mirror of
https://github.com/open-goal/jak-project
synced 2026-05-23 23:05:43 -04:00
1dff571820
Closes #1496 This brings back the SCE splash screens. Also adds a runtime flag `-nosplash` to skip it. Right now, it's on by default, but open to changes on that (maybe always disable in debug to speed up start times, etc.).
69 lines
1.6 KiB
C
69 lines
1.6 KiB
C
#pragma once
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#include "common/common_types.h"
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#include "common/util/Timer.h"
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#define GAME_TERRITORY_SCEA 0 // sony america
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#define GAME_TERRITORY_SCEE 1 // sony europe
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#define GAME_TERRITORY_SCEI 2 // sony inc. (japan)
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#define GAME_TERRITORY_SCEK 3 // sony korea
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#define SPLASH_SCREEN_TIME 3.f // how long to display the splash screen for
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enum class RuntimeExitStatus {
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RUNNING = 0,
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RESTART_RUNTIME = 1,
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EXIT = 2,
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RESTART_IN_DEBUG = 3,
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};
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enum class VideoMode {
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NTSC = 0,
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PAL = 1,
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FPS100 = 2,
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FPS150 = 3,
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};
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// Set to nonzero to kill GOAL kernel
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extern RuntimeExitStatus MasterExit;
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// Set to 1 to load game engine after boot automatically
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extern u32 DiskBoot;
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// Set to 1 to enable debug heap
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extern u32 MasterDebug;
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// Set to 1 to load debug code
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extern u32 DebugSegment;
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// Level to load on boot
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extern char DebugBootLevel[64];
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// Pass to GOAL kernel on boot
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extern char DebugBootMessage[64];
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// Added in PC port, option to run listener functions without the kernel for debugging
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extern u32 MasterUseKernel;
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// Added in PC port for splash screen
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extern Timer SplashTimer;
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extern u32 SplashScreen;
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struct MasterConfig {
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u16 language; //! GOAL language 0
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u16 aspect; //! SCE_ASPECT 2
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u16 disable_game; // 4
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u16 inactive_timeout; // todo 6
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u16 timeout; // todo 8
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u16 jak2_only_unused; // seems unused 12
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u16 volume; // todo 14 in jak 2, 12 in jak 1
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u16 disable_sound = 0; // added. disables all sound code.
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};
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extern MasterConfig masterConfig;
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/*!
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* Initialize global variables for kboot
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*/
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void kboot_init_globals_common();
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