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Decompile game.c
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@@ -0,0 +1,66 @@
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#include <ultra64.h>
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#include <global.h>
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void TitleSetup_GameStateResetContext(void) {
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XREG(2) = 0;
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XREG(10) = 0x1A;
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XREG(11) = 0x14;
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XREG(12) = 0xE;
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XREG(13) = 0;
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XREG(31) = 0;
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XREG(41) = 0x50;
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XREG(43) = 0xFFFFFC54;
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XREG(44) = 0xD7;
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XREG(45) = 0xDA;
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XREG(68) = 0x61;
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XREG(69) = 0x93;
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XREG(70) = 0x28;
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XREG(73) = 0x1E;
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XREG(74) = 0x42;
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XREG(75) = 0x1E;
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XREG(76) = 0x1C;
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XREG(77) = 0x3C;
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XREG(78) = 0x2F;
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XREG(79) = 0x62;
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XREG(87) = 0;
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XREG(88) = 0x56;
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XREG(89) = 0x258;
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XREG(90) = 0x1C2;
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XREG(91) = 0;
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XREG(94) = 0;
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XREG(95) = 0;
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YREG(32) = 0x50;
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YREG(33) = 0x3C;
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YREG(34) = 0xDC;
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YREG(35) = 0x3C;
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YREG(36) = 0x50;
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YREG(37) = 0xA0;
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YREG(38) = 0xDC;
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YREG(39) = 0xA0;
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YREG(40) = 0x8E;
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YREG(41) = 0x6C;
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YREG(42) = 0xCC;
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YREG(43) = 0xB1;
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}
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void TitleSetup_InitImpl(GameState *gameState) {
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func_80185908();
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func_800E9360();
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TitleSetup_GameStateResetContext();
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gameState->running = 0;
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setNextGamestate:; // This label is probably a leftover of a debug ifdef, it's essential to not have gameState->running reordered!
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SET_NEXT_GAMESTATE(gameState, &Title_Init, TitleContext);
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}
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void TitleSetup_Destroy(GameState *gameState) {
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;
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}
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void TitleSetup_Init(GameState *gameState) {
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gameState->destroy = &TitleSetup_Destroy;
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TitleSetup_InitImpl(gameState);
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}
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