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Commits on Sep 11, 2017
Commits on Sep 8, 2016
  1. Add libzita-resampler as a dependency and use it on ogg voice samples.

    eglaysher committed Sep 8, 2016
    This doesn't fix the real problem with GH-72, but it does paper over it
    enough so that we can release.
Commits on Jul 30, 2016
  1. In expression parser, replace binary ops of two ints with the result.

    eglaysher committed Jul 30, 2016
    Tested this in Clannad. This doesn't trigger that often, but about half
    the time that it does, it's evaluating that 0 == 0.
Commits on Jul 16, 2016
Commits on Jul 3, 2016
  1. Add testing script for the After Story.

    eglaysher committed Jul 3, 2016
    Clannad English Edition confirmed completable in rlvm.
Commits on Jun 29, 2016
Commits on Jun 23, 2016
Commits on Jun 19, 2016
Commits on Jun 18, 2016
Commits on Jun 16, 2016
  1. Fix crash in string parser.

    eglaysher committed Jun 16, 2016
    When there's an embedded set of quotes (i.e. "Say \"Hello.\""), we would
    not detect that the second escaped quote was escaped and would end on
    it. This was causing a crash in Tomoyo's route in the English Edition of
    Clannad.
    
    Closes GH-77.
Commits on Jun 13, 2016
  1. Add testing script for Misae Sagara's path of CLANNAD English Edition.

    eglaysher committed Jun 13, 2016
    This is the first confirmed run through an English edition path on
    rlvm!!
  2. Parse all #NAMAE entries from the Gameexe.ini file.

    eglaysher committed Jun 13, 2016
    This feature is used in the English Edition of Clannad to replace the
    Japanese names with their Romanized versions.
    
    Closes GH-73.
  3. Extend the stacked g00 parsing code.

    eglaysher committed Jun 13, 2016
    In 28e4a60, we started dealing with a sort of g00 file that was first
    used in Tomoyo After, where all regions had the same boundaries. This
    previously broke the Little Busters Refrain, and now is causing problems
    for the waku buttons in the Clannad English Edition.
    
    This extends the logic so that it detects images that have only one
    region specified multiple times. It looks like the logic which allocates
    more room doesn't need to change.
    
    Closes GH-69.
Commits on May 22, 2016
  1. Update dir locals.

    eglaysher committed Mar 25, 2016
  2. Theoretical compile fix for gcc 4 series.

    eglaysher committed May 22, 2016
    Adds <iostream> to GraphicsObject.
    
    Closes #76.
Commits on Apr 23, 2016
  1. Fix objTextOpts so that it works with older games and newer ones.

    eglaysher committed Nov 14, 2015
    It appears the signature of the overloads changed sometime between when
    Haeleth was working on Kanon and now.
Commits on Mar 13, 2016
  1. End TextoutLongOperation on mouse up, not mouse down.

    eglaysher committed Mar 13, 2016
    Previously, when the user would push the mouse button down, that event
    was routed to the TextoutLongOperation, which would replaced itself with
    the PauseLongOperation. That pause operation then received the mouse up
    event and would immediately continue. By making TextoutLongOperation
    only act on mouse up, we don't leak a mouse up to the next long
    operation.
    
    (Tested in the English version of planetarian.)
    
    Closes #75, #59.
Commits on Mar 12, 2016
  1. Separate glyph placement and line breaking logic.

    eglaysher committed Mar 12, 2016
    Line breaking logic now works on a perfect character grid, while
    character layout works by measuring the size of an individual
    glyph. When we're using msgothic.ttc, use the monospace calculations,
    and when using basically any other font, put the characters together.
    
    (Sadly, SDL_ttf doesn't let us do real kerning here, but we at least
    don't look terrible anymore.)
    
    Closes #70.
Commits on Feb 28, 2016
  1. Implement CallStackSize().

    eglaysher committed Feb 28, 2016
    For some reason, SEEN9820 of the English edition of Clannad is using
    CallStackSize(). If we don't have this, we crash to the main menu at the
    end of the Prologue.
    
    Closes #74.
Commits on Feb 27, 2016
  1. Add simple Western line breaking.

    eglaysher committed Feb 27, 2016
    RealLiveMAX appears to have Western line breaking support, and the
    English edition of CLANNAD uses it. (In the CLANNAD prologue, we now
    only differ on one line, and we're more conservative in our breaking.)
    
    Closes #71.
  2. Revert "Fix audio quality in SDL."

    eglaysher committed Feb 27, 2016
    This reverts commit 691a70f.
    
    This fix caused tonal problems with voices in Clannad FV edition.
    
    This is #72 in the bug tracker.
Commits on Feb 26, 2016
  1. Special case integer assignments in the new expression piece system.

    eglaysher committed May 9, 2015
    In cases of "intX[<integer>] = <integer>", we use a simple assignment
    ExpressionPiece which stuffs all data into a single ExpressionPiece.
Commits on Dec 22, 2015
  1. Remove most of SDL_image and move to XPM for embedded images.

    eglaysher committed Dec 22, 2015
    This changes all embedded images from PNG to XPM and modifies our
    convenience copy of SDL_image so that it is slimmed down to just the XPM
    code; this "fixes" the current problems of the png code, which is never
    used outside of the fallback icon on Linux and some small image
    resources used in the built in menus for early RealLive games.
    
    Closes #68.
Commits on Nov 14, 2015