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Commit e9c7e03 breaks compatibility with Umineko Saku #17
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Can you send the first few commented lines of your game script? I'm just wondering whether you have "steam umineko" scaling enabled or "nscripter compatible" scaling enabled. Eg if you have I think it would be best to add a third mode to the umineko scaling, specifically for this case, rather than trying to figure out what is wrong, which reverts this commit's changes. Something like |
Here's the first 10 lines of each script. Umineko
Umineko Chiru
Tsubasa
Hane
Saku
07th theater
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I think the issue is that the default multiplier style is UMINEKO (for Umineko steam release), even if you haven't specified any scaling options at all... ponscripter-fork/src/ScriptHandler.cpp Line 72 in d2b5d19
Can you try changing that line to
And seeing if it fixes the problem (leave the game scripts as-is)? |
Yes, that works. I recompiled using the latest code and only that one change ( I wonder why it wasn't being set correctly here: ponscripter-fork/src/ScriptHandler.cpp Lines 1039 to 1044 in d2b5d19
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The reason is, that part only runs if you've supplied the |
@TellowKrinkle Was the intended default scaling mode meant to be FULL scaling? Currently the default scaling mode is UMINEKO (for umineko steam). |
Another possible solution if we want to keep exactly the existing engine behaviour. I'm wondering if it's just safer to just add another scaling option which only reverts that one commit, and have that as the default. That would keep the behavior the same as before. But not sure if this is the correct thing to do. Eg: |
The intention was to work as a drop-in replacement for the umineko steam games, for people who wanted to use the non-widescreen versions of our mod, which is why all the defaults are for that. Obviously it's not possible to be a drop-in replacement for all games, as many specify the exact same (lack of a) mode line as Steam Umineko. It's been a while, but IIRC it should already do what you mentioned, umineko scaling is only used by default if you don't have a mode setting at all, any other mode option will use normal scaling modes. |
To be clear, this line should get you the same settings as a non-umineko ponscripter
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OK, if that's the case, then I think I'll resolve the issue by
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Oh wait, you want to add a third mode that toggles e9c7e03 alone? I don't think that's necessary |
If you do want to make sure, IIRC the other thing umineko mode affects is font size, which manifested as the wrong font size in load/save dialogs |
after reading what you've written, I agree, I don't think it is necessary. I guess I just mentioned that as an option because I didn't feel confident about this stuff, and that would be the only way to ensure everything worked exactly the same as before the commit I made, for people who did not specify a |
Yes, this seems to work fine. Thanks to you both for the help. For what it's worth, I think it would be nicer to have this fork function as the original ponscripter by default (at least as much as possible). A lot of people aren't savvy enough to decode and edit these scripts to add the necessary mode line. It seems this fork is the de facto main version of ponscripter at the moment and is presented as such e.g. in the arch linux AUR build script; it's not presented as the "drop-in replacement for Umineko on Steam" version of ponscripter. Since you guys control the distribution of the drop-in replacement binaries for the Steam version of Umineko, I think you could just set the necessary flag during the compile time of those executables rather than hard-coding it here. Anyway, that's just my two cents. I can understand why you may not be interested maintaining that sort of backwards compatibility. |
@TellowKrinkle - Just so you know, all our Umineko mod scripts already have the So if "original ponscripter" were the default, it would only affect unmodded Umineko Steam, which doesn't have the |
Yeah it's probably fine to change the default |
The ports of Higurashi to ponscripter released in the Hou+ compilation also don't have the mode parameter specified, but I haven't checked to see if they're affected by the multiplier issue. Edit: There are indeed instances of the issue in Hou+ although they're not as numerous as in the Umineko Saku versions. |
OK , I tried making a PR to both make nscripter scaling mode the default, and to document the scaling options/what the default scaling is: #18 |
OK, I've published a new release v4.0.0. @stephenmk if you can confirm it's working as expected, I can close this issue. https://github.com/07th-mod/ponscripter-fork/releases/tag/v4.0.0 |
Looks good. Thank you again. I tried Saku with two different parameter lines, By the way, I checked the
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ah thanks for checking all that. Yea I'll see if I can update the version text... |
All episodes of Umineko were ported to chronotrig's Ponscripter engine in 2019 as a part of the Umineko Saku compilation.
Commit e9c7e03 made changes to the
getspsizeCommand
function which broke compatibility with all of the Saku version scripts. These Saku scripts contain a function namedmld
which is used for loading and placing sprites on the screen. This function uses thegetspsize
command. Due to the changes in commit e9c7e03, this function incorrectly calculates the placements of sprites and often places them outside of the screen's view.Below are some example screenshots. The screenshots on the right were taken using the latest version of the code in this repository. The screenshots on the left were taken using the same code but with the changes from commit e9c7e03 manually reverted.
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