2022-01-01 17:45:41 +00:00
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#ifndef COMMON_H
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#define COMMON_H
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2023-05-04 22:32:35 +00:00
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#if defined(_internal_version_us)
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#define VERSION_US
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2023-06-12 18:59:48 +00:00
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#define VERSION "us"
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2023-05-04 22:32:35 +00:00
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#elif defined(_internal_version_hd)
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#define VERSION_HD
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2023-06-12 18:59:48 +00:00
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#define VERSION "hd"
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Add TT_000 overlay from PSP (#1113)
TT_000 is the first overlay from PlayStation 1 that we are now able to
compile from the source and produce a 1:1 binary. This lead me to start
exploring the same overlay from the game Castlevania: Dracula X
Chronicles, which contains a PSP re-build of Symphony of the Night.
This PR adds all the infrastructure to add the same flow for a PSP
matching decomp. Use `export VERSION=pspeu` and then the usual `sotn`
command to splat the overlay, build it and check if it matches. Running
`make extract_disk` should not be necessary as the same ISO used from
`VERSION=hd` is also used for `pspeu`, so you will probably have it
extracted already.
Some important notes about the PSP build:
* The whole PSP build seems to be compiled with `-O0`, which makes it
much easier to decompile
* Having ŧhe PSX, PSP and Saturn builds will allow to easily
cross-reference the code and reduce fake matches
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/tt_000.bin` is the HD PSX
build
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PSPBIN/tt_000.bin` has the same
code from the HD build, but for PSP
* `disks/pspeu/PSP_GAME/USRDIR/res/ps/PACK_E/TP00.BIN` is the same as
above, but it packs both overlay and graphics. This is the file the PSP
game seems to actually use
* The PSP build uses the Metrowerk CodeWarrior's C compiler, which is
very different from the GCC one used on PSX.
* Thanks to @mkst lead, we found a way to still use the GNU assembler
and linker
* MWCC uses [wibo](https://github.com/decompals/WiBo/), a think
compatibility layer to run Windows CLI tools on Linux. It is much more
lightweight than Wine.
* MWCC does not support the `INCLUDE_ASM` dialect, so the custom
pre-processor `tools/mwcpp` had to be created
* The exact MWCC compiler version is unknown, but I suspect it is `build
147`
* I am not yet sure of any implications for using GNU AS and GNU LD
instead of the MW correspondent tools
* Not all the functions can be correctly disassembled, spimdisasm will
just produce a bunch of `.word 0x________` due to the in-progress effort
of adding the Allegrex-specific opcodes support
---
TO-DO list before marking the PR as ready:
- [X] Add PSP build to the CI
- [x] Add progress reporting to the PSP build
- [x] Integrate source file from `src/servant/tt_000_psp` to
`src/servant/tt_000` to promote the psp build as first-citizen
---
TO-DO in a follow-up PR:
* Figure out what `header` is: can we extract it as assembly code? or
maybe as custom re-compilable asset via splat? Is it a MW stuff or a
Castlevania-specific file?
* Get rid of the last line in `Makefile.psp.mk`
2024-04-21 01:18:10 +00:00
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#elif defined(_internal_version_pspeu)
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#define VERSION_PSP
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#define VERSION "psp"
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2023-08-31 21:55:23 +00:00
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#elif defined(_internal_version_beta)
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#define VERSION_BETA
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#define VERSION "beta"
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2023-05-04 22:32:35 +00:00
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#else
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#warning "Version not specified. Falling back to the US version."
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#define VERSION_US
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2023-06-12 18:59:48 +00:00
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#define VERSION "us"
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2023-05-04 22:32:35 +00:00
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#endif
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2024-05-18 20:09:03 +00:00
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#include "include_asm.h"
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#include "settings.h"
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#include "types.h"
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2023-03-24 12:42:41 +00:00
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#define LEN(x) ((s32)(sizeof(x) / sizeof(*(x))))
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2024-01-19 03:07:13 +00:00
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#define OFF(type, field) ((size_t)(&((type*)0)->field))
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2023-03-28 12:14:13 +00:00
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#define STRCPY(dst, src) __builtin_memcpy(dst, src, sizeof(src))
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2024-05-19 18:16:56 +00:00
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#define SQ(x) ((x) * (x))
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#define MIN(a, b) ((a) > (b) ? (b) : (a))
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#define MAX(a, b) ((a) > (b) ? (b) : (a))
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2023-03-24 12:29:18 +00:00
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2023-12-27 09:24:00 +00:00
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#ifdef _MSC_VER
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#define __builtin_memcpy memcpy
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#endif
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2023-03-04 01:26:05 +00:00
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#define LOH(x) (*(s16*)&(x))
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2024-01-10 19:47:15 +00:00
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#define HIH(x) (((s16*)&(x))[1])
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2023-07-06 11:20:53 +00:00
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#define LOHU(x) (*(u16*)&(x))
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2023-05-27 10:13:49 +00:00
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#define LOW(x) (*(s32*)&(x))
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2023-07-06 11:20:53 +00:00
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#define LOWU(x) (*(u32*)&(x))
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2023-05-27 10:13:49 +00:00
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2023-03-13 01:43:07 +00:00
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#if defined(HACKS) && !defined(PERMUTER)
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2023-03-12 00:13:28 +00:00
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#define ALIGNED4 __attribute__((aligned(4)))
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2023-03-12 00:11:04 +00:00
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#else
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#define ALIGNED4
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#endif
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2023-03-04 01:26:05 +00:00
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2024-01-11 09:23:41 +00:00
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#ifndef __clang__
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2022-12-22 10:32:56 +00:00
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int sprintf(char* dst, const char* fmt, ...);
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2024-01-11 09:23:41 +00:00
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#endif
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2022-12-22 10:32:56 +00:00
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2023-08-05 18:36:00 +00:00
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#define FIX(x) ((s32)((x)*65536.0))
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2023-08-08 17:12:53 +00:00
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#define FIX_TO_I(x) ((s32)((x) >> 16))
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2023-07-30 16:44:26 +00:00
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2023-11-18 02:39:10 +00:00
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// The second argument to CreateEntFactoryFromEntity has weird bit packing,
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// this takes the 2 relevant inputs and packs them up.
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// A0 should be a value like 0x##00 where ## is two hexadecimal digits.
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// BLUEPRINTNUM is which blueprint gets loaded from g_FactoryBlueprints.
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#define FACTORY(A0, BLUEPRINTNUM) (A0 << 8 | BLUEPRINTNUM)
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2023-11-18 23:53:38 +00:00
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// Tests multiple bits of x being set, based on the bitmask defined in y.
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#define TEST_BITS(x, y) ((x & y) == y)
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2023-11-18 02:39:10 +00:00
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2023-10-09 23:05:57 +00:00
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// PSX SDK libraries do not use float. Instead they use a fix-point number
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// where 4096 is equal to 1.0.
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#define FLT(x) ((s32)((x)*4096.0))
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2022-01-01 17:45:41 +00:00
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#endif
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