Commit Graph
25 Commits
Author SHA1 Message Date
Hails 6499b7dea0 Docs: seam-hit prominence closed as a likely recomp artefact 2026-10-03 09:11:01 -06:00
Hails a6d9512f99 Audio: native by default, console cadence, optimisations, review fixes, world foundations
- Native AEMS runtime is the default (`SKATE_AEMS=0` or `"interim": true` for the interim tables, kept).
- MixMap, eEQChain clear and Jitter on the console's 30 Hz cadence, frame-rate independent.
- Optimisation pass (render p50 210 -> 130 us, 0 allocations per block, byte-identical) and hardware FMA
  dispatch in the new skate-audio-fma crate (p50 -> ~55 us, byte-identical; skate-audio stays forbid(unsafe)).
- World emitter banks decoded ahead on a worker thread (no game-thread decode spikes).
- Session-review fixes: push sounds at the foot plant, push-foot plant/lift, bail body impacts, grind on/off.
- Foundations, inert until the engine has the systems: traffic and ped sounds, ped speech rules, NPC skaters'
  board sounds.
- Docs: doc 11 sections, doc 13 (the recompilation research hooks, reference only), PR plan.
2026-10-03 09:08:06 -06:00
Hails 2fcbcc3002 New audio who dis
Native port of Skate 3's retail audio runtime (AEMS) behind SKATE_AEMS=1, plus the world audio work:
- skate-audio crate: formats, patch-program evaluator, voice graph, mixer, MixMap, granular rolling bed and its
  bus chain, Splice contacts, the buses (env reverb network, eEQChain, flanger returns, collision and footstep
  submixes, reverb zones) and the player components (rolling layers, seams on the console's 30 fps cadence,
  grinds, skids, squeaks, tricks, treatment, footsteps, clothing, hands on deck, wind, wheels, collision manager).
- game_audio host: native runtime, player audio state from our physics, world emitters from the maps' .ems files,
  random distant one-shots, zone ambience, state log, e2e render harness, timing.
- Setup: audio export of the banks, grains, MixMap, vault tuning and reverb zones.
- skate-core: per-wheel / per-part audio surfaces and seam patterns (additive).
- Docs: docs/hails-additions/11-audio.md and the PR plan.
2026-10-02 22:58:17 -06:00
Hails b4c31d374c Docs: PR plan — audio draft #32, all open PRs synced with main 7ae67f2 2026-10-02 09:11:28 -06:00
Hails 5e9e4dd784 Audio: retail world emitters from the maps' .ems files
Replaces our own water placement (water.rs: water collision grouped into
bodies, a random 1-2.5 s piece every 0.7-1.3 s that piled up 2-3 deep, which
the user heard as overlapping water at the University plaza).

Setup (audio manifest v4):
- audio_formats: .ems reader (72-byte records) and name_id, Bob Jenkins'
  lookup8 64-bit hash with the seed the sound ids use;
- audio_export: every .ems file with each sound's attributes from the disc's
  skatercollections emitter class 0xF0CEF367088EFFF8 (volume, bank, patch
  selector, volume type, falloff), resolved through parents; decodes every
  bank the sfx_*/skateschool emitters place (100 banks; all 486 sound
  emitters resolve to a bank on the disc).

Game (game_audio/emitters.rs, behaviour taken from TU3):
- sphere or ellipsoid (semi-axes = extents along forward/up/side), inner core
  at full level, level = volume x falloff ((1-d)^2, 1-d or flat);
- at most 5 emitters, in discovery order, released when the listener leaves;
- each water bank plays its program's measured pattern (two-voice relay of
  shuffled one-shots or one loop, with its level/pitch movement) until the
  AEMS evaluator is ported.

Verified muted in game: University plaza starts water_fountain and the
channel fountains_waterlaps_left; Aletown canal fountains_waterlaps_left.
2026-10-02 09:11:28 -06:00
Hails 06556fac53 Docs: PR plan after upstream merged #26/#17/#18 and its own ISO fix
PR E merged upstream; PR A trimmed to the long-paths change (upstream fixed
the extract-xiso order itself); new row K (solver iterations); upstream sync
notes and known-failure list updated.
2026-10-02 08:16:21 -06:00
Hails 7c5c6b2c51 Game audio: retail-measured layers, transient-safe one-shots, 75% default volume
- Pop, flip-catch and landing cues built from the layers retail plays per
  moment (bank, record, level, delay, envelope measured from TU3 traces),
  with hollow/normal landing tables and per-kind chances.
- One-shots start at their final level (no fade-in eating the transient);
  loops still fade in.
- Riding bed from the measured statistics.
- Master volume defaults to 75 % (100 % is unity gain; 25 % was too quiet
  to judge retail parity).
2026-10-02 08:16:21 -06:00
Hails 7a9e6dc26f Physics: solve the board/skater with retail's 50 constraint iterations
The stock RWMaxIterations (25) is only the Simulation's setup value; TU3
solves with 50 on every gameplay frame. With 25 the constraints converged
less: wheels sank ~10x faster at rest, the ollie deck sat ~1 cm low and
the jump velocity the pop sound reads was too small (rolling ollie
0.21-0.29 vs retail 0.50), so pops picked the quiet row.

