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Author SHA1 Message Date
TaikoZhongandClaude Opus 5.5 750fb87759 result: skipping the reveal lands the rank plate instead of dropping it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:11:12 +08:00
TaikoZhongandClaude Opus 5.5 ff708041d5 Update checksums.sha256 for #58
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:08:14 +08:00
GanYiZhong 3f6124a09c Merge pull request 'gauge: fix the fading cell gap and clear mark on this skin's grid' (#58) from GanYiZhong/YataiDONNijiiro:fix/gauge-render into main 2026-10-14 04:07:55 +02:00
TaikoZhongandClaude Opus 5.5 0fed3df419 gauge: this skin's render() for its 50-cell fade-in grid
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:07:41 +08:00
TaikoZhongandClaude Opus 5.5 99aa932bb8 Update checksums.sha256 for #57
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:55:25 +08:00
GanYiZhong e6afffc67b Merge pull request 'skin_config: cell-aligned gauge clear mark' (#57) from GanYiZhong/YataiDONNijiiro:fix/gauge-clear-mark-offset into main 2026-10-14 03:55:06 +02:00
TaikoZhongandClaude Opus 5.5 4a0fabafd6 skin_config: cell-aligned gauge clear mark (gauge_clear_mark_offset = 1)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:54:48 +08:00
TaikoZhongandClaude Opus 5.5 0472b64028 checksums.sha256: drop the stray .omc entries
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:02:33 +08:00
TaikoZhongandClaude Opus 5.5 e9aca03c38 Remove a stray tool state file committed in #56
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:02:21 +08:00
TaikoZhongandClaude Opus 5.5 b1adfe0b1a Update checksums.sha256 for #56
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:01:14 +08:00
GanYiZhong 59c743ab90 Merge pull request 'background: pack the cabinet movies' per-frame channels into strings' (#56) from GanYiZhong/YataiDONNijiiro:perf/packed-anim-channels into main 2026-10-14 03:00:53 +02:00
TaikoZhongandClaude Opus 5.5 2f7291d4ec background: pack the cabinet movies' per-frame channels into strings
The collab backdrops (and the default donbg band) replay exported movies
whose per-frame channels were Lua tables of numbers: 38 MB that Lua
compiled on every song start (0.7 s for the TOHO pack; game screen init
1.5-1.6 s -> 0.9-1.0 s in-game), plus ~19 MB of Lua memory per pack.

Each per-frame array is now {base, step, width, "digits"}: value = base +
step * n, n being the frame's width chars in base 92 (printable ASCII
without '"' and '\'). One string constant compiles in a fraction of the
time; bg_objects/packed_channel.lua decodes the frame being drawn.
Quantization: 0.05 px, 0.005 deg, 5e-5 scale, 1/1024 alpha and tint;
every value of all 77 files checked against the original within half a
step.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:00:18 +08:00
Yonokid 09d5ae9278 fix modifier bug 2026-10-13 13:23:01 -04:00
TaikoZhongandClaude Opus 5.5 bae23bb687 Update checksums.sha256 for #52
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:00:47 +08:00
GanYiZhong 3cc65818fa Merge pull request 'result: play the cover back for a retry' (#52) from GanYiZhong/YataiDONNijiiro:fix/result-retry-reverse into main 2026-10-13 15:00:19 +02:00
TaikoZhongandClaude Opus 5.5 9eb8894979 result: play the cover back for a retry
The engine's retry flow calls ResultFadeIn:start_reverse; this override
of the parent's result_fade_in.lua had no such method, so the result
background never closed back over the screen before the retry.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:59:53 +08:00
Yonokid bc3c66d9b2 add dan lua 2026-10-13 08:41:52 -04:00
GanYiZhong 78d7982c0e Merge pull request 'Update checksums.sha256' (#51) from GanYiZhong/YataiDONNijiiro:fix/checksums into main 2026-10-13 05:48:32 +02:00
TaikoZhongandClaude Opus 5.5 41dcd4b593 Update checksums.sha256
The manifest predates #47/#48/#50: the skin updater skipped every
backdrop added in #48 (1884 files), kept fetching 17 changed files on
each launch, and still listed the deleted gumi.lua. Hashes are the
blob bytes (LFS: pointer oid), same as the existing entries.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 11:47:43 +08:00
GanYiZhong b0309d4fd3 Merge pull request 'entry: land the Don on the parent's new bounce' (#50) from GanYiZhong/YataiDONNijiiro:fix/entry-bounce-end into main 2026-10-13 05:30:14 +02:00
GanYiZhong 3b312e61f4 Merge pull request 'entry: drop the pinned entry animations' (#49) from GanYiZhong/YataiDONNijiiro:revert/entry-animation into main 2026-10-13 05:30:08 +02:00
TaikoZhongandClaude Opus 5.5 40e135098c entry: land the Don on the parent's new bounce
The parent merged its two entry bounce moves into one (animation.json
entry 2, -340). BOUNCE_END still assumed the old -295/+50 pair, so with
the inherited file Don floated ~140px above the nameplate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 11:29:49 +08:00
TaikoZhongandClaude Opus 5.5 85fb872d9c entry: drop the pinned entry animations
The engine now plays the 3D DON_ENTRY_IN/LOOP animations on the entry
screen, and the parent's animation.json is tuned for them. The pinned
copy puts Don ~190px too low, half behind the nameplate; with the
inherited file he stands on it again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 11:05:19 +08:00
GanYiZhong 5012df77e1 Merge pull request 'background: cabinet backdrops for the collab presets' (#48) from GanYiZhong/YataiDONNijiiro:feat/arcade-collab-packs into main
Reviewed-on: #48
2026-10-13 04:52:26 +02:00
GanYiZhong a5441ac310 Merge pull request 'collabs: use the parent's collab scripts with its reworked art' (#47) from GanYiZhong/YataiDONNijiiro:fix/collab-green-art into main
Reviewed-on: #47
2026-10-13 04:52:17 +02:00
GanYiZhong 4f0fb58891 Merge pull request 'entry: pin the entry animations the Don placement is built on' (#46) from GanYiZhong/YataiDONNijiiro:fix/entry-animation into main
Reviewed-on: #46
2026-10-13 04:52:08 +02:00
TaikoZhongandClaude Opus 5.5 8d13c3a393 background: fix the collab bands and backdrops found by a frame compare
Every exported part was compared frame by frame with the cabinet renderer,
which showed:

- donbg bands: the state groups were taken as the first three root sprites
  (normal / fever / miss) and root-level shapes were dropped, so mario's
  and lovelive's bands lost their sky plate and layers (black band with
  smeared notes).  Groups now come from the root's own `normal` / `fever`
  label frames: shown on the normal frame -> normal; fever only -> fever;
  shown in both and above every fever layer -> top (drawn over the
  crossfade).  Root shapes are included.
- backdrops whose root timeline moves its children (mario's scrolling
  stage) are dumped through the root, so the scroll is kept.
- a normal backdrop's switched-off layer (alpha 0 on the root, e.g. imas's
  spotlight cones) stays hidden.
- loops longer than the old 2700-frame dump (mario 3840, i7 natsu 1604) are
  dumped twice over and kept exact instead of being cut at 1920 frames.
