mirror of
https://codeberg.org/KeybadeBlox/JSRF-Decompilation.git
synced 2026-02-20 02:07:02 +03:00
Compile XDK code as C
It appears to be all C code (especially the non-C++ parts of the C runtime, of course), so we'll compile it as such.
This commit is contained in:
parent
149af27b9c
commit
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9 changed files with 48 additions and 23 deletions
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@ -31,17 +31,19 @@ src/JSRF/Jet2.exe: $(OBJ) $(LIB)
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LIB.EXE /NOLOGO /MACHINE:X86 /DEF:$< /OUT:$@
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LIB.EXE /NOLOGO /MACHINE:X86 /DEF:$< /OUT:$@
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# Compile object files from source
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# Compile object files from source
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.c.obj:
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CL.EXE /nologo /Wall /W4 /Ogityb0 /GfX /Fo$@ /c $<
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.cpp.obj:
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.cpp.obj:
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CL.EXE /nologo /Wall /W4 /Ogityb0 /GfX /Fo$@ /c $<
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CL.EXE /nologo /Wall /W4 /Ogityb0 /GfX /Fo$@ /c $<
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# Header files used for each object
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# Header files used for each object
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src/JSRF/Jet2.obj: src/JSRF/Core.hpp src/Std.hpp src/XDK/D3D.hpp\
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src/JSRF/Jet2.obj: src/JSRF/Core.hpp src/Std.hpp src/XDK/D3D.h\
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src/XDK/Win32.hpp
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src/XDK/Win32.h
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src/JSRF/Core.obj: src/JSRF/Core.hpp src/Smilebit/MMatrix.hpp src/Std.hpp\
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src/JSRF/Core.obj: src/JSRF/Core.hpp src/Smilebit/MMatrix.hpp src/Std.hpp\
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src/XDK/D3D.hpp src/XDK/Win32.hpp
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src/XDK/D3D.h src/XDK/Win32.h
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src/JSRF/GameData.obj: src/JSRF/GameData.hpp
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src/JSRF/GameData.obj: src/JSRF/GameData.hpp
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src/XDK/CRT/CRT0.obj: src/XDK/Win32.hpp
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src/XDK/CRT/CRT0.obj: src/XDK/Win32.h
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@ -7,8 +7,8 @@ Game and GameObj classes that form the foundation of the JSRF game code.
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#include "../Smilebit/MMatrix.hpp"
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#include "../Smilebit/MMatrix.hpp"
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#include "../Std.hpp"
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#include "../Std.hpp"
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#include "../XDK/D3D.hpp"
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#include "../XDK/D3D.h"
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#include "../XDK/Win32.hpp"
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#include "../XDK/Win32.h"
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// TODO; move to header for Graphics COM object in Smilebit libraries
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// TODO; move to header for Graphics COM object in Smilebit libraries
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@ -4,7 +4,7 @@ Save data and closely-related runtime data.
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#pragma bss_seg(".data")
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#pragma bss_seg(".data")
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#include "../XDK/Win32.hpp"
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#include "../XDK/Win32.h"
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#include "GameData.hpp"
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#include "GameData.hpp"
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@ -5,7 +5,7 @@ Save data and closely-related runtime data.
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#ifndef GAMEDATA_HPP
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#ifndef GAMEDATA_HPP
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#define GAMEDATA_HPP
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#define GAMEDATA_HPP
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#include "../XDK/Win32.hpp"
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#include "../XDK/Win32.h"
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// Data structure actually saved to disk
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// Data structure actually saved to disk
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@ -7,7 +7,7 @@ Smilebit's stack-based matrix math library.
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#include "../Std.hpp"
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#include "../Std.hpp"
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#include "../XDK/Win32.hpp"
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#include "../XDK/Win32.h"
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#include "MMatrix.hpp"
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#include "MMatrix.hpp"
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@ -5,7 +5,7 @@ Smilebit's stack-based matrix math library.
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#ifndef MMATRIX_HPP
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#ifndef MMATRIX_HPP
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#define MMATRIX_HPP
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#define MMATRIX_HPP
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#include "../XDK/D3D.hpp"
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#include "../XDK/D3D.h"
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// 4x4 matrix type
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// 4x4 matrix type
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@ -1,24 +1,24 @@
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/* JSRF Decompilation: XDK/CRT0.cpp
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/* JSRF Decompilation: XDK/CRT0.c
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C runtime initialization.
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C runtime initialization.
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Like other CRT code, there's some magic here with symbols that get special
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Like other CRT code, there's some magic here with symbols that get special
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treatment from the compiler and linker.
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treatment from the compiler and linker.
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*/
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*/
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#include "../Win32.hpp"
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#include "../Win32.h"
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// Every program is supposed to have a main(), so we can just assume its
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// Every program is supposed to have a main(), so we can just assume its
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// existence with a declaration here
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// existence with a declaration here
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int main();
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int main(void);
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void __cdecl mainCRTStartup ();
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void __cdecl mainCRTStartup (void);
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static DWORD __stdcall mainXapiStartup(LPVOID lpThreadParameter);
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DWORD __stdcall mainXapiStartup(LPVOID lpThreadParameter);
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// Address: 0x00148023
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// Address: 0x00148023
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// Matching: no
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// Matching: no
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void __cdecl mainCRTStartup() {
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void __cdecl mainCRTStartup(void) {
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/* The true entrypoint of the game, spawning a thread for the rest to run in
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/* The true entrypoint of the game, spawning a thread for the rest to run in
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The linker automatically sets this function to the entrypoint.
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The linker automatically sets this function to the entrypoint.
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*/
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*/
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@ -1,11 +1,16 @@
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/* JSRF Decompilation: XDK/D3D.hpp
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/* JSRF Decompilation: XDK/D3D.h
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Direct3D8 declarations.
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Direct3D8 declarations.
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*/
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*/
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#ifndef D3D_HPP
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#ifndef D3D_H
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#define D3D_HPP
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#define D3D_H
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#include "Win32.hpp"
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#include "Win32.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef DWORD D3DCOLOR;
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typedef DWORD D3DCOLOR;
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@ -21,4 +26,10 @@ struct D3DRECT {
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LONG x1, y1, x2, y2;
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LONG x1, y1, x2, y2;
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};
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};
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#ifdef __cplusplus
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}
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#endif
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#endif
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#endif
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@ -1,9 +1,15 @@
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/* JSRF Decompilation: XDK/Win32.hpp
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/* JSRF Decompilation: XDK/Win32.h
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Definitions normally provided by Windows headers.
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Definitions normally provided by Windows headers.
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*/
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*/
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#ifndef WIN32_HPP
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#ifndef WIN32_H
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#define WIN32_HPP
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#define WIN32_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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// The famous Win32 typedefs
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// The famous Win32 typedefs
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typedef unsigned char UCHAR;
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typedef unsigned char UCHAR;
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@ -55,4 +61,10 @@ LPVOID __stdcall VirtualAlloc(
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DWORD flProtect
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DWORD flProtect
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);
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);
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#ifdef __cplusplus
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}
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#endif
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#endif
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#endif
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