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jk: the cutscene after a level plays (OpenJKDF2 330f270) - #12
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Finishing a level showed a black screen forever: the engine kept running, but the cutscene that follows the level (06a after Nar Shaddaa) never got past its first frame. Ending a level shuts std3D down on the way to the menus, and the cutscene player waits for std3D_IsReady() on every frame; the ESP32 port cleared that flag at shutdown (the GL backend does not). OpenJKDF2 330f270 makes the software renderer always ready. Tested on the Tab5 with a local hook that ends each level after 20 s and presses Enter through the menus: levels 1 through 8 and the cutscenes between them (06a, 08-10a, 12a, 16a, 18-19a, 21a, 23a) in a row, no hang or crash, free PSRAM at each level start between 1.5 and 2.6 MB with no downward trend. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SFCMzomCZ5wRHJN4sxwkvY
ESP-IDF Size Report for 'Tab5 Emu'
FLASH uses app .bin size or json2 flash sum. RAM sums DRAM+IRAM via idf_size. Percentages shown when totals are available. |
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Finishing a level showed a black screen forever: the engine kept running,
but the cutscene that follows the level (06a after Nar Shaddaa) never got
past its first frame. Ending a level shuts std3D down on the way to the
menus, and the cutscene player waits for std3D_IsReady() on every frame;
the ESP32 port cleared that flag at shutdown (the GL backend does not).
OpenJKDF2 330f270 makes the software renderer always ready.
Tested on the Tab5 with a local hook that ends each level after 20 s and
presses Enter through the menus: levels 1 through 8 and the cutscenes
between them (06a, 08-10a, 12a, 16a, 18-19a, 21a, 23a) in a row, no hang
or crash, free PSRAM at each level start between 1.5 and 2.6 MB with no
downward trend.
🤖 Generated with Claude Code