- colour-multiply placements (tinted spotlights, bands) carry cr/cg/cb and
  are drawn with `color`; the donbg miss-streak darkening now multiplies an
  existing colour instead of replacing it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 17:05:39 +08:00
TaikoZhongandClaude Opus 5.5 f239bc156c background: cabinet backdrops for the collab presets
Collab songs (#SCENEPRESET) now get their own cabinet backdrop, replayed by
the same objects as the default backdrop instead of the parent's collab art:

  miku, toho, gumi, ia, lovelive, i7 (id7 / tri / rev / natsu), imas
  (765 / cg / ml / sidem), yo-kai (base / matsuri / hatsukoi / tokoroten /
  yougota), mario, a3

Each preset is a pack in bg_data/collab_packs.lua naming its parts: donbg
band (1P and 2P), normal and clear backdrops, troupe, stand under the
troupe, drumroll effect and soul-max crowd.  Shared parts (the i7, imas
and yo-kai families) are shared the way the cabinet shares them.  A pack is
used only when every part it names is present, otherwise the preset falls
back to the collab script as before.  Packs also apply in 2P (donbg bands).

The objects take a part name where they took a random index:
DonBG.create_named, BGNormal.create_named, BGFever.create_named,
ArcadeDancerGroup.new("<name>"), Fever.Anim.new("<name>").  New:
renda_clip.lua (each hit replays one of the effect's parts along its own
path), and a beat-synced BGAnim for the whole-troupe dancer movies (i7,
a3).  Collab troupes stand in fixed positions (lead in the centre) and
grow from 1 to the full troupe with the gauge.

Exported placements may now mirror: bg_anim, donbg and dancer data carry a
mirror flag (drawn with mirror = horizontal and the origin moved to the
other side of the png).  Existing data has no flag and draws as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 15:55:05 +08:00
TaikoZhongandClaude Opus 5.5 a48fcd3498 collabs: use the parent's collab scripts with its reworked art
PyTaikoGreen reworked the art of its collab backdrops (folders renamed,
texture.json positions changed, new layers) together with its collab
scripts. Nijiiro takes the art from the parent but kept its own older
copies of eight collab scripts, so with the new art those collabs lost
their dancers, footer or fever layers, filled the log with draw errors
(funassyi, gumi) or crashed (a3, imas_sidem, oshiri).

a3, animal, buttoburst, funassyi, imas (also imas_cg/imas_ml),
imas_sidem and oshiri now load the parent's script and keep what Nijiiro
did differently (bg_objects/collab_parent.lua): the collab dancer-count
model and no drumroll burst on balloons. The parent's script is loaded
from its own file, so it uses the parent's background objects that its
art is laid out for. gumi only adapted the parent's script to this
skin's donbg/6, so the parent's is used as it is.

The dancer-count model now also drives the parent's troupes: set_count
where the troupe has it (a3), and leave_dancer to shrink.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:18:37 +08:00
TaikoZhongandClaude Opus 5.5 dc4fc59741 entry: pin the entry animations the Don placement is built on
Nijiiro had no Graphics/entry/animation.json of its own and took the
parent's. The parent changed its entry animations (drum bounce -245 ->
-340, cloud puff 0.75-1.0 -> 0.1-1.2, cloud loop, timings, mode-select
fade 160 -> 443 ms), but player.lua lands Don on DON_CY with a fixed
BOUNCE_END = -367.5 (the old -245 x 1.5), so after picking a side Don
now stopped ~140 px too high and the cloud was sized differently.

This adds the parent's previous entry animation.json unchanged, so
Nijiiro's entry looks as it did before the parent's change. Nijiiro's
own entry scripts and the engine's entry ids (9-11) are all in it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 13:48:00 +08:00
TaikoZhongandClaude Opus 5.5 d87aef0177 Update checksums.sha256
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:34:18 +08:00
GanYiZhong 605a651a25 Merge pull request 'dan select: add the dan transition animations (19-23)' (#45) from GanYiZhong/YataiDONNijiiro:dan-transition-anims into main 2026-10-12 04:31:32 +02:00
TaikoZhongandClaude Opus 5.5 b9fee6e113 dan select: add the dan transition animations (19-23)
The engine's dan transition (shown when leaving dan select) uses dan_select
animations 19-23. This skin has its own dan_select/animation.json without
them, so leaving dan select crashed: the transition textures come from
PyTaikoGreen, but the animations did not. Added from PyTaikoGreen with the
distances scaled x1.5 for 1920x1080 (22 is degrees and stays as is).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:25:39 +08:00
Yonokid 88df3fde7f state is now controlled by lua 2026-10-11 13:24:55 -04:00
Yonokid 9cfd0d9a76 minor optimization 2026-10-10 14:52:41 -04:00
Yonokid 6976222461 add timing offset option 2026-10-10 10:43:50 -04:00
Yonokid f604f65435 minor fixes 2026-10-09 16:14:31 -04:00
Yonokid 200cdc58ed add missing animation 2026-10-09 15:53:51 -04:00
Yonokid c531160071 fix result rank issue 2026-10-08 11:46:56 -04:00
Yonokid 2eccdaecd6 add gogo time lane effect 2026-10-07 16:29:57 -04:00
Yonokid e35c5ab854 minor fixes 2026-10-07 14:06:42 -04:00
Yonokid 30590cd9b4 add donbg tinting 2026-10-07 13:46:09 -04:00
Yonokid dcdff8924c Merge pull request 'dan select: extend the parent's DanSelect instead of replacing it' (#42) from GanYiZhong/YataiDONNijiiro:fix/dan-select-parent into main
Reviewed-on: #42
2026-10-05 13:48:43 +02:00
Yonokid 267d0c2f3e Merge branch 'main' into fix/dan-select-parent 2026-10-05 13:46:15 +02:00
Yonokid fafd8d2778 Merge pull request 'Add yellow_box_bottom to skin_config (dan select box bottom edge)' (#41) from GanYiZhong/YataiDONNijiiro:fix/yellow-box-bottom into main
Reviewed-on: #41
2026-10-05 13:46:08 +02:00
Yonokid b87ef7a172 Merge branch 'main' into fix/yellow-box-bottom 2026-10-05 13:45:56 +02:00
Yonokid 941afd274c Update checksums.sha256 2026-10-04 16:03:25 -04:00
TaikoZhongandClaude Opus 5.5 3be0239090 skin_config: add yellow_box_bottom for the dan select box
The engine now reads the yellow box's bottom edge from skin_config
yellow_box_bottom instead of the yellow_box_bottom_right texture's y.
