1) Consolidated the Loggers so that we only have one in JGE. Added a helper constructor/destructor to the JLogger class so that you can instantiate one at the top of a function, it'll trace out a 'start' and 'end' message when it goes in & out of scope.
2) Fixed the crash part of a bug I've been chasing down where, on the psp, after saturating the cache, the game dies when trying to reload the background PNG image of the deck menu. We still need to fix the root cause of the failure (not enough memory to allocate a temporary buffer for the swizzle operation), but at least the psp doesn't lock up anymore. I've also left behind all the log traces I inserted into the LoadPNG code, since we'll probably need them again.
please copy "DeckEditorMenuBackdrop.png" into your PSP folder. Otherwise you will have a crash when you start up!
ChangesLog:
minor refactoring of DeckMenu
added a new DeckEditorMenu which is derived from DeckMenu. This customizes the deck editor menus with the exception of the confirmation screens (yes/no)
Still more work to be done to round out some font issues.
TODO:
put more information text in bottom row of menu.
reorganize statistical data to allow more info to be shown.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"
I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files:
http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
- swapped StyleManager.h and .StyleManager.cpp files in VC++ project
- attempt at fixing issue 451 (tokens in momir), please verify. Also attempt at fixing tokens in shop.
- Adding (dead) code for Story mode. This is FAR from being ready so it's deactivated in the code. I just don't want to create a branch (I'm lazy) and I'm fed up with synching. My Goal is to have a tutorial ready with this for the release after this one. If you want to test it (Note: the sample story is not interesting at ALL), just look for "Story mode" and uncomment (3 occurrences). PSP Or Linux need additions to the Makefile...
Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.
Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
- Card Primitives system. Check Royal Assassin in RV, 10E, M10
- Please review, is sets/primitives a good directory? Should we rename MTGCard into "CardPrint"?
- Unfortunately for now it is not possible to "override" a Primitive. A card that links to a primitive but also defines new "values" will create its own data and ignore the data in the "linked" primitive for the time being. I hope to solve that at some point...
- some performance improvements
- "daily build". The daily build was compiled in "profile" mode. If you have problems running the exe, or problems with Visual Studio please let me know
* Numerous cache fixes, reduced filesystem access.
* Cache fails very gracefully.
* Cache is now a templated class, with individual caches per data-type.
* Much easier to extend.
* Extensively debugged. Try compiling with -DDEBUG_CACHE.
* Caches limits can be set on a per-item basis.
* hgeParticleSystemInfo are now cached, mana particles now fall back to defaults.
* Samples are not cached, but track filesystem misses using the cache backbone.
* Avatars are cached. Default baka avatar is now baka.jpg, to prevent collision with player.
A note on the retrieval types:
RETRIEVE_MANAGE puts a resource into a seperate, managed resource list.
Managed resources are guarenteed valid for the lifetime of the program.
Retrieving a managed quad promotes the associated texture to managed. Don't do that by mistake.
Calls to Resources.Refresh() will attempt to reload managed resources in place.
RETRIVE_LOCK (and by extension, RETRIEVE_VRAM), returns a resource after locking it.
A resource may have many locks, and remains in cache until they are all released.
If the resource is managed, it returns it unmodified.
A note on quads:
Unlike all other RetrieveWhatever() functions, the default behavior for RetrieveQuad is RETRIEVE_LOCK. Worse, Release(JQuad*) is slow, and will /always/ release one lock from the associated texture.
There's a long and complicated explanation for this, involving support for live relinking of textures to existing quads, but basically what it means is that we only use RetrieveQuad for quads we intend to store and later Release(). If a temporary quad is needed, the preferred method is to use NEW JQuad* and SAFE_DELETE with RetrieveTexture(). RetrieveTempQuad is also provided, but is only guaranteed until the next call to the cache.
Note that RetrieveCard has none of these problems.
- no more 5 decks limitation for Player
- Player decks can be given a name/description the same way we do for the AI. No PSP Gui for that yet though, has to be done outside of Wagic (PSPWrite ?)
- Magic 2010: Combat Damages don't go on the stack anymore
- Comp rules: "goes to graveyard" effects don't go on the stack anymore
- Regenerate "fixed" (untested)
- Basic "ReplacementEffect" mechanism for damage prevention. Can be extended to other replacement effects with some limits.
- TODO: Damages don't go on the stack, the abilities that create them do.
- fixed card id collisions in Legends, Ravnica, Portal
- Changed Deck and Database structures with better design (a bit faster, hopefully a lot cleaner)
- updated Windows project file
- Added a few "stats" to the main menu. This might slow down loading times on the PSP (needs testing). In that case I'll move it to the options, or optimize it if needed