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Complete oddlib
- [x] Add mapping for PC -> PSX lvl name/locations
- [x] Fix issue reading lvls from ISO/BIN FS
- [x] Add decoder for PSX cameras, demo may have some other format
- [ ] AO PC FG1 format
- [ ] AE PC FG1 format
- [ ] AO/AE PSX FG1 format (assuming equal)
- [x] PSX wave form data format
- [ ] Masher video audio is noise when compiled for Release in VS2015
- [x] Support demo data
- [ ] Fix corrupted cams names read from path sometimes (maybe reading too many entries?)
- [x] Path collision items
- [x] Path objects
- [ ] Reduce VLC table size
Anims:
- [x] Anim frame decompression for type 1-8
- [x] Check FALLROCK.BAN in AE PSX demo really is corrupted - replaced ABESPEAK.BAN animation to all point to the same frame, then copied in FALLROCK.BAN palt and first frame, displayed corrupted which proves source data is bad.
- [x] Fix PSX type 2 decoding
- [x] Add DB for none BgAnim sprites to tell if semi trans should be used and what PSX blending mode - also for names/meta data, for example ABEBLOW animation 1 = spinning head, animation 2 = spinning body part.
- [x] Draft first API of rendering the animations in the engine
- [x] Split "full sprite sheet" AE PSX anims into single frames the same way all other anims work
- [ ] Add function to apply algorithm to remove "islands" of pixels from a known list of sprites that have some artifacting (crafn)
- [ ] Apply PSX RGB colour ramp for correct low intensity colouring
- [ ] Pallet reader
- [ ] Add semi trans/PSX blend modes to renderer (crafn)
- [ ] Way to flip x or y of textured quad to renderer (crafn)
AE anim formats should be working now.
Had to reverse unknown AE PSX anim compression types 6/7 which isn't the same as PC version. A few frames in each type don't decompress correctly. Needs more investigation/testing.