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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-03 02:30:20 -04:00
Update modern runtime for mod support, add some exports and events in the patches
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+7
-2
@@ -27,6 +27,7 @@
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#include "zelda_render.h"
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#include "ovl_patches.hpp"
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#include "librecomp/game.hpp"
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#include "librecomp/mods.hpp"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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@@ -327,6 +328,7 @@ std::vector<recomp::GameEntry> supported_games = {
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.rom_hash = 0xEF18B4A9E2386169ULL,
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.internal_name = "ZELDA MAJORA'S MASK",
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.game_id = u8"mm.n64.us.1.0",
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.mod_game_id = "mm",
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.is_enabled = true,
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.entrypoint_address = get_entrypoint_address(),
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.entrypoint = recomp_entrypoint,
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@@ -568,6 +570,8 @@ int main(int argc, char** argv) {
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fprintf(stderr, "Failed to load controller mappings: %s\n", SDL_GetError());
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}
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recomp::register_config_path(zelda64::get_app_folder_path());
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// Register supported games and patches
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for (const auto& game : supported_games) {
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recomp::register_game(game);
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@@ -575,8 +579,6 @@ int main(int argc, char** argv) {
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zelda64::register_overlays();
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zelda64::register_patches();
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recomp::register_config_path(zelda64::get_app_folder_path());
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zelda64::load_config();
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recomp::rsp::callbacks_t rsp_callbacks{
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@@ -619,7 +621,10 @@ int main(int argc, char** argv) {
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.get_game_thread_name = zelda64::get_game_thread_name,
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};
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recomp::mods::scan_mods();
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recomp::start(
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64 * 1024 * 1024, // 64MB to have plenty of room for loading mods
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{},
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rsp_callbacks,
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renderer_callbacks,
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