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https://github.com/open-goal/jak-project
synced 2026-08-19 22:12:24 -04:00
main PAL patch
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@@ -6,7 +6,7 @@
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// if you want to filter to only some object names.
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// it will make the decompiler much faster.
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"allowed_objects": ["logic-target", "eichar-ag", "deathcam-ag", "balloon-ag"],
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"allowed_objects": ["main", "eichar-ag", "deathcam-ag", "balloon-ag"],
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"banned_objects": [],
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////////////////////////////
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@@ -356,7 +356,7 @@
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"adgif-shader<-texture-with-update!": [0, 1],
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"display-loop": [44, 49, 66, 96],
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"display-loop": [44, 49, 66, 99],
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"load-game-text-info": [12, 13, 14, 16, 17, 18],
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@@ -104,52 +104,57 @@
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(defun set-master-mode ((new-mode symbol))
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"Update pause masks for the given mode, and set *master-mode*"
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(set! *master-mode* new-mode)
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(if *debug-segment*
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(menu-respond-to-pause)
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)
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(case *master-mode*
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(('pause)
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;; PAL patch here
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(let ((gp-0 *master-mode*))
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(set! *master-mode* new-mode)
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(if *debug-segment*
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(menu-respond-to-pause)
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)
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(case *master-mode*
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(('pause)
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;; request the pause mask to be set in prevent-from-run.
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;; this will block any process with pause from running, pausing most game objects.
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(if (not *debug-pause*)
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(logior! (-> *setting-control* default process-mask) (process-mask pause))
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)
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;; allow the menu to run.
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(logclear! (-> *setting-control* default process-mask) (process-mask menu))
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;; ??
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(set! *pause-lock* #f)
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(sound-group-pause (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7))
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(hide-progress-screen)
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)
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(('menu)
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;; I believe these masks are just to make the progress go away work.
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(logior! (-> *setting-control* default process-mask) (process-mask menu))
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(logclear! (-> *setting-control* default process-mask) (process-mask pause progress))
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(set! *pause-lock* #f)
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(hide-progress-screen)
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)
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(('progress)
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;; allow menu to run while in progress.
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(logclear! (-> *setting-control* default process-mask) (process-mask menu))
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;; activate the progress menu.
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(when (not *progress-process*)
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(activate-progress *dproc* (progress-screen fuel-cell))
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(if (not *progress-process*) ;; if it doesn't want to activate, back to game.
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(set-master-mode 'game)
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;; request the pause mask to be set in prevent-from-run.
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;; this will block any process with pause from running, pausing most game objects.
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(if (not *debug-pause*)
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(logior! (-> *setting-control* default process-mask) (process-mask pause))
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)
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;; allow the menu to run.
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(logclear! (-> *setting-control* default process-mask) (process-mask menu))
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;; ??
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(set! *pause-lock* #f)
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(sound-group-pause (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7))
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(hide-progress-screen)
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)
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)
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(('game)
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;; allow pausable/menu to run.
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(logclear! (-> *setting-control* default process-mask) (process-mask pause menu))
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(sound-group-continue (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7))
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(hide-progress-screen)
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)
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(('menu)
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;; I believe these masks are just to make the progress go away work.
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(logior! (-> *setting-control* default process-mask) (process-mask menu))
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(logclear! (-> *setting-control* default process-mask) (process-mask pause progress))
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(set! *pause-lock* #f)
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(hide-progress-screen)
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)
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(('progress)
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;; allow menu to run while in progress.
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(logclear! (-> *setting-control* default process-mask) (process-mask menu))
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;; activate the progress menu.
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(when (not *progress-process*)
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(activate-progress *dproc* (progress-screen fuel-cell))
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(if (not *progress-process*)
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(set-master-mode 'game)
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)
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)
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)
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(('game)
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;; allow pausable/menu to run.
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(logclear! (-> *setting-control* default process-mask) (process-mask pause menu))
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(if (!= gp-0 *master-mode*)
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(sound-group-continue (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7))
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)
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(hide-progress-screen)
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)
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)
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)
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;; apply settings now.
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(apply-settings *setting-control*)
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