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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#!/usr/bin/env bash
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# Converts every raw frame dump written by the debug dump hotkey (press
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# K in-game - see root README.md's "Debugging" section) into a viewable
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# PNG under dumps-png/, using dump2png (only present in a `make dist_debug`
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# build, alongside this script).
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set -euo pipefail
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cd "$(dirname "${BASH_SOURCE[0]}")"
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if [ ! -x ./dump2png ]; then
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echo "dump2png not found next to this script - this needs a debug build" >&2
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echo "(see root README.md's \"Debugging\" section: make dist_debug)" >&2
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exit 1
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fi
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if [ ! -d dumps ]; then
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echo "No dumps/ directory here yet - press K in-game first to write some frame dumps" >&2
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exit 1
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fi
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./dump2png res/data dumps dumps-png
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