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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@@ -0,0 +1,153 @@
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--- a/src/GameSrc/objsim.c
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+++ b/src/GameSrc/objsim.c
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@@ -26,8 +26,10 @@
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// Object simulator code for Citadel
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#define __OBJSIM_SRC
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-#include <string.h>
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+#include <stdio.h>
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#include <stdlib.h>
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+#include <string.h>
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+#include <sys/stat.h>
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#include "Shock.h"
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@@ -1924,6 +1926,93 @@
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*h = s_critterNativeH[id][frame];
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}
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+// Resource id of the last-drawn critter animation, updated every frame from
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+// gameobj.c's FAUBJ_CRIT case - read by debug_dump_critter_animation() on
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+// the debug dump hotkey (see engine-debug-tools/, root README.md's
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+// "Debugging" section). Debug-build only: see
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+// engine-debug-tools/engine-patches/.
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+static Id s_lastCritterId = 0;
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+
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+void debug_track_critter_draw(Id id) { s_lastCritterId = id; }
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+
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+// Dumps every frame of the last-drawn critter's current animation (the
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+// whole resource id, not just the currently-visible frame) as raw
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+// palette-index bytes, one file per frame, independent of the renderer's
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+// own texture/GL state - lets a corrupted frame be told apart from
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+// corruption introduced later, in rendering. Format: 2-byte LE width,
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+// 2-byte LE height, then width*height index bytes - converted to a viewable
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+// image by engine-debug-tools/dump2png, not here, to avoid this debug path
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+// depending on the renderer's own palette/SDL state.
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+void debug_dump_critter_animation(void) {
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+ RefTable *prt;
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+ int numFrames, frame;
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+ char path[256];
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+ FILE *f;
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+
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+ if (s_lastCritterId == 0) {
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+ fprintf(stderr, "[debug dump] no critter drawn yet\n");
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+ return;
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+ }
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+
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+ mkdir("dumps", 0755); // ignore EEXIST - fopen below reports any real failure
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+
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+ prt = (RefTable *)ResLock(s_lastCritterId);
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+ if (prt == NULL) {
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+ fprintf(stderr, "[debug dump] ResLock(%d) failed\n", (int)s_lastCritterId);
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+ return;
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+ }
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+ numFrames = prt->numRefs;
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+ ResUnlock(s_lastCritterId);
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+
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+ fprintf(stderr, "[debug dump] id=%d numFrames=%d\n", (int)s_lastCritterId, numFrames);
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+
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+ for (frame = 0; frame < numFrames; frame++) {
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+ FrameDesc *fd;
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+ grs_bitmap decoded;
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+ uchar *bits;
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+ short w, h;
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+
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+ fd = (FrameDesc *)RefLock(MKREF(s_lastCritterId, frame));
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+ if (fd == NULL) {
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+ fprintf(stderr, "[debug dump] RefLock frame %d failed\n", frame);
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+ continue;
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+ }
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+
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+ if (fd->bm.type == BMT_RSD8) {
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+ if (gr_rsd8_convert(&fd->bm, &decoded) != 0 /* GR_UNPACK_RSD8_OK */) {
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+ fprintf(stderr, "[debug dump] gr_rsd8_convert frame %d failed\n", frame);
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+ RefUnlock(MKREF(s_lastCritterId, frame));
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+ continue;
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+ }
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+ bits = decoded.bits;
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+ w = decoded.w;
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+ h = decoded.h;
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+ } else {
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+ bits = fd->bm.bits;
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+ w = fd->bm.w;
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+ h = fd->bm.h;
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+ }
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+
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+ snprintf(path, sizeof(path), "dumps/id%d_frame%d.raw", (int)s_lastCritterId, frame);
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+ f = fopen(path, "wb");
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+ if (f != NULL) {
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+ uchar hdr[4];
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+ hdr[0] = (uchar)(w & 0xFF);
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+ hdr[1] = (uchar)((w >> 8) & 0xFF);
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+ hdr[2] = (uchar)(h & 0xFF);
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+ hdr[3] = (uchar)((h >> 8) & 0xFF);
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+ fwrite(hdr, 1, 4, f);
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+ fwrite(bits, 1, (size_t)w * (size_t)h, f);
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+ fclose(f);
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+ fprintf(stderr, "[debug dump] wrote %s (%dx%d)\n", path, (int)w, (int)h);
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+ } else {
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+ fprintf(stderr, "[debug dump] failed to open %s for writing\n", path);
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+ }
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+
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+ RefUnlock(MKREF(s_lastCritterId, frame));
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+ }
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+}
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+
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errtype obj_set_secondary_properties() {
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char i, j;
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RefTable *prt;
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--- a/src/GameSrc/Headers/objsim.h
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+++ b/src/GameSrc/Headers/objsim.h
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@@ -109,6 +109,10 @@
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errtype obj_create_player(ObjLoc *plr_loc);
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Ref ref_from_critter_data(ObjID oid, int triple, byte posture, short frame, short view);
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void get_critter_native_size(Id id, short frame, short *w, short *h);
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+// Debug-build only - see engine-debug-tools/, root README.md's "Debugging"
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+// section.
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+void debug_track_critter_draw(Id id);
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+void debug_dump_critter_animation(void);
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errtype obj_zero_unused();
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grs_bitmap *obj_get_model_data(ObjID id, fix *x, fix *y, fix *z, grs_bitmap *bm2, Ref *ref1, Ref *ref2);
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errtype obj_model_hack(ObjID id, uchar *hack_x, uchar *hack_y, uchar *hack_z, uchar *hack_type);
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--- a/src/GameSrc/gameobj.c
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+++ b/src/GameSrc/gameobj.c
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@@ -1019,6 +1019,7 @@
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{
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short native_w = 0, native_h = 0;
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get_critter_native_size(REFID(ref), REFINDEX(ref), &native_w, &native_h);
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+ debug_track_critter_draw(REFID(ref));
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_fr_draw_bitmap(tpdata, _fdt_dist, 0, anch.ul.x, anch.ul.y, native_w, native_h);
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}
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release_critter_bitmap_fast(ref);
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--- a/src/Libraries/INPUT/Source/sdl_events.c
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+++ b/src/Libraries/INPUT/Source/sdl_events.c
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@@ -481,6 +481,19 @@
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SDL_Event ev;
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while (SDL_PollEvent(&ev)) {
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+ // Debug-build only (engine-debug-tools/, root README.md's
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+ // "Debugging" section): K dumps every frame of the last-drawn
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+ // critter's current animation to dumps/. Checked here, before the
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+ // switch below dispatches on event type at all, so it can never
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+ // collide with an existing game keybinding - a plain letter rather
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+ // than Insert, which some keyboards don't send at all (compact
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+ // layouts, or routed through Fn).
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+ if (ev.type == SDL_KEYDOWN && ev.key.keysym.sym == SDLK_k) {
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+ extern void debug_dump_critter_animation(void);
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+ debug_dump_critter_animation();
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+ continue;
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+ }
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+
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switch (ev.type) {
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case SDL_QUIT:
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// a bit hacky at this place, but this would allow exiting the game via the window's [x] button
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