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https://github.com/isledecomp/isle.git
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match Isle::Tick and FindExistingInstance
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2644be3ca6
commit
2d577b556c
@ -38,6 +38,3 @@ int g_startupDelay = 200;
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// 0x4101c0
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long g_lastFrameTime = 0;
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// 0x4101dc
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const char *WINDOW_TITLE = "LEGO\xAE";
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@ -8,7 +8,7 @@ class Isle;
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extern Isle *g_isle;
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extern int g_closed;
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#define WNDCLASS_NAME "Lego Island MainNoM App"
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extern const char *WINDOW_TITLE;
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#define WINDOW_TITLE "LEGO\xAE"
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extern unsigned char g_mousedown;
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extern unsigned char g_mousemoved;
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extern RECT g_windowRect;
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@ -78,7 +78,7 @@ Isle::~Isle()
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void Isle::Close()
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{
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MxDSAction ds;
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ds.SetUnknown24(0xFFFE);
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ds.SetUnknown24(-2);
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if (Lego()) {
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GameState()->Save(0);
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@ -615,7 +615,7 @@ void Isle::Tick(BOOL sleepIfNotNextFrame)
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}
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ds.SetAtomId(stream->atom);
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ds.SetUnknown24(0xFFFF);
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ds.SetUnknown24(-1);
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ds.SetUnknown1c(0);
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VideoManager()->EnableFullScreenMovie(TRUE, TRUE);
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@ -624,7 +624,7 @@ void Isle::Tick(BOOL sleepIfNotNextFrame)
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}
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} else {
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ds.SetAtomId(stream->atom);
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ds.SetUnknown24(0xFFFF);
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ds.SetUnknown24(-1);
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ds.SetUnknown1c(0);
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if (Start(&ds) != SUCCESS) {
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return;
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@ -1,7 +1,8 @@
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#include "mxdsobject.h"
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// This function exists both inlined and @ ISLE 0x00401c40
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// OFFSET: ISLE 0x00401c40
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void MxDSObject::SetAtomId(MxAtomId p_atomId)
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{
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this->m_atomId = p_atomId;
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}
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// void MxDSObject::SetAtomId(MxAtomId p_atomId)
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// {
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// this->m_atomId = p_atomId;
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// }
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@ -6,14 +6,11 @@
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// OFFSET: LEGO1 0x100bf6a0
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MxDSObject::MxDSObject()
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{
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// The following code yields 100% matching assembly if m_unk24 is declared as (signed) short.
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// However, in other areas m_unk24 (notably, ISLE.EXE) is treated as unsigned short.
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// Since we don't have a proper solution yet, we are using a union to work around this discrepancy.
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this->m_unk0c = 0;
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this->m_unk10 = 0;
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this->m_unk14 = 0;
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this->m_name = NULL;
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this->m_unk24signed = -1;
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this->m_unk24 = -1;
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this->m_unk1c = -1;
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this->m_unk28 = 0;
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}
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@ -38,8 +35,9 @@ void MxDSObject::SetObjectName(const char *p_name)
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}
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}
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// This function exists both inlined and @ LEGO1 0x10005530
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// OFFSET: LEGO1 0x10005530
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void MxDSObject::SetAtomId(MxAtomId p_atomId)
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{
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this->m_atomId = p_atomId;
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}
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// void MxDSObject::SetAtomId(MxAtomId p_atomId)
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// {
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// this->m_atomId = p_atomId;
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// }
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@ -15,9 +15,10 @@ class MxDSObject : public MxCore
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inline int GetUnknown1c() { return this->m_unk1c; }
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inline void SetUnknown1c(int p_unk1c) { this->m_unk1c = p_unk1c; }
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inline void SetUnknown24(unsigned short p_unk24) { this->m_unk24 = p_unk24; }
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inline void SetUnknown24(short p_unk24) { this->m_unk24 = p_unk24; }
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void SetAtomId(MxAtomId p_atomId);
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// void SetAtomId(MxAtomId p_atomId);
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inline void SetAtomId(MxAtomId p_atomId) { this->m_atomId = p_atomId; }
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private:
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int m_unk08;
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@ -27,13 +28,7 @@ class MxDSObject : public MxCore
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char *m_name;
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int m_unk1c;
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MxAtomId m_atomId;
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// So far, implementing MxDSObject::MxDSObject correctly required that m_unk24 is declared a (signed) short.
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// Most of the other game's code appears to treat it as unsigned short, however.
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// This union is a workaround until we have figured this out.
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union {
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unsigned short m_unk24;
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short m_unk24signed;
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};
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short m_unk24;
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unsigned short m_unk26;
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int m_unk28;
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};
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