved them into
scenemainmenu.c/h behind a new sceneMainMenuStartGame() entry point;
uimainmenu.c's Start Game handler now just calls that.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uifocusitem_t/uimenu_t gain a disableBack flag that makes back/cancel a
no-op while that item is focused, set via uiMenuSetDisableBack. Applied
centrally in uimodal.c so every modal with option buttons (confirm
dialogs, cutscene modals) must be dismissed by picking an option rather
than backing out, and to the main menu so it no longer bounces back to
the initial scene on cancel - replacing the suppressClosedSceneChange
hack entirely. Updated docs that described the now-unreachable
back/cancel dismissal path. Also adds
cutsceneSystemStartCutsceneAndGoToMarker for starting a cutscene
straight at a given marker instead of its first item.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
CUTSCENE_SAVE_DEVICE_CHECK and CUTSCENE_SAVE_LOAD_ALL_SLOTS wrap the
existing device-lookup/slot-load calls and jump straight to a
success/failure marker, and CUTSCENE_MODAL_OPTIONS_ONE/TWO do the same
for one/two-option modals, removing the need for a hand-written
goTo-only callback per use. Main menu's "Start Game" now runs a
cutscene (mirroring the initial scene's save-check flow) that loads all
slots before opening the load-game picker, retrying on error; the
initial scene's own device check is migrated onto the same items.
Backing out of the main menu now returns to the initial scene.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uiselectsave is a Save/Load/Delete slot picker built on save/save.h's
SAVE_SLOT_COUNT: a scrolling list of framed uisaveslot_t rows (slot
number + file name, or an "Empty Slot" placeholder), navigated via the
same uimenu_t/focus-stack convention as every other menu. Load and
Delete modes add a trailing action row (switch to delete / cancel)
fixed below the scrollable area. Selecting a slot in Delete mode routes
through uiConfirmOpen before actually blanking the slot via
saveSlotInit + saveDeviceSlotWrite. uiScrollingEnsureVisible in
uiscrolling.c is now a real implementation instead of the earlier
placeholder.
Main menu collapses New Game/Load Game into a single Start Game entry
that opens uiselectsave in Load mode; backing out reopens the main
menu via uiselectsave's result callback.
Also fixes a real reentrancy bug in uiFocusPop: it invoked the popped
item's closed callback before decrementing UI_FOCUS.count, so a push
triggered from within that callback (e.g. reopening the main menu once
select-save reports no result) landed one slot past the true stack top
and got silently dropped, stranding the new item outside navigation.
Count is now decremented first.
Adds a uikeyboard placeholder widget, registered in uielementlist with
no behavior yet.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uiconfirm no longer duplicates its own backdrop/frame/text/menu drawing
- it now just opens the shared uimodal_t with a Confirm/Cancel option
pair and translates the result back to a bool. uimodal itself gains an
optional title (NULL skips the title row entirely) so a title-less
confirm dialog doesn't reserve blank space.
Main menu's Quit option now opens a confirm dialog instead of exiting
immediately.
Drops es_MX.po/jp_JP.po locale files.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uimodal.c/.h now live in ui/widget alongside the other widgets rather
than ui/frame. The main menu now has a real scene (scene/mainmenu)
whose init just calls the new uiMainMenuOpen(), replacing the
SCENE.current-polling uiMainMenuUpdate with an explicit open call like
uiGameMenuOpen/uiBackpackOpen. Also renames the ui.main_menu.* locale
keys to main_menu.* and groups them under a Main Menu Scene heading in
en_US.po, alongside the existing Initial Scene keys.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uiModalOpen now resolves title/message/option strings as locale
message IDs first, falling back to the literal string if no match is
found, and word-wraps the result to stay within the screen's scan
width via the new shared textWrap helper. sceneinitial.c's no-device
modal now uses locale keys instead of hardcoded English strings.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
sceIoGetstat on a bare device root ("ms0:/") returns EINVAL on real
PSP hardware even when a memory stick is present - confirmed via a
diagnostic print during hardware testing. Switched to sceIoDopen/
sceIoDclose, the SDK's own documented way to probe a device root,
which real hardware handles correctly.
