Commit Graph

63 Commits

Author SHA1 Message Date
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
5b47872365 Implement native text face selection 2026-07-28 14:16:24 -04:00
gamer147
77a4687f39 Fix ADV config opacity and text lifetime 2026-07-28 12:21:32 -04:00
gamer147
ac2416e2d0 Fix retained ADV text in menu layouts 2026-07-27 13:29:17 -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
70643ceb2b Implement native RT.DAT read history 2026-07-24 15:11:30 -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
be586ca988 Implement script-configured input bindings 2026-07-21 10:32:37 -04:00
gamer147
6243ceff64 Implement ADV layout cursor and bounds 2026-07-21 09:48:25 -04:00
gamer147
cffc75c64d Implement ROOM fades and character voices 2026-07-21 00:47:29 -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
96e4448796 Implement AGE text line spacing 2026-07-19 23:32:38 -04:00
gamer147
fef61323b1 Implement visible ADV History presentation 2026-07-18 23:59:26 -04:00
gamer147
7dec791876 Implement ADV History data navigation 2026-07-18 23:41:23 -04:00
gamer147
dae651e0dd Implement retained ADV History writers 2026-07-18 23:28:26 -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
7c0495c88d Optimize identity raster paths 2026-07-11 15:31:56 -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