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487007194c
From the [public announcement](https://discord.com/channels/1079389589950705684/1079395108501331990/1276310695964835910) on Discord: > We've been progressing very far with the project and I started wondering what would be the best course of action to protect the work of existing and future contributors. I personally consider contributions to a decompilation project as creative work. Therefore it is my desire to protect this creative work from being re-claimed by other people. This is especially true in the light of the ability of modding the existing decompiled code and create derivative work. > > I talked privately with the current most active contributors. And me, @sozud , @bismurphy and @joshlory so far agreed on pushing through the AGPLv3 license for all the decompiled code in `sotn-decomp/src`, excluding any third party code and decompiled code from the PSX SDK. But I've been wanting to ask all of you if you are fine your code to be licensed and protected under the AGPLv3 terms. > > https://raw.githubusercontent.com/Xeeynamo/sotn-decomp/89686514916cabd0dd88ae0387f749a889c19e05/src/LICENSE > > I put and all the contributors, which can be accessed to the page https://github.com/Xeeynamo/sotn-decomp/graphs/contributors . Again, this will work for existing and future contributors. In the license I put my full name as I will be responsible of any legality. And I understand not every contributor wants to disclose their identity. Please give an approval to my latest PR if you do not have any objection. If not, please write here publicly. > > PS. I understand past contributors will either not see the message above or decide to ignore it. If I do not hear from anyone of the contributors for more than one week between those who did not interact with me or the server, I will still go ahead and apply the license. It is not in my intention to ignore past contributors. But I do not want contributors who have been inactive for months or years to be a blocker. Please do not mistake this as an act of malevolence. --------- Co-authored-by: Joey Murphy <tjmurphy@mit.edu>
22 lines
619 B
C
22 lines
619 B
C
// SPDX-License-Identifier: AGPL-3.0-or-later
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#ifndef MEMCARD_H
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#define MEMCARD_H
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// save manager
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// port: 0 or 1, it is the physical port where you plug the memory card.
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// port_s: 0-3, valid only in the context of multi tap, unused in this game.
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// channel: the numerical combination of port and port_s
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// block: 0-14, a memory card can store up to 15 blocks
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#include <game.h>
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#include <psxsdk/kernel.h>
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#include <psxsdk/libapi.h>
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extern MemcardInfo g_MemcardInfo[2];
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extern s32 g_MemcardBlockRead;
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extern s32 g_MemcardPortMask[];
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extern u16 g_saveIconPal0[0x10][0x10];
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extern u8* g_saveIconTexture[0x10];
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#endif
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