Without the key the bottom row was placed by the fallback and the box
looked cut off under the song scrolls. 974 is the value the texture
entry used.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 01:36:27 +08:00
GanYiZhongandClaude Opus 5.5 525a9f36ff dan select: extend the parent's DanSelect instead of replacing it
The dan boxes moved to PyTaikoGreen's Scripts/dan_select/dan_select.lua, which
this skin's dan_select.lua shadowed, so no dan box was drawn. Load the parent's
script first and add only the clip-sampled cursor/arrows on top of it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 01:35:05 +08:00
Yonokid 2f41fe2bbd track ttf with LFS 2026-10-04 01:14:24 -04:00
Yonokid 8a75d48555 fix background animations 2026-10-01 16:48:11 -04:00
Yonokid cc3e9308f5 Update checksums.sha256 2026-10-01 14:51:49 -04:00
Yonokid 5b0412389e remove some extra loading 2026-10-01 14:47:49 -04:00
Yonokid 506c761c3a Update checksums.sha256 2026-10-01 14:15:56 -04:00
Yonokid f37375e18a remove blank graphics 2026-10-01 14:07:37 -04:00
Yonokid fb7c1ba611 removed debug code 2026-10-01 11:28:23 -04:00
Yonokid fd383c7b8b separate the song select lua 2026-10-01 01:08:03 -04:00
Yonokid 8f4b6835c4 Update checksums.sha256 2026-09-30 15:55:46 -04:00
Yonokid ec3fa91b0d Merge pull request 'Background: the collab backgrounds PyTaikoGreen added after background.lua was forked' (#40) from GanYiZhong/YataiDONNijiiro:fix/collab-backgrounds into main
Reviewed-on: #40
2026-09-30 21:54:58 +02:00
Yonokid 814f21047b Merge branch 'main' into fix/collab-backgrounds 2026-09-30 21:54:46 +02:00
Yonokid 89618b4c02 Merge pull request 'Animations: follow the engine's merged move animations' (#39) from GanYiZhong/YataiDONNijiiro:fix/merged-move-animations into main
Reviewed-on: #39
2026-09-30 21:54:18 +02:00
Yonokid 3ea0910bd5 Merge branch 'main' into fix/collab-backgrounds 2026-09-30 21:53:56 +02:00
Yonokid c3d9c9f1b4 Merge branch 'main' into fix/merged-move-animations 2026-09-30 21:53:40 +02:00
Yonokid a340d03a93 change scos 2026-09-30 15:50:57 -04:00
Yonokid 5b46d889d8 major cleanup 2026-09-30 15:29:22 -04:00
Yonokid 366ece5ebe move the attract sequence back to pytaikogreen 2026-09-30 14:35:21 -04:00
Yonokid 06eb0778e4 Update checksums.sha256 2026-09-30 14:25:21 -04:00
Yonokid f45fe56a67 update title video 2026-09-30 11:50:02 -04:00
Yonokid 401d7cf12f Update checksums.sha256 2026-09-29 15:33:43 -04:00
TaikoZhongandClaude Opus 5.5 9999570d4c Background: the 27 collab backgrounds PyTaikoGreen added after this file was forked
background.lua was forked from PyTaikoGreen on 2026-09-02; PyTaikoGreen then
added DQ10 (09-07) and 26 more (09-09, "Add all missing collab
backgrounds"), so a chart with SCENEPRESET:MIKU / TOHO / YOKAI / ... fell
back to the standard background here. They now use PyTaikoGreen's modules.

bg_collabs/gumi.lua: PyTaikoGreen's, with GumiDonBG filling in the fields
PyTaikoGreen's DonBG6 sets (this skin has its own donbg/6), which its
draw_textures uses.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 01:30:39 +08:00
TaikoZhongandClaude Opus 5.5 a887052197 Animations: follow the engine's merged move animations (cf785cf)
The engine now reads one move per effect where it used to add several:
kusudama 11 (= old 11 + 12) and 13 (= old 13 + 18), diff sort bounce 22
(= old 22-25), score counter 38 (y before the fan-out, from the old start
y and 39) and 39 (fan-out = old 40); the single-point "waypoint" key is
now a "waypoints" list. Same motion as before, at this skin's values.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 00:41:16 +08:00
Yonokid d121d5ed34 Merge pull request 'Ending: place the 2P banner on the 2P lane (game_p2_y)' (#38) from GanYiZhong/YataiDONNijiiro:fix/2p-ending-lane-y into main
Reviewed-on: #38
2026-09-29 16:49:50 +02:00
TaikoZhongandClaude Opus 5.5 4c50c7f2cb Ending: place the 2P banner on the 2P lane (game_p2_y)
game_2p_offset is the distance between the two background bands (536), not between the lanes,
so in two-player games the 2P clear / full combo / fail banner was drawn below the screen.
The 2P lane is at game_p2_y, the 1P lane at 184 (both x screen scale).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 05:39:26 +08:00
Yonokid 35b6152aae Update checksums.sha256 2026-09-24 18:31:24 -04:00
Yonokid 3af3f30ce1 Match PyTaikoGreen gitattributes (add * -text) 2026-09-24 17:44:31 -04:00
Yonokid 828c9eb296 fix crashes 2026-09-24 14:50:23 -04:00
YonokidandClaude Sonnet 5 463194ccde Move fonts to dedicated Fonts folder
Keeps font.ttf and per-language font_*.ttf out of Graphics so
texture/atlas tooling doesn't need to skip non-image files.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-23 12:15:58 -04:00
Yonokid 0b62466284 fix index bug 2026-09-22 10:46:42 -04:00
Yonokid c0ecb338ba remove get_id 2026-09-20 13:37:39 -04:00
Yonokid 047c3e9f3c remove sample animations 2026-09-19 18:27:30 -04:00
Yonokid 59c90c3ca1 move lots to lua 2026-09-19 13:45:48 -04:00
Yonokid 674b253bdd consolidate notes into one atlas 2026-09-18 13:17:33 -04:00
Yonokid 633f8b593a Merge pull request 'Result: the gold gauge cell follows the cleared state, not the cell count' (#37) from GanYiZhong/YataiDONNijiiro:result-gauge-clear into main
Reviewed-on: #37
2026-09-18 16:18:03 +02:00
Yonokid a5793af2ca Merge branch 'main' into result-gauge-clear 2026-09-18 16:17:52 +02:00
Yonokid 60c9178c86 Merge pull request 'i18n: Korean for every dictionary string' (#36) from GanYiZhong/YataiDONNijiiro:text-labels into main
Reviewed-on: #36
2026-09-18 16:17:43 +02:00
Yonokid 2994bdc94b Merge branch 'main' into text-labels 2026-09-18 16:17:31 +02:00
Yonokid 07092b1cac Merge pull request 'Lua: every user-visible string comes from skin_config (tex.skin_text)' (#35) from GanYiZhong/YataiDONNijiiro:lua-strings-to-config into main
Reviewed-on: #35
2026-09-18 16:17:00 +02:00
TaikoZhongandClaude Fable 5.1 ced2120784 result: the gold gauge cell follows the cleared state, not the cell count
The first gold cell was lit from the cell count (39 of 50 for oni) while the game clears on soul >= norma (8000); a failed run at 7800..7999 soul grew a gold cell. Draw the transition piece and the gold strip only when gauge_state >= 1, like the HUD gauge.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-17 12:19:06 +08:00
TaikoZhongandClaude Fable 5.1 c5aeff2158 entry: the dan board's strings are mode_dan, not entry_dan
The engine puts a Dan-i Dojo board on the entry screen whenever the skin
defines an entry_dan text; this skin lists the dojo inside song select
instead (75f5d27), so the strings moved into skin_config must not use that
key.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 01:46:19 +08:00
TaikoZhongandClaude Fable 5.1 26cab15ab5 Lua: every user-visible string comes from skin_config (tex.skin_text)
entry board titles/comments (entry_* / entry_*_comment_N), costume-menu guide words
