some changes by DepressedTWM

This commit is contained in:
Issac332 2026-06-21 18:53:49 +03:00
parent 3104ae20d3
commit 6c12e60a7e
7 changed files with 89 additions and 93 deletions

View file

@ -271,7 +271,6 @@ endforeach()
source_group("Embedded Source" FILES ${EMBEDDED_INPUT} ${EMBEDDED_SOURCE}) source_group("Embedded Source" FILES ${EMBEDDED_INPUT} ${EMBEDDED_SOURCE})
## Setup binding source ## ## Setup binding source ##
list(APPEND DEFINES list(APPEND DEFINES
BINDING_MRI BINDING_MRI
) )

View file

@ -32,6 +32,3 @@ Target of sunshine mod - improve original game.
* cmake -S . -B build * cmake -S . -B build
* cd build * cd build
* make -jn (n - count of threads for compilation) * make -jn (n - count of threads for compilation)
# TODOs
TODOs moved to github Issues

View file

@ -11,7 +11,6 @@ class Game_SelfSwitches
#-------------------------------------------------------------------------- #--------------------------------------------------------------------------
def initialize def initialize
@data = {} @data = {}
RPG::Mod.exec_hooks("hooks/Game_SelfSwitches/init", binding)
end end
#-------------------------------------------------------------------------- #--------------------------------------------------------------------------
# * Get Self Switch # * Get Self Switch

View file

@ -29,6 +29,12 @@ begin
# Prepare for transition # Prepare for transition
Graphics.freeze Graphics.freeze
gs = Game_Switches.new
if Graphics.width == 1280
gs[400] = true
else
gs[400] = false
end
# Make scene object (title screen) # Make scene object (title screen)
$scene = Scene_Title.new $scene = Scene_Title.new
Oneshot.allow_exit false Oneshot.allow_exit false

View file

@ -126,7 +126,8 @@ class Scene_Title
# Play title BGM # Play title BGM
if File.exist?("badend.lock") 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 else
$game_system.bgm_play($data_system.title_bgm) $game_system.bgm_play($data_system.title_bgm)
end end

View file

@ -54,19 +54,19 @@ class Window_Settings
self.opacity = 0 self.opacity = 0
@fade_in = true @fade_in = true
@data = [ @data = [
tr('BGM Volume'), tr('BGM Volume'),
tr('SFX Volume'), tr('SFX Volume'),
tr('Fullscreen'), tr('Fullscreen'),
tr('Default movement'), tr('Default movement'),
tr('Colorblind mode'), tr('Colorblind mode'),
tr('Configure controls(Press F1)'), tr('Configure controls(Press F1)'),
tr('Skip Text (R)'), tr('Skip Text (R)'),
tr('Frameskip'), tr('Frameskip'),
tr('In-Game Timer'), tr('In-Game Timer'),
tr('Language'), tr('Language'),
tr('Debug mode(!)'), tr('Debug mode(!)'),
tr('Freeware Mode(!)'), tr('Freeware Mode(!)'),
] ]
@index = 0 @index = 0
# Load our language settings from persistent, stored differently # Load our language settings from persistent, stored differently
@ -98,76 +98,76 @@ class Window_Settings
end end
def redraw_setting(spr, i) def redraw_setting(spr, i)
if @visible == false if @visible == false
return return
end end
spr.bitmap.clear 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])
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 case i
when 0 when 0
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s) spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
when 1 when 1
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s) spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
when 2 #fullscreen when 2 #fullscreen
if(Graphics.fullscreen == true) if(Graphics.fullscreen == true)
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON")) spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else else
spr.bitmap.draw_text(VALUE_MARGIN, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF")) 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 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 end
def redraw_setting_index(i) def redraw_setting_index(i)
if !@data_sprites.kind_of?(Array) if !@data_sprites.kind_of?(Array)
return return
end end
if @data_sprites.length - 1 < i if @data_sprites.length - 1 < i
return return
end end
redraw_setting(@data_sprites[i], i) redraw_setting(@data_sprites[i], i)
end end

View file

@ -1,5 +1,3 @@
uniform sampler2D texture; uniform sampler2D texture;
uniform lowp vec4 tone; uniform lowp vec4 tone;
@ -20,18 +18,15 @@ uniform vec2 texSizeInv;
const vec3 lumaF = vec3(.299, .587, .114); const vec3 lumaF = vec3(.299, .587, .114);
const float WATER_DISTORTION = 0.75; const float WATER_DISTORTION = 0.75;
vec4 mod289(vec4 x) vec4 mod289(vec4 x){
{
return x - floor(x * (1.0 / 289.0)) * 289.0; 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); return mod289(((x*34.0)+1.0)*x);
} }
vec4 taylorInvSqrt(vec4 r) vec4 taylorInvSqrt(vec4 r){
{
return 1.79284291400159 - 0.85373472095314 * 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); 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 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); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod289(Pi); // To avoid truncation effects in permutation Pi = mod289(Pi); // To avoid truncation effects in permutation