Author SHA1 Message Date
YourWishesandClaude Sonnet 5 9a24b3d7db Bring the entity-component system online: rendering, scene manager, scripting
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]>
2026-10-15 09:08:20 -05:00
YourWishesandClaude Sonnet 5 fdfdfa3a66 Fix the build after archiving rpg/ui/scene: drop their last live dependents
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]>
2026-10-15 09:08:02 -05:00
YourWishesandClaude Sonnet 5.5 f6b884bf7f Allow script arrays to hold any value type, add script engine tests, archive old rpg code
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]>
2026-10-14 23:25:26 -05:00
YourWishesandClaude Sonnet 5 5c259e46e2 init.ds: print Test to confirm it runs on boot
Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-10-14 22:59:42 -05:00
YourWishesandClaude Sonnet 5 00b73050ad Run init.ds from engineInit once every other system is ready
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]>
2026-10-14 22:33:50 -05:00
YourWishesandClaude Sonnet 5 a0294aae98 Load duskscript files through the asset system, not the real filesystem
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]>
2026-10-14 22:33:46 -05:00
YourWishesandClaude Sonnet 5 5cf0678429 Subdirify src/dusk/script's core/ and vm/ CMakeLists
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]>
2026-10-14 15:00:16 -05:00
YourWishesandClaude Sonnet 5 7e932e67a2 Compile .ds scripts under assets/ to .dsb before packing into dusk.dsk
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]>
2026-10-14 14:21:20 -05:00
YourWishesandClaude Sonnet 5 d878463ccb Make script.h the one include for everything duskscript-related
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]>
2026-10-14 13:54:08 -05:00
YourWishesandClaude Sonnet 5 5d8337af7e Always build and init duskscript, remove the DUSK_SCRIPT option
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]>
2026-10-14 13:54:02 -05:00
YourWishesandClaude Sonnet 5 6d056560e7 Remove duskscriptnative.h, move scriptnativeconsole into src/dusk/script/native/
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]>
2026-10-14 13:48:07 -05:00
YourWishesandClaude Sonnet 5 4d2d57fdb4 Remove duskscriptvm.h, fold its includes into script.h
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]>
2026-10-14 13:43:50 -05:00
YourWishesandClaude Sonnet 5 d35058598c Split the ported "types dump" headers into one type per file
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]>
2026-10-14 13:40:30 -05:00
YourWishesandClaude Sonnet 5 af2f0617e0 Consistency pass: house struct tags, pragma once guards, pack bools into flags
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]>
2026-10-14 13:22:39 -05:00
YourWishesandClaude Sonnet 5 703d89a9ac Consistency pass: fix util/memory.h include ordering, drop stray comment and unused include
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]>
2026-10-14 13:05:06 -05:00
YourWishesandClaude Sonnet 5 c1d6a97293 Port the duskscript language into the engine as src/dusk/script + duskscriptcc
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]>
2026-10-14 12:59:46 -05:00
766 changed files with 30557 additions and 1939 deletions

No files matched your search

+7 -7
View File
@@ -32,7 +32,7 @@ jobs:
git \
libssl-dev
- name: Build Linux
run: ./scripts/linux/build-linux.sh
run: ./scripts/build-linux.sh
- name: Upload Linux binary
uses: actions/upload-artifact@v3
with:
@@ -48,7 +48,7 @@ jobs:
- name: Setup pspdev
uses: ./.github/actions/setup-pspdev
- name: Build PSP
run: ./scripts/psp/build-psp.sh
run: ./scripts/build-psp.sh
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
@@ -103,7 +103,7 @@ jobs:
libgles2:arm64 \
libgl1-mesa-dev:arm64
- name: Build Knulli
run: ./scripts/knulli/build-knulli.sh
run: ./scripts/build-knulli.sh
- name: Move output to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk
@@ -134,7 +134,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube
run: ./scripts/gamecube/build-gamecube.sh
run: ./scripts/build-gamecube.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
@@ -166,7 +166,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube ISO
run: ./scripts/gamecube/build-gamecube-iso.sh
run: ./scripts/build-gamecube-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
@@ -199,7 +199,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii
run: ./scripts/wii/build-wii.sh
run: ./scripts/build-wii.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
@@ -232,7 +232,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii ISO
run: ./scripts/wii/build-wii-iso.sh
run: ./scripts/build-wii-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
+1 -1
View File
@@ -32,4 +32,4 @@ jobs:
git \
libssl-dev
- name: Run tests
run: ./scripts/linux/test-linux.sh
run: ./scripts/test-linux.sh
+1 -1
View File
@@ -91,7 +91,7 @@ assets/borrowed
/archive0
/archive1
# /archive
/archive
__pycache__
+17
View File
@@ -142,13 +142,30 @@ endif()