(guide_select_label / guide_decide_label), the sort window (sort_window_* /
folder_sort_select / course_name_*), the dan HUD plate (dan_gauge_name /
dan_exam_text_gauge), the N曲 song limit (song_num_max) and the 演奏スキップON
badge (skip_badge_text) are read through the engine's tex.skin_text; the only
Japanese left in Lua are folder-name matchers.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 01:45:48 +08:00
TaikoZhongandClaude Fable 5.1 113e246328 i18n: Korean for every dictionary string
Every skin_config text entry now carries ja / en / zh (Simplified) / ko.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 01:43:39 +08:00
Yonokid f0f6cac997 Merge pull request 'zh is Simplified Chinese: convert the zh strings, translate the last Japanese-only labels' (#34) from GanYiZhong/YataiDONNijiiro:zh-simplified into main
Reviewed-on: #34
2026-09-15 17:48:00 +02:00
Yonokid d18a5796c3 Merge branch 'main' into zh-simplified 2026-09-15 17:47:49 +02:00
Yonokid b74023c829 Merge pull request 'Loading transition: the game hint block follows the interface language' (#33) from GanYiZhong/YataiDONNijiiro:hint-i18n into main
Reviewed-on: #33
2026-09-15 17:47:24 +02:00
Yonokid e515e2e0f2 Merge branch 'main' into hint-i18n 2026-09-15 17:46:35 +02:00
Yonokid 45156e3bfc Merge pull request 'font.ttf 3.000: all five cabinet atlases (adds Simplified Chinese and Korean)' (#32) from GanYiZhong/YataiDONNijiiro:font-all-atlases into main
Reviewed-on: #32
2026-09-15 17:46:12 +02:00
Yonokid 43c57b1cfd Merge branch 'main' into font-all-atlases 2026-09-15 17:44:59 +02:00
Yonokid e83a388a4a Merge pull request 'Dan gauge: 1P red / 2P blue unfilled track' (#31) from GanYiZhong/YataiDONNijiiro:dan-gauge-player-colors into main
Reviewed-on: #31
2026-09-15 17:44:46 +02:00
Yonokid 9a8591edb8 Merge branch 'main' into dan-gauge-player-colors 2026-09-15 17:44:35 +02:00
Yonokid 9019695c30 Merge pull request 'Dan result: 未到達 plates per language and the "not recorded" banner' (#30) from GanYiZhong/YataiDONNijiiro:dan-result-nosave into main
Reviewed-on: #30
2026-09-15 17:44:28 +02:00
Yonokid 2a605b54aa Merge branch 'main' into dan-result-nosave 2026-09-15 17:44:17 +02:00
Yonokid 8279a57cbd Merge pull request 'Dan select: the cabinet's exam grid (soul gauge box + per-song segments)' (#29) from GanYiZhong/YataiDONNijiiro:dan-exam-grid into main
Reviewed-on: #29
2026-09-15 17:44:09 +02:00
Yonokid fc5705b024 Merge branch 'main' into dan-exam-grid 2026-09-15 17:43:15 +02:00
TaikoZhongandClaude Fable 5.1 a0a4a29027 fonts: Han from the language atlas first, kana / Latin from jp (--han-order)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 15:45:15 +08:00
TaikoZhongandClaude Fable 5.1 9a4e078d20 fonts: every family keeps the jp brush glyphs first, its own atlas is the first fallback
font_cn / font_tw / font_kr are now jp first (kana, Latin, digits and every
kanji the jp atlas has stay in the brush face); cn / tw / kr only supply
the characters jp lacks. build_font.py gains --han-order for a separate
ideograph priority.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 14:23:51 +08:00
TaikoZhongandClaude Fable 5.1 04a9920142 zh is Simplified Chinese: convert the zh strings, translate the last Japanese-only labels
- every zh string in skin_config.json and the Lua scripts converted Traditional ->
  Simplified (OpenCC TSPhrases + TSCharacters; 裏 kept for 裏魔王); the sort window
  uses the cabinet's own Simplified rows (根据难度选择 / ★的个数 / 排序)
- dan_exam_text_more/less/gauge/gauge_less gain en / zh / ko
- dan_info 魂ゲージ + %以上 and the N曲 song limit follow the interface language
  (cabinet wordlist: clear_theme_soul_gauge, sort_window_songs)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 06:31:22 +08:00
TaikoZhongandClaude Fable 5.1 dfa2ac78a3 One font per cabinet family: font_cn / font_tw / font_en / font_kr
font_zh.ttf becomes font_cn.ttf (cn, tw, jp, en, kr) and gains siblings built the
same way: font_tw (tw, jp, cn, en, kr), font_en (en, jp, tw, cn, kr), font_kr
(kr, jp, en, tw, cn). font.ttf (jp first) is unchanged and stays the fallback.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 06:16:49 +08:00
TaikoZhongandClaude Fable 5.1 57250065bb Loading transition: the game hint block follows the interface language
The 「ゲームのヒント」 block is a baked Japanese texture. For any other language the
three lines are drawn as text (skin_config transition_hint_title / _line1 / _line2,
en / zh / ko) at the rows measured off the texture, on the same fade; Japanese keeps
the texture. The title strings are the cabinet's own wordlist entries.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 06:15:35 +08:00
TaikoZhongandClaude Fable 5.1 346f8e7274 font_zh.ttf: Simplified Chinese glyph set first, tw/jp only for what it lacks
With the interface language set to Simplified Chinese the engine now loads
Graphics/font_zh.ttf, built with the cn atlas first (7 588 glyphs from cn,
11 966 from tw, 8 from jp) so shared characters take the Simplified face too,
as the cabinet does with its per-language atlas families.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 05:56:37 +08:00
TaikoZhongandClaude Fable 5.1 6a68be7c36 font.ttf 3.000: all five cabinet atlases (adds Simplified Chinese and Korean)
Rebuilt from the cabinet's five _64 glyph atlases (jp, tw, cn, kr, en) instead of
jp+tw only: 22 382 glyphs, +1 956 Simplified Chinese and +2 737 Hangul, so zh-CN
and ko text no longer falls back to '?'. Same face, metrics and baseline as 2.000.
tools/font/build_font.py + FONT.md document the cabinet's font selection and the build.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 05:37:03 +08:00
TaikoZhongandClaude Fable 5.1 d318cf5e9f Dan gauge: 1P red / 2P blue unfilled track
The dan gauge track was the same yellow for both sides. The cabinet colours
it per player like the normal gauge below the clear line: dark red for 1P,
dark teal-blue for 2P. Same body colours as gauge/1p_unfilled_normal and
gauge/2p_unfilled_normal; frame and alpha untouched.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-14 02:15:03 +08:00
TaikoZhongandClaude Fable 5.1 1c39077a72 Dan result: 未到達 plates per language and the "not recorded" banner
From the cabinet's result movie: the unreached plate (ja / en / ko / zh
frames, 400x128) placed over a song row's counters, and the 610x70 notice
plate at the top right for a skipped run, with the notice text per language
(dan_result_nosave) drawn by the engine (Yonokid/YataiDON#180).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 11:33:08 +08:00
TaikoZhongandClaude Fable 5.1 d4a7e65786 Dan select: the cabinet's exam grid (soul gauge box + per-song segments)
Turn on the engine's dan_exam_grid layout: the soul gauge in its own box on
the left, the other conditions stacked on the right, and per-song conditions
split into 1st / 2nd / 3rd segments with each song's own border. The art has
shipped with the skin since the board rework; only the option was missing.
