-- YataiDON-HSS child override of PyTaikoGreen/Scripts/background/background.lua: -- byte-copy of the parent plus the ArcadeGauge overlay (3 hooks, marked below). local DonBG = require("background/bg_objects/donbg") local BGNormal = require("background/bg_objects/bg_normal") local BGFever = require("background/bg_objects/bg_fever") local Fever = require("background/bg_objects/fever") local Footer = require("background/bg_objects/footer") local Dancer = require("background/bg_objects/dancer") local RendaController = require("background/bg_objects/renda") local ChibiController = require("background/bg_objects/chibi") local ArcadeGauge = require("background/bg_objects/arcade_gauge") -- child-only local EnsoSkip = require("background/bg_objects/enso_skip") -- child-only local PracticeBackground = require("background/bg_collabs/practice") local TutorialBackground = require("background/bg_collabs/tutorial") local A3Background = require("background/bg_collabs/a3") local AnimalBackground = require("background/bg_collabs/animal") local ButtoBackground = require("background/bg_collabs/buttoburst") local DanBackground = require("background/bg_collabs/dan") local FunassyiBackground = require("background/bg_collabs/funassyi") local ImasBackground = require("background/bg_collabs/imas") local ImasSidemBackground = require("background/bg_collabs/imas_sidem") local OshiriBackground = require("background/bg_collabs/oshiri") local COLLABS = { PRACTICE = { PracticeBackground.new, nil, 1 }, TUTORIAL = { TutorialBackground.new, nil, 1 }, A3 = { A3Background.new, "background/collab/a3", 4 }, ANIMAL = { AnimalBackground.new, "background/collab/animal", 5 }, BUTTOBURST = { ButtoBackground.new, "background/collab/buttoburst", 4 }, DAN = { DanBackground.new, "background/collab/dan", 1 }, FUNASSYI = { FunassyiBackground.new, "background/collab/funassyi", 5 }, IMAS = { ImasBackground.new, "background/collab/imas", 5 }, IMAS_CG = { ImasBackground.new, "background/collab/imas_cg", 3 }, IMAS_ML = { ImasBackground.new, "background/collab/imas_ml", 3 }, IMAS_SIDEM = { ImasSidemBackground.new, "background/collab/imas_sidem", 3 }, OSHIRI = { OshiriBackground.new, "background/collab/oshiri", 5 }, } Background = {} Background.__index = Background function Background.new(player_num, bpm, scene_preset) local self = setmetatable({}, Background) self.player_num = player_num self.bpm = bpm self.scene_preset = scene_preset self.is_2p = (player_num == 3) -- PlayerNum::TWO_PLAYER tex.load_animations("background") -- child-only: arcade soul-gauge overlay, drawn in draw_fore (in front of the HUD) self.arcade_gauge = ArcadeGauge.new() -- child-only: 演奏スキップ countdown card / dim / banner. -- Fed by Background:handle_skip, which GameScreen::push_skip_state calls -- every frame once the feature is armed. -- -- ROUND 19 (r19-skip2): the arcade own post-info draw list -- (datatable/enso_post.bin, target 0/2/3/4/5/6/7 -- every single-player -- enso target) places `skip.nulstb` (part 30) right after `song_info.nulstb` -- (part 16) and ahead of only `papamama.nulstb`, i.e. AFTER the title/genre -- plate and the soul gauge, not before them. So the skip panel (card, -- numeral, dim, banner -- one Lumen subtree, drawn as one unit at that one -- point in the list) has to sit on top of the whole HUD for the whole time -- it is alive, not just draw_fore. `allnet_indicator.lua` -- (global/allnet_indicator.lua) is the engine last Lua paint hook on GAME -- (game.cpp draw_overlay: it runs after song_info.draw(), draw_skip(), the -- transitions), so it is the only place this skin can put something that -- actually lands on top of song_info and the gauge. `self.enso_skip` is -- published on the shared Lua globals table for that hook to pick up and -- draw (all skin scripts run in one sol::state -- ScriptManager::init / -- LuaScript::load -- so a plain global is visible everywhere); it is -- cleared in Background:destroy so a