gamer147
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c6f1a60e79
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Apply SYS4INI logical resolution
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2026-07-28 21:55:53 -04:00 |
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gamer147
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5f816bb438
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Use black viewport clear color
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2026-07-21 20:14:12 -04:00 |
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gamer147
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7591336ad5
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Rename Godot app to Open Maid Engine
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2026-07-11 22:21:50 -04:00 |
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gamer147
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10f6656c2d
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feat(a2b): first-pass texture render — full-screen event-CG layer
Wire asset resolution into a live Godot render. VM executes set-texture ->
ResourceMap resolves (scene,resId) -> files[section_base+resId] across all
archives -> pre-converted BMP -> composite behind the dialogue. The full-screen
event-CG layer (EV052*) renders end-to-end from the executed bytecode.
- Age.Engine/Sys4/ResourceMap.cs: Resolve + BMP TexturePath; Paths: asset JSONs
- GodotAdvHost: create/set/draw-texture -> TextureRect in a _stage layer
- IHost.DrawTexture + VM dispatch extended with dst x/y (draw-texture args 7/8)
- project.godot 800x600; convert_agf.py all-archive + --scene batch
- engine 8/8, C# --selftest still byte-matches vm0 trace (VM behaviour unchanged)
Known limitations (next chunk = graphics geometry/blend subsystem):
- sprites + BG* via the CG-load subroutine get garbage dst/size — native ops
stubbed (0x208 get-texture-size + sprite position/anim chain)
- AE* fades draw opaque/instant (no alpha); no chromakey
- slot model approximates the game's immediate-mode blit-onto-slot-0 canvas
- AGF pre-converted to BMP offline (runtime decoder deferred)
See docs/phase-a-slice-plan.md (A2b section).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2026-07-06 21:22:42 -04:00 |
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gamer147
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d3286cf96b
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feat(a2a): Godot 4.7 .NET project scaffold referencing Age.Engine (headless smoke)
SMOKE: Paths resolves to age-reimpl inside Godot; Age.Engine parses SC0000 in-process.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2026-07-06 14:49:57 -04:00 |
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