The segment strips are re-cut on a window that keeps the 2nd / 3rd badges'
rim (163x34) and the strip anchor moves by the same 3 / 1 px.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 10:22:45 +08:00
Yonokid d6629d4a38 Merge pull request 'Result: fill the soul gauge cell by cell' (#27) from GanYiZhong/YataiDONNijiiro:result-gauge-cells into main
Reviewed-on: #27
2026-09-11 03:54:26 +02:00
Yonokid 8e8a6d0f28 Merge branch 'main' into result-gauge-cells 2026-09-11 03:54:19 +02:00
Yonokid 6e94262bdb Merge pull request 'Dan gauge: one 21 px cell per bar piece' (#26) from GanYiZhong/YataiDONNijiiro:dan-gauge-cells into main
Reviewed-on: #26
2026-09-11 03:54:08 +02:00
Yonokid db94fe4f2c Merge branch 'main' into dan-gauge-cells 2026-09-11 03:53:58 +02:00
Yonokid 1281737b79 Merge pull request 'Game HUD: song title on the cabinet line' (#25) from GanYiZhong/YataiDONNijiiro:result-rank-skip into main
Reviewed-on: #25
2026-09-11 03:53:51 +02:00
Yonokid f08a4082bc Merge branch 'main' into result-rank-skip 2026-09-11 03:53:40 +02:00
TaikoZhongandClaude Fable 5.1 fec174303a Result: fill the soul gauge cell by cell on the cabinet's 50-cell grid
The result gauge stepped in 87 engine units of 8.4 px, so the fill crept
across the 50-cell / 21 px groove instead of lighting one cell at a time.
Convert the fill target to cells (points * 50 / max, floored like the game
HUD), step one cell per 7 frames (kGageSpeed_), place the norma at cell
30 / 35 / 40, and give the fill pieces the HUD's one-cell-wide art on the
groove's grid.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 09:37:40 +08:00
TaikoZhongandClaude Fable 5.1 00cd9bb786 Dan gauge: one 21 px cell per bar piece, anchored on the cell grid
The dan gauge fill pieces were 12 px wide at x 726 while the border's cell
grid is 50 x 21 px from x 738; make the bar one cell wide at 738 so the
engine's per-cell stretch lands on the grid, and centre the 32 px gauge-up
glow on its cell (733).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 08:13:34 +08:00
TaikoZhongandClaude Fable 5.1 1066fa6383 Game HUD: song title on the cabinet's line
song_info y 58 -> 68: the cabinet's title field (y 0..98, 54 pt, border 6.5,
text vertically centred then inset by the border) puts the ink centre near
y 56; the engine anchors the text object's box, whose ink sits ~12 px above
its centre.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 08:13:26 +08:00
Yonokid 7f6e883a09 Update checksums.sha256 2026-09-10 14:35:16 -04:00
Yonokid 58259f949d Merge branch 'GanYiZhong-entry-guide-title' 2026-09-10 13:39:38 -04:00
Yonokid f63d0901ba Merge pull request 'Song select: the decided genre board stays up while its songs load' (#22) from GanYiZhong/YataiDONNijiiro:folder-open-leg into main
Reviewed-on: #22
2026-09-10 19:32:35 +02:00
Yonokid 1b06d309f5 Merge branch 'main' into folder-open-leg 2026-09-10 19:32:18 +02:00
Yonokid ecc50e6c60 Merge pull request 'Light effects: entry glow patch size, add-blended layers drawn additively' (#21) from GanYiZhong/YataiDONNijiiro:light-effects into main
Reviewed-on: #21
2026-09-10 19:32:08 +02:00
TaikoZhongandClaude Fable 5.1 2b49aad1af Entry: control-guide mode per phase, mode board title centred on its band
- The top-left control guide follows the cabinet's ChangeMode: `decide` alone on
  the credit screen, the `all` loop (rim to choose + face to decide) on mode
  select when the list has more than one board, hidden during the drum select.
  entry.lua / entry/box.lua publish the phase, global/indicator.lua reads it.
- The open mode board's title sits in the middle of the dark band at the top of
  the plate; the text object's box is taller than its ink, so the nominal y is
  set for the ink (-118 -> -97).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 00:40:52 +08:00
TaikoZhongandClaude Fable 5.1 bffb67099c Result: the shinuchi SCORE caption is plain white too
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 00:38:33 +08:00
TaikoZhongandClaude Fable 5.1 c7acbf8527 Song select: a furled board is drawn as crisp columns, not a squashed bitmap
Squashing the 960-wide board texture to a few px averaged the outline away and,
because the GPU picks the mip level from the larger axis, blurred every row too;
the cabinet scales a vector shape and stays sharp.  draw_board now builds a
furled board from columns: both rounded corners at 1:1 and the band / panel /
band between them scaled in proportion, each drawn from an 8 px flat slice of
itself and magnified.  Narrower than both corners it becomes a solid bar with
the outline columns on either side and the flat centre between them (squeezed
corners left two hollow strokes with nothing between).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 00:37:30 +08:00
TaikoZhongandClaude Fable 5.1 d4b47f79d9 Song select: the folder close leg plays the cabinet's return half
Closing a folder (もどる) had no wheel motion at all: the fly table only
covered the open leg (clip f27..150), fly_offset only ran for kind "open", and
the engine's 166 ms fade took the song boxes and the back board out right
after the press -- the cabinet keeps them solid until they fly out (f184..204)
and the board furls (f205..217).

- anim/wheel_decide now spans f27..255 (open leg + `return` leg, straight from
  the cabinet clip); fly_offset plays the return half on the close leg: song
  boxes fly out, wait off screen across the swap (f219) and the genre boxes
  fly back in f234..254.  f255 re-bases the clip, so the leg stops before it.
- The engine's box fade is ignored during the pre-swap half of the close leg
  (box_fade); the clip channels already drive the back board's title fade and
  furl.

Verified with captures: press -> boxes stay -> contents fade / boxes fly out ->
back board furls -> genre board unfurls -> contents return -> boxes fly in.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 18:35:47 +08:00
TaikoZhongandClaude Fable 5.1 7ce90d46b8 Song select: the decided genre board stays up while its songs load
Opening a folder on this engine differs from the cabinet in one way that
matters for the animation: the cabinet swaps the content 69 frames into the
decide leg, this engine swaps when its loader is done, which can be a couple
of seconds for a big folder.  The leg clock parked one frame short of the swap
(f113), i.e. with the decided board already furled away and the neighbours
flown out, so the screen sat empty for the whole load -- and before that the
engine re-grows the decided box's yellow frame, which made the board close
and reopen right after the press.

- The open leg now parks one frame short of the furl (f99): the decided board
  stays up, contents faded per the clip, as the loading state.  On the swap the
  clock resumes from the furl, so furl (f100..113) and the new board's unfurl
  (f114..) play back to back; a swap that lands before the park point just lets
  the clock run.
- The neighbours' fly-out (f86..99) plays before the swap as on the cabinet;
  it used to wait for the swap and then jump straight to the off-screen hold.
- The decided board is remembered at OPEN_BEGIN and drawn fully open for the
  whole leg, past the engine's closed re-grow and past the moment the engine
  takes the box off the wheel for the loader (draw_overlays bridges it from the
  still-live box handle until it has furled).