Maps validate identically; water traces stay within expectations. See
docs/hails-additions/12-solver-iterations.md.
2026-10-02 08:16:20 -06:00
Hails 32af010bce Docs and dev tooling: audio write-up, PR plan row J, audition page
- docs/hails-additions/11-audio.md (current design, formats incl. the
  SPLC patch tree, cue table, how it was tuned, prior work upstream
  #1/#4 and why their runtime is not adopted), README row 11,
  PULL-REQUESTS row J.
- tools/audio_audition.py: dev page to audition decoded samples (local
  .local/ output only).
- trace-downtown-lag.json: dev-only perf-trace output from TRACE_PLAY.bat
  (header only, no capture); committed because everything pending is
  committed, not needed by the build.
2026-10-01 17:38:06 -06:00
Hails 477e9de3f7 Docs and dev tooling: water write-up, PR H prepared, teleport mod
- 09-water.md: physics, camera, splash and look after in-play testing
- 10-sky-shader-test.md, README index
- PULL-REQUESTS.md: PR H prepared against upstream 60efdef
- water-test-teleport: F7 Aletown canal, F5 position readout, the
  "Teleported" text clears after 5 s
2026-10-01 12:27:23 -06:00
Hails b7865d05d4 Tests: set VERTEX_POSITIONS when validating shaders
retail_sky.wgsl reads forward_io's Vertex.position, which Bevy only
declares under VERTEX_POSITIONS; the mesh pipeline sets it for every mesh
with positions, but the test's validate() helper did not, so
sky_shader_validates failed (also on upstream 60efdef). All six shader
validation tests pass.
2026-10-01 12:27:08 -06:00
Hails 363d245bf3 Docs and dev tooling: PR plan update, water test teleport mod
- PULL-REQUESTS.md: pending edits to the upstream PR plan
- mods/water-test-teleport: dev-only mod for testing water (F2/F3/F4
  drop into University fountain, University reservoir, DownTown fountain;
  Shift+F2/F3/F4 stand beside them). Not intended for upstream.
2026-10-01 02:44:19 -06:00
Hails 203376b9c4 Water: diagnostics and write-up after in-play testing
- water_surfaces example: view spots beside water, render materials at a
  point, model materials, texture and material inspection; SKATE material
  ids are 1-based (an off-by-one misreported water materials)
- 09-water.md: frame-state fix, water time, why University water looks
  darker than DownTown's (authored data), splashes still open
- README: fork renamed to rusty-trucks
2026-10-01 02:39:48 -06:00
Hails b1d26230a8 Water rendering: extract the ocean animation table from default.xex
Water and ocean shaders need assets/private/ocean-pca.json, which setup
never created, so 52 water/ocean materials rendered static (or black).

- skate_data::xex: XEX2 unpacker (retail AES file key + CBC payload, LZX
  or basic decompression), no new dependencies
- skate_data::ocean_pca: locates cPCAWaterAnimationData's table in any
  build by its code addressing (disc build: 0x82FC3978; TU3: 0x830118D8)
- skate3rust --extract-ocean-pca <default.xex> <out.json>
- Setup environment group runs it (optional content); refreshes that group

In-play check of the rendered water still pending.
See docs/hails-additions/09-water.md.
2026-10-01 01:55:40 -06:00
Hails 3c33805387 Docs: upstream PR plan (A-G) with fork commits 2026-10-01 00:14:03 -06:00
Hails 8327e94090 Setup performance: skip duplicate stream copies, parallel customiser
- Skip decoding identical streamed asset copies (DownTown streams 107.8 -> 24.8 s)
- Run the character customiser beside the map stage (memory-gated)
- Build.ps1 builds the native RefPack DLL for dev checkouts
- Clothing library texture warm-up and pro roster run in worker processes
  (library 126.5 -> 51.2 s, roster 89.6 -> 15.9 s); shared caches are
  published first-writer-wins to avoid Windows rename races
- pipeline-equivalence.json: combined pairs (committed -> PR F+G)

Outputs proven identical (8,288 customiser files; all maps/spawns).
One-time customiser rebuild. See docs/hails-additions/08-setup-performance.md (PR G).
2026-10-01 00:13:55 -06:00
Hails 18f41a33c5 Tooling: streaming map validator (--validate-maps) wired into setup
One skate3rust process validates TEST_WORLD and every converted map over
stdin/stdout (SKATE_MAP_CHECK lines). Existing checks still fail a map;
new spawn-support / neutral-startup / invisible-collision checks report
warnings. Setup falls back to per-map --check-assets with an older exe.
See docs/hails-additions/06-map-validator.md (PR F).

