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decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)
- `fma-sphere` - `prim-beam-h` - `cam-start` - `ragdoll` - `light-trails-h` - `light-trails` - `menu` - `water` - `water-flow` - `hud` - `hud-classes` - `progress` - `progress-draw` --- The `get-texture` macro replaces calls to `lookup-texture-by-id` and `lookup-texture-by-id-fast`. The `defpart` macro detection was modified to print a pair like `(texture-name tpage-name)` for the texture field that gets turned into a `texture-id` constant. Only used in Jak 3 at the moment, I'll probably go through the other games at a later point.
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@@ -254,7 +254,10 @@ class ObjectFileDB {
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const std::vector<std::string>& imports,
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const std::unordered_set<std::string>& skip_functions);
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std::string process_tpages(TextureDB& tex_db, const fs::path& output_path, const Config& cfg);
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std::string process_tpages(TextureDB& tex_db,
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const fs::path& output_path,
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const Config& cfg,
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const fs::path& dump_out);
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std::string process_game_count_file();
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std::string process_game_text_files(const Config& cfg);
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std::string process_all_spool_subtitles(const Config& cfg, const fs::path& image_out);
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@@ -397,4 +400,6 @@ class ObjectFileDB {
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std::string print_art_elt_for_dump(const std::string& group_name, const std::string& name, int idx);
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std::string print_jg_for_dump(const std::string& jg_name, const std::string& joint_name, int idx);
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std::string print_tpage_for_dump(const std::string& debug_name, u32 id);
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std::string print_tex_for_dump(const std::string& name, const std::string& page_name, u32 idx);
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} // namespace decompiler
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