- The new content's song / back board is not drawn before the swap frame.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 07:26:09 +08:00
TaikoZhongandClaude Fable 5.1 037a9c5816 Result: the スコア / SCORE caption is plain white on the cabinet
The caption textures carried a heavy dark outline; the cabinet's board header
shows the caption in plain white.  Re-rendered with the skin font, white fill,
no outline, same size and position as before.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 06:50:12 +08:00
TaikoZhongandClaude Fable 5.1 96f0f6f7aa Result: centre the スコア caption on the board's header band
The caption sat at y 281, which put its glyphs at 290..321 on a header band
that spans 284..314, so the bottom of the text spilled onto the body of the
board.  At y 274 the glyphs sit at 283..314, centred on the band.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 06:21:18 +08:00
TaikoZhongandClaude Fable 5.1 462e4602c6 Fever backdrops: export the steady state, not the transition's parked copies
The fever movies' root timeline is a state machine: frame 0 (`init`) parks the
fly-in copies of the transition -- a second sky plate, the wave scrollers, the
boats -- at alpha 0, and the steady state is the `fever` label, where only
fever_mc remains.  The export took the root's frame-0 children and forced the
parked ones visible, so the third backdrop drew its sky and its big waves twice
(one row over the other) and the boats and Mt Fuji ended up behind an extra wave
layer.  movie_export now takes the root's children at the `fever` label and only
the ones shown there; all three fever backdrops re-exported.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 06:10:36 +08:00
TaikoZhongandClaude Fable 5.1 11417f080f Fever backdrop 3: stop painting the movie's mask plate
bg_fever_a_03 places a full-stage plate at fever_mc depth 4 with a clip depth:
it is a mask that only clips the layer above it and is never painted, but the
export drew it as an ordinary leaf, which put a flat green sheet over the sky.
movie_export now skips placements that carry a clip depth; re-exported, the
plate and its texture are the only change.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 03:34:02 +08:00
TaikoZhongandClaude Fable 5.1 0985512f91 Entry: bake the warm glows as two non-overlapping patches
The four pre-composited patches overlapped (2 and 3 by 31 px, and after the
size fix 0 and 2 as well), and where they overlapped the later patch replaced
the earlier one's glow instead of adding to it, which showed as a vertical dark
band between the lamps.  The glows are now summed onto the backdrop once and
cut into two boxes that do not touch: the left lamp, and the three right-hand
lamps together.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 03:30:55 +08:00
TaikoZhong 3a815102a1 Update checksums.sha256 for the changed textures and scripts 2026-09-10 03:30:03 +08:00
TaikoZhongandClaude Fable 5.1 5ee758f90f Replay the cabinet's add-blended light effects as additive
The exported clips and backdrop movies were drawn source-over everywhere, but the
cabinet places a number of glow layers with its add blend mode: the lantern glows
of the lower backdrops (bg_nomal_a_01..05), the crown's radial burst, the score
rank plate's effect copy, and the full-combo / donderful letter glows.  Drawn
source-over, those textures show up as dark or grey patches.

- movie_export / clip_export record the placement's blend mode (`blend = 8` on a
  backdrop leaf, an 8th row value on a clip leaf; the root placement's mode is
  folded into its group), and bg_anim / clip_player / ending draw such leaves
  with blend = "additive".  Data re-exported; only the blend field changed.
- result_crown: the burst copies draw additively; the crown_loop shine sweep is a
  plain white polygon on the cabinet, so gleam frames 0..2 are white now instead
  of the atlas colour they were exported with.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 01:49:19 +08:00
TaikoZhongandClaude Fable 5.1 e1b6f78cb9 Entry: give the four warm-glow patches one common size
The engine sizes every frame of a folder texture like frame 0 (source rect and
default x2/y2), so the 177x311 and 233x233 patches were being stretched to
216x311 and their edges showed as boxes around the lamps.  Each patch is now
padded to 233x311 with the untouched backdrop around it; the patch is bg + glow,
so the extra backdrop is invisible at any fade.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-10 01:49:17 +08:00
Yonokid 5ab735c76d Update checksums.sha256 2026-09-09 12:07:03 -04:00
Yonokid 089ee6d7fc Merge pull request 'Song select: the course mark pops to its decided look once the course is locked in' (#20) from GanYiZhong/YataiDONNijiiro:diff-mark-decide into main
Reviewed-on: #20
2026-09-09 17:35:33 +02:00
Yonokid 26419b4b1c Merge branch 'main' into diff-mark-decide 2026-09-09 17:35:23 +02:00
Yonokid 809c81957d Merge pull request 'Score rank (粋 / 雅 / 極): in-game badge and result plate' (#19) from GanYiZhong/YataiDONNijiiro:score-rank-display into main
Reviewed-on: #19
2026-09-09 17:35:14 +02:00
Yonokid 6e2e97d6fe Merge branch 'main' into score-rank-display 2026-09-09 17:33:26 +02:00
Yonokid c227ea3ce6 Merge pull request 'Ending banners: replay the original clips (clear / full combo / donderful / fail)' (#18) from GanYiZhong/YataiDONNijiiro:ending-clips into main
Reviewed-on: #18
2026-09-09 17:25:58 +02:00
Yonokid c7c69dc3fe Merge pull request 'Entry: draw the mode-select cursor glow under the board' (#17) from GanYiZhong/YataiDONNijiiro:entry-mode-cursor-under into main
Reviewed-on: #17
2026-09-09 17:25:26 +02:00
Yonokid 5898df4231 Merge branch 'main' into entry-mode-cursor-under 2026-09-09 17:22:51 +02:00
Yonokid ec5e73019b Merge pull request 'Lower backdrops: replay every element of the original movies' (#16) from GanYiZhong/YataiDONNijiiro:lower-bg-anim into main
Reviewed-on: #16
2026-09-09 17:21:58 +02:00
Yonokid 2633ff421b Merge branch 'main' into lower-bg-anim 2026-09-09 17:20:37 +02:00
Yonokid e1ec601b27 Merge pull request 'Song select: no credit line, course names at the record's size' (#15) from GanYiZhong/YataiDONNijiiro:songselect-tweaks into main
Reviewed-on: #15
2026-09-09 17:20:05 +02:00
Yonokid 3c1f9faad5 Merge branch 'main' into songselect-tweaks 2026-09-09 17:19:13 +02:00
Yonokid e0c33eb940 Merge pull request 'Gauge: centre the soul-max fire where the original puts it' (#14) from GanYiZhong/YataiDONNijiiro:gauge-fire-position into main
Reviewed-on: #14
2026-09-09 17:19:03 +02:00
Yonokid aa4967d5a3 Merge branch 'main' into gauge-fire-position 2026-09-09 17:16:28 +02:00
Yonokid 78dc1281ae Merge pull request 'donbg band: replay every element of the original movie' (#11) from GanYiZhong/YataiDONNijiiro:donbg-anim into main
Reviewed-on: #11
2026-09-09 17:16:17 +02:00
Yonokid e2350bc9bc Merge branch 'main' into donbg-anim 2026-09-09 17:15:27 +02:00
Yonokid dfda066441 Merge pull request 'Result: 2P backdrop is red on the left and cyan on the right' (#13) from GanYiZhong/YataiDONNijiiro:result-2p-colors into main
Reviewed-on: #13
2026-09-09 17:15:06 +02:00
Yonokid cd4f675ed1 Merge branch 'main' into result-2p-colors 2026-09-09 17:13:27 +02:00
Yonokid 8ff6e2402d Merge pull request 'Roll effect: fly over the lower backdrop along the original paths' (#12) from GanYiZhong/YataiDONNijiiro:renda-lower-bg into main
Reviewed-on: #12
2026-09-09 17:13:14 +02:00
Yonokid 4184dcbb15 Merge branch 'main' into renda-lower-bg 2026-09-09 17:12:09 +02:00
Yonokid 0c606013c2 Merge branch 'main' into donbg-anim 2026-09-09 17:10:52 +02:00
