gamer147
26e1df48d3
Split GfxState presentation operations
2026-08-02 21:57:01 -04:00
gamer147
b99c851467
Split GfxState animation operations
2026-08-02 21:51:14 -04:00
gamer147
7f1fba7b58
Split GfxState retained objects
2026-08-02 21:41:56 -04:00
gamer147
18339c799b
Split GfxState surface operations
2026-08-02 21:37:53 -04:00
gamer147
3291f86f38
Split GfxState public contracts
2026-08-02 21:08:05 -04:00
gamer147
3c8aed1c16
Fix ADV transition and nested input lifecycles
2026-07-29 18:16:09 -04:00
gamer147
7cb0e879e5
Fix skip completion for visual transitions
2026-07-29 17:09:37 -04:00
gamer147
835b0e28cd
Implement movie mask transition opcode
2026-07-29 16:01:00 -04:00
gamer147
7ab2ed87da
Document final opcode investigations
2026-07-29 15:08:05 -04:00
gamer147
21549759a4
Implement tiled surface edge opcode
2026-07-29 14:03:51 -04:00
gamer147
bab3c051d2
Implement cyclic animation reset opcode
2026-07-29 10:52:21 -04:00
gamer147
9b3fc89b72
Implement cyclic scale opcode
2026-07-29 00:06:56 -04:00
gamer147
3f4124bbb8
Implement looping SFX and immediate rotation opcodes
2026-07-28 23:45:48 -04:00
gamer147
77a4687f39
Fix ADV config opacity and text lifetime
2026-07-28 12:21:32 -04:00
gamer147
da34e6ad15
Fix FIELD movement sprite ghosting
2026-07-27 11:34:40 -04:00
gamer147
9c99254a9a
Fix ADV and BUNKI animation polish
2026-07-27 11:15:41 -04:00
gamer147
b8bbd5c1eb
Complete native numbered-save round trips
2026-07-24 23:25:54 -04:00
gamer147
d099a073a8
Match native surface persistence policy
2026-07-24 20:28:59 -04:00
gamer147
001a5706f6
Implement native layout-3 save restoration
2026-07-24 16:23:01 -04:00
gamer147
838f6d4245
Profile and optimize retained rendering
2026-07-22 14:19:20 -04:00
gamer147
740e10c550
Harden movie playback lifecycle and diagnostics
2026-07-22 09:44:57 -04:00
gamer147
7a957a318d
Implement DEBUGMAP combat frontier
2026-07-21 19:30:56 -04:00
gamer147
a93d3b64bf
Implement numeric HUD rendering
2026-07-21 15:54:13 -04:00
gamer147
274744e9b6
Implement movie surface stop-time queries
2026-07-21 14:43:24 -04:00
gamer147
ff39c7f3f9
Render DEBUGMAP tiled field surfaces
2026-07-21 13:02:02 -04:00
gamer147
12e5073918
Implement ADV system menu input routing
2026-07-21 11:16:50 -04:00
gamer147
c84952e7d7
Implement root reload and title debug launcher
2026-07-20 22:32:49 -04:00
gamer147
d4510242d6
Land SYSTEM4-rooted Godot boot
2026-07-20 18:13:32 -04:00
gamer147
d1af8e3b07
Implement detached object animation control
2026-07-20 14:53:34 -04:00
gamer147
ae157da04c
Implement retained graphics lifecycle ops
2026-07-20 14:29:41 -04:00
gamer147
f5663ec595
Reverse shared SAVE.DAT integer opcodes
2026-07-20 13:33:27 -04:00
gamer147
8c7c7158a7
Fix retained background lifecycle
2026-07-12 00:00:45 -04:00
gamer147
b6cd571165
Fix AE001H cyclic color blending
2026-07-11 22:21:10 -04:00
gamer147
aa14ad6b3d
Fix AE001H translation target query
2026-07-11 21:40:16 -04:00
gamer147
ca562da209
Fix AE001H spritesheet animation
2026-07-11 20:37:26 -04:00
gamer147
2a49a0697c
fix(gfx): restore third CG glow
2026-07-11 20:05:51 -04:00
gamer147
9f1fcb5602
Optimize static wait presentation
2026-07-11 13:56:30 -04:00
gamer147
0c55d5e8a4
Fix ADV chrome one-shot blending
2026-07-11 13:28:31 -04:00
gamer147
36960d4118
Implement SC0000 movie playback lifecycle
2026-07-11 12:27:51 -04:00
gamer147
85a66afe20
Fix native retained presentation batching
2026-07-10 21:37:42 -04:00
gamer147
8731d6389c
Implement native 0x202 color interpolation
2026-07-10 20:49:28 -04:00
gamer147
d6d1be984e
Implement ADV foreground transition lifecycle
2026-07-10 18:49:53 -04:00
gamer147
768863b48e
feat: add affine rotation rendering and timeline diagnostics
2026-07-10 17:54:33 -04:00
gamer147
4d225618f9
fix: align animation pacing and transforms with native
2026-07-10 15:41:17 -04:00
gamer147
5427e9d776
feat: split native scale and translation channels
2026-07-10 10:28:11 -04:00
gamer147
f2797d5ab7
feat: model ADV coroutines and retained effect teardown
2026-07-10 09:45:43 -04:00
gamer147
68d52f218a
diag+docs: confirm grey-BG root cause = unfilled slot-table (label_125bd via stubbed coroutine op 0x140)
...
Traced end-to-end (AGE_DIAG_SETTEX): set-texture slot=G[0x62452] <- query-gfx-object?
(-1 for unregistered CG handles) -> fallback lookup-array-2d(rec[s3]=G[0x3239])=0
because the slot table is never filled: label_125bd (SC0000 0x50f, slots 4..13) is
gated behind the scene-coroutine framework (0x140 coroutine-yield, stubbed). Adds
env-gated VM set-texture/query slot diagnostics + GfxState.IsRegistered.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 23:55:50 -04:00
gamer147
1a502d5adc
fix: color-op alpha (0x202/0x203/0x232) is TINT STRENGTH, not object opacity
...
Root cause (evidence: gfx-log) of the opening-CG grey background: a CG drawn with
(alpha=0, color=white) means 'no tint' = fully opaque, but slice-A conflated the
color alpha with object opacity -> the CG rendered transparent. RenderObject now
carries TintStrength separately from Alpha (opacity); resolution keeps textured
objects opaque. Tests updated to the evidence-based semantics.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 23:41:03 -04:00
gamer147
81a878cd0b
feat: port anim interpolator (ping-pong spritesheet cell + color glow) on nowMs
...
BlendMath.PingPong + SnapshotVisibleObjects(nowMs); no-arg overload keeps
headless callers deterministic (parity held, 76/76 + sweep 284/13).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 22:05:00 -04:00
gamer147
370ea10b6d
feat: add src-rect (spritesheet) + animated-color channel fields/mutators
...
Adapted to Task-1 RE: position is a direct V24 set (not ping-pong); the
oscillating channels are src-rect scroll (0x231/0x239) and color glow (0x232).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 22:02:46 -04:00