stale reference cannot survive into -- the next screen. self.enso_skip = EnsoSkip.new() _G.g_active_enso_skip = self.enso_skip -- ROUND 52 (r52-lua-divergence-fixes, user bug report 「兩個人的狀態下, -- collab會出現graphic bug」): a SCENEPRESET song in 2P used to build the -- collab rig anyway, but every collab background is a 1P LAYOUT -- one -- full-height stage, dancers at 1P-stage y, a single top band -- with no -- knowledge of game_2p_offset or the dual donbg bands, so the idol sprite -- drew clipped behind the 2P lane and the collab's top band landed -- corrupted over the 2P chrome. The skin's 2P background design is the -- dual-band donbg rig and nothing else (ROUND 18/49 audit: "2P branch: no -- bg objects by design"), so 2P now always routes there; a real 2P collab -- stage rig is future work (needs per-collab 2P geometry). local entry = (not self.is_2p) and scene_preset and COLLABS[scene_preset] or nil if entry then local ctor, path, max_dancers = entry[1], entry[2], entry[3] if path then self.collab = ctor(player_num, bpm, path, max_dancers) else self.collab = ctor(player_num, bpm) end else -- Standard (non-collab) case local max_dancers = 5 self.max_dancers = max_dancers if self.is_2p then local donbg_index = math.random(1, 6) self.donbg_1 = DonBG.create(1, "background", donbg_index) self.donbg_2 = DonBG.create(2, "background", donbg_index) local skin_cfg = tex.get_skin_config("game_2p_offset") self.p2_y_offset = skin_cfg and skin_cfg.y or 0 self.is_clear_1 = false self.is_clear_2 = false else self.donbg = DonBG.create(player_num, "background") self.bg_normal = BGNormal.create(math.random(0, 4), "background") self.bg_fever = BGFever.create(math.random(0, 3), "background") self.fever = Fever.create(math.random(0, 3), bpm, "background") self.dancer = Dancer.create(math.random(0, 20), bpm, "background", max_dancers) self.footer = Footer.new("background", math.random(0, 2)) end -- ROUND 58 (r58-2p-background-polish): the cabinet's 2P enso_post set -- (the reference build target 1) carries TWO renda_effect instances of the SAME -- clip -- playerNo 0 at y=0 and playerNo 1 at y=804 (the 2P donbg -- band; = game_2p_offset in skin space). Each seat gets its own -- 25-slot pool, and a P2 roll rains into the P2 band. local renda_index = math.random(0, 2) self.renda = RendaController.new("background", renda_index) if self.is_2p then self.renda_2 = RendaController.new("background", renda_index, self.p2_y_offset) end self.chibi = ChibiController.new(bpm, "background") self.is_clear = false self.is_rainbow = false -- ROUND 18 (r18-misc): the troupe size is an absolute function of the -- gauge (see handle_gauge), not a milestone counter, so there is no -- `last_milestone` to keep in step any more. self.clear_progress = nil end return self end function Background:update(current_ms, bpm) self.bpm = bpm self.enso_skip:update(current_ms) if self.collab then self.collab:update(current_ms, bpm) else if self.is_2p then self.donbg_1:update(current_ms) self.donbg_2:update(current_ms) else self.donbg:update(current_ms) self.bg_normal:update(current_ms) self.bg_fever:update(current_ms) self.fever:update(current_ms, bpm) self.dancer:update(current_ms, bpm) end self.renda:update(current_ms) if self.renda_2 then self.renda_2:update(current_ms) end self.chibi:update(current_ms, bpm) end end function Background:handle_good(player_num) if self.collab then self.collab:handle_good(player_num) else self.chibi:add_chibi(player_num, false) end end function Background:handle_ok(player_num) if self.collab then self.collab:handle_ok(player_num) else self.chibi:add_chibi(player_num, false) end end function Background:handle_bad(player_num) if self.collab then self.collab:handle_bad(player_num) else self.chibi:add_chibi(player_num, true) end end function Background:handle_drumroll(player_num) if self.collab then self.collab:handle_drumroll(player_num) else -- ROUND 58: seat-routed in 2P (arcade target 