Yonokid ef20f18926 Merge pull request 'Soul-max crowd: replay the per-group movie instead of a flat overlay' (#10) from GanYiZhong/YataiDONNijiiro:fever-crowd-anim into main
Reviewed-on: #10
2026-09-09 17:10:35 +02:00
Yonokid 9c7111de17 Merge branch 'main' into fever-crowd-anim 2026-09-09 17:09:06 +02:00
Yonokid bb0bb1cf28 Merge pull request 'dan doors: tear down outside SONG_SELECT / DAN_SELECT' (#9) from GanYiZhong/YataiDONNijiiro:dan-doors-teardown into main
Reviewed-on: #9
2026-09-09 17:08:54 +02:00
Yonokid 10d00c1799 Merge branch 'main' into dan-doors-teardown 2026-09-09 17:08:05 +02:00
Yonokid 0ba0cc1a38 Merge branch 'GanYiZhong-hud-nijiiro-modifiers' 2026-09-09 11:07:43 -04:00
Yonokid aa09e56cfa Merge pull request 'entry: centre the credit-row text, white outline on the 1P/2P labels' (#7) from GanYiZhong/YataiDONNijiiro:entry-credit-text into main
Reviewed-on: #7
2026-09-09 17:06:08 +02:00
Yonokid 24443674a4 Merge pull request 'song select: drop the placeholder NEIRO frame under the return button' (#6) from GanYiZhong/YataiDONNijiiro:diffselect-no-neiro-frame into main
Reviewed-on: #6
2026-09-09 17:05:55 +02:00
Yonokid 45219c8f6b Merge branch 'main' into diffselect-no-neiro-frame 2026-09-09 17:05:36 +02:00
Yonokid 1d6b956b69 Merge pull request 'entry: drop the 「つかわない」 caption' (#5) from GanYiZhong/YataiDONNijiiro:entry-no-cancel-caption into main
Reviewed-on: #5
2026-09-09 17:05:27 +02:00
Yonokid 5e96ba9c02 Merge branch 'main' into entry-no-cancel-caption 2026-09-09 17:05:06 +02:00
Yonokid c24c3650bc Merge branch 'GanYiZhong-fix-gauge-fade' 2026-09-09 11:04:40 -04:00
TaikoZhongandClaude Fable 5.1 188edce33b Song select: the course mark pops to its decided look once the course is locked in
main_diff_mark 'course_decide_start' (frames 35..64): once player:difficulty_decided()
(engine PR #162) the translucent 680x680 mark behind the difficulty board goes opaque
over a white backing, stretching to 1.235x its height and back while a white copy
flashes on top, then holds the 'course_decide' look.  Opaque shapes of mark_course
(course_1..5) and mark_course_white exported to Graphics/song_select/diff_mark_anim.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 16:09:11 +08:00
TaikoZhongandClaude Fable 5.1 558693399a Result: play the score-rank sound with the rank plate
The original plays se_result `scorerank_NN_<seat>` (one sample for every rank)
when the plate appears; shipped as scorerank_{c,l,r} and played when the
ScoreRank state starts, seat chosen like the crown sound.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 15:26:32 +08:00
TaikoZhongandClaude Fable 5.1 ecdb84701b Score rank badge: one clip, restarted per rank line
The original only ever plays `in`; the clip then keeps and fades out by itself,
and a new rank line restarts it. Exported as one 162-frame clip instead of the
in/out pair, so the plate fades out after its keep span as on the cabinet.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 15:12:23 +08:00
TaikoZhongandClaude Fable 5.1 6b9dafeff2 Soul-max crowd: step at the song's beat like the original
The original re-times this movie to the song (the same frame sync the dancers
use): the 40-frame bob is one beat, so 60 fps only at 90 BPM.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 15:12:14 +08:00
TaikoZhongandClaude Fable 5.1 5947408c67 Score rank (粋 / 雅 / 極): in-game badge and result plate
- In game: the rank plate slides in at the player panel's top-left as the score
  crosses each rank line (500k white, 600k bronze, 700k silver, 800k gold,
  900k pink, 950k purple, 1M rainbow), swapping through the out/in pair on the
  next line. Uses the engine's Background:handle_score hook.
- Result: a ScoreRank state between the score count-up and the crown, playing
  the original's plate clip (極 with its own burst) under the score box.
- Song select already draws the chips from the stored rank.
Clips exported from the original with the rank plates as swappable shapes;
Scripts/game/clip_player.lua is the shared frame player.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 14:44:37 +08:00
TaikoZhongandClaude Fable 5.1 5d35943d3e Ending banners: replay the original clips (clear / full combo / donderful / fail)
Uses the engine's new Background:handle_ending / draw_ending hook. The four
ending clips are exported frame by frame (Scripts/game/ending_anim, textures
under game/ending_<kind>_anim) and replayed on the lane at 60 fps: the banner
text reveal, the fans, the two dancers and the confetti all move as in the
original, then loop. Without the engine hook the skin's static plates still
draw as before.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 14:07:48 +08:00
TaikoZhongandClaude Fable 5.1 14bbae37cf Entry: draw the mode-select cursor glow under the board
The original stacks the cursor glow below the board, so the characters that
lean out of the board stand in front of it; ours drew the glow on top and
covered them.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 13:46:32 +08:00
TaikoZhongandClaude Fable 5.1 a87e8921d8 Soul-max crowd: step at 60 Hz
Checked against the original: the crowd bobs at half the speed the 120 Hz
step gave it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 13:37:18 +08:00
Yonokid e78bd361e1 Merge pull request 'Enable gauge_cell_fade_in' (#3) from GanYiZhong/YataiDONNijiiro:sco-gauge-cell-fade-in into main
Reviewed-on: #3
2026-09-09 06:32:40 +02:00
Yonokid 24c1d48543 Merge branch 'main' into sco-gauge-cell-fade-in 2026-09-09 06:32:29 +02:00
TaikoZhongandClaude Fable 5.1 60add28047 Lower backdrops: replay every element of the original movies
The five normal and three cleared backdrops were flat plates plus a few hand
rebuilt effects, so the koi, the treasure ships, the lantern glow and the
festival stalls never moved as they do in the original. Each movie is now
exported per shape instance with its own loop (bg_data/bg_anim/<name>.lua,
textures under background/bga_<name>) and replayed by bg_objects/bg_anim.lua at
60 fps on the lower half of the screen. bg_normal.lua and bg_fever.lua use it
when the data exists and keep their old drawing as the fallback; the cleared
backdrop's rise/fall wipe is unchanged.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 12:28:29 +08:00
Yonokid 319603acb7 Merge pull request 'Enable combo_color_tiers (silver 50+, gold 100+)' (#2) from GanYiZhong/YataiDONNijiiro:sco-combo-color-tiers into main
Reviewed-on: #2
2026-09-09 06:23:22 +02:00
TaikoZhongandClaude Fable 5.1 f69e411380 Song select: no credit line, course names at the record's size
The cabinet's song select shows no COINS / FREE PLAY line (RESULT keeps it),
and the course names on the difficulty cards are drawn at the record's size 34
instead of the 28 an earlier crop estimate picked.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 12:19:21 +08:00
TaikoZhongandClaude Fable 5.1 85e210f038 Gauge: centre the soul-max fire where the original puts it
The fire sat 24 px right and 52 px above the 魂 mark's centre; the original
places it 43 px right and 43 px above. Anchors moved accordingly for both lanes.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 12:11:57 +08:00
TaikoZhongandClaude Fable 5.1 8874f72738 donbg band: map shape characters to their real geometry records
A shape character can own more than one geometry record and records exist for
characters no frame places, so ranking the character id among the placed
shapes shifted textures after the first such case: band 04's cleared tile came
out 408 px wide with gaps and every later shape drew the wrong art (a temari
where a cloud belongs). The exporter now reads the character-to-record map from
