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https://codeberg.org/KeybadeBlox/JSRF-Decompilation.git
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Add data type import for Ghidra
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30f8a5879e
commit
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9 changed files with 233 additions and 31 deletions
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@ -215,7 +215,7 @@ enum GlobalIndex {
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};
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#pragma pack(4)
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extern struct Game {
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struct Game {
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char unknown0x4[4];
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unsigned unknown0x8;
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unsigned * unknown0xC;
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@ -350,7 +350,8 @@ extern struct Game {
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void draw();
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void frame();
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int mainLoop();
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} * g_game;
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};
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extern Game * g_game;
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// Root of the exec GameObj tree
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struct RootExecObj : GameObj {
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@ -75,7 +75,13 @@ enum FlagList {
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};
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// Numeric IDs for tag sizes (should maybe put somewhere else?)
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enum TagSize { TAGSIZE_SS, TAGSIZE_S, TAGSIZE_M, TAGSIZE_L, TAGSIZE_XL };
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enum TagSize {
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TAGSIZE_SS,
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TAGSIZE_S,
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TAGSIZE_M,
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TAGSIZE_L,
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TAGSIZE_XL
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};
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// Numeric IDs for different test run categories
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enum TestRunType {
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@ -87,22 +93,31 @@ enum TestRunType {
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// Unpacked version of TestRunScoreSaved
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struct TestRunScore {
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unsigned score;
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unsigned character;
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unsigned rank1; // Used by Jet Tech
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unsigned rank2; // Used by other test runs
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unsigned score;
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unsigned character;
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unsigned rank1; // Used by Jet Tech
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unsigned rank2; // Used by other test runs
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};
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// Numeric IDs for different timers
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enum Timer { TIMER_DEATHBALLPRACTICE, TIMER_CLUTCH, TIMER_UNUSED };
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enum Timer {
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TIMER_DEATHBALLPRACTICE,
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TIMER_CLUTCH,
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TIMER_UNUSED
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};
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// Info showed in save/load menu
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struct SaveDescription { unsigned chapter, playtimeSeconds; };
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struct SaveDescription {
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unsigned chapter, playtimeSeconds;
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};
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union FlagListOrPtr { FlagList list; unsigned * ptr; };
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union FlagListOrPtr {
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FlagList list;
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unsigned * ptr;
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};
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// Save data-ish data structure used at runtime
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extern struct GameData {
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struct GameData {
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SaveData saveActive;
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SaveData saveStashed; // Holds save data during test runs/tutorials
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@ -188,6 +203,7 @@ extern struct GameData {
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virtual ~GameData();
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void addHighScore(unsigned stageId, TestRunType type, TestRunScore * score);
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} g_gameData;
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};
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extern GameData g_gameData;
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#endif
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@ -10,9 +10,15 @@ Direct3D8 declarations.
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typedef DWORD D3DCOLOR;
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struct D3DVECTOR { float x, y, z ; };
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struct D3DVECTOR4 { float x, y, z, w; };
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struct D3DVECTOR {
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float x, y, z ;
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};
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struct D3DVECTOR4 {
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float x, y, z, w;
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};
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struct D3DRECT { LONG x1, y1, x2, y2; };
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struct D3DRECT {
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LONG x1, y1, x2, y2;
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};
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#endif
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