1 has one renda_effect -- instance per playerNo; P2's lives in the bottom band). if player_num == 2 and self.renda_2 then self.renda_2:add_renda() else self.renda:add_renda() end end end -- ROUND 52 (r52-lua-divergence-fixes): balloons and kusudama no longer spawn -- renda effects. the reference build `EnsoGraphicRendaEffect::Process` (0x14012BDA0) arms -- its per-frame effect start ONLY while an active note of kind 6 or 9 is in -- flight, and the the reference build note-kind table (tlb research enso_options.md:258) is -- explicit: "6/9 drumroll, 0xA balloon, 0xC kusudama" -- so the effect family -- belongs to DRUMROLLS alone. The engine's handle_balloon covers both the -- balloon and the kusudama (player.cpp check_balloon/check_kusudama), neither -- of which the cabinet decorates. Kept as a delegate for collabs that define -- their own handler. function Background:handle_balloon(player_num) if self.collab then self.collab:handle_balloon(player_num) end end -- ROUND 14 (r14-dan). `Background` is a WRAPPER that delegates to self.collab, and -- the engine binds its hooks off THIS object (Background.cpp reads -- lua_object["handle_dan"]). A handle_dan defined only on DanBackground is -- therefore invisible to the engine -- `wants_dan()` returns false and the -- binding never fires at all. This delegate is what makes it reachable; it is -- additive and no-ops for every collab that does not define the method. -- See ENGINE_BINDINGS.md "ROUND 14" and background/bg_objects/dan_info.lua. function Background:handle_dan(player_num, state) if self.collab and self.collab.handle_dan then self.collab:handle_dan(player_num, state) end end -- `clear_progress` (ROUND 18) is the 5th argument: clear_start/gauge_max for this -- chart's difficulty. It is optional -- an engine that does not send it leaves it -- nil and handle_dancer_count falls back (see there). -- `flash` (ROUND 19, r19-gauge) is the 6th argument: the engine gauge-up -- flash's current fade value (1 -> 0), 0 when none is active. Forwarded so -- arcade_gauge.lua can redraw the flash on ITS OWN 21px segment grid instead -- of the engine's 12px one -- see arcade_gauge.lua for why the stock flash -- (still drawn by gauge.cpp, harmlessly hidden under this overlay's redraw) -- cannot just be left alone. function Background:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress, flash) -- child-only -- ROUND 39 (r39-ghostgauge-secondsong): this forwarding call still only -- passed 5 args after ROUND 37 (r37-duplicate-gauge-clear) added the 6th -- formal parameter to arcade_gauge.lua's own handle_gauge -- so `flash` -- (the real 6th arg here) was landing in arcade_gauge's `clear_progress` -- slot, and arcade_gauge's own `flash` was silently nil every frame, -- permanently disabling the gauge-up flash redraw. Fixed to forward all -- six. self.arcade_gauge:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress, flash) if self.collab then -- ROUND 52: forward clear_progress (5th arg) so the collab dancer -- model can divide by the CLEAR point like reference dance_b_* does -- (collabs that ignore it are unaffected). self.collab:handle_gauge(player_num, progress, is_clear, is_rainbow, clear_progress) elseif self.is_2p then -- Update each player's donbg clear state independently if player_num == 1 then self.donbg_1:set_clear(is_clear) self.is_clear_1 = is_clear elseif player_num == 2 then self.donbg_2:set_clear(is_clear) self.is_clear_2 = is_clear end self.is_clear = self.is_clear_1 or self.is_clear_2 self.is_rainbow = is_rainbow else self.donbg:set_clear(is_clear) -- ROUND 52 (r52-lua-divergence-fixes): BOTH edges, matching the reference build -- BgFever/FeverEffect/DonBg::Process (each caches its flag and plays a -- clip on every change -- `normal_fever` rising, `fever_normal` -- falling, re-triggerable per gogo/clear excursion). if is_clear and not self.is_clear then self.bg_fever:start() end if not is_clear and