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})
## Setup binding source ##
list(APPEND DEFINES
BINDING_MRI
)

View file

@ -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

View file

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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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