OpenRAC launcher
OpenRAC launcher
New (2)
Other work (1)
- #3Native port scaffolding: no emulation, OpenGOAL-style set-up, port/ with hostgen, runtime, renderer and openrac-rac1Veradictus
Commits landed
develop: 43 commits
- 1e80132Recover native hero movement and respawn routines
- f1b4df6Build_port.py builds the native port with no set-up by hand
- 079cc3aAdvance native New Game initialization
- ea18f24The quaternion-to-rotation routine (func_001FA648) as hand C
- ba37263A function without C is logged and skipped by default
- 776123aA Planets page in the front end's Options, in developer mode
- 7488a09A debug menu on the title to start any level
- 1e41d81Frames between the game's ticks, the camera and mobys blended
- 184f498Test aids: a direct start, the frame rate, a memory watch and slow frames
- e892f74The pause menu draws over the frame it opened on
- de7ce33Ratchet's hand items (the wrench, weapons, gadgets) from the core's gadget table
- 152d841Play runs rac1/pal's native port on Windows
- 4df4eacA load image transfer's IMAGE tag carries its size
- 5607672Level code reads the atan tables; mobys report being drawn
- e96f46bPairing follows registers into branch targets
- 3eb9ac9The sky's sprites (stars), from SkySpriteProc's records
- 69e4f12Cutout materials drawn in two passes, as the GS does
- bc00869The VU1 strips (seas, liquids, glass) drawn in the world
- 2920308The particle pool is read at the level program's addresses
- edcafc4Particles, from the game's pool, as its sprite program draws them
- 1adb061C for the particle step, the sphere view tests and four more hand-written routines
- 019de74Candidates in one file declare game symbols under their own names
- 250a2e0Rac1-pal's effect draw callback as a no-op, and a collision query trace
- b6417fdGlow packets are drawn in the moby's glow colour
- 4201614Rac1-pal's pose snapshots as documented no-ops, and the wrench trail's state
- a3d7e89Any target other than the frame buffers is drawn off screen
- 86e092fRac1-pal's collision queries as host C, adapted from ReRAC
- a82b1b1The port export lights terrain and ties as the game does at level load
- 3fae882Functions several levels share find their globals in any level
- ece4420OPENRAC_WRITE puts words into the game's memory at chosen frames
- 945e7b4Frame fields in declaration order, the same every run
- 9deda84Returns_64, functions whose 64-bit result matching C keeps in an int
- 3592034Moby classes without sequences keep their skeleton
- 4553e6eEvaluate a moby pose from the two keys a moby points at
- 9ae6755The window draws a world layer only when the game drew it
- 8a6da7eExport the title world as level 99
- 7591db2Play the games' PSS movies in the window
- f9ddce4Images the game sends outside the display list reach the renderer
- c7db2d1Sync rac1/ntsc with Lombyte at cdddf69
- 1dd572dNative port scaffolding: no emulation, OpenGOAL-style set-up, hostgen, runtime and renderer
- 81245f9Sync rac1/pal with rac1-decomp at 28b4daf
- 5b32fd3Fcheck runs each side on a fresh machine and refuses empty runs
- b750dbbCheck a function by what it does, from captured calls
master: 43 commits
- 1e80132Recover native hero movement and respawn routines
- f1b4df6Build_port.py builds the native port with no set-up by hand
- 079cc3aAdvance native New Game initialization
- ea18f24The quaternion-to-rotation routine (func_001FA648) as hand C
- ba37263A function without C is logged and skipped by default
- 776123aA Planets page in the front end's Options, in developer mode
- 7488a09A debug menu on the title to start any level
- 1e41d81Frames between the game's ticks, the camera and mobys blended
- 184f498Test aids: a direct start, the frame rate, a memory watch and slow frames
- e892f74The pause menu draws over the frame it opened on
- de7ce33Ratchet's hand items (the wrench, weapons, gadgets) from the core's gadget table
- 152d841Play runs rac1/pal's native port on Windows
- 4df4eacA load image transfer's IMAGE tag carries its size
- 5607672Level code reads the atan tables; mobys report being drawn
- e96f46bPairing follows registers into branch targets
- 3eb9ac9The sky's sprites (stars), from SkySpriteProc's records
- 69e4f12Cutout materials drawn in two passes, as the GS does
- bc00869The VU1 strips (seas, liquids, glass) drawn in the world
- 2920308The particle pool is read at the level program's addresses
- edcafc4Particles, from the game's pool, as its sprite program draws them
- 1adb061C for the particle step, the sphere view tests and four more hand-written routines
- 019de74Candidates in one file declare game symbols under their own names
- 250a2e0Rac1-pal's effect draw callback as a no-op, and a collision query trace
- b6417fdGlow packets are drawn in the moby's glow colour
- 4201614Rac1-pal's pose snapshots as documented no-ops, and the wrench trail's state
- a3d7e89Any target other than the frame buffers is drawn off screen
- 86e092fRac1-pal's collision queries as host C, adapted from ReRAC
- a82b1b1The port export lights terrain and ties as the game does at level load
- 3fae882Functions several levels share find their globals in any level
- ece4420OPENRAC_WRITE puts words into the game's memory at chosen frames
- 945e7b4Frame fields in declaration order, the same every run
- 9deda84Returns_64, functions whose 64-bit result matching C keeps in an int
- 3592034Moby classes without sequences keep their skeleton
- 4553e6eEvaluate a moby pose from the two keys a moby points at
- 9ae6755The window draws a world layer only when the game drew it
- 8a6da7eExport the title world as level 99
- 7591db2Play the games' PSS movies in the window
- f9ddce4Images the game sends outside the display list reach the renderer
- c7db2d1Sync rac1/ntsc with Lombyte at cdddf69
- 1dd572dNative port scaffolding: no emulation, OpenGOAL-style set-up, hostgen, runtime and renderer
- 81245f9Sync rac1/pal with rac1-decomp at 28b4daf
- 5b32fd3Fcheck runs each side on a fresh machine and refuses empty runs
- b750dbbCheck a function by what it does, from captured calls