Note: install.py also carries PR G's customiser-overlap hunks
(available_memory, overlap_customiser, Background); they are interleaved
with the validator wiring in _install and are documented in doc 08.
2026-10-01 00:13:53 -06:00
Hails 810defa65e Performance: index stock collection lookups (game start and map switch -5.5 s)
Collections are looked up through a lazily built OnceLock<HashMap> index
with first-match semantics, identical to the linear scan on 145,807 real
lookups. See docs/hails-additions/07-collections-index.md (PR E).
2026-10-01 00:13:45 -06:00
Hails dec7adeeec Collision: skip meshes with no surface IDs (zone/trigger volumes)
Retail collision includes clustered meshes in which no unit carries a
surface ID (unit flag 0x80 unset). Across every shipped district these
are only 12-triangle boxes: zone, trigger and level-bounds volumes. The
loader made them solid, creating invisible walls (SkateSchool spawn
area, DownTown's Kube Tower plaza, MegaPark's stadium entrance, Maloof).
Authored player positions lie inside some of them, so they are not solid
in the original game.

visit_clusters now decodes and validates each mesh fully and skips it
when no unit has a surface ID. Meshes mixing surfaced and surfaceless
units are ordinary geometry and stay whole. RetailTriangle records
has_surface.

Collision triangles loaded: SkateSchool -84, DownTown -24, Maloof -24,
MegaPark -12, all other maps unchanged. Confirmed in play.

See docs/hails-additions/05-collision-volumes.md.
2026-09-30 22:27:38 -06:00
Hails f00b329e68 Docs: authored map spawns confirmed in play
All 10 authored starts tested in game. Notes that SkateSchool's start sat inside an invisible collision volume, fixed separately (doc 05).
2026-09-30 22:27:30 -06:00
Hails c2be42b2c9 Docs: index of fork changes in docs/hails-additions
Context for upstream review: one document per change with root cause, evidence, verification and open questions.
2026-09-30 19:27:02 -06:00
Hails b495ed696f Asset pipeline: bake authored map spawns and headings
Every map's startup position and default landing zone is its baked
spawn. The old rule (upward triangle nearest the origin) put the skater
over the void on MegaPark and on the roof of Industrial Skate Park and
StartPark, because park origins sit at a corner and retail floors are
sometimes wound downward.

New map_starts.py resolves each district's start from retail data: the
world row's start locator (parks), a chosen fe_locations row for
districts with several (University career start, Industrial Haystings
Park, DownTown Rosalita Skate Park, Maloof street), or the district's
only fe_locations row. Position and heading come from the district's
global_locators records; the heading is now written into the .skate
header. Districts without an authored start fall back to geometry:
compact parks use the new ground_spawn search, city-sized districts keep
the original rule (ground_spawn put Industrial under the streets).

See docs/hails-additions/04-map-spawns.md.
2026-09-30 19:26:57 -06:00
Hails 3d485c8dfa Input: SDL3 gamepad backend with XInput fallback
Implements issue #14. A dedicated thread owns SDL3 (3.4.16, statically
linked via sdl3 =0.20.0) and publishes per-slot snapshots re-expressed as
the XInput-shaped XboxState, so the TU3 conversion in skate-core is
unchanged. Conversions are exact for XInput-backed pads (stick Y via
bitwise NOT, trigger round-to-nearest). SKATE3_INPUT=xinput selects the
original transport, which is also the fallback if SDL fails to start.
Optional settings/controller.json maps paddles to XInput buttons.

Build: scripts/Ensure-CMake.ps1 locates CMake (PATH or Visual Studio's
copy) for the SDL source build. sdl3-sys is vendored with a build.rs
patch setting CMAKE_MSVC_RUNTIME_LIBRARY from crt-static, because SDL's
CMake (policy CMP0091) ignores cmake-rs' -MT and the static-CRT release
build failed with unresolved __imp_* symbols.

See docs/hails-additions/03-sdl3-gamepad-input.md and vendor/README.md.
2026-09-30 19:26:50 -06:00
Hails 0a88f7a94e Setup: enable Windows long paths and relaunch when needed
Roster work paths under deep checkouts exceed MAX_PATH (260), leaving
pro skaters unavailable. If LongPathsEnabled is off, setup asks once for
elevation to enable it and relaunches itself, since Windows reads the
setting at process start. Declining keeps the previous behaviour.

See docs/hails-additions/02-long-paths.md.
2026-09-30 19:26:28 -06:00
Hails ea549ab042 Setup: pass extract-xiso options before the image path
extract-xiso stops parsing options at the first image path, so
`-x <iso> -d <dir>` extracted into the working directory and then failed
on "-d" as a second image (exit 1 -> "Conversion failed"). Use
`-x -d <dir> <iso>` in both call sites.

See docs/hails-additions/01-iso-extraction.md.
2026-09-30 19:26:12 -06:00