26 Commits

Author SHA1 Message Date
YourWishes 874c6258ab New ramp types
Build Dusk / run-tests (push) Failing after 5m33s
Build Dusk / build-linux (push) Successful in 5m3s
Build Dusk / build-psp (push) Successful in 1m17s
Build Dusk / build-knulli (push) Successful in 4m45s
Build Dusk / build-gamecube (push) Successful in 3m49s
Build Dusk / build-gamecube-iso (push) Successful in 3m50s
Build Dusk / build-wii (push) Successful in 3m29s
Build Dusk / build-wii-iso (push) Successful in 4m4s
2026-07-01 16:05:02 -05:00
YourWishes a2d0a12c1a more editor stuff 2026-07-01 15:58:59 -05:00
YourWishes 38b24e1c3d editor first pass 2026-07-01 15:48:59 -05:00
YourWishes 5ecbbe296b Chunk load skin 2026-07-01 13:29:01 -05:00
YourWishes 9d7a769d8f Disable console printing on map chunk loading 2026-07-01 13:03:54 -05:00
YourWishes 9b75e5ed83 Async chunk loading 2026-07-01 12:58:33 -05:00
YourWishes a9ab8dc1d8 Chunks, models, and more 2026-07-01 08:35:01 -05:00
YourWishes a34831aa02 Add entity turn lockout 2026-06-30 21:23:34 -05:00
YourWishes 84ebaa0751 A lot of PSP optimizations 2026-06-30 21:01:11 -05:00
YourWishes 55352805ee Efficient loading of chunks now and PSP is slighty more optimized 2026-06-30 20:00:34 -05:00
YourWishes c0a3f2e16a Add scene scaling 2026-06-30 19:30:13 -05:00
YourWishes 28ff331a28 Create some test chunks and buildings 2026-06-30 19:08:39 -05:00
YourWishes f9a53ec719 Ramps fixed 2026-06-30 18:30:10 -05:00
YourWishes 6a403e6caf Add test hill 2026-06-30 18:21:46 -05:00
YourWishes a6f449bb93 example building 2 2026-06-30 16:21:47 -05:00
YourWishes 0614bfc446 example building 2026-06-30 16:21:46 -05:00
YourWishes bb020c36c1 CHUNK STUFF 2026-06-27 17:19:44 -05:00
YourWishes f17b0bfcfb Tiles 2026-06-27 08:50:55 -05:00
YourWishes 2a85c9503f npc interact turn to face player 2026-06-27 06:30:45 -05:00
YourWishes 182428d6d6 Merge branch 'cutscene'
Build Dusk / build-linux (push) Successful in 5m53s
Build Dusk / run-tests (push) Failing after 16m6s
Build Dusk / build-psp (push) Successful in 3m38s
Build Dusk / build-knulli (push) Successful in 3m50s
Build Dusk / build-gamecube (push) Successful in 3m7s
Build Dusk / build-gamecube-iso (push) Successful in 3m22s
Build Dusk / build-wii (push) Successful in 3m58s
Build Dusk / build-wii-iso (push) Successful in 2m57s
2026-06-26 19:43:30 -05:00
YourWishes 8181a28557 Bunch of stuff done 2026-06-26 19:42:34 -05:00
YourWishes 88aed11d98 Blocked path 2026-06-26 14:42:35 -05:00
YourWishes 67010592b8 Fixing some performance 2026-06-26 14:41:30 -05:00
YourWishes dd22d6424a testing some performance stuff 2026-06-26 14:29:55 -05:00
YourWishes e53775b97f Fixed player turn bug 2026-06-26 14:24:13 -05:00
YourWishes d326f6c1ac NPC movements 2026-06-26 14:21:48 -05:00
271 changed files with 17348 additions and 1252 deletions
+23
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@@ -423,6 +423,29 @@ above the declaration with no blank line in between.
---
## Color system
Colors are defined in `src/dusk/display/color.csv` and code-generated
into a `color.h` header by `tools/color/csv/__main__.py`.
Each row in the CSV has `name,r,g,b,a` with channel values in `[0.0, 1.0]`.
The script emits four `#define` variants per color plus a bare alias:
```
COLOR_<NAME>_4B color4b(r8, g8, b8, a8) // default alias target
COLOR_<NAME>_3B color3b(r8, g8, b8)
COLOR_<NAME>_3F color3f(rf, gf, bf)
COLOR_<NAME>_4F color4f(rf, gf, bf, af)
COLOR_<NAME> COLOR_<NAME>_4B
```
`color_t` is `color4b_t` (four `uint8_t` channels).
To add a new color, append a row to `color.csv` and rebuild — do not
hand-edit the generated header.
---
## Tests
- Tests live in `test/` mirroring `src/dusk/` structure.
- Use cmocka; include `dusktest.h`.
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+4
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{
"mesh": "meshes/buildings/house_1_1.dmf",
"color": [255, 0, 255, 255]
}
+4
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@@ -0,0 +1,4 @@
{
"mesh": "meshes/buildings/house_1_2.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_1_3.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_1_4.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_1_5.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_1_6.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_1_7.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_1_8.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_1.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_2.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_3.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_4.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_5.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_6.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_7.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_2_8.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_3_1.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_3_2.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_3_3.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_3_4.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_3_5.dmf",
"color": [255, 0, 255, 255]
}
+4
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{
"mesh": "meshes/buildings/house_3_6.dmf",
"color": [255, 0, 255, 255]
}
+4
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@@ -0,0 +1,4 @@
{
"mesh": "meshes/buildings/house_3_7.dmf",
"color": [255, 0, 255, 255]
}

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