Also adds a temporary unconditional settings write once a save device
is selected, to confirm the write path itself works on hardware now
that availability detection is fixed.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uimodal gains an onOpen hook and lets uiModalClose take a one-shot
callback, since options are now stored as raw (uncopied) string
pointers instead of a fixed char buffer.
New cutscene items:
- CUTSCENE_MODAL / CUTSCENE_MODAL_OPTIONS / CUTSCENE_MODAL_CLOSE: opens
a message-only or option-driven uimodal. A message-only modal
advances the cutscene immediately; one with options blocks
indefinitely since only its option callback (or something it
triggers) should decide what happens next.
- CUTSCENE_MARKER + cutsceneGoTo: a named, otherwise no-op position
that execution can jump straight to from anywhere in the same
cutscene (e.g. from a CUTSCENE_CALLBACK), matched by name rather
than pointer identity.
- CUTSCENE_RESTART + cutsceneRestart: restarts the running cutscene
from its first item, preserving its interact/interacted entities.
- CUTSCENE_SCENE: requests a scene switch via sceneSet as a cutscene
step.
- CUTSCENE_PRINT: prints a line to the console as a cutscene step.
sceneinitial.c's boot-time save device check is rebuilt on top of
these: show a modal, kick off the async device search, then branch
via markers/goto to a retry/continue prompt depending on the result.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uibutton now embeds a uilabel instead of drawing its text directly,
caching glyph sprites since a button's label never changes after
init. uimenu.c's item pointer in uiMenuDraw drops its unnecessary
const so uiButtonDraw can update the button's cache.
Also fixes remaining #include "ui/frame/uiframe.h" references left
over from uiframe's move to ui/widget/.
uimodal is a new generalized dialog (title + message + up to
UI_MODAL_OPTIONS_MAX option buttons) built the same way uiconfirm is,
but driven by a caller-supplied option list instead of a fixed
confirm/cancel pair.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uiconsole, uifps, and uiplayerpos now render through uilabel instead
of calling textDraw per character every frame. Each owns its label(s)
plus backing text/sprite buffers and marks them dirty only when their
content or position actually changes. Also drops console.h's per-line
buffer from 512 to 128 chars, since the sprite cache backing each
console line label scales with it.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
uilabel no longer owns fixed-size text/sprite arrays or copies text
internally - callers pass in their own buffers and write text
directly, then mark the label dirty. This drops SetText/GetText and
the textMax bound in favor of a single Rebuffer entry point, and lets
widgets like uibutton alias an existing (possibly immutable) label
string instead of duplicating it.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
textDraw now batches glyphs via a new textBuffer helper instead of
buffering one sprite at a time. Fixes spriteBatchBuffer dropping/
duplicating sprites when a single call spans multiple internal
flush batches, which surfaced as cut-off characters. Adds uilabel,
a widget that caches its glyph sprites and only rebuilds/rebuffers
them when its text or position actually changes.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Memory sticks/cards don't suit N+1 separate save files the way Linux's
filesystem does, so add an opt-in SAVE_DEVICE_DATA_RAW mode: settings and
all save slots get serialized to JSON, concatenated, zlib-compressed, and
framed with a magic/version/checksum/generation header, then read/written
as a single blob through one combined platform hook instead of four.
- PSP and Dolphin's SD/NAND backends write via a temp file + atomic rename,
so a crash mid-write can never leave a half-written save behind.
- GameCube memory cards have no rename or resize primitive, so they
ping-pong between two fixed files instead, picking whichever is valid and
has the higher generation counter on load.
- Linux is untouched (still four separate JSON files); saveslot.h/
savesettings.h drop their now-unnecessary pack(1) now that nothing
persists them as raw bytes.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Introduces saveslot/savesettings structs with a shared savejson.h macro
toolkit (has/require/write/read per common type) for populating and
parsing yyjson objects, wires saveManager save/load calls through new
saveDevice slot/settings write/read entry points (still stubbed at the
device level), and drops the old binary-format scaffolding in favor of
JSON only.
