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First extract the german dialogue: python restool.py --extract-dialogue -r german.sfc Then extract resources / build the assert file: python restool.py --extract-from-rom --languages=de
98 lines
2.4 KiB
C
98 lines
2.4 KiB
C
// This file defines various things related to the runtime environment
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// of the code
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#ifndef ZELDA3_ZELDA_RTL_H_
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#define ZELDA3_ZELDA_RTL_H_
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#include <stdio.h>
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#include <string.h>
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#include <stdbool.h>
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#include <assert.h>
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#include "types.h"
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#include "features.h"
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struct Snes;
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struct Dsp;
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typedef struct ZeldaEnv {
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uint8 *ram;
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uint8 *sram;
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uint16 *vram;
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struct Ppu *ppu;
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struct SpcPlayer *player;
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struct Dma *dma;
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MemBlk dialogue_blk;
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MemBlk dialogue_font_blk;
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uint8 dialogue_flags;
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} ZeldaEnv;
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extern ZeldaEnv g_zenv;
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extern int frame_ctr_dbg;
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typedef void PlayerHandlerFunc();
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typedef void HandlerFuncK(int k);
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static inline void zelda_snes_dummy_write(uint32 adr, uint8 val) {}
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void zelda_apu_write(uint32_t adr, uint8_t val);
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uint8_t zelda_read_apui00();
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uint8_t zelda_apu_read(uint32_t adr);
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void zelda_ppu_write(uint32_t adr, uint8_t val);
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void zelda_ppu_write_word(uint32_t adr, uint16_t val);
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// 512x480 32-bit pixels. Returns true if we instead draw 1024x960
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void HdmaSetup(uint32 addr6, uint32 addr7, uint8 transfer_unit, uint8 reg6, uint8 reg7, uint8 indirect_bank);
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void ZeldaInitialize();
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void ZeldaReset(bool preserve_sram);
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void ZeldaDrawPpuFrame(uint8 *pixel_buffer, size_t pitch, uint32 render_flags);
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void ZeldaRunFrameInternal(uint16 input, int run_what);
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bool ZeldaRunFrame(int input_state);
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void LoadSongBank(const uint8 *p);
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void ZeldaApuLock();
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void ZeldaApuUnlock();
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bool ZeldaIsPlayingMusicTrack(uint8 track);
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uint8 ZeldaGetEntranceMusicTrack(int track);
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void ZeldaSetLanguage(const char *language);
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void PatchCommand(char cmd);
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// Things for state management
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enum {
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kSaveLoad_Save = 0,
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kSaveLoad_Load = 1,
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kSaveLoad_Replay = 2,
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};
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void SaveLoadSlot(int cmd, int which);
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void ZeldaWriteSram();
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void ZeldaReadSram();
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typedef void ZeldaRunFrameFunc(uint16 input, int run_what);
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typedef void ZeldaSyncAllFunc();
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void ZeldaSetupEmuCallbacks(uint8 *emu_ram, ZeldaRunFrameFunc *func, ZeldaSyncAllFunc *sync_all);
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// Button definitions, zelda splits them in separate 8-bit high/low
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enum {
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kJoypadL_A = 0x80,
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kJoypadL_X = 0x40,
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kJoypadL_L = 0x20,
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kJoypadL_R = 0x10,
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kJoypadH_B = 0x80,
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kJoypadH_Y = 0x40,
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kJoypadH_Select = 0x20,
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kJoypadH_Start = 0x10,
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kJoypadH_Up = 0x8,
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kJoypadH_Down = 0x4,
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kJoypadH_Left = 0x2,
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kJoypadH_Right = 0x1,
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kJoypadH_AnyDir = 0xf,
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};
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#endif // ZELDA3_ZELDA_RTL_H_
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