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Confirmed on Linux x86_64 as well. On the Flatpak build, casting with a Prickly in Matataki turned the screen a single color and the game said the bait had run out. Leaving the fishing menu then crashed. That said your PR touches ps2 source files; can you make the adjustment in the port files instead? |
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…e open PRs The port no longer compiles ps2/: the game's code is forked into port/src/game and port/include/game, and PORT_OVERRIDE is gone. ps2/ stays the byte-matching decomp. - PS2-only code removed from the fork: MWCC pragmas, code the PC link discarded, SDK calls that do nothing on PC, dead conditionals. - All port code brought to AGENTS.md and C++26: anonymous namespaces, nullptr, C++ casts, std containers and strings in place of fixed buffers and C strings, enum class, no goto, meaningful names, minimal comments, documented headers. - Every function in a logical file: the platform layer is in port/src/<subsystem> (app, data, platform, render, input, ui, options, title, battlemenu, dialog, quest, item, text, localize, save); the old replacement units are merged into their game units; no *_port files, stub headers, linknames.cpp or linker aliases remain. - Namespaces: dc::game for the game, dc::<subsystem> for the platform layer, dc::test for the tests. Only main, extern "C" entry points and the symbols Kazarov calls stay global. - CI per platform: pc.yml (Linux, Windows, Flatpak), macos.yml and switch.yml, with the Switch toolchain image cached on ghcr.io. Kazarov compiles pipelines on first use on a CPU rasterizer, so lavapipe no longer runs test processes out of memory. - Merged PRs, simplified and restyled: #186 (autosave on each dungeon floor and resume there), #220, #223 (item framework and gameplay documents), #226 (sound publishing), #227, #228, #229, #230 (the fishing line's springs divide as the EE does; supersedes #219 and #225). Each step was gated on Windows: build, unit tests, and headless screenshots of ten game modes, pixel-identical to master's build. Co-authored-by: Alessandro Suha <plarpoon@zandark.eu> Co-authored-by: Thomas Cantwell <cantwell.tom@gmail.com> Co-authored-by: SirFancyBacon <m.johnsondelta@gmail.com> Co-authored-by: IvanPerrella <ivan.perrella@gmail.com>
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Casting a fishing line crashes the macOS ARM build.
While the float is pinned (
FishLineSetUkiwith a weight of 0 or more, as on every cast),FishLineStepcopiesukiinto bothpoint[18]andukip[0]at the end of each relaxation pass. On the next pass,lengthbetween them is 0, solength * (1 - weight) / lengthis 0/0:CCollisionMDT::PickUpNearPoly(SIGBUS, fromEdMoveChara).port/src/fishing.cppnow overridesFishLineStepnext to itsFishLineDrawoverride. It is retail's function, except that a zero length becomes 1, which gives the same zero move the EE does.ps2/srcis unchanged. Retail's two link tables arestaticinps2/src/fishing.cpp, so the override keeps its own copies.Testing
FishingLine.APinnedFloatStaysFinitefails without the change and passes with it.