Incorporate known names from Smilebit code

The Yakuza 1 and 2 rereleases on the Wii U export function symbols,
preserving their names, and some debug data was also available in a PS2
release, providing some struct definitions.  These have been used to
rename analogous classes, functions, and member variables to the same
names used by Smilebit, plus a more general imitation of their naming
and typing conventions (i.e. Win32 style).
This commit is contained in:
KeybadeBlox 2026-03-31 20:20:14 -04:00
parent e7e9d3b1be
commit 836b5eaa41
15 changed files with 2198 additions and 2141 deletions

View file

@ -2,7 +2,7 @@
# An NMAKE Makefile to compile the game with the Visual C++ 7.0 toolchain
# All object files to link together
OBJ = src/JSRF/Jet2.obj src/JSRF/Core.obj src/JSRF/GameData.obj\
OBJ = src/JSRF/Jet2.obj src/JSRF/Action.obj src/JSRF/SaveData.obj\
src/XDK/Xapi/xapi0.obj
# Import library for the only thing we don't compile ourselves, the Xbox kernel
@ -38,12 +38,12 @@ src/JSRF/Jet2.exe: $(OBJ) $(LIB)
# Header files used for each object
src/JSRF/Jet2.obj: src/JSRF/Core.hpp src/XDK/CRT/stddef.h src/XDK/D3D.h\
src/JSRF/Jet2.obj: src/JSRF/Action.hpp src/XDK/CRT/stddef.h src/XDK/D3D.h\
src/XDK/Win32.h
src/JSRF/Core.obj: src/JSRF/Core.hpp src/MUSASHI/MMatrix.hpp\
src/XDK/CRT/stddef.h src/XDK/D3D.h src/XDK/Win32.h
src/JSRF/Action.obj: src/JSRF/Action.hpp src/MUSASHI/MMatrix.hpp\
src/XDK/CRT/stddef.h src/XDK/D3D.h src/XDK/Win32.h
src/JSRF/GameData.obj: src/JSRF/GameData.hpp
src/JSRF/SaveData.obj: src/JSRF/SaveData.hpp
src/XDK/Xapi/xapi0.obj: src/XDK/Win32.h