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License: GNU General Public License v3.0
touhou ANM site
License: GNU General Public License v3.0
Dai asked a question on Discord about color modes 2 and 3 not working in STD. They had this ANM script:
type(8);
sprite(spr_fire0);
blendMode(1);
scrollY(0.001f);
rotate(rad(90f), 0.0f, 0.0f);
colorMode(3);
alpha(224);
alpha2(0);
stop();
(and they also tried with color/color2)
I took a quick peek at DDC in binary ninja and..... it seems very well possible that mode 8 does not, in fact, support gradients.
Did I never test this? Some day I should take proper notes on which sprite-based render types actually do support gradients. (and this includes the modes for texCircle
and friends)
Dai did a test on the 3D render types in WBaWC:
text_top_line
andtext_bottom_line
(19/20) merely set the top/bottom lines of text and don't have any selection box specific code. They could totally be used for dialogue.
selection_box
(21) triggers the selection box menu and writes your choice to a field in theMsgVM
msg_read_selected
(22) copies the choice field from theMsgVM
to a bitfield in the game manager and then uses it as an index to start a different msg script.
Since that game manager bitfield isn't read anywhere else unless you're ending stage 5, the selection box could totally be used elsewhere to have arbitrary interactive dialogue.
Also, that bitfield is actually two bits for some reason. It only writes a 0 or 1 to it though, since there're two choices.
Here I keep a list of things I need to come back to during the React refactor.
globalNames
with React state.data-name
, data-link
, NameResolver
and LinkResolver
.data-tip
. Maybe we still need this?window.location.hash
?postprocessConvertedMarkdown
remark-footnotes
{#id}
:::is-tip
logic)// find a custom element beginning with "exp-"
let result = document.evaluate( "//*[starts-with(name(),'exp-')]", document, null, XPathResult.ANY_TYPE, null ).iterateNext();
preventOverzealousTextDirectives
into a plugin that operates only on text nodes:ref{r=...}
instead<div class="gear">
couldn't parse ref :ref{r=anm:resampleMode tip=0}
Things from the second rewrite:
Things to double check at the end:
headless-table
table-footnotes
title
c
furiTip
nav
figure
and figcaption
(I've long intended to do this...)main
Tests
Issues with current database:
Zero posted this on discord about ANM in UM
ins_432 anm_flag_slowdown_immune(bool enable)
Forces gamespeed to 1.0 while this script is executing.ins_433 __move_velocity_interp(int t, int mode, float angle, float magnitude)
Name is just speculation based on similarities to ECL instructions. Though considering that this calls one of the many duplicate FSINCOS functions, I'm unsure how this ever looked like a 2D posTime. :Pins_507
This flag apparently controls more behaviors than just parent/child jank. Right at the start of the parser it enables some sort of gamespeed/slowdown thing, which doesn't rely on a parent being present.ins_615
Uh... it exists? It's definitely yet another rectangle variant. No idea what it does though.
According to my website, ins_14 in STD gains a third argument in UFO, which holds the layer.
STD_BY_OPCODE.set('12', {
...STD_BY_OPCODE.get('11'),
14: {ref: 'std:sprite-3arg'}, // signature change!
18: {ref: 'std:up-time'},
});
Yet, trustd's core mapfiles have been decompiling this using a signature of SS
without issue:
$ for x in ~/thcrap/decomp/bleh12/*.std; do TRUTH_MAP_PATH= target/release/trustd d --game 12 $x | grep ins_14; done
warning: /home/exp/thcrap/decomp/bleh12/stage02.std: object at index 2: object has non-sequential id (expected 2, got 1)
ins_14(0, 4);
ins_14(1, 5);
ins_14(2, 6);
ins_14(3, 7);
warning: /home/exp/thcrap/decomp/bleh12/stage07.std: object at index 2: object has non-sequential id (expected 2, got 1)
truth would warn if there were leftover bytes in the instruction, so clearly SS
is correct. Where did SSS
come from? Is this what it changes to in th14 maybe?
You're not supposed to be able to see a detailed tip for something inside its own entry because it's confusing if you forget which entry you're in.
This is the whole entire purpose of CurrentReferenceTableRowContext
, and I believe it was working fine when Material UI Tooltips were used. Probably the issue is that Material UI rendered its tooltips somehow inside the context of the element with the tip, but now we have that element placed inside a <Popper>
that lives outside of everything else.
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