Commit Graph

93 Commits

Author SHA1 Message Date
ZakatTeamI2P a6e2dc795a Fuck 2026-05-18 23:08:54 +04:00
DepressedTWM e1ced21b34 Code cleanup 2026-05-18 08:37:31 +04:00
Issac332 6b4e0a92b4 Win fixes
now game launchable on windows
2026-05-17 13:01:41 +03:00
ZakatTeamI2P c2af9b3ff9 im so shitttyyyy 2026-05-15 23:56:06 +04:00
DepressedTWM e5714fbb75 meow 2026-05-12 10:51:29 +04:00
ZakatTeamI2P ff714cd0ac I hate ruby 2026-05-09 20:28:10 +04:00
ZakatTeamI2P 7034843632 MMMMMMMMMMMMEEEOW 2026-05-09 20:28:10 +04:00
meowtech a235171c5f having no idea what to do to make it work, but.. it crashes in another file now yipeeeeeeee!!! 2026-05-03 14:32:02 +00:00
DepressedTWM c90326ffbd Fixes for stupid changes 2026-05-01 06:10:53 -04:00
ZakatTeamI2P a184b2a5d4 More logs! And fixes... 2026-04-29 08:16:19 +04:00
ZakatTeamI2P 4eba89fd0c Verbose logging, bugs fixes, minor changes, one SEGFAULT fix(sunshine bindings) and other i dont rememberrrrrrrrrr 2026-04-28 21:43:24 +04:00
ZakatTeamI2P 9c9af253dc afg 2026-04-23 20:03:53 +04:00
ZakatTeamI2P 948de95a89 Я пойду читать документацию руби 2026-04-19 19:07:12 +02:00
ZakatTeamI2P 7cb65e3479 th40g27thbg29-nd[kjfg-3o0ng 2026-04-19 08:06:56 +02:00
ZakatTeamI2P 799370de98 Debuging ruby error + added One shot mode 2026-04-12 12:49:07 +04:00
ZakatTeamI2P dc0c4ab781 Ported from ModShot-core Ruby 3 changes, custom window title 2026-04-03 00:23:19 +04:00
ZakatTeamI2P 197d7324be binding-mri changes for SDL3 2026-03-30 16:52:49 +04:00
Vinyl Darkscratch b19153a6d3 Merge remote-tracking branch 'elizagamedev/master' 2018-10-02 11:24:39 -07:00
Eliza Velasquez a6062dea24 Initial Conan work 2018-09-27 07:10:32 +00:00
KockaAdmiralac 113f68a8f6 Temporary commit to merge master 2018-04-29 19:46:02 +02:00
Vinyl Darkscratch 8921e23ba5 Merge remote-tracking branch 'MKXP/master' into new-mkxp 2018-03-06 18:43:36 -08:00
ReinUsesLisp b5e5a26d8b Config: Set debug editor's debug variables into ruby 2018-02-22 09:08:45 +01:00
tdixon aacbdb359a Simple chroma effect 2017-10-12 02:32:30 -03:00
Jonas Kulla 0481f920b0 Input: Remove ugly [-20,-20] mouse position hack
This was supposed to disappear shortly after To the Moon's release,
but it unfortunately survived a bit longer :)

The status of the mouse cursor being inside / outside the game window
is now properly exposed (in MRI) via MKXP.mouse_in_window.
2017-04-08 18:45:24 +02:00
Jonas Kulla c4dd3ffaf6 Config: Use set for preloadScripts
Would probably make sense for all other string vectors too.
2017-03-03 19:37:19 +01:00
Mathew Velasquez 78c4c3b9bf Niko/Journal for windows 2016-11-03 18:37:14 -04:00
Mathew Velasquez 99c9a27f2a Wallpaper functionality restored for windows 2016-10-13 20:26:01 -04:00
Mathew Velasquez 0dc872bcea Journal screen stuff 2016-10-13 20:26:01 -04:00
Mathew Velasquez 1fd808d0af Gutted more unused features 2016-02-29 15:40:10 -05:00
Mathew Velasquez 2df5fd29de Renamed $DEBUG to $debug to avoid verbose mode.
Also made GL debug functions print less stuff.
2016-02-17 17:14:16 -05:00
Mathew 90cf07c825 Linked to debugMode option, gutted RTP config 2016-01-05 14:50:18 -05:00
Mathew Velasquez 3d2d1a9150 Manually rebased over latest mkxp commit. Some features, such as lighting, are not reimplemented yet. 2016-01-05 14:50:17 -05:00
Jonas Kulla 35077793a0 Add std::streambuf wrapper around SDL_RWops for boost
Also add SDL_RWops version of the readFile utility function.
2014-12-31 18:52:21 +01:00
Jonas Kulla 4b08d82ea4 MRI: dataDirectory: Return "." if customDataPath is not defined 2014-12-31 18:52:20 +01:00
Jonas Kulla b39964a49a MRI: Make error handling during script load more robust 2014-12-31 18:52:20 +01:00
Jonas Kulla 33c571e691 MRI: Fix mingw build crash when linking with -mwindows 2014-11-20 13:51:35 +01:00
Jonas Kulla ecf9b065c8 MRI: Revise 'MKXP.data_directory' behavior
This function which was formerly a simple wrapper around
SLD_GetPrefPath() is changed to instead return the directory
assembled from org/app name specified in mkxp.conf, so one
can be sure that both mkxp and user scripts will always write
into the same directory when a custom path is preferred.
2014-10-22 04:16:15 +02:00
Jonas Kulla af8f3a36d2 MRI: Move former 'System' module into 'MKXP' module
This breaks script compatibility.

