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.
This commit is contained in:
Hat Kid
2024-03-23 14:25:11 +01:00
committed by GitHub
parent 9a9f203d8b
commit 99866cec88
120 changed files with 61355 additions and 1038 deletions
+6 -1
View File
@@ -254,7 +254,10 @@ class ObjectFileDB {
const std::vector<std::string>& imports,
const std::unordered_set<std::string>& skip_functions);
std::string process_tpages(TextureDB& tex_db, const fs::path& output_path, const Config& cfg);
std::string process_tpages(TextureDB& tex_db,
const fs::path& output_path,
const Config& cfg,
const fs::path& dump_out);
std::string process_game_count_file();
std::string process_game_text_files(const Config& cfg);
std::string process_all_spool_subtitles(const Config& cfg, const fs::path& image_out);
@@ -397,4 +400,6 @@ class ObjectFileDB {
std::string print_art_elt_for_dump(const std::string& group_name, const std::string& name, int idx);
std::string print_jg_for_dump(const std::string& jg_name, const std::string& joint_name, int idx);
std::string print_tpage_for_dump(const std::string& debug_name, u32 id);
std::string print_tex_for_dump(const std::string& name, const std::string& page_name, u32 idx);
} // namespace decompiler