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https://github.com/zeldaret/ph
synced 2026-05-23 23:05:17 -04:00
Decompile Game_16 (#167)
* Game_16 OK * Remove unnecessary FadeControl constructor definition * Define HW_RESET_PARAMETER_BUF macro to replace hardcoded address * Refactor Game constructor to use proper C++ initialization Address Yanis' review comments: - Make Game::func_0202cf44 static with Game* parameter to allow passing as callback pointer - Replace raw mUnk_00c array with Game_0c class containing constructor - Add Game_0c constructor with inline initialization calling func_ov016_0211fab8 - Add FadeControl_Derived1 class for mFadeControl member - Use C++ initializer list in Game constructor for mModeId, mPrevModeId, mMode, mUnk_00c, and mFadeControl * Fix Game constructor and FadeControl initialization - Use PAD macro in Game_0c instead of unk8 pad[] - Pass 'this' instead of 'pad' to func_ov016_0211fab8 - Add FadeControl constructor that calls _ZN11FadeControlC2Ev - FadeControl_Derived1 now uses empty constructor (base class ctor called automatically) - Update mUnk_00c.pad to mUnk_00c.pad_0x00 (PAD macro creates named member) - Add types.h include to nds/system.h * Remove explicit call to mangled constructor symbol - Removed _ZN11FadeControlC2Ev call from FadeControl constructor - FadeControl now has an empty constructor (called automatically by derived classes) - FadeControl_Derived1 uses empty constructor which calls base class ctor * Update symbols.txt for func_0202cf44 signature change Changed mangled name from _ZN4Game13func_0202cf44Ev to _ZN4Game13func_0202cf44EPS_ to reflect the function becoming static with a Game* parameter.
This commit is contained in:
@@ -1384,7 +1384,7 @@ _ZN4Game13func_0202c97cEv kind:function(thumb,size=0x24) addr:0x0202c97c
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_ZN4Game3RunEv kind:function(arm,size=0x528) addr:0x0202c9a0
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_ZN4Game13func_0202cec8Eib kind:function(thumb,size=0x6c) addr:0x0202cec8
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_ZN4Game13func_0202cf34Ev kind:function(thumb,size=0x10) addr:0x0202cf34
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_ZN4Game13func_0202cf44Ev kind:function(arm,size=0x170) addr:0x0202cf44
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_ZN4Game13func_0202cf44EPS_ kind:function(arm,size=0x170) addr:0x0202cf44
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_ZN4GameD1Ev kind:function(arm,size=0x18) addr:0x0202d0b4
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func_0202d0cc kind:function(thumb,size=0x3a) addr:0x0202d0cc
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func_0202d108 kind:function(thumb,size=0x38) addr:0x0202d108
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@@ -1384,7 +1384,7 @@ _ZN4Game13func_0202c97cEv kind:function(thumb,size=0x24) addr:0x0202c964
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_ZN4Game3RunEv kind:function(arm,size=0x528) addr:0x0202c988
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_ZN4Game13func_0202cec8Eib kind:function(thumb,size=0x6c) addr:0x0202ceb0
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_ZN4Game13func_0202cf34Ev kind:function(thumb,size=0x10) addr:0x0202cf1c
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_ZN4Game13func_0202cf44Ev kind:function(arm,size=0x170) addr:0x0202cf2c
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_ZN4Game13func_0202cf44EPS_ kind:function(arm,size=0x170) addr:0x0202cf2c
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_ZN4GameD1Ev kind:function(arm,size=0x18) addr:0x0202d09c
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func_0202d0cc kind:function(thumb,size=0x3a) addr:0x0202d0b4
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func_0202d108 kind:function(thumb,size=0x38) addr:0x0202d0f0
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+22
-3
@@ -7,6 +7,9 @@
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#include "Render/FadeControl.hpp"
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#include "System/OverlayManager.hpp"
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class Game;
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typedef void (*UnkCallback)(Game *);
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typedef GameMode *(*GameModeCreateFunc)(GameModeId modeId);
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struct GameModeData {
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@@ -24,13 +27,29 @@ struct GameModeData {
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};
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extern const GameModeData gGameModes[];
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extern "C" void func_ov016_0211fab8(void *, void (*)(), void *, unk32);
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class Game_0c {
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public:
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/* 00 */ PAD(0x00, 0xC0);
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Game_0c(UnkCallback callback, void *param2, u32 param3) {
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func_ov016_0211fab8(this, (void (*)()) callback, param2, param3);
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}
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};
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class FadeControl_Derived1 : public FadeControl {
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public:
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FadeControl_Derived1() {}
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};
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class Game {
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public:
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/* 000 */ GameModeId mModeId;
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/* 004 */ GameModeId mPrevModeId;
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/* 008 */ GameMode *mMode;
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/* 00c */ unk8 mUnk_00c[0xc0];
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/* 0cc */ FadeControl mFadeControl;
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/* 00c */ Game_0c mUnk_00c;
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/* 0cc */ FadeControl_Derived1 mFadeControl;
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/* 0f0 */ u16 mUnk_0f0;
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/* 0f2 */ vu16 mUnk_0f2;
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/* 0f4 */ s32 mUnk_0f4;
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@@ -55,7 +74,7 @@ public:
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void Run();
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bool func_0202cec8(s32 param1, bool param2);
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void func_0202cf34();
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void func_0202cf44();
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static void func_0202cf44(Game *game);
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void func_ov016_0211fd68();
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};
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@@ -0,0 +1,19 @@
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#ifndef _NDS_SYSTEM_H
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#define _NDS_SYSTEM_H
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#include "types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Reset Parameter Buffer (BIOS reset information)
