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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 <JSystem/J2DGraph/J2DOrthoGraph.hpp>
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#include <JSystem/JGeometry/TVec.hpp>
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#include <revolution/gx.h>
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class J3DModelData;
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class J3DModel;
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class J3DMaterial;
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class JUTTexture;
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class J2DOrthoGraphSimple : public J2DOrthoGraph {
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public:
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J2DOrthoGraphSimple();
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virtual ~J2DOrthoGraphSimple() {
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}
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virtual void setPort();
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};
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namespace MR {
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void drawInit();
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void reinitGX();
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void resetTextureCacheSize();
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void loadViewMtxFor2DModel();
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void drawInitFor2DModel();
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void setDefaultViewportAndScissor();
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void loadProjectionMtxFor2D();
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void setupDrawForNW4RLayout(f32, bool);
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void clearZBuffer();
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void clearAlphaBuffer(u8);
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void clearAlphaBuffer(u8, const TVec2f&, const TVec2f&);
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void fillScreenSetup(const GXColor&);
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void fillScreenArea(const TVec2s&, const TVec2s&);
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void fillScreen(const GXColor&);
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void setupShadowVolumeDraw();
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void drawSimpleModel(J3DModelData*);
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void fillSilhouetteColor();
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const JUTTexture* getMarioShadowTex();
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const JUTTexture* getMarioShadowTexForLoad();
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const TVec3f& getMarioShadowVec();
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void setMarioShadowTex(const JUTTexture*);
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void setMarioShadowVec(const TVec3f&);
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void loadTexProjectionMtx(u32);
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void nonFilteredCapture(JUTTexture*, s16, s16);
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void simpleDraw(J3DModel*, J3DMaterial*);
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void activateGameSceneDraw3D();
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void deactivateGameSceneDraw3D();
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}; // namespace MR
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