mirror of
https://github.com/Xeeynamo/sotn-decomp.git
synced 2024-11-23 21:19:55 +00:00
0df33d1975
Technically unimpressive, but I had to go through quite a good amount of
changes. Here is the full changelog to make everything work:
* Ensure `ResetPlatform` is always called to avoid memory leaks
* Add `g_RawVram` to emulate the PS1 VRAM
* ~~The engine will load the optional file `disks/vram.bin`, a RAM dump
from an emulator~~
* SDL2 will create 256x256 textures on-the-fly whenever a specific tpage
is requested via `GetVramTexture`
* The function `GetVramTexture` caches the last called tpage to avoid
tanking the performance
* `GetVramTexture` for only renders 4bpp and 8bpp textures with their
specified palette
* Remove `SDL2_image` as the font is now loaded straight from the VRAM
* Calling `VSync` will call the set callback, which the game uses for
DMA operations
* `MyLoadImage` is not yet implemented, but it is a placeholder to then
interact with `g_RawVram`
* The menu font now uses the texture found in the VRAM
* Plugged a custom version of `LoadFileSim`
* The file `sim_pc.c` is similar to the original game's code but it is
used here to load files from custom paths
* Using F5, F6 or F7 can dump the VRAM content on-screen, respectively
in 16bpp, 8bpp and 4bpp
There are new graphical glitches on the font. In some occasions it
appears black. It seems to be related to a flag in `P_TAG.code`. I plan
to dig into it when I can render entities on screen to avoid potential
mistakes. The same problem is present for the first half of Alucard's
portrait. It seems to be related when a texture is transparent? 🤷
I am not sure why the font is completely corrupted when entering in the
Equip menu. It is hard to understand if I introduced any regression.
Maybe the glitch was always there but it was hidden since I was always
forcing the font texture to be rendered.
EDIT: Implemented `LoadImage`, `SaveImage` and `ClearImage`
|
||
---|---|---|
.. | ||
FindSDL2.cmake |