diff --git a/CMakeLists.txt b/CMakeLists.txt index 748f6cf..d6b2ccb 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -271,7 +271,6 @@ endforeach() source_group("Embedded Source" FILES ${EMBEDDED_INPUT} ${EMBEDDED_SOURCE}) ## Setup binding source ## - list(APPEND DEFINES BINDING_MRI ) diff --git a/README.md b/README.md index 2f9b0fa..58e6822 100644 --- a/README.md +++ b/README.md @@ -32,6 +32,3 @@ Target of sunshine mod - improve original game. * cmake -S . -B build * cd build * make -jn (n - count of threads for compilation) - -# TODOs -TODOs moved to github Issues diff --git a/scripts/Game_SelfSwitches.rb b/scripts/Game_SelfSwitches.rb index 46d1e43..60af2ff 100644 --- a/scripts/Game_SelfSwitches.rb +++ b/scripts/Game_SelfSwitches.rb @@ -11,7 +11,6 @@ class Game_SelfSwitches #-------------------------------------------------------------------------- def initialize @data = {} - RPG::Mod.exec_hooks("hooks/Game_SelfSwitches/init", binding) end #-------------------------------------------------------------------------- # * Get Self Switch diff --git a/scripts/Main.rb b/scripts/Main.rb index 799f492..49e1326 100644 --- a/scripts/Main.rb +++ b/scripts/Main.rb @@ -29,6 +29,12 @@ begin # Prepare for transition Graphics.freeze + gs = Game_Switches.new + if Graphics.width == 1280 + gs[400] = true + else + gs[400] = false + end # Make scene object (title screen) $scene = Scene_Title.new Oneshot.allow_exit false diff --git a/scripts/Scene_Title.rb b/scripts/Scene_Title.rb index 954dff2..1e5697b 100644 --- a/scripts/Scene_Title.rb +++ b/scripts/Scene_Title.rb @@ -126,7 +126,8 @@ class Scene_Title # Play title BGM if File.exist?("badend.lock") - Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100) + #TODO: fix audio values + Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", bgm_volume, 100) else $game_system.bgm_play($data_system.title_bgm) end diff --git a/scripts/Window_Settings.rb b/scripts/Window_Settings.rb index 8285c44..4f445ae 100644 --- a/scripts/Window_Settings.rb +++ b/scripts/Window_Settings.rb @@ -54,19 +54,19 @@ class Window_Settings self.opacity = 0 @fade_in = true @data = [ - tr('BGM Volume'), - tr('SFX Volume'), - tr('Fullscreen'), - tr('Default movement'), - tr('Colorblind mode'), - tr('Configure controls(Press F1)'), - tr('Skip Text (R)'), - tr('Frameskip'), - tr('In-Game Timer'), - tr('Language'), - tr('Debug mode(!)'), - tr('Freeware Mode(!)'), - ] + tr('BGM Volume'), + tr('SFX Volume'), + tr('Fullscreen'), + tr('Default movement'), + tr('Colorblind mode'), + tr('Configure controls(Press F1)'), + tr('Skip Text (R)'), + tr('Frameskip'), + tr('In-Game Timer'), + tr('Language'), + tr('Debug mode(!)'), + tr('Freeware Mode(!)'), + ] @index = 0 # Load our language settings from persistent, stored differently @@ -98,76 +98,76 @@ class Window_Settings end def redraw_setting(spr, i) - if @visible == false - return - end - spr.bitmap.clear - spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i]) - spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i]) - case i - when 0 - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s) - when 1 - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s) - when 2 #fullscreen - if(Graphics.fullscreen == true) - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) - else - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) + if @visible == false + return + end + spr.bitmap.clear + spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i]) + spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i]) + case i + when 0 + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s) + when 1 + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s) + when 2 #fullscreen + if(Graphics.fullscreen == true) + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) + else + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) + end + when 3 #default movement + if($game_switches[251] == true) + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN")) + else + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK")) + end + when 4 #colorblind mode + if($game_switches[252] == true) + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) + else + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) + end + when 6 #automash + if($game_switches[253] == true) + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) + else + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) + end + when 7 #frameskip + if(Graphics.frameskip == true) + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) + else + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) + end + when 8 # In-game timer + text = tr($game_temp.igt_timer_visible ? "ON" : "OFF") + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text) + when 9 # Language + l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0] + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l)) + when 10 + if(Settings[:debug] == true) + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) + else + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) + end + when 11 + if(Settings[:oneshot_mode] == true) + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) + else + spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) + end end - when 3 #default movement - if($game_switches[251] == true) - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN")) - else - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK")) - end - when 4 #colorblind mode - if($game_switches[252] == true) - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) - else - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) - end - when 6 #automash - if($game_switches[253] == true) - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) - else - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) - end - when 7 #frameskip - if(Graphics.frameskip == true) - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) - else - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) - end - when 8 # In-game timer - text = tr($game_temp.igt_timer_visible ? "ON" : "OFF") - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, text) - when 9 # Language - l = Language::LANGUAGES[@lang_index] rescue Language::LANGUAGES[0] - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr(l)) - when 10 - if(Settings[:debug] == true) - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) - else - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) - end - when 11 - if(Settings[:oneshot_mode] == true) - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) - else - spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) - end - end end def redraw_setting_index(i) if !@data_sprites.kind_of?(Array) - return - end - if @data_sprites.length - 1 < i - return - end + return + end + if @data_sprites.length - 1 < i + return + end redraw_setting(@data_sprites[i], i) end diff --git a/shader/water.frag b/shader/water.frag index 0163273..71bb98a 100644 --- a/shader/water.frag +++ b/shader/water.frag @@ -1,5 +1,3 @@ - - uniform sampler2D texture; uniform lowp vec4 tone; @@ -20,18 +18,15 @@ uniform vec2 texSizeInv; const vec3 lumaF = vec3(.299, .587, .114); const float WATER_DISTORTION = 0.75; -vec4 mod289(vec4 x) -{ +vec4 mod289(vec4 x){ return x - floor(x * (1.0 / 289.0)) * 289.0; } -vec4 permute(vec4 x) -{ +vec4 permute(vec4 x){ return mod289(((x*34.0)+1.0)*x); } -vec4 taylorInvSqrt(vec4 r) -{ +vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; } @@ -39,8 +34,7 @@ vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } -float pnoise(vec2 P) -{ +float pnoise(vec2 P){ vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation