Add engine-debug-tools and fix critter animation rendering bugs
build / build (push) Successful in 2m52s
build / build (push) Successful in 2m52s
- engine-debug-tools/: a debug dump hotkey + dump2png to inspect decoded critter frames independent of the renderer (see root README.md's "Debugging" section). - engine-patches/04,05: fix critter sprite scale and an OpenGL texture cache collision, found using that tooling. - mdlp: fix encodeFrames RLE-diffing upscaled frames against a previous-frame reference the real RSD8 decoder never implements (verified against Night Dive's original Mac source down to the 68K assembly) - was rendering as scattered static in-game. - Upscale pipeline: better color quantization (dithering, pure-ramp exclusion) and per-resource model selection.
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@@ -42,6 +42,17 @@ for p in "$REPO_ROOT"/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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# ENGINE_DEBUG_TOOLS=1 (set by the Makefile's dist_debug target) additionally
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# applies engine-debug-tools/engine-patches/ - debug-only instrumentation
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# (see root README.md's "Debugging" section) that stays out of every normal
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# build.
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if [ -n "${ENGINE_DEBUG_TOOLS:-}" ]; then
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echo "== ENGINE_DEBUG_TOOLS set - also applying engine-debug-tools/engine-patches/ =="
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for p in "$REPO_ROOT"/engine-debug-tools/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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fi
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cd "$SCRATCH_ENGINE"
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echo "== Wiring up prebuilt SDL2/SDL2_mixer/fluidsynth-lite from the image =="
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