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Keep the town menu's captions off messages it has not read yet - #228

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IvanPerrella:fix/town-menu-help-titles
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IvanPerrella wants to merge 1 commit into
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IvanPerrella:fix/town-menu-help-titles

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The town menu draws its icons for a few frames before it loads allmenu.mes, while CommonMenuMes2 still points at the previous menu's messages. If an event built models over that memory in the meantime, HelpTitle decoded garbage and read past the buffer (crash in GameTextDecode, non-English languages only). Seen opening the menu right after the event that gives the World Map.

Until the menu has read its messages, the captions reuse the titles read last.

The town menu draws its icons for a few frames before it loads allmenu.mes, while CommonMenuMes2
still points at the previous menu's messages. An event can build models over that memory in the
meantime, and decoding a help title from it ran off the end of the buffer. Those frames now reuse
the titles read last.
Adubbz added a commit that referenced this pull request Oct 27, 2026
…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>
@Adubbz

Adubbz commented Oct 27, 2026

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Merged into master in d3666bc, simplified and restyled for the forked port (port/src/game, dc:: namespaces). Thank you!

@Adubbz Adubbz closed this Oct 27, 2026
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2 participants