the movie and composites multi-record characters into one texture.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 12:02:01 +08:00
TaikoZhongandClaude Fable 5.1 a0c9513f43 Result: 2P backdrop is red on the left and cyan on the right
The double-play result plate was baked from the wrong atlas layer, so it came
out orange / teal with the header band burnt in. Rebuilt from the original's
two sky halves (the left one placed mirrored) and the header band is now drawn
by the layer code, the same way the 1P backdrop draws it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 12:01:49 +08:00
TaikoZhongandClaude Fable 5.1 ea2b88cac9 Roll effect: 60 Hz and a pool of ten
Checked against the original: the pieces cross at half the speed the 120 Hz
step gave them, and only about ten are ever live -- the oldest is replaced as
soon as an eleventh starts.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 11:35:53 +08:00
TaikoZhongandClaude Fable 5.1 d8eb4ec30e donbg band: back to 60 Hz
Checked against the original: the band runs at half the speed the 120 Hz step
gave it. Only the soul-max crowd steps at 120 Hz.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 11:35:47 +08:00
TaikoZhongandClaude Fable 5.1 05c8bb27f5 Roll effect: fly over the lower backdrop along the original paths
The birds / shuriken / arrows spawned in the top-left corner and swept across
the top band. The original spawns them over the lower backdrop (x 6..1100,
y 540..1020), behind the dancers, and each movie has its own path: birds and
arrows rise to the right, shuriken fly level and spin. Replayed at 120 Hz for
120 frames, same 25-slot pool as before.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 11:26:55 +08:00
TaikoZhongandClaude Fable 5.1 9f341ac787 donbg band: export the cleared-state group with its real alphas
The root timeline parks the cleared-state group at alpha 0 until the gauge
clears, so exporting through the root left every cleared band invisible and the
not-cleared art stayed up after クリア. Each state group is now exported as its
own root and offset by its placement; all twelve bands carry both states.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 11:11:57 +08:00
TaikoZhongandClaude Fable 5.1 f19a8ae735 donbg band: step the movie at 120 Hz like the original
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 11:05:14 +08:00
TaikoZhongandClaude Fable 5.1 561a1ef5c4 Soul-max crowd: step at 120 Hz and paint it over the band
The original advances the movie at 120 Hz, so the bob ran at half speed, and it
paints the crowd after the bottom band, not under it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 11:05:07 +08:00
TaikoZhongandClaude Fable 5.1 a0e9ca66a6 Soul-max crowd: draw from the two crowds the original actually uses
The original's random pool only holds fever_effect1 and fever_effect2;
fever_effect0 is a single figure parked off-screen, so picking it showed an
empty crowd at 魂 max. Drop it and pick from the two real crowds.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 10:55:21 +08:00
TaikoZhongandClaude Fable 5.1 f50ee6631d donbg band: replay every element of the original movie
The band behind the player used to be a scrolling tile plus a few static plates,
so the squids, waves, fans, fish and birds never moved the way they do in the
original. Each of the twelve bands (six movies x 1P/2P) is now data-driven: one
texture per shape (background/donbga_NN_Mp) and, per shape instance, the period
of its own loop with per-frame position/scale/rotation/alpha
(bg_data/donbg_anim/a_NN_Mp.lua); flipbook frames carry a separate presence mask so
the fish's arc and its frame swap keep their own periods. donbg/anim_player.lua
replays all of it on one 60 fps clock; base.lua uses it when the data exists and
keeps the old layer lists as the fallback (collab bands are unchanged).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 10:12:43 +08:00
TaikoZhongandClaude Fable 5.1 d459a0f285 Soul-max crowd: replay the per-group movie instead of a flat overlay
The 魂 max crowd was two flattened PNGs, so every figure sat at one fixed
position, the turtle/shiba groups lost their depth order, and nothing moved.
The crowd is now data-driven: one texture per crowd group
(background/fevera_N) plus a per-frame display list
(bg_data/fever_anim/f_N.lua) covering the rise, the loop and the fall, replayed
by bg_objects/fever_anim.lua at 60 fps. Every group bobs and squashes on its
own phase and layers exactly as authored; the base of the crowd lands on the
band. Three crowds are shipped; the old flat overlays stay as a fallback for
skins without the data.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 09:48:44 +08:00
TaikoZhongandClaude Fable 5.1 8ce99e2679 dan doors: tear the rig down when the screen is not SONG_SELECT/DAN_SELECT
Backing out of DAN_SELECT straight to TITLE skipped the song-select teardown,
so the shut doors stayed painted over the title screen.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 08:48:57 +08:00
TaikoZhongandClaude Fable 5.1 94eb92d8c2 song select: per-value speed badges in the option panel
The はやさ row showed the same badge for every value; use the cabinet's
one-badge-per-speed set (x1.1 .. x1.9, x2, x2.5, x3, x3.5, x4).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 08:30:29 +08:00
TaikoZhongandClaude Fable 5.1 c64d9874f2 game HUD: cabinet option badges on the 3x2 slot grid
The in-game modifier badges were inherited from the base skin (2x2, three
coarse speed tiers). Ship the cabinet badge art (one per speed x1.1..x4,
doron, abekobe, kimagure, detarame) and declare the cabinet slot grid
(3 columns x 2 rows, 44 px pitch, first slot at 170,77) as mod_badge_grid.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 07:34:58 +08:00
TaikoZhongandClaude Fable 5.1 2d18433adf entry: centre the credit-row text and give the 1P/2P labels their white outline
The 1人プレイ / 2人プレイ labels and the 太鼓をたたいてスタート! prompt sat about
10 px above the middle of their yellow pills; the labels also lacked the
cabinet's white outline (they were drawn black on black).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 06:25:28 +08:00
TaikoZhongandClaude Fable 5.1 3640b8963b song select: drop the placeholder NEIRO frame under the return button
The course-select board drew a faint 80 px square at (440, 602) as a stand-in
for a separate NEIRO slot; the cabinet has no such element and it read as a
stray popup.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 02:05:53 +08:00
TaikoZhongandClaude Fable 5.1 4de1d53fb2 entry: drop the 「つかわない」 caption
The cabinet's entry screen has no such caption; the cancel side is simply
the un-armed state, so the label sat as stray text under the prompts.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 23:04:54 +08:00
TaikoZhongandClaude Fable 5.1 f0d3de2316 Enable gauge_cell_fade_in (new gauge cell fades in instead of flashing)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 21:22:41 +08:00
TaikoZhongandClaude Fable 5.1 dccba9f62d gauge: align the cell fade-in sprite with the bar
1p/2p_bar_fade was a 24 px (two-cell) sprite drawn half a cell left of the
new cell and 3 px below the bar (4 px for 2P), so gaining a cell looked like
a half-cell bump. Crop it to one cell (12 px), anchor it on the new cell and
line its body up with the bar rows. Gauge frame position is unchanged.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 20:29:19 +08:00
TaikoZhongandClaude Fable 5.1 1153af1511 Enable combo_color_tiers (silver 50+, gold 100+)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 17:02:04 +08:00
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