self.is_clear then self.bg_fever:stop() end if is_rainbow and not self.is_rainbow then self.fever:start() end if not is_rainbow and self.is_rainbow then self.fever:stop() end self.is_clear = is_clear self.is_rainbow = is_rainbow self:handle_dancer_count(progress, is_clear, clear_progress) end end -- ROUND 18 (r18-misc) -- the cabinet's dancer count. -- -- `App::EnsoGraphicDancer::Process` (reference source `EnsoGraphicDancer.obj.c:2723-2752`) -- is evaluated EVERY FRAME and is a pure function of the gauge: -- -- r = current_gauge / CLEAR_POINT -- +327256 / +327164 -- n = clamp(floor(2r + 3), 3, 5) -- min3 troupes (all six normal ones) -- CheckDancerNum(this, n) -- -- so: **3 dancers from the first frame of the song** (r = 0), 4 from HALF the -- clear point, 5 once the gauge reaches the clear point. It is symmetric -- -- the count falls again when the gauge falls -- and 5 is a hard maximum -- (`do {...} while (v3 < 5)`, `:2828-2895`). -- -- What was wrong before: `math.floor(progress * 5)` starting from -- `last_milestone = 1` gave ONE dancer at song start and reached three only at -- 60 % of the whole bar. That is the user's 「進歌曲其實預設是3隻」. -- -- The divisor is the CLEAR point, not the full bar: `AiEnsoGameManager.obj.c:1513` -- tests `gauge >= (float)*(int *)(v16 + 327164)` for the clear, which pins -- +327164 as the norma line. Our engine's equivalent is -- `clear_start = {52, 60, 69, 69} / 87` (`src/objects/game/gauge.cpp:20`), passed -- in as `clear_progress`. FAIL-SOFT: on an engine that does not pass it (the -- parent, or a pre-round-18 build) we fall back to the HARD/ONI line, and then -- correct ourselves the moment `is_clear` flips -- the same "learn the -- difficulty at the flip" trick `arcade_gauge.lua` already uses, because -- difficulty itself is not bound to Lua. local GAUGE_MAX = 87.0 local CLEAR_STARTS = { 52, 60, 69 } -- easy / normal / hard+oni local CLEAR_DEFAULT = 69 / GAUGE_MAX -- 0.79310 function Background:handle_dancer_count(progress, is_clear, clear_progress) if not self.dancer or not self.dancer.set_dancer_count then return end if clear_progress and clear_progress > 0 then self.clear_progress = clear_progress elseif is_clear and not self.clear_progress then -- The engine flips is_clear at gauge_length > clear_start - 1, so the -- progress at the flip is just under clear_start/87; pick the first -- threshold at or above it. local p = progress or 0 for _, cs in ipairs(CLEAR_STARTS) do if p < cs / GAUGE_MAX + 0.0005 then self.clear_progress = cs / GAUGE_MAX break end end self.clear_progress = self.clear_progress or CLEAR_DEFAULT end local cp = self.clear_progress or CLEAR_DEFAULT local r = (progress or 0) / cp local n = math.floor(2 * r + 3) if n < 3 then n = 3 elseif n > 5 then n = 5 end -- is_clear flips one gauge unit early; honour it so the fifth dancer and the -- クリア state arrive on the same frame. if is_clear then n = 5 end self.dancer:set_dancer_count(n) end function Background:draw_back() if self.collab then self.collab:draw_back() else if not self.is_2p then -- ROUND 52: draw the fever backdrop while it is entering, steady -- OR exiting (the falling-edge fade), with bg_normal beneath -- whenever it is not fully opaque. if self.bg_fever:is_visible() then if not self.bg_fever.transitioned then self.bg_normal:draw() end self.bg_fever:draw() else self.bg_normal:draw() end end if self.is_2p then self.donbg_1:draw(0) self.donbg_2:draw(self.p2_y_offset) else self.donbg:draw() end self.renda:draw() if self.renda_2 then self.renda_2:draw() end if not self.is_2p then self.dancer:draw() -- ROUND 18 (r18-play): the 魂-max crowd goes UNDER the `dai` band. -- The cabinet's crowd (enso/fever/fever_effect1) is a 1920x540 stage -- whose art runs all the way to stage row 539 = screen 1079, i.e. it -- fully overlaps the dai band's screen rows 1014..1080; drawn on top -- it wipes the 紅白幕 out in both bottom corners, which is what the -- user reported. The