CARD_Mount() alone reliably reports CARD_ERROR_NOCARD for a card physically
present in slot B - unlike slot A, which the IPL polls automatically at
boot, slot B needs an explicit CARD_Probe() first (the standard pattern in
every official devkitPro CARD sample). Also fixes
saveDeviceDolphinCardHasFreeSpace() treating CARD_GetDirectory()'s
CARD_ERROR_NOFILE (a totally empty card, not an actual error) as a hard
failure, which made any card with zero existing save files - slot B's in
this case, since slot A already had leftover test data on it - get
reported as full.
Confirmed via Dolphin with slot A disabled/slot B set to a memory card:
previously reported "no save device found", now correctly detects it.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
PSP checks memory-stick reachability via sceIoGetstat. GameCube gets two
devices (CARD_SLOTA/CARD_SLOTB), each mounted via CARD_Init/CARD_Mount and
checked for free space via CARD_GetDirectory/CARD_GetBlockCount. Wii picks
between three storage methods at compile time (DUSK_SAVE_WII_METHOD =
NAND/CARD/SD in wii.cmake, default NAND via ISFS) since real hardware
behavior for the default is unverified.
Also fixes two pre-existing bugs found while build/runtime-testing this
across PPSSPP and Dolphin: wrong libogc language macros in
systemGetLocaleDolphin, and a missing SYS_STDIO_Report(true) call that
silently swallowed all guest console output in Dolphin.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Removes the per-platform save/savestream/autosave implementations, the settings UI frames, and the autosave overlay, replacing them with a savemanager.c/h + savefile.h/savedevice.h scaffold to build the new save system on top of. Also separates the concrete UI_ELEMENTS registration into uielementlist.h/.c so uielement.c only holds the generic per-element lifecycle logic.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Main menu buttons, the confirm dialog, battle menu/HUD text, backpack
tab labels, the loading/autosave indicators, and the settings tab
placeholders were all raw English literals bypassing translation.
Loads each through assetLocaleGetString like the rest of the UI, adding
new Init hooks for uibattlehud/uiautosave/uiloading where none existed,
and adds the corresponding message ids to en_US/es_MX/jp_JP.po.
Also widens the settings placeholder buffers to 64 bytes - the es_MX
and jp_JP translations overflowed the previous 32-byte size.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Keeps the temporary hardcoded-battle hook alongside the rest of the
battle module instead of the main menu UI, so the UI frame only
triggers it rather than owning battle setup code.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Splits the platform-agnostic network core out of dusk into a top-level
dusknetwork module, mirroring the duskgl/dusksdl2 pattern. Adds a
DUSK_NETWORK cmake option (default ON) so builds can exclude all
networking code, including the per-platform implementations.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
- animationUpdate now advances and resolves boundary crossings for
ANIMATION_FLAG_LOOP, ANIMATION_FLAG_PINGPONG, ANIMATION_FLAG_REVERSE, and
the STOP_BEGINNING/STOP_END flags, firing onLoop/onComplete appropriately;
guards against LOOP+PINGPONG being set together and moves the
duration-must-be-positive check into animationInit
- keyframeGetValue clamps to the last keyframe's value instead of dividing
by zero once time reaches it, and its keyframe walk drops a branch that's
unreachable after that clamp
- Adds test/animation/test_animation.c covering init, per-layer sampling,
and the full animationUpdate flag matrix
- keyframeGetValue now returns the last keyframe's value for times at or
beyond it, fixes a missing util/math.h include, and asserts keyframes are
sorted by time; adds test/animation/test_keyframe.c
- Adds mainmenu scene/UI and a battle HUD UI frame
- Adds save autosave-related fields and battle scene tweaks
- Adds headless test coverage for cutscenes, entities, and map areas
Replace the one-fighter-at-a-time turn model with an OPENING/PRE_ROUND/
PLAYER_SELECTION/AI_SELECTION/MOVES_EXECUTING/POST_ROUND/ENDED state
machine and a per-fighter action queue, so actions are decided before any
of them execute (needed for speed-ordered resolution) and so a cutscene
can pause the battle, wait for a specific state, and force a fighter's
action -- enabling automated, fully-scripted, and partially-scripted
battles. Adds CUTSCENE_PAUSE_BATTLE plus CUTSCENE_BATTLE_WAIT_STATE and
