[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>
This commit is contained in:
ManDude
2021-09-07 01:35:03 +01:00
committed by GitHub
parent c53f778ab0
commit 89ccb8cbc7
109 changed files with 25065 additions and 8487 deletions
+5 -2
View File
@@ -92,8 +92,8 @@ s32 goal_main(int argc, const char* const* argv) {
// Set up game configurations
masterConfig.aspect = (u16)sceScfGetAspect();
masterConfig.language = (u16)sceScfGetLanguage();
masterConfig.inactive_timeout = 0;
masterConfig.timeout = 0;
masterConfig.inactive_timeout = 0; // demo thing
masterConfig.timeout = 0; // demo thing
masterConfig.volume = 100;
// Set up language configuration
@@ -118,6 +118,9 @@ s32 goal_main(int argc, const char* const* argv) {
masterConfig.aspect = SCE_ASPECT_FULL;
}
// Added - the territory is originally hardcoded. this allows us to change it whenever.
masterConfig.territory = GAME_TERRITORY_SCEA;
// In retail game, disable debugging modes, and force on DiskBoot
// MasterDebug = 0;
// DiskBoot = 1;