Let's say you want to force a page break in a longer piece of dialogue:

"Hello...<break>Anyone?"

That "<break>" would be stored as 0x000E 0x0000 0x0004 0x0000, or function 0, subfunc 4, no arguments.

Knowing this, I have a little data mining application for #ProjectSpecialK related causes that can process MSBT files into JSON. Works great so far, but there's a twist...

Hmm. Tickable is a handful. Maybe I should rename it to (Bk)Node or sumth...

#BeckettEngine #ProjectSpecialK #nonsense

MSAA is basically free in a "difficulty to implement" sense if you don't use frame buffers and such for things like HDR and post-process effects. If you do, it becomes rather more of a hassle.

But looking at Animal Crossing New Horizons, I don't think there's much of a need for #ProjectSpecialK to have it.

Found a weird bug in #ProjectSpecialK where having a script with three or more "dialogue" calls in a row would only show the first and last one. The middle one(s) would immediately be overwritten by the next.

Found out why and fixed it though!

DialogueBox dropped its mutex, given at the start of the script itself, when the first line was dismissed. Afterwards, ScriptRunner was therefore never told to stop and wait after that first line.

I have some options now.

Taking the sky shader I already had for #ProjectSpecialK and adding what I recently learned about, of all things, the Ocarina of Time logo, the result is not bad and could work nicely for certain weather conditions.

Special characters like Isabelle can now provide a spawn.lua file to help set up their state. For now, that just means picking outfits.

pickSNPCOutfit(me, "snpc:outfit:szaexercises")

Outfits may also be specified by number. Regardless, this could be used by Isabelle to switch between her summer and winter outfits, for example.

#ProjectSpecialK

One more step...

#ProjectSpecialK

1. Animation
2. Shadowmaps
3. Special villagers' outfits

Decisions decisions.

#ProjectSpecialK #BeckettEngine

(The pose is custom-made on the spot with built-in dev tools. There is still no actual animation support.)

#ProjectSpecialK

Figured it was a little overdue to try and run the #BeckettEngine test thing (the engine for #ProjectSpecialK in case you hadn't picked up on that yet) like a proper release. What you can't see here is that in \assets, there's a single data․zip file. That's what all the models and textures come from, as opposed to loose files in a \data folder.