CUTSCENE_BATTLE_FORCE_ACTION cutscene items, and generic onStateChanged/
onActionDecided callbacks on battle_t. Re-enables the long-dormant
test/rpg suite and adds test/rpg/battle covering the state machine and
the new cutscene hooks end-to-end.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The village square at the mountain's foot, party roles established
(tank/paladin leader, ranged ranger, support mage, melee rogue), the
funds bicker, and the cowgirl teleporter's too-good-to-question,
one-way-only offer up the mountain - the innocent-sounding line that
seeds the whole chapter's central complication. Adds character stubs
for the three other party members and the teleporter, and confirms
the bubbly ranger as the first to abandon the mission.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Introduces Strider (a merc who protects those who can't afford real
protection, and has found genuine peace in it), Downes (retired to
farming and family, forced back into one last fight), and Egor (Royal
Guard, honor curdled into blind devotion, dies still certain of
himself). Together with the party leader, they give the same
mentor/same night four distinct answers to what honor means. Updates
themes and open questions accordingly.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Reveals him as the presence following the party since Chapter 1 - a
king's agent who frees the protagonist from execution in early
Chapter 2, drops a small, cagey lead to the newly-dismissed party
leader, and then vanishes to chase other threads. Documents these
early Chapter 2 beats, notes culinary magic is now branded "the
forbidden magic" per the king's cover story, and updates open
questions/themes accordingly. His entry is intentionally sparse -
the character is meant to stay a mystery for as long as possible.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Ties the party leader's rigid, orders-above-all sense of honor back
to a mentor he idolized as a young soldier - one who broke orders on
the night of the Great Explosion to keep his squadron out of the
massacre, then died in it. The party leader doesn't know why at the
time; his eventual realization that his mentor's disobedience was
itself the honorable act becomes his arc's throughline. Also notes
the rest of that squadron, now scattered, as a future plot thread.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replaces the vague placeholder with the full account: the king's
personal, in-person purge of the culinary mages' hometown, the failed
hostage surrender, the town's collective final spell (built on a
shared folk song) that becomes the Great Explosion, and the
protagonist's survival via her mother's protective spell. Also adds
the king's official cover story (framing the mages as insurgents),
new characters (the Great Mage and the protagonist's mother), and
updates themes/open questions accordingly.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Adds story.md covering the overarching premise (a prophecy caused by
the attempt to prevent it), the eight-movement story structure, the
Great Explosion backstory, core characters, and a detailed breakdown
of Chapter 1's opening - the bounty party's retrieval of the
protagonist, the mountain teleportation-logistics trap that splits
the party, and the confrontation with the king.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Moves FONT_DEFAULT and its init/dispose into their own font.h/font.c,
and rebuilds it from a static glyph bit array + a runtime-generated
texture/tileset rather than loading ui/minogram.png/.dtf through the
asset system. The engine now always has a usable font to render with,
even if asset loading fails. The now-unused minogram assets are removed.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
autoSaveQueue() is a single callable entry point for requesting an
autosave; autoSaveUpdate() pumps the queue each frame and, if the write
fails (e.g. no memory card), forces the existing no-card modal back
open and pauses world simulation until the player retries or accepts a
temporary session. A small overlay shows "SAVING" while a write is in
flight.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Replaces the last hardcoded English strings (initial-scene modals, game
menu save status messages) with locale-loaded text, adds a shared
LOCALE_LIST so the settings dropdown and locale manager stay in sync,
and persists the chosen language into savemeta_t across all platforms.
