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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@@ -470,13 +470,13 @@ func writeIndex(path string, entries []galleryEntry) error {
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`<label>Model: <select id="model">` +
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`<option>realesrgan-x4plus-anime</option>` +
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`<option>realesrgan-x4plus</option>` +
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`<option>realesr-animevideov3</option>` +
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`<option>realesr-general-x4v3</option>` +
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`</select></label>` +
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`<label>Scale: <input id="scale" type="number" value="2" min="1" max="4" style="width:4em"></label>` +
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`<button id="clear-sel" type="button">Clear selection</button>` +
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`<br><label>Filter: <input type="text" id="search" placeholder="id, language, file, transparent..." style="width:22em"></label>` +
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`<span id="shown-count"></span>` +
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`<textarea id="mdl-output" rows="12" readonly placeholder="Select animations below to generate an MDL upscale definition here - copy it into modding/mods/<name>/upscale/<label>.json"></textarea>` +
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`<textarea id="mdl-output" rows="12" readonly placeholder="Select animations below to generate an MDL upscale definition here - copy it into modding/mods/<name>/bitmaps/<label>.json"></textarea>` +
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`</div>`)
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b.WriteString(`<h2>Selected (<span id="basket-count">0</span>)</h2><div id="basket"></div>`)
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