crowd rises from BEHIND the stand, so `footer` -- (= bg_dai) is painted last. `dancer` was already behind it and stays -- there -- the dancers' feet stop at ~y 1010, above the band, so the -- band does not clip them. -- ROUND 52: gate on the object's own visibility (covers the exit -- ramp), not the raw is_rainbow flag. if self.fever:is_visible() then self.fever:draw() end self.footer:draw() end self.chibi:draw() end end -- child-only. The engine only calls this when the skin declares it -- (Background::wants_skip), and it then suppresses its own skip_counter text. function Background:handle_skip(player_num, state) self.enso_skip:handle(state) end -- ROUND 80 (r80-gauge-layering-recheck): child-only. The arcade gauge fill -- USED TO be painted from draw_fore() below, i.e. after the whole GAME HUD -- -- which put the skin's half of the soul gauge on top of every element the -- cabinet draws OVER the gauge. `datatable/enso_post.bin` target 0 (1P normal -- enso) lists the graphics in the order EnsoGraphicFactory::CreateEnsoGraphics -- appends them, and `tamashiigage/tamashii_gage` is row 12 of 33: above -- donbg / bg_nomal / bg_fever / renda_effect / dancer / bg_dai / gogo_effect / -- fever_effect / lane / lane_hit / onp_replace, and BELOW don_enso, lane_left, -- taiko, onp_jump, hit_effect, course, option, score, combo_number, -- action_result, branch_effect, don_fukidashi, renda_number, name_plate, -- action_fusen, action_kusudama, song_info, skip and papamama. -- -- The engine now calls this hook from Player::draw(), immediately after that -- lane's own Gauge::draw(), so the gauge is ONE layer again. Measured defect -- it fixes: the note arc / 魂 badge burst (the cabinet's `onp_jump`, row 17) -- was being clipped dead at the gauge's left edge, screen x 738 -- see -- MAPPING_hud ROUND 80. -- -- `player_num` is the lane whose engine gauge just drew; only that record is -- repainted, so in 2P each lane lands in its own slot. function Background:draw_gauge(player_num) self.arcade_gauge:draw_one(player_num) -- ROUND 90 (r90-danplate-brown-and-place): the collab gets this slot too. -- GAME_DAN's 魂ゲージ condition plate is `gauge_border`, a CHILD of `gauge_mc` -- inside the cabinet's tamashii_gauge.nulm, so it belongs in the gauge's own -- layer, not at the end of the frame -- see bg_collabs/dan.lua:draw_gauge. if self.collab and self.collab.draw_gauge then self.collab:draw_gauge(player_num) end end function Background:draw_fore() if self.collab then self.collab:draw_fore() end -- ROUND 80: the arcade gauge fill moved OUT of here, into draw_gauge() -- above. Do NOT put it back: this hook runs after the whole GAME HUD. -- ROUND 19 (r19-skip2): the 演奏スキップ panel used to draw here too, but -- draw_fore runs BEFORE song_info.draw() and the gauge HUD (game.cpp -- draw() -> draw_players() -> background->draw_fore() -> draw_overlay()), -- so its full-screen dim could never reach the title/genre plate or the -- gauge -- exactly the defect the cabinet capture showed. It now draws -- from global/allnet_indicator.lua's GAME branch instead, the engine's -- last Lua paint hook on GAME, which lands after song_info AND the gauge, -- matching datatable/enso_post.bin's own draw order (skip.nulstb right -- after song_info.nulstb). See the comment at self.enso_skip's -- construction above for the full citation. end function Background:destroy() if _G.g_active_enso_skip == self.enso_skip then _G.g_active_enso_skip = nil end if self.collab then self.collab:destroy() else if self.is_2p then self.donbg_1:destroy() self.donbg_2:destroy() else self.donbg:destroy() self.bg_normal:destroy() self.bg_fever:destroy() self.fever:destroy() self.dancer:destroy() self.footer:destroy() end self.renda:destroy() -- renda_2 shares the same texture folder; unload_folder is dedup-keyed -- so the second destroy is a safe no-op. if self.renda_2 then self.renda_2:destroy() end self.chibi:destroy() end end