Also fixes two message buffers that were too small for their longest
translations.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Entities (and the player's pause-to-open-game-menu handling with them)
previously kept updating every frame regardless of the active scene,
matching an existing TODO in rpgUpdate(). Gating the entity loop itself
means the game menu (and any other entity-driven input) naturally can't
trigger mid-battle or before the initial scene hands off to the
overworld, without needing a scene check at each individual call site.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
A new SCENE_TYPE_INITIAL now runs before the overworld: it checks
save-device availability and existing save data, then shows one of two
new dedicated modals - "no save device found" (Retry / Continue Anyway)
or "no save data found, create one?" (Yes / No) - before handing off to
the overworld. Both modals are self-contained UI elements mirroring
uiconfirm.h's shape, registered like any other global UI element.
Choosing "Continue Anyway" marks the session temporary (SAVE.temporary,
folded into saveIsAvailable()) so saving stays disabled for the rest of
the session instead of silently retrying, and the game menu's Save
action now reports that distinctly instead of the generic "no device"
message.
Also removes rpg.c's leftover TEST block (unconditional player-name
stamp + save write on every boot) now that this real flow owns save
creation.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Renames savefile_t to saveslot_t and folds last session's standalone
settings.h/.c module back in as savemeta_t, so there's one save system
(SAVE.slots[] + SAVE.meta) instead of two parallel ones - while letting
each platform pick its own physical format for the two concepts:
- Linux now writes human-editable JSON (slot0.json, settings.json, ...)
via yyjson's mutable writer API, so players can hand-fix a bad setting.
- PSP folds meta into the same sceUtilitySavedata binary payload as its
one save slot (SAVE_SLOT_COUNT_MAX=1 there - a future save picker will
let players manage multiple named saves via the OS's own browser).
- GameCube consolidates the 3 per-slot memory card files and the separate
settings file into one combined card file.
Also fixes two bugs surfaced while building this: the CRC finalize step
seeked to a hardcoded offset (only safe for one section per file, breaks
once meta+slots share a buffer), and save.c's async/sync dispatch left an
unconditional fallback call that doesn't exist on PSP-only platforms.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Deadzone (and future prefs like locale) now live in their own
settingsfile_t/settings.c, loaded eagerly at boot and saved immediately
on Apply, instead of inside savefile_t - a setting shouldn't reset or
diverge just because the player is on a different save slot, and this
also fixes settings changes not actually reaching disk until the next
full game Save.
PSP settings use a new plain sceIo path rather than sceUtilitySavedata,
since that dialog would flash its native icon on every settings tweak.
GameCube reuses the save system's existing memory card mount rather than
mounting it twice (settingsInit() now runs after saveInit()).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Adds three new pieces of save-file state, all following the same shape:
the save file is the single source of truth, not a separate live runtime
copy that gets synced in/out.
- globalitemstore.h/.c: per-global-entity-ID "collected" flags
(savefile_t.globalItemCollected), so a global item entity's init
callback can check whether it was already picked up in a prior session
without needing to keep the entity itself alive to remember that.
- Gamepad deadzone: removed input_t.deadzone entirely. The setting UI and
every platform's actual deadzone-applying code (inputGetDeadzoneDolphin/
SDL2, previously hardcoded per-platform literals that the settings menu
didn't actually affect) now read savefile_t.deadzone directly via
saveGet(SAVE_ACTIVE_SLOT). Default lives in savefile.h
(SAVE_DEADZONE_DEFAULT), stamped onto every slot in saveInit().
- Story flags: STORY_FLAG_VALUES (a live, codegen-initialized array) is
replaced by savefile_t.storyFlags, read/written via the existing
storyFlagGet()/storyFlagSet() call sites (now macros/functions over the
active save file instead of a separate array). tools/story.py now
generates STORY_FLAG_DEFAULTS (const) instead; storyFlagInitDefaults()
stamps those onto a save the first time it's used (file->exists false),
called from rpgInit().
