Categorize/system#8
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- Added detailed documentation for system entry points and initialization functions in entry.c. - Implemented hardware initialization stubs in hardware.c for Windows compatibility. - Developed memory allocation routines in allocation.c, including block management and statistics. - Created synchronization mechanisms in semaphore.c, including wait queues and logging. - Implemented utility functions for table lookups in lookup.c. - Developed the game state machine in state.c, managing gameplay flow and transitions.
…nhance game initialization and rendering systems - Added functions to manage a global pointer array: addToPointerArray, removeFromPointerArray, callAllFunctionPointers, getPointerArrayCount, and getPointerArrayEntry. - Implemented game buffer initialization and secondary entry point for buffer operations in init.c. - Created the main game loop in loop.c, handling game state updates and rendering logic. - Developed rendering functions in rendering.c, including initialization and processing based on a rendering counter. - Introduced resource management functions in resource.c, including resource entry initialization and reference counting. - Updated state machine logic in state.c to utilize new buffer and resource management functions, improving overall game state handling.
- Added system_timing.c: Implements querySystemTiming and checkSystemTiming functions using Windows API for accurate frame timing. - Introduced SystemTiming structure to encapsulate timing state, flag, and normalized timing value. - Ensured compatibility with PS2 timing behavior, including state management and frame pacing logic. - Created system_timing.h: Header file for the new timing functions and structure.
… and ensure proper token usage
…into categorize/system
… validation in memory management and verification tools
…into categorize/system
… verification process
- Implemented camera input processing in `camera_input.c` and `camera_input.h`, including functions for processing input, setting data pointers, and retrieving analog controller state. - Created camera update functionality in `camera_update.c` and `camera_update.h`, handling camera state updates, input tracking, and copying camera data. - Refactored existing functions to utilize the new camera input and update systems, replacing direct calls with appropriate function calls. - Added documentation for new functions and structures, ensuring clarity on their purpose and usage. - Updated frame update logic in `frame_update.c` to integrate the new camera update system. - Cleaned up game state manager logic in `game_state_manager.c`, removing unused function calls and ensuring proper state handling.
… input state update function and enhance GameData structure
- Added fade transition functionality with `triggerFade` to manage screen fades. - Implemented `checkEntityLoadStatus` to verify entity loading states. - Created `gameFrameCallback` to handle main game loop states and transitions. - Updated `initializeGameData` to include entity and camera data initialization. - Refactored frame entry initialization to accommodate Windows compatibility. - Enhanced rendering state management in `updateRenderState` for fade overlays. - Introduced stubs for unrefactored functions to satisfy linker requirements. - Improved memory allocation handling for Windows platform. - Added detailed documentation for new functions and structures.
- Added video_player.c and video_player.h to handle video playback from AFS archives. - Integrated audio playback for ADX files alongside video. - Updated main_windows.c to initialize and manage video playback during the game loop. - Implemented input handling for keyboard controls in input.c and input.h. - Enhanced OpenGL renderer to maintain aspect ratio during window resizing. - Added functions to manage game loop during window drag/resize events. - Refactored existing stubs and added new functions for better code organization.
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Function Verification ✅Function Verification ReportAll functions verified successfully. Checks that refactored functions properly reference originals and extracted code is unmodified |
… video and audio management
- Removed PS2-specific function calls from boot loading process in boot_load_wait.c. - Added a new options screen implementation in options_screen.c and options_screen.h. - Updated demo_overlay.c to integrate options screen functionality. - Adjusted main_windows.c to handle options screen rendering. - Modified OpenGL renderer to support fullscreen mode and maintain aspect ratio. - Cleaned up stubs in stubs.c, categorizing them by PS2-specific, gated, and ported functions.
…audio handling comments
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📊 Decompilation Progress Update |
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