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https://github.com/TwilitRealm/dusklight
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tests with edited aurora
This commit is contained in:
Vendored
+1
-1
Submodule extern/aurora updated: a463669faa...5aa41bf53e
@@ -222,7 +222,7 @@ void JFWDisplay::endGX() {
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}
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void JFWDisplay::beginRender() {
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//aurora_begin_frame();
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aurora_begin_frame();
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if (field_0x40) {
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JUTProcBar::getManager()->wholeLoopEnd();
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}
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@@ -300,7 +300,7 @@ void JFWDisplay::endRender() {
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JUTProcBar::getManager()->cpuStart();
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calcCombinationRatio();
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//aurora_end_frame();
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aurora_end_frame();
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}
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void JFWDisplay::endFrame() {
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+9
-9
@@ -1658,12 +1658,12 @@ void GXReadXfRasMetric(u32* xf_wait_in, u32* xf_wait_out, u32* ras_busy, u32* cl
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*ras_busy = 0;
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*clocks = 0;
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}
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void GXSetClipMode(GXClipMode mode) {
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puts("GXSetClipMode is a stub");
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}
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void GXSetCoPlanar(GXBool enable) {
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puts("GXSetCoPlanar is a stub");
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}
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//void GXSetClipMode(GXClipMode mode) {
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// puts("GXSetClipMode is a stub");
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//}
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//void GXSetCoPlanar(GXBool enable) {
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// puts("GXSetCoPlanar is a stub");
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//}
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void GXSetCopyClamp(GXFBClamp clamp) {
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puts("GXSetCopyClamp is a stub");
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}
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@@ -1680,9 +1680,9 @@ void GXSetMisc(GXMiscToken token, u32 val) {
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void GXSetPointSize(u8 pointSize, GXTexOffset texOffsets) {
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puts("GXSetPointSize is a stub");
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}
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void GXSetProjectionv(const f32* ptr) {
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puts("GXSetProjectionv is a stub");
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}
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//void GXSetProjectionv(const f32* ptr) {
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// puts("GXSetProjectionv is a stub");
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//}
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void GXSetVtxAttrFmtv(GXVtxFmt vtxfmt, const GXVtxAttrFmtList* list) {
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puts("GXSetVtxAttrFmtv is a stub");
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}
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+11
-22
@@ -126,7 +126,7 @@ s32 LOAD_COPYDATE(void*) {
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void main01(void) {
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OS_REPORT("\x1b[m");
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GXSetColorUpdate(GX_ENABLE);
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// 1. Setup
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mDoMch_Create();
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mDoGph_Create();
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@@ -155,9 +155,7 @@ void main01(void) {
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OSReport("Entering Main Loop (main01)...\n");
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// -----------------------------------------------------------
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// THE GAME LOOP (RESTORED)
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// -----------------------------------------------------------
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do {
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// 1. Update Window Events
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const AuroraEvent* event = aurora_update();
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@@ -167,26 +165,21 @@ void main01(void) {
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static u32 frame = 0;
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frame++;
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// 2. Start Frame (REQUIRED for Vulkan)
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if (!aurora_begin_frame()) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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continue;
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}
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// 3. Game Inputs
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// Game Inputs
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mDoCPd_c::read();
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// Simulate VI (can remain empty/stubbed for now if waitForTick is disabled)
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VIWaitForRetrace();
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// 4. EXECUTE GAME LOGIC & RENDER
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// EXECUTE GAME LOGIC & RENDER
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// This calls mDoGph_Painter -> JFWDisplay -> GX Functions
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fapGm_Execute();
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mDoAud_Execute();
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// 5. Present Frame (REQUIRED to see anything)
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aurora_end_frame();
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//aurora_end_frame();
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// Limiter
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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@@ -212,7 +205,7 @@ int game_main(int argc, char* argv[]) {
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aurora_initialize(argc, argv, &config);
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// 2. Setup Virtual Game RAM
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// Simuliert den GameCube RAM (24MB + Audio etc, nehmen wir 256MB)
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// Simulates Gamecube RAM (24MB + Audio etc, we take 256MB)
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#define GAME_RAM_SIZE (256 * 1024 * 1024)
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void* virtualGameRam = malloc(GAME_RAM_SIZE);
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if (!virtualGameRam) {
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@@ -240,23 +233,19 @@ int game_main(int argc, char* argv[]) {
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// Development Mode
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mDoMain::developmentMode = 1; // Force Dev Mode for Debugging
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mDoDvdThd::SyncWidthSound = false;
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// START GAME
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OSReport("Starting main01 (Game Loop)...\n");
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// Auf PC rufen wir main01 direkt im Main Thread auf.
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// Kein OSCreateThread noetig (und auch gefaehrlich wegen Window-Loop).
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main01();
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// Cleanup (Erreicht nur bei Break der Loop)
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aurora_shutdown();
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free(virtualGameRam);
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return 0;
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}
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// =========================================================================
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// STUBS & TEMPLATE INSTANTIATIONS
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// =========================================================================
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bool JKRHeap::dump_sort() {
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return true;
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}
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