Added SAVE_ACTIVE_SLOT (0) to savefile.h as the one shared "which slot is
actually being played" constant, replacing three different local/implicit
0s (uigamemenu.c, rpg.c, and now the settings/input call sites).
Verified round-trip on Linux (all three together in one save/load cycle);
both Linux and PSP build clean.
uiGameMenuSave() now attempts a real load first (via the existing generic
saveLoad()/saveExists() primitives) instead of writing blind. If a save
already exists, it saves straight over it as before. If not, it prompts
via the existing uiConfirm dialog ("No save data found. Create a new
save?") before writing - this is exactly the flow GameCube needs (no
native OS save browser to lean on, unlike PSP), but implemented generically
so it also applies correctly on every other platform without any
platform-specific UI code: saveIsAvailable()/saveExists() already reflect
each platform's real state (e.g. Dolphin's memory-card presence and
existing-file checks), so the same logic just does the right thing
everywhere.
Verified the two branches directly on Linux (temporarily wiring the same
saveLoad -> check -> uiConfirmOpen sequence into rpgInit): with no save
file, saveExists() is false and the confirm dialog opens; with one already
written, it's true and the confirm dialog is correctly skipped. Not
verified via actual menu navigation (no input-injection tooling available
here) or on Dolphin (no devkitPPC toolchain in this environment).
Rewrote savepsp.c/savestreampsp.c to use sceUtilitySavedataInitStart/
Update/GetStatus/ShutdownStart instead of sceIoOpen/Read/Write, so PSP
saves get a proper OS-generated PARAM.SFO (title/savedataTitle/detail) and
show up correctly in the native save browser.
This dialog spans multiple frames and, per this project's prior experience
with the network config dialog, must be pumped non-blocking one step per
real engine frame rather than blocked on synchronously - a raw-sceGu
blocking loop already froze the app on real hardware for that dialog,
since pspGL owns the GU context. So save.h's saveWrite()/saveLoad() are
now callback-based (savecallback_t onComplete) instead of returning a
result directly, mirroring networkRequestConnection()'s shape, with a new
saveUpdate() (wired into engineUpdate()) pumping the active op each frame.
Linux/Dolphin behavior is unchanged - their fallback path in save.c still
completes synchronously, just via an immediate callback call instead of a
direct return.
Two real bugs found via PPSSPP testing (not just code review): SAVE/LOAD
modes show a confirm screen even for brand-new data, which blocks forever
headlessly - switched to AUTOSAVE/AUTOLOAD, which write/read silently and
generate the identical PARAM.SFO. And PPSSPP's dialog status goes straight
from QUIT to NONE without a separately observable FINISHED in between,
which the first version misread as "disappeared without a result" even on
a successful save - fixed by tracking whether QUIT was already seen.
Confirmed end-to-end in PPSSPP: write, dialog completes, PARAM.SFO +
encrypted save.bin appear on the virtual memory stick, and a subsequent
load decrypts/deserializes back to the exact original data. Not tested on
real PSP hardware.
Adds savefile_t.playerName (SAVE_PLAYER_NAME_MAX) serialized via the
existing saveFileReadString/WriteString helpers, and stamps + saves it in
rpgInit() as a test that the save system now persists actual game data,
not just the header/version. Verified manually: written bytes end in
"Dusk\0" immediately after the version field, and loading it back returns
the same string.
- Fixed the actual reason saving never worked on any platform: saveWrite()
never stamped file->header/file->version before serializing, so every
written save file had a zeroed magic header and failed its own
validation on the next load. Confirmed via a manual write/load round
trip that this alone fully explains "saving doesn't work."
- Re-enabled saveInit()/saveDispose() in engine.c (previously commented out
under "Temporarily disable save code").
- Added SAVE.available + saveIsAvailable(), refreshed by every real
save/load/delete attempt. saveInit() no longer treats an unreachable
save medium as fatal to booting - it logs and continues, since a missing
memory card/stick shouldn't prevent playing.
