Commit Graph

71 Commits

Author SHA1 Message Date
wagic.the.homebrew@gmail.com
bdc43052d3 Erwan
- support for tinyCrops see http://wololo.net/forum/viewtopic.php?f=15&t=2197
- card images can now be named after the card's name (ex: sets/10E/Ancestor's Chosen.jpg , or sets/10E/10E.zip:Ancestor's Chosen.jpg)
- yet another attempt at fixing tokens in the shop
2010-09-20 07:10:21 +00:00
wagic.jeck
8114944db9 Jeck - Added theme substyles, which are chosen dynamically based on the player's deck composition. Also added lazy unit test for booster packs, though there should be a better way to framework this. 2010-08-28 10:51:38 +00:00
linshier
8247c22ff0 Fixed loading/option-saving slowdown brought in by Chinese support to other languages. 2010-08-15 11:57:31 +00:00
wagic.the.homebrew@gmail.com
f40af0b1cb Erwan
- Chinese patch by linshier
2010-07-31 14:41:04 +00:00
wagic.the.homebrew@gmail.com
1332842025 Erwan
- bug fix in JGE++ audio (improve HBL compatibility)
- Added new rewards in story mode: random card, card (either by "name" or id), specific set
- Story mode: added possibility to choose music, and bg for duel.
-- See "01. Where it all begins" for examples of new features
2010-07-19 13:44:26 +00:00
wagic.the.homebrew@gmail.com
b1079942af Erwan
- Reward system in Story mode (currently, either credits or random set)
- Rules now accept for player 2 to start (see story mode "block" stage)
- Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily.
- possibility to choose an avatar for both players through the rules (see example in story mode)
2010-05-09 08:14:01 +00:00
wagic.the.homebrew@gmail.com
a3cbbedd3c Erwan
- fix issue 392 (broken tests)
- Fix a bunch of memory leaks (guys please be careful!)
- Added Logging facility in JGE
- HBL Compatibility (cleaned up some code with MP3 in JGE)
- Added "winGame" ability. Currently used mostly by the story mode, but some cards could probably need it too
- Improved story mode and uncommented it from the source.
-- The current campaign is of course very basic, anybody who wants to improve it or create other ones feel free to do so
-- TODO (short term): save progress, rewards system, improve tutorial campaign
-- I'll talk a bit more about this on the forums/email after a night of sleep
2010-04-26 14:27:34 +00:00
jean.chalard
e31ddd96ae J :
* Change a printf for some architectures.
2010-01-27 14:59:21 +00:00
jean.chalard
f38dbf1746 J :
* Fix another set of 64-bits related problems.
* The code is now expected to compile on linux-64bits, but as I
  can't test, I can't be positive about it really compiling,
  much less working.
2010-01-27 07:25:48 +00:00
wagic.the.homebrew@gmail.com
66a505969e Erwan
- fix issue 215
- added test for purple screen (this is the small white square on top of the loading screen)
2009-11-23 08:25:27 +00:00
wagic.jeck
37ad16d90e Jeck - Basic set metadata support. Also a minor improvement to WGuiImage.
* Metadata is currently only used in exactly one place: the set's "Pretty Name" is displayed when the set is first unlocked. 
* WGuiImage now has a function to set scaling.
2009-11-18 09:27:24 +00:00
wagic.the.homebrew@gmail.com
f33d37d9f2 Erwan
-attempt at fixing shop crash introduced in r1231 (size needed in ram divided by 4)
2009-11-04 13:33:21 +00:00
wagic.the.homebrew@gmail.com
d7dae0dcd9 Erwan
- Added -O2 option in the PSP Makefile. In my tests, this highly increases the probability of getting a purple screen. Fixing this bug is THE priority :)
2009-10-29 13:12:16 +00:00
jean.chalard
0e4832dcd6 J :
* Fix a bug where a variable would be used uninitialized.
2009-10-28 18:51:53 +00:00
wagic.jeck
3347fd020b Jeck - Removed some unused bits of code, added zip support to themes' card overrides. @Jean, please check WResourceManager::dirOK() on Linux.
This needs some impact testing, to be certain it doesn't noticeably slow anything down. In a future version I'd like to memoize checking for zip file existence in each "Res/sets/XXX/" directory once during boot, and in the themed directory whenever switching themes.
2009-10-28 04:06:45 +00:00
wagic.jeck
fea10bdf21 Jeck - Quad locking restored, minor cache fiddling.
* Restored quad locking to textures, but ignore quad locks when Release(JTexture*) is explicitly called. (I just copied and modified the code from the template, rather than do anything elegant). 
* Some minor fiddling with cache error states.
2009-10-27 07:00:16 +00:00
wagic.jeck
fb7f48f26b Jeck - Please review: this makes minor changes to a lot of files, and major changes to the WCache flatten() function.
* Removed all calls to Release(JQuad*).
* Updated flatten(). Prior flatten was buggy beyond belief.
* Done some extensive testing, but if this causes more trouble than it fixes, we'll have to revert. It's too close to release time.
