Commit Graph

59 Commits

Author SHA1 Message Date
gamer147
96a878e6b3 Split GfxState presentation operations 2026-08-02 21:57:01 -04:00
gamer147
cd20ae57d6 Split GfxState animation operations 2026-08-02 21:51:14 -04:00
gamer147
8c24db9212 Split GfxState retained objects 2026-08-02 21:41:56 -04:00
gamer147
4498a1a974 Split GfxState surface operations 2026-08-02 21:37:53 -04:00
gamer147
89a54d94e0 Split GfxState public contracts 2026-08-02 21:08:05 -04:00
gamer147
da7e0e25ce Fix ADV transition and nested input lifecycles 2026-07-29 18:16:09 -04:00
gamer147
09d765d89d Fix skip completion for visual transitions 2026-07-29 17:09:37 -04:00
gamer147
3378abdeca Implement movie mask transition opcode 2026-07-29 16:01:00 -04:00
gamer147
682f65318b Document final opcode investigations 2026-07-29 15:08:05 -04:00
gamer147
0c7d77805e Implement tiled surface edge opcode 2026-07-29 14:03:51 -04:00
gamer147
4af0290bbb Implement cyclic animation reset opcode 2026-07-29 10:52:21 -04:00
gamer147
bcfb3848bc Implement cyclic scale opcode 2026-07-29 00:06:56 -04:00
gamer147
dad3ed4a4b Implement looping SFX and immediate rotation opcodes 2026-07-28 23:45:48 -04:00
gamer147
c045e4f639 Fix ADV config opacity and text lifetime 2026-07-28 12:21:32 -04:00
gamer147
760e9663f4 Fix FIELD movement sprite ghosting 2026-07-27 11:34:40 -04:00
gamer147
50a6bd5a40 Fix ADV and BUNKI animation polish 2026-07-27 11:15:41 -04:00
gamer147
0a4e200876 Complete native numbered-save round trips 2026-07-24 23:25:54 -04:00
gamer147
4db7e412bd Match native surface persistence policy 2026-07-24 20:28:59 -04:00
gamer147
3ace5371e6 Implement native layout-3 save restoration 2026-07-24 16:23:01 -04:00
gamer147
4ea352e45d Profile and optimize retained rendering 2026-07-22 14:19:20 -04:00
gamer147
4f5137a98f Harden movie playback lifecycle and diagnostics 2026-07-22 09:44:57 -04:00
gamer147
6e147014ec Implement DEBUGMAP combat frontier 2026-07-21 19:30:56 -04:00
gamer147
89cc099ba3 Implement numeric HUD rendering 2026-07-21 15:54:13 -04:00
gamer147
fdcfbd9fa6 Implement movie surface stop-time queries 2026-07-21 14:43:24 -04:00
gamer147
44bbf5b6b4 Render DEBUGMAP tiled field surfaces 2026-07-21 13:02:02 -04:00
gamer147
e81a142f23 Implement ADV system menu input routing 2026-07-21 11:16:50 -04:00
gamer147
f21a4c06bf Implement root reload and title debug launcher 2026-07-20 22:32:49 -04:00
gamer147
097473fe16 Land SYSTEM4-rooted Godot boot 2026-07-20 18:13:32 -04:00
gamer147
6aede1e525 Implement detached object animation control 2026-07-20 14:53:34 -04:00
gamer147
d740c27b4a Implement retained graphics lifecycle ops 2026-07-20 14:29:41 -04:00
gamer147
458b65aee6 Reverse shared SAVE.DAT integer opcodes 2026-07-20 13:33:27 -04:00
gamer147
96e5306148 Fix retained background lifecycle 2026-07-12 00:00:45 -04:00
gamer147
b41ae36168 Fix AE001H cyclic color blending 2026-07-11 22:21:10 -04:00
gamer147
f195934324 Fix AE001H translation target query 2026-07-11 21:40:16 -04:00
gamer147
0bf6b43a32 Fix AE001H spritesheet animation 2026-07-11 20:37:26 -04:00
gamer147
593a24b510 fix(gfx): restore third CG glow 2026-07-11 20:05:51 -04:00
gamer147
3b5dbc6c2c Optimize static wait presentation 2026-07-11 13:56:30 -04:00
gamer147
54d11f513d Fix ADV chrome one-shot blending 2026-07-11 13:28:31 -04:00
gamer147
024accd8d1 Implement SC0000 movie playback lifecycle 2026-07-11 12:27:51 -04:00
gamer147
82afcf5506 Fix native retained presentation batching 2026-07-10 21:37:42 -04:00
gamer147
992215cc48 Implement native 0x202 color interpolation 2026-07-10 20:49:28 -04:00
gamer147
7f900c8fc6 Implement ADV foreground transition lifecycle 2026-07-10 18:49:53 -04:00
gamer147
bb16a5496a feat: add affine rotation rendering and timeline diagnostics 2026-07-10 17:54:33 -04:00
gamer147
014d128ccd fix: align animation pacing and transforms with native 2026-07-10 15:41:17 -04:00
gamer147
c14c7fdced feat: split native scale and translation channels 2026-07-10 10:28:11 -04:00
gamer147
d9611a03b1 feat: model ADV coroutines and retained effect teardown 2026-07-10 09:45:43 -04:00
gamer147
ac481b4002 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
c0b6199dbc 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
b9ca284f90 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
7ca51bfdf3 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