cleanup
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@@ -7,7 +7,7 @@ using UnityEngine;
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namespace SplashEdit.RuntimeCode
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{
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/// <summary>
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/// Pure binary serializer for the splashpack v8 format.
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/// Pure binary serializer for the splashpack v16 format.
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/// All I/O extracted from PSXSceneExporter so the MonoBehaviour stays thin.
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/// </summary>
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public static class PSXSceneWriter
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@@ -72,7 +72,7 @@ namespace SplashEdit.RuntimeCode
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// ═══════════════════════════════════════════════════════════════
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/// <summary>
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/// Serialize the scene to a splashpack v8 binary file.
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/// Serialize the scene to a splashpack v16 binary file.
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/// </summary>
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/// <param name="path">Absolute file path to write.</param>
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/// <param name="scene">Pre-built scene data.</param>
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@@ -148,13 +148,13 @@ namespace SplashEdit.RuntimeCode
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writer.Write((ushort)clutCount);
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writer.Write((ushort)colliderCount);
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writer.Write((ushort)scene.interactables.Length);
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writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(scene.playerPos.x, gte));
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writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(-scene.playerPos.y, gte));
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writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(scene.playerPos.z, gte));
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writer.Write(PSXTrig.ConvertCoordinateToPSX(scene.playerPos.x, gte));
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writer.Write(PSXTrig.ConvertCoordinateToPSX(-scene.playerPos.y, gte));
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writer.Write(PSXTrig.ConvertCoordinateToPSX(scene.playerPos.z, gte));
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writer.Write((ushort)PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.x * Mathf.Deg2Rad));
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writer.Write((ushort)PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.y * Mathf.Deg2Rad));
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writer.Write((ushort)PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.z * Mathf.Deg2Rad));
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writer.Write(PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.x * Mathf.Deg2Rad));
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writer.Write(PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.y * Mathf.Deg2Rad));
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writer.Write(PSXTrig.ConvertToFixed12(scene.playerRot.eulerAngles.z * Mathf.Deg2Rad));
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writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(scene.playerHeight, gte));
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@@ -475,6 +475,7 @@ namespace SplashEdit.RuntimeCode
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writer.Write((ushort)0); // padding
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// Sentinel tpage = 0xFFFF marks untextured
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// haha funny word. Sentinel, sentinel, sentinel. I could keep saying it forever.
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writer.Write((ushort)0xFFFF);
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writer.Write((ushort)0);
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writer.Write((ushort)0);
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@@ -828,6 +829,9 @@ namespace SplashEdit.RuntimeCode
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// ══════════════════════════════════════════════════════
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// DEAD ZONE — pixel/audio bulk data (freed after VRAM/SPU upload)
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// Everything written after this point is not needed at runtime.
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// You may be asking why we don't just put pixel/audio data in separate files
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// or why don't we put this data at the end of the file to begin with. The answer is
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// Very simple and I'm going to tell it to you right now... OH GOD I FORGOT TO TURN OFF THE STOVE (runs away)
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// ══════════════════════════════════════════════════════
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AlignToFourBytes(writer);
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long pixelDataStart = writer.BaseStream.Position;
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