'System' is way too generic of a name to reserve for mkxp use,
and I have already seen at least one occurance in the wild of
it being used by user scripts.

Ideally, all mkxp RGSS extensions would be moved under this
module, but I feel like the core modules (Input, Graphics etc)
are more safe as users are hesitant to directly extend these.
2014-10-22 04:15:40 +02:00
Jonas Kulla 4a8b0f30c8 MRI: Add 'System.raw_key_states' to query full keyboard state
Returns a byte array with all key states (0 = released,
1 = pressed) indexed via SDL_SCANCODE_* enums.
2014-10-20 10:27:01 +02:00
Jonas Kulla 47851718eb MRI: Handle exceptions raised in preloaded scripts 2014-10-15 06:27:43 +02:00
Jonas Kulla d223d83cbf Implement F12 game reset (MRI only)
Can be disabled with "enableReset=false".

While at it, also replace the flakey volatile bool flags
with proper atomics.
2014-09-26 06:25:47 +02:00
Jonas Kulla 8c1cf27b7c Merge pull request #67 from cremno/add-rgss-3-0-1-etc-classes-equality-comparison
add RGSS 3.0.1 etc classes equality comparison
2014-09-02 20:09:10 +02:00
cremno fd4f7c66d1 bump RGSS_VERSION to 3.0.1 2014-09-02 19:53:09 +02:00
Jonas Kulla 3b7b8657ea MRI: Fix exception message box script name and display script index
Previously, when the script names in the backtrace were in the form
'SectionXXX'/'{XXXX}' (default RMXP behavior), this same name would
be shown in the error message box, whereas RMXP always displays the
actual script name (eg. 'Scene_Map') instead; only with
useScriptNames=true was mkxp's behavior mostly correct.
Fix this by keeping a backtrace format -> actual script name mapping
and always using the script name in the message box.
The script name and line would also be parsed wrongly if the name
contained any colons, fix this by walking the exception string
back to front instead.

Also prepend the script index to the name when useScriptNames=true;
this is invaluable when debugging projects where multiple scripts
carry the same name. The format is 'XXX:Script_Name'.
2014-09-02 17:16:14 +02:00
cremno 95c53899be add RGSS_VERSION (RGSS3)
Even though 3.0.1 is the current version, 3.0.0 is used, because mkxp doesn't
implement the changes like not raising a TypeError for 'Color.new == nil' yet.
3.0.1 (finally) returns false. Other changes don't affect mkxp (I think).

See <http://tkool.jp/support/download/rpgvxace/rpgvxace_update> (Japanese).
2014-08-31 05:46:04 +02:00
Jonas Kulla 2ba9f6589b Merge pull request #57 from cremno/mri-use-rb_type_p-instead-of-rb_type
MRI: use RB_TYPE_P() instead of rb_type()
2014-08-30 03:56:37 +02:00
cremno 4920931d33 add global function rgss_stop
It's only useful for testing code. Also RGSS3's rgss_stop (and rgss_main)
is written in Ruby and not in C++. But I doubt someone relies on that.
2014-08-29 14:32:43 +02:00
cremno 70c40fe530 MRI: use RB_TYPE_P() instead of rb_type()
Just a very small optimization.
2014-08-29 13:11:39 +02:00
Jonas Kulla 55f1542c76 Merge separate RGSS version build configs into one
Setup active RGSS version at runtime. Desired version can be
specified via config, or as default, auto detected from the game
files. This removes the need to build specifically for each
version, which should help packaging a lot.

This also greatly reduces the danger of introducing code that
wouldn't compile on all RGSS version paths (as certain code paths
were completely ifdef'd out).

This can be optimized more, eg. not compiling shaders that aren't
needed in the active version.
2014-08-28 23:22:05 +02:00
Jonas Kulla 117ddeee5c Config: Add 'preloadScript' entry to run raw scripts before the game scripts
Useful to insert common code, wrappers etc. without touching Scripts.rxdata.
2014-08-24 07:32:44 +02:00