- Hardened PSP's saveInitPSP() to actually detect a missing memory stick
(sceIoGetstat on ms0:/) instead of assuming success, and fixed
single-level sceIoMkdir to build the full PSP/SAVEDATA directory chain.
- Added busy-retry (CARD_ERROR_BUSY) and a not-mounted guard to Dolphin's
live savestreamdolphin.c path, extending the same handling already
backported into savedolphin.c.
- Added a "Save" entry to the game menu wired to saveWrite(0), showing a
clear message on success, on failure, and when saveIsAvailable() is false.
Backported from branch ac2 (commit 85b61097) - CARD_Mount was being called
without CARD_Init first, leaving per-channel control blocks and the DSP
unlock sequence unset. On real Dolphin/hardware this surfaced as a hard
MMIO crash instead of a clean CARD_ERROR_* failure.
Co-Authored-By: Dominic Masters <[email protected]>
- Allow 2 chunks to be mid-load concurrently instead of 1 (MAP_CHUNK_LOAD_CONCURRENCY).
- Fix entitySetChunk silently losing track of an entity when its target chunk's
entity slots are full - it now stays detached (and retries later) instead of
claiming a chunk that never actually registered it.
- DCF format bumped to v5: chunks can now declare entity spawns (global/NPC via
the existing entityglobal registry, or one-shot item pickups) and map area
triggers, resolved via a new callback-ID registry (mapareagloballist.h)
mirroring the entity one. rpg.c's hardcoded TEST entity/item/area spawns are
gone - chunk_0_0_0.json now carries that data instead. The player is still
bootstrapped in code since it isn't map-authored content.
All jobs re-enabled except vita. gamecube, wii, and wii-iso now use
the ghcr.io/extremscorner/libogc2 container with Node.js pre-installed,
matching the working gamecube-iso pattern.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Runs the job inside debian:trixie (same as the Dockerfile) with
Node.js pre-installed before checkout. Installs arm64 cross-compilation
deps and runs build-knulli.sh directly.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
actions/checkout requires Node.js. Install it via apt as a plain shell
step (no Node needed) before the checkout action runs.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
actions/checkout requires Node.js which the libogc2 container lacks.
Checkout on the runner, then run the full build inside the container
via docker run with the workspace mounted.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Avoids devkitPro apt server rate-limiting in CI by using the pre-built
ghcr.io/extremscorner/libogc2 container (same base as the Dockerfile).
Toolchain is already installed; only apt/dkp extras are added per-run.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Print the installer script contents in CI log so we can see what URLs
it tries to fetch. Also add /etc/mtab symlink as the devkitPro base
Docker image does.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
The installer script exits with code 8 on Ubuntu. Replace with manual
GPG key + apt source setup followed by apt-get install devkitpro-pacman.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Extracts toolchain setup into reusable composite actions under
.github/actions/. Comments out build-psp, adds build-gamecube-iso
job using the new setup-devkitpro action directly on the runner.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Replaces Docker build with direct pspdev toolchain installation from
GitHub releases and runs build-psp.sh natively on the Ubuntu runner.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Downgrade upload-artifact to v3 (v4+ not supported on GHES/Gitea).
Fix checkout from non-existent v6 to v4.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Replaces Docker-based builds for run-tests and build-linux jobs with
direct apt-get dependency installation and inner build scripts.
Also triggers on pushes to gitea-actions branch.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
assertValidEntityDir(from,"Invalid direction provided");
assertNotNull(outX,"Output X pointer cannot be NULL");
assertNotNull(outY,"Output Y pointer cannot be NULL");
switch(from){
caseENTITY_DIR_NORTH:
*outX=0;
*outY=-1;
break;
caseENTITY_DIR_EAST:
*outX=1;
*outY=0;
break;
caseENTITY_DIR_SOUTH:
*outX=0;
*outY=1;
break;
caseENTITY_DIR_WEST:
*outX=-1;
*outY=0;
break;
}
}
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