2009-10-27 02:46:39 +00:00
wagic.jeck
8e0bcef6e9 Jeck - Removed a ton of unreached or unused code from the cache, to make debugging easier. None of this actually effects execution at all. Some of these functions (though not many) are potentially useful, but as they aren't actually used there's no reason to have them cluttering up the files. 2009-10-26 05:55:52 +00:00
wagic.jeck
4dc217edcb Jeck - Potential fix to issue 109, issue 112. Looks hopeful so far, please confirm (or confirm failure).
* We only want to record misses when the file doesn't exist. Item can be null if we're out of memory for whatever reason, resulting in an invalid miss.
2009-10-22 09:33:16 +00:00
wagic.jeck
34ef5016f5 Jeck - Possible fix for issue 109, issue 112. Please confirm.
* mError status was being reset properly. What I'm thinking happened is that somewhere along the line, a file would miss and return CACHE_ERROR_404. Then, cache.find() would fail because the file was not in the cache, but because mError wasn't reset it would still report CACHE_ERROR_404. In some cases, this would be overwritten (causing the flickering single frame wrong image), and in others this would erroneously report a miss. 
 * Tested through three demo games and three player games. Shop screen still shows, didn't notice any missing sounds.
2009-10-22 05:54:45 +00:00
wagic.the.homebrew@gmail.com
273b0672e4 Erwan
- various optimization fixes
2009-10-19 11:37:47 +00:00
wagic.the.homebrew@gmail.com
97a0732682 Erwan
- Fix issue 97. Please review. How about performance ?
2009-10-15 13:58:35 +00:00
wagic.the.homebrew@gmail.com
ad1492b888 Erwan
-some small performance enhancements
2009-10-14 14:35:26 +00:00
wagic.the.homebrew@gmail.com
6f159fb39c Erwan - cache fixes - Code review highly appreciated, please criticize my code!
- fix issue 65 (quads when no image  load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
2009-10-13 14:16:30 +00:00
wagic.jeck
405a725cd0 Jeck - Quick hack fix for cache miss recording, proving that's the source of the cache speed issue. Runs at full speed with card images and unmanaged textures... but still too slow without. I think I can clear this up in the next six hours. Hopefully :) 2009-10-13 00:43:32 +00:00
wagic.the.homebrew@gmail.com
620ea034b8 Erwan
-Issue 26: added an option for Mana Display. This needs a bit testing, but it should also lower the priority of "manapool slowness" as this mode probably fixes performance issue as well.
-I can't seem to be able to "save" some options (hand position, mana display) ion the windows version, does this change break something ?
2009-10-04 06:01:00 +00:00
wagic.the.homebrew@gmail.com
888edfd5b8 Erwan
-more JGE cleanup
-removed calls to BindTexture that were made out of the Render methods. Please let me know if this has side effects (and let's discuss it in that case)
-Still no luck with the purple screen bug :(
2009-10-03 08:50:44 +00:00
wagic.jeck
f922c21ad2 Jeck - Cache misses report CACHE_ERROR_404. This allows alternate card renders to display steadily (that is, without reverting to cardback) in deck viewer. 2009-09-27 02:55:59 +00:00
wagic.jeck
28cb659a2e Jeck - Restored cache resets between game states, fixed minor issue with deck editor displaying the wrong first 7 cards when starting to edit a deck. 2009-09-27 00:50:30 +00:00
wagic.jeck
2020dce4fd Jeck - unsigned/signed fix, options fixes
* Abstracted out option calls to "f3" behind Constants::OPTION_FONT
 * Added option to disable card image loading.
2009-09-24 23:26:32 +00:00
wagic.jeck
d9786dfdc2 Jeck - (Probable) fix for issue 41. Turns out AttachZipFile is very robust, and already handles all the unattach / reattach optimizing & checking for us. 2009-09-22 05:33:01 +00:00
wagic.jeck
6de4f5612e Jeck - Resource manager zipfile fix.
* Only attaches when necessary.
2009-09-21 06:59:28 +00:00
wagic.jeck
e2adadd1bd Jeck - Re-enable sound effects. 2009-09-21 00:37:31 +00:00
wagic.jeck
8c9374fe1f Jeck - GameStateMenu releases background image from cache, minor cache fixes. 2009-09-20 23:56:08 +00:00
wagic.jeck
e0b225bad9 Jeck - TEMPORARY enabling of exceptions. (~6hrs) Sorry, I've been an idiot lately and coded myself into a corner with stuff that "should only take a minute" to fine tune. I honestly shouldn't have committed r871+, but I'd sworn to high heaven that the damn thing was fixed. In reality getting the cache 100% needs a bit more time, so I'm committing this in the hopes that it'll prevent sloppy cache work from interrupting other people's coding.
Exception handling in the cache means that Wagic runs slightly, but noticeably slower. However, it also means that the cache works the way it was intended to, and should prevent all sorts of awkward errors I introduced because things were half-allocated or worse. 