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// Not documented on gbatek, located at 0x027ffc20
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// Contains reset state information - value 2 indicates specific reset condition
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#define HW_RESET_PARAMETER_BUF (*(s32 *) 0x027ffc20)
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#ifdef __cplusplus
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}
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#endif
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#endif
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@@ -1,4 +1,41 @@
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#include "Game/Game.hpp"
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Game::Game() {}
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void Game::func_ov016_0211fd68() {}
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#include <nds/system.h>
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#include "GameStart/GameStart.hpp"
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#include "Render/FadeController.hpp"
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#include "System/OverlayManager.hpp"
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extern "C" void func_0200d938(void *);
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ARM Game::Game() :
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mModeId(1),
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mPrevModeId(1),
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mMode(NULL),
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mUnk_00c(Game::func_0202cf44, this, 0),
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mFadeControl() {
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mUnk_0f0 = 0;
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mUnk_0f2 = 1;
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mUnk_0f4 = 0;
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mUnk_0f8 = 0;
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mUnk_0fc = 0;
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mUnk_0fe = 0;
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mUnk_100 = false;
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mUnk_101 = 0;
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mUnk_102 = false;
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mUnk_103 = 0;
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}
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ARM void Game::func_ov016_0211fd68() {
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mFadeControl.Register();
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mFadeControl.mUnk_20 = false;
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gFadeController.func_0202d77c(&mFadeControl);
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if (HW_RESET_PARAMETER_BUF == 2) {
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gOverlayManager.LoadGameMode(1);
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GameStart::func_ov008_02112e88();
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gOverlayManager.UnloadGameMode();
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mPrevModeId = 4;
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mModeId = 3;
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}
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func_0200d938(mUnk_00c.pad_0x00);
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}
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+13
-13
@@ -467,38 +467,38 @@ THUMB void Game::func_0202cf34() {
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}
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extern "C" void func_02017cd0();
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ARM void Game::func_0202cf44() {
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ARM void Game::func_0202cf44(Game *game) {
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while (true) {
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if (mUnk_100) {
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mUnk_0f4 += 1;
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if (game->mUnk_100) {
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game->mUnk_0f4 += 1;
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while (REG_GFX_RAM_COUNT_2 != 0) {
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}
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func_02005778();
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func_02017cd0();
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if (mUnk_0fc != mUnk_0fe) {
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this->func_0202c678();
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if (game->mUnk_0fc != game->mUnk_0fe) {
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game->func_0202c678();
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}
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if (data_027e080c.func_0202eef8()) {
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data_027e08f8.mUnk_1 = true;
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} else {
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data_027e0c54.func_02036240(&mUnk_0f0);
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data_027e0c38.func_02033d84(&mUnk_0f0);
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mMode->vfunc_0c(&mUnk_0f0);
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gMessageManager.func_02036c50(&mUnk_0f0);
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data_027e0c54.func_02036240(&game->mUnk_0f0);
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data_027e0c38.func_02033d84(&game->mUnk_0f0);
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game->mMode->vfunc_0c(&game->mUnk_0f0);
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gMessageManager.func_02036c50(&game->mUnk_0f0);
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if ((s32) (data_027e080c.mUnk_04 == 3 || data_027e080c.mUnk_08 == 3) == 0) {
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gFadeController.SetScreenBrightness(mUnk_103);
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gFadeController.SetScreenBrightness(game->mUnk_103);
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}
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data_027e0cbc.func_0203d67c(&mUnk_0f0);
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data_027e0cbc.func_0203d67c(&game->mUnk_0f0);
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if (gOverlayManager.mLoadedOverlays[0] != OverlayId_None) {
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data_027e0db0.func_ov000_0207b43c();
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}
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if (mModeId == 2) {
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if (game->mModeId == 2) {
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data_027e077c.func_ov009_0211653c();
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}
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data_02068894.func_0203235c();
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data_02075dac.func_0203f974();
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}
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mUnk_100 = false;
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game->mUnk_100 = false;
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}
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data_027e08e4.func_0202f2ac();
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}
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