Resolve review feedback
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@ -94,6 +94,7 @@ add_custom_command(OUTPUT
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${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c
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${CMAKE_SOURCE_DIR}/RecompiledPatches/recomp_overlays.inl
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${CMAKE_SOURCE_DIR}/RecompiledPatches/funcs.h
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# TODO: Look into why modifying patches requires two builds to take
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COMMAND ./N64Recomp patches.toml
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.bin
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@ -9,6 +9,7 @@ namespace zelda64 {
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constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
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constexpr std::string_view program_name = "Zelda 64: Recompiled";
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// TODO: Move loading configs to the runtime once we have a way to allow per-project customization.
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void load_config();
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void save_config();
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@ -386,34 +386,34 @@ int main(int argc, char** argv) {
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recomp::register_config_path(zelda64::get_app_folder_path());
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zelda64::load_config();
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const static recomp::rsp::callbacks_t &rsp_callbacks{
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recomp::rsp::callbacks_t rsp_callbacks{
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.get_rsp_microcode = get_rsp_microcode,
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};
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const static ultramodern::gfx_callbacks_t gfx_callbacks{
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ultramodern::gfx_callbacks_t gfx_callbacks