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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).
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15 changed files with 2198 additions and 2141 deletions
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@ -13,8 +13,8 @@ HEADERS="
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XDK/CRT/ehdata.h
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XDK/D3D.h
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MUSASHI/MMatrix.hpp
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JSRF/Core.hpp
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JSRF/GameData.hpp
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JSRF/Action.hpp
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JSRF/SaveData.hpp
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"
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# Process each header file into jsrf.h
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@ -1,6 +1,6 @@
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Object,Delink?,.text,.text$yc,.text$yd,.text$x,D3D,DSOUND,MMATRIX,XGRPH,XPP,.rdata,.rdata$x,.data$CRT,.data,DOLBY
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JSRF/Core.obj,true,0x00011000-0x00013FEB,,,0x00186BA0-0x00186C14,,,,,,0x001C4390-0x001C44F9,0x001E4D20-0x001E4DAB,,0x001EB880-0x001EB933,
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JSRF/GameData.obj,true,0x00039B50-0x0003B937,0x0018AD60-0x0018AD75,0x0018C9A0-0x0018C9AA,,,,,,,0x001CA16C-0x001CA3DB,,0x001EB790-0x001EB793,0x001EFC88-0x001F7047,
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JSRF/Action.obj,true,0x00011000-0x00013FEB,,,0x00186BA0-0x00186C14,,,,,,0x001C4390-0x001C44F9,0x001E4D20-0x001E4DAB,,0x001EB880-0x001EB933,
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JSRF/SaveData.obj,true,0x00039B50-0x0003B937,0x0018AD60-0x0018AD75,0x0018C9A0-0x0018C9AA,,,,,,,0x001CA16C-0x001CA3DB,,0x001EB790-0x001EB793,0x001EFC88-0x001F7047,
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JSRF/Jet2.obj,true,0x0006F9E0-0x0006FA6F,,,0x00187710-0x00187724,,,,,,,0x001E620C-0x001E622F,,0x0022FCE0-0x0022FCE3,
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ADX (need to decompose),false,0x0013A570-0x0014555F,?,?,?,?,,,,,,?,?,?,
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Xapi (need to decompose),false,0x00145560-0x0014B79F,?,?,?,?,,,,,,?,?,?,
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