c9f098693c6f41f683171e4b586368dd0cf2ff28
- 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]>
Dusk
RPG Game Project, small and able to run on a PSP.
Building
Each build target has different requirements. You can take a look at the git workflow to see how the builds are done for each target. In addition, for accessing the editor and building the game on your host system, install the following packages, depending on your system;
Fedora;
sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel libmad-devel
libmad-devel (used for MP3 decoding) is GPL-licensed and ships in the
RPM Fusion free repository rather than Fedora's
base repos - make sure RPM Fusion is enabled first.
Ubuntu;
sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl libmad0-dev
Arch Linux;
sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl libmad
Languages
C
89.7%
JavaScript
3.5%
CMake
3.1%
Python
2.1%
HTML
0.8%
Other
0.7%