From 80d186227e0a81d40989c878a46c0b12a28b5568 Mon Sep 17 00:00:00 2001 From: William Emfinger Date: Mon, 26 Oct 2026 19:45:31 -0500 Subject: [PATCH] jk: the cutscene after a level plays (OpenJKDF2 330f270) 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) Claude-Session: https://claude.ai/code/session_01SFCMzomCZ5wRHJN4sxwkvY --- components/jk/OpenJKDF2 | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/components/jk/OpenJKDF2 b/components/jk/OpenJKDF2 index 1e9b699..330f270 160000 --- a/components/jk/OpenJKDF2 +++ b/components/jk/OpenJKDF2 @@ -1 +1 @@ -Subproject commit 1e9b6999b553dc77a24c3afa29b7fe550613c4a3 +Subproject commit 330f270e71a6c13fd652b13fab2f3607490e08f9