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https://github.com/open-goal/jak-project
synced 2026-08-16 05:09:45 -04:00
[decomp] progress (#780)
* cleanup `main` * whitespace * start `progress` decomp pt1 * fill in more stuff * Update label_types.jsonc * run cheats * clang * make most of `progress` decompile * `progress` pt 2 * [decompiler] support dynamic format strings * Make `progress-draw` decompile and almost all `progress` * make clang shut up * fix unhandled format string * fix `progress-draw` * Update DecompilerTypeSystem.cpp * fix? * fixes * fix a few functions * make `language-enum` * warn on weird floats * fix minor pad bug * dump stuff in `progress` * make `progress-screen` enum * progress progress * update refs and fix stupid bug * trying to get it to work * it works!? * disable sound functions * fixes * final touches * tests * tests * add process allocations * use the right register for windows * another try for windows, counting is hard * one more try * use process allocations Co-authored-by: water <awaterford111445@gmail.com>
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@@ -92,8 +92,8 @@ s32 goal_main(int argc, const char* const* argv) {
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// Set up game configurations
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masterConfig.aspect = (u16)sceScfGetAspect();
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masterConfig.language = (u16)sceScfGetLanguage();
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masterConfig.inactive_timeout = 0;
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masterConfig.timeout = 0;
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masterConfig.inactive_timeout = 0; // demo thing
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masterConfig.timeout = 0; // demo thing
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masterConfig.volume = 100;
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// Set up language configuration
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@@ -118,6 +118,9 @@ s32 goal_main(int argc, const char* const* argv) {
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masterConfig.aspect = SCE_ASPECT_FULL;
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}
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// Added - the territory is originally hardcoded. this allows us to change it whenever.
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masterConfig.territory = GAME_TERRITORY_SCEA;
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// In retail game, disable debugging modes, and force on DiskBoot
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// MasterDebug = 0;
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// DiskBoot = 1;
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