# asset edit. tools.asset.pack itself decides whether anything actually
# changed (see its manifest check) and no-ops quickly when nothing did,
# so this stays cheap on a build where assets are untouched.
#
# A .ds script under assets/ is compiled to .dsb by duskscriptcc as part of
# packing, so dusk.dsk only ever carries bytecode. duskscriptcc is a host
# tool, only built when target_system is the build host (linux/knulli, see
# src/CMakeLists.txt) - a cross-compiled console target has no duskscriptcc
# of its own to depend on or pass down, so it can only pack assets with no
# .ds in them until something sets up a host-built duskscriptcc for it too.
if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
set(DUSK_ASSET_PACK_DUSKSCRIPTCC_ARGS --duskscriptcc "$<TARGET_FILE:duskscriptcc>")
set(DUSK_ASSET_PACK_DEPENDS duskscriptcc)
else()
set(DUSK_ASSET_PACK_DUSKSCRIPTCC_ARGS "")
set(DUSK_ASSET_PACK_DEPENDS "")
endif()
add_custom_target(DUSK_ASSETS_BUILT ALL
COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
COMMAND ${Python3_EXECUTABLE} -m tools.asset.pack
--input "${DUSK_ASSETS_DIR}"
--output "${DUSK_ASSETS_ZIP}"
${DUSK_ASSET_PACK_DUSKSCRIPTCC_ARGS}
WORKING_DIRECTORY "${DUSK_ROOT_DIR}"
BYPRODUCTS "${DUSK_ASSETS_ZIP}"
DEPENDS ${DUSK_ASSET_PACK_DEPENDS}
COMMENT "Packing assets into dusk.dsk"
VERBATIM
)
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-21
View File
@@ -1,21 +0,0 @@
{
"moves": {
"fire": {
// Target flags
"enemies": true,
"allies": true,
"multiple": false,
"self": true,
"default": "enemy",
"target": "SINGLE_ENEMY"
},
"slash": {
"enemies": true,
"allies": true,
"self": false,
"default": "enemy",
"target": "SINGLE_ENEMY"
}
}
}
-21
View File
@@ -1,21 +0,0 @@
{
"items": [
{
"type": "MODAL",
"title": "Fire",
"message": "A burst of flame scorches the target."
},
{
"type": "WAIT",
"seconds": 2
},
{
"type": "MODAL_CLOSE"
},
{
"type": "BATTLE_FIGHTER_DAMAGE",
"fighter": "target",
"amount": 12
}
]
}
-21
View File
@@ -1,21 +0,0 @@
{
"items": [
{
"type": "MODAL",
"title": "Slash",
"message": "A quick blade strike cuts across the target."
},
{
"type": "WAIT",
"seconds": 2
},
{
"type": "MODAL_CLOSE"
},
{
"type": "BATTLE_FIGHTER_DAMAGE",
"fighter": "target",
"amount": 8
}
]
}
-18
View File
@@ -1,18 +0,0 @@
{
"items": [
{
"type": "BATTLE_START",
"enemies": [
{
"attack": 8, "defense": 4, "magic": 0, "speed": 5, "luck": 2,
"healthMax": 30, "mpMax": 0,
"abilities": ["fire"]
},
{
"attack": 6, "defense": 3, "magic": 0, "speed": 7, "luck": 2,
"healthMax": 20, "mpMax": 0
}
]
}
]
}
-68
View File
@@ -1,68 +0,0 @@
{
"items": [
// First thing, try and find a save device, used for settings and what not.
{
"type": "MODAL",
"title": "initial.checking_save.title",
"message": "initial.checking_save.message"
},
{
"type": "WAIT",
"seconds": 0.2
},
{
"type": "SAVE_DEVICE_CHECK",
"successMarker": "CONTINUE",
"failureMarker": "SAVE_DEVICE_NOT_FOUND"
},
// No save device found
{
"type": "MARKER",
"name": "SAVE_DEVICE_NOT_FOUND"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "initial.no_device.title",
"message": "initial.no_device.message",
"options": [
{
"text": "initial.no_device.retry",
"marker": "SAVE_DEVICE_RETRY"
},
{
"text": "initial.no_device.continue",
"marker": "CONTINUE"
}
]
},
// Save device not found, user to retry, just close modal and loop
{
"type": "MARKER",
"name": "SAVE_DEVICE_RETRY"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "RESTART"
},
// Save device found (or continuing without one)
{
"type": "MARKER",
"name": "CONTINUE"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "CUTSCENE",
"name": "cutscenes/main_menu.jsonc"
}
]
}
-140
View File
@@ -1,140 +0,0 @@
{
"items": [
{
"type": "MARKER",
"name": "MAIN_MENU_IDLE"
},
{
"type": "UI_SHOW",
"name": "main_menu"
},
// Options button goes here - no options screen yet, so this is just
// an alias landing right back on the idle loop below.
{
"type": "MARKER",
"name": "OPTIONS"
},
{
"type": "IDLE"
},
// New Game button goes here.
{
"type": "MARKER",
"name": "NEW_GAME"
},
{
"type": "MODAL",
"title": "main_menu.checking_save.title",
"message": "main_menu.checking_save.message"
},
{
"type": "WAIT",
"seconds": 0.2
},
{
"type": "SAVE_DEVICE_CHECK",
"successMarker": "SAVE_DEVICE_FOUND",
"failureMarker": "SAVE_DEVICE_NOT_FOUND"
},
// Save device not found
{
"type": "MARKER",
"name": "SAVE_DEVICE_NOT_FOUND"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.no_device.title",
"message": "main_menu.no_device.message",
"options": [
{
"text": "main_menu.no_device.retry",
"marker": "NEW_GAME"
},
{
"text": "main_menu.no_device.continue",
"marker": "SAVE_DEVICE_FOUND"
}
]
},
// Save data failed to load (e.g. corrupt/unreadable) - only option is
// to retry, no "continue without saving" here since we already know a
// device is present.
{
"type": "MARKER",
"name": "LOAD_ERROR"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.save_load_error.title",
"message": "main_menu.save_load_error.message",
"options": [
{
"text": "main_menu.save_load_error.retry",
"marker": "NEW_GAME"
}
]
},
// Quit Game button goes here. Cancelling jumps back to
// MAIN_MENU_IDLE; confirming falls through to QUIT_GAME, which
// ends the process directly.
{
"type": "MARKER",
"name": "QUIT"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.quit_confirm",
"options": [
{
"text": "ui.confirm.confirm",
"marker": "QUIT_CONFIRMED"
},
{
"text": "ui.confirm.cancel",
"marker": "MAIN_MENU_IDLE"
}
]
},
{
"type": "MARKER",
"name": "QUIT_CONFIRMED"
},
{
"type": "QUIT_GAME"
},
// main menu just listens for cutscene ending to show the select save modal
// so we have that here.
{
"type": "MARKER",
"name": "SAVE_DEVICE_FOUND"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "SAVE_LOAD_ALL_SLOTS",
"successMarker": "LOADED",
"failureMarker": "LOAD_ERROR"
},
// Must be the very last item - falling off the end here is what
// completes the cutscene and fires uiMainMenuOpenSelectSave (see
// cutsceneSystemSetOnComplete in ui/screen/mainmenu/uimainmenu.c).
// Placing this anywhere earlier would fall through into whatever
// comes next instead (e.g. the QUIT block, if placed just before it).
{
"type": "MARKER",
"name": "LOADED"
}
]
}
-11
View File
@@ -1,11 +0,0 @@
{
// Placeholder for the new-game intro flow - just shows a modal for now.
"items": [
{
"type": "MODAL",
"title": "New Game",
"message": "This is a placeholder for the new game intro.",
"blocking": true
}
]
}
+20
View File
@@ -0,0 +1,20 @@
// Entry point, run once by the engine after every other system is ready.
var camera = entityAdd();
var cameraPosition = entityAddComponent(camera, COMPONENT_TYPE_POSITION);
entityAddComponent(camera, COMPONENT_TYPE_CAMERA);
entityPositionLookAt(camera, cameraPosition, 3, 3, 3, 0, 0, 0);
var cube = entityAdd();
var cubePosition = entityAddComponent(cube, COMPONENT_TYPE_POSITION);
var cubeRenderable = entityAddComponent(cube, COMPONENT_TYPE_RENDERABLE);
entityRenderableSetMesh(cube, cubeRenderable, "cube");
entityPositionSetLocalPosition(cube, cubePosition, 0, 0, 0);
var plane = entityAdd();
var planePosition = entityAddComponent(plane, COMPONENT_TYPE_POSITION);
var planeRenderable = entityAddComponent(plane, COMPONENT_TYPE_RENDERABLE);
entityRenderableSetMesh(plane, planeRenderable, "plane");
entityPositionSetLocalPosition(plane, planePosition, 0, 0, 0);
consolePrint("Camera, cube and plane created");
-7
View File
@@ -1,7 +0,0 @@
{
"items": {
"potion": { "type": "MEDICINE" },
"potato": { "type": "FOOD" },
"apple": { "type": "FOOD" }
}
}
@@ -1 +0,0 @@
{"meshes":[{"file":"house_4_4.dmf","pos":[2,1,0]},{"file":"house_6_3.dmf","pos":[1,9,0]},{"file":"house_2_2.dmf","pos":[12,6,0]}],"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]]}
@@ -1 +0,0 @@
{"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[6,0],[2,0],[2,0],[2,0],[2,0],[2,0],[2,0],[7,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[8,0],[4,0],[4,0],[4,0],[12,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[8,0],[4,0],[4,0],[9,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]],"meshes":[{"file":"house_5_3.dmf","pos":[1,1,0]}],"entities":[{"type":"global","globalId":3,"pos":[8,8,1]},{"type":"global","globalId":4,"pos":[12,2,0]}],"areas":[{"min":[11,3,0],"max":[16,9,10],"callbackId":1,"notify":3,"trigger":6}]}
@@ -1 +0,0 @@
{"meshes":[{"file":"house_8_4.dmf","pos":[1,1,0]},{"file":"house_3_3.dmf","pos":[11,2,0]},{"file":"house_2_2.dmf","pos":[3,11,0]}],"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]]}
@@ -1 +0,0 @@
{"meshes":[{"file":"house_3_2.dmf","pos":[1,1,0]},{"file":"house_2_3.dmf","pos":[7,2,0]},{"file":"house_4_2.dmf","pos":[1,8,0]},{"file":"house_1_1.dmf","pos":[11,10,0]},{"file":"house_5_2.dmf","pos":[13,6,0]}],"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]]}
@@ -1 +0,0 @@
{"meshes":[{"file":"house_5_5.dmf","pos":[3,2,0]},{"file":"house_2_3.dmf","pos":[10,3,0]},{"file":"house_3_1.dmf","pos":[1,12,0]}],"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]]}
@@ -1 +0,0 @@
{"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,2],[4,2],[4,2],[4,2],[4,2],[4,2],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,1],[4,1],[4,1],[4,1],[4,1],[4,1],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,0],[4,0],[4,0],[4,0],[4,0],[4,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]],"meshes":[]}
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-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_1.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_2.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_3.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_4.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_5.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_6.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_7.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_1_8.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_1.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_2.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_3.dmf",
"color": [255, 0, 255, 255]
}
-4
View File
@@ -1,4 +0,0 @@
{
"mesh": "meshes/buildings/house_2_4.dmf",
"color": [255, 0, 255, 255]
}
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{
"mesh": "meshes/buildings/house_2_5.dmf",
"color": [255, 0, 255, 255]
}
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{
"mesh": "meshes/buildings/house_2_6.dmf",
"color": [255, 0, 255, 255]
}
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{
"mesh": "meshes/buildings/house_2_7.dmf",
"color": [255, 0, 255, 255]
}
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