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https://github.com/krystalgamer/spidey-decomp.git
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88 lines
1.5 KiB
C
88 lines
1.5 KiB
C
#pragma once
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#ifndef SPOOL_H
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#define SPOOL_H
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#include "export.h"
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#include "texture.h"
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#include "ob.h"
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struct SPSXRegion {
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// offset: 0000 (9 bytes)
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char Filename[9];
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// offset: 0009
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u8 IsSuper;
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// offset: 000A
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u8 Usable;
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// offset: 000B
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u8 Protected;
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// offset: 000C
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u32 *pModelChecksums;
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u32 padAfterChecksum;
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// offset: 0010 (36 bytes)
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void **ppModels; // SMode
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// offset: 0014
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/*
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u32 *pPSX;
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*/
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u32 *pPSX;
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// offset: 0018
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u32 *pAnimFile;
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// offset: 001C
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u16 *pHierarchy;
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// offset: 0020 (8 bytes)
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struct SHook *pHooks;
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// offset: 0024
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u32 *pColourTable;
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// offset: 0028
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u32 *pTexWibData;
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// offset: 002C
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u32 *pColourPulseData;
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// offset: 0030
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i16 *mpAnimTranslation;
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// offset: 0034
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u16 NumParts;
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/*
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// offset: 0036
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u8 Fastable;
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// offset: 0037
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u8 TexturesInRAM;
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// offset: 0038
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u8 KeepTexturesInRAM;
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// offset: 0039
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u8 WhichHeap;
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*/
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u8 Pad;
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u8 LowRes;
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// offset: 003C
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int Size;
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u32 padBottom;
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};
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EXPORT int Spool_FindRegion(const char *);
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EXPORT unsigned int Spool_GetModel(unsigned int, int);
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EXPORT unsigned int *Spool_SkipPackets(unsigned int *);
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EXPORT void Spool_ClearAllPSXs(void);
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EXPORT void ClearRegion(int, int);
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EXPORT void Spool_RemoveUnusedTextures(void);
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EXPORT void Spool_ClearPSX(const char*);
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EXPORT CItem* Spool_FindEnviroItem(u32);
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EXPORT Texture* Spool_FindTextureEntry(u32);
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EXPORT Texture* Spool_FindTextureEntry(char *);
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EXPORT u32 Spool_FindTextureChecksum(char *);
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EXPORT u32 Spool_GetModelChecksum(CItem *);
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void validate_SPSXRegion(void);
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void validate_TextureEntry(void);
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#endif
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