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https://github.com/PodeCaradox/GalaxyQuest-SteamFrame.git
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The sources of Petari (https://github.com/SMGCommunity/Petari), the Super Mario Galaxy decompilation by the SMGCommunity, at commit 0a5c6608dc3b4c44a9aa68c2535d1793dc565f02, unchanged but for LF line endings: LICENSE (as LICENSE-Petari.txt; CC0 1.0), include/, libs/ and src/. Left out: the game data Petari keeps from the original executable, the error message archive (include/Game/System/ ErrorArchive.hpp) and two tables (src/Game/System/GalaxyID.bcsv and StoryEvent.bcsv); GalaxyQuest's converter takes them from the player's own disc. The port's changes follow in the next commit, so `git diff petari-base -- decomp` shows them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
51 lines
1.4 KiB
C++
51 lines
1.4 KiB
C++
#pragma once
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#include "Inline.hpp"
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#include <revolution/types.h>
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class JKRExpHeap;
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class JKRHeap;
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class JKRSolidHeap;
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class HeapMemoryWatcher {
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public:
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HeapMemoryWatcher();
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JKRSolidHeap* getAudSystemHeap() const {
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return mAudSystemHeap;
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}
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JKRHeap* getHeapNapa(const JKRHeap*);
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JKRHeap* getHeapGDDR3(const JKRHeap*);
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void createFileCacheHeapOnGameHeap(u32);
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void createSceneHeapOnGameHeap();
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void adjustStationedHeaps();
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void setCurrentHeapToStationedHeap();
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void setCurrentHeapToGameHeap();
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void setCurrentHeapToSceneHeap();
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void destroySceneHeap();
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void destroyGameHeap();
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static void createRootHeap();
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void createHeaps();
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void createGameHeap();
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static void memoryErrorCallback(void*, u32, int);
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void checkRestMemory();
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// used in GameSystemObjHolder::initAudio()
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JKRSolidHeap* getAudSystemHeap() {
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return mAudSystemHeap;
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}
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/* 0x00 */ JKRExpHeap* mStationedHeapNapa;
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/* 0x04 */ JKRExpHeap* mStationedHeapGDDR;
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/* 0x08 */ JKRExpHeap* mGameHeapNapa;
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/* 0x0C */ JKRExpHeap* mGameHeapGDDR;
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/* 0x10 */ JKRHeap* mFileCacheHeap;
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/* 0x14 */ JKRSolidHeap* mSceneHeapNapa;
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/* 0x18 */ JKRSolidHeap* mSceneHeapGDDR;
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/* 0x1C */ JKRExpHeap* mWPadHeap;
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/* 0x20 */ JKRExpHeap* mHomeButtonLayoutHeap;
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/* 0x24 */ JKRSolidHeap* mAudSystemHeap;
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static JKRExpHeap* sRootHeapGDDR3;
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};
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