I've learned my lesson from tonight, and once I get this stuff put back together without exception handling I think I'll self-impose a manditory 24 hours debugging time before any commits. Sorry for the inconvenience. 

If for some reason you can't compile with exceptions, r862 should be completely without them. Again, wow, this was stupid-- I hadn't even realized exceptions were off for like 24 hours, as the compiler wasn't producing warnings. 

Apologies,
—Jeck
2009-09-20 03:10:34 +00:00
wagic.jeck
00c5b8cd7d Jeck - CACHESIZE option does something again. 2009-09-20 00:39:55 +00:00
wagic.jeck
1689edc69b Jeck - Cleanup some debug messages, cache now clears unlocked items between states. 2009-09-20 00:05:23 +00:00
wagic.jeck
1ba7f108b0 Jeck - Cache is using map<> again. The implementation is cleaner and seems a little faster. 2009-09-19 23:20:43 +00:00
wagic.jeck
8cc9bff484 Jeck - Stricter cache limits. 2009-09-19 22:34:48 +00:00
wagic.jeck
0d3686e65a Jeck - Cache fix, booster duplicate fix.
* Restored OptionItem saving fix.
 * Booster duplicate replacement was picking random cards from the wrong set. My fault, but I've fixed it :)
 * The problem with cache had nothing to do with memory fragmentation, but I've switched to an array rather than map<> just in case. The actual issue was that in GameStateDeckViewer, I'd given the cache unlimited space, thinking that AttemptNew would recover from any bad_allocs. Unfortunately, the image loading routines and similar stuff called by various implementations of WResource::Attempt() could fail halfway through, leaking memory. 

The temporary solution is to set a proper limit (8000000 px, more or less) and (in case we still run out of memory) test to make certain CACHE_SPACE_RESERVED can be malloc'd/free'd. The proper solution would be to keep byte-perfect records of memory used (right now we're kinda fuzzy-- we track pixels per image and bytes per sound, but not the space for jquads or other incidentals) instead of testing a malloc, and potentially cleaning up all calls inside of Attempt() so they fail without leaks. That's what I'm working on now.

Still, it's nice to have identified the problem. This version of the cache should be fully functional, it's just a bit inelegant.
2009-09-19 21:11:35 +00:00
wagic.jeck
f1670f2394 Jeck - Revert to r867. r868 logic sucks. 2009-09-19 04:17:42 +00:00
wagic.jeck
a5ded3e836 Jeck - Cleaned up logic a little in Cache::Get() 2009-09-19 04:11:07 +00:00
wagic.jeck
4b8d344bcd Jeck - Card ID collisions, cache fixes, cache deleted pooling.
* mtgid now defaults to 0.
 * TextScroller will not update when empty.
 * Cache now moves WCachedResources we're finished with to a garbage pool for later use (to reduce memory fragmentation). 
 * Demo still crashes... but I'm thinking that has to do with fragmentation, not a leak?
2009-09-19 01:48:42 +00:00
wagic.jeck
8ba34dafca Jeck - WResourceManager / Cache should now be leak free. Demo mode still crashes around EnstackBlocker. 2009-09-18 01:20:46 +00:00
jean.chalard
5fe68bc8a2 J :
* Un-revert compiling fixes
2009-09-15 16:15:46 +00:00
wagic.jeck
505ee8d1eb Jeck - I somehow managed to break the test suite. Rolled back my changes to r843, won't commit until they're properly debugged. 2009-09-15 01:53:02 +00:00
wagic.jeck
a84ed94954 Jeck - Cache Leakfix. Quads now individually lock/unlock. Demo still crashes PSP. 2009-09-14 20:54:49 +00:00
wagic.jeck
5467fd379f Jeck - Signed/unsigned fix in resource manager, options save fix. 2009-09-14 18:30:47 +00:00
wagic.jeck
d55fc91112 Jeck - [Requires JGE rebuild] Extensive cache improvements.
* 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.
2009-09-14 08:28:49 +00:00
wagic.jeck
9d203619aa Jeck - Extremely minor speedup for cache access in GameStateDeckViewer, minor fix to WResourceManager::cleanup(). 2009-09-11 08:17:05 +00:00