Add engine-debug-tools and fix critter animation rendering bugs
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- 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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@@ -43,13 +43,17 @@ TTY_FLAGS="-i"
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# build-image/prepare-android-project.sh --host-paths) write paths that
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# resolve on the HOST filesystem instead of this container's own
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# /workspace - needed so a gradlew/Android Studio running natively on the
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# host afterwards can find them.
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# host afterwards can find them. ENGINE_DEBUG_TOOLS: forwarded so the
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# Makefile's dist_debug target can tell build-engine.sh to also apply
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# engine-debug-tools/engine-patches/ (see root README.md's "Debugging"
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# section) - empty/unset for every normal build.
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# shellcheck disable=SC2086
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docker run --rm $TTY_FLAGS \
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-v "$ROOT:/workspace" \
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-e HOST_UID="$(id -u)" \
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-e HOST_GID="$(id -g)" \
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-e HOST_REPO_ROOT="$ROOT" \
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-e ENGINE_DEBUG_TOOLS="${ENGINE_DEBUG_TOOLS:-}" \
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"$IMAGE" \
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"$@"
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