Minor fixes, add COsContextDolphin to completed list in configure.py

Former-commit-id: 09999a24a1
This commit is contained in:
Phillip Stephens 2022-10-02 18:04:35 -07:00
parent c8f194b18c
commit 867d66b72d
3 changed files with 8 additions and 4 deletions

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@ -27,6 +27,7 @@ COMPLETE_OBJECTS = [
"MetroidPrime/ScriptObjects/CScriptDebugCameraWaypoint", "MetroidPrime/ScriptObjects/CScriptDebugCameraWaypoint",
"Weapons/IWeaponRenderer", "Weapons/IWeaponRenderer",
"Kyoto/Basics/CStopwatch", "Kyoto/Basics/CStopwatch",
"Kyoto/Basics/COsContextDolphin",
"Kyoto/Basics/CSWDataDolphin", "Kyoto/Basics/CSWDataDolphin",
"Kyoto/Audio/CSfxHandle", "Kyoto/Audio/CSfxHandle",
"Kyoto/Graphics/CGX", "Kyoto/Graphics/CGX",

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@ -28,8 +28,10 @@ private:
}; };
class COsContext { class COsContext {
static bool mProgressiveMode;
public: public:
// TODO: Once main.cpp is matched make this private
static bool mProgressiveMode;
COsContext(bool, bool); COsContext(bool, bool);
~COsContext(); ~COsContext();
@ -38,7 +40,7 @@ public:
COsKeyState GetOsKeyState(int key) const; COsKeyState GetOsKeyState(int key) const;
void* AllocFromArena(size_t sz); void* AllocFromArena(size_t sz);
uint GetBaseFreeRam() const { uint GetBaseFreeRam() const {
size_t hiAddr = reinterpret_cast< size_t >(x1c_arenaHi); size_t hiAddr = reinterpret_cast< size_t >(x1c_arenaHi);
size_t loAddr = reinterpret_cast< size_t >(x20_arenaLo2); size_t loAddr = reinterpret_cast< size_t >(x20_arenaLo2);

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@ -74,7 +74,7 @@ CInGameTweakManager* gpTweakManager;
unkptr gpDefaultFont; unkptr gpDefaultFont;
unkptr lbl_805A8C50; unkptr lbl_805A8C50;
unkptr lbl_805A8C54; unkptr lbl_805A8C54;
bool mProgressiveMode__10COsContext; bool COsContext::mProgressiveMode;
u32 sARAMMemArray[2]; u32 sARAMMemArray[2];
f32 sInfiniteLoopTime; f32 sInfiniteLoopTime;
@ -681,9 +681,10 @@ int CMain::RsMain(int argc, const char* const* argv) {
break; break;
bool needsReset = false; bool needsReset = false;
if (archSupport->GetIOWinManager().IsEmpty()) { if (archSupport->GetIOWinManager().IsEmpty()) {
// rs_log_print // rs_log_print("IOWinManager got empty. Resetting game architecture\n");
needsReset = true; needsReset = true;
} else if (CheckReset()) { } else if (CheckReset()) {
// rs_log_print("Reset pressed...\n");
needsReset = true; needsReset = true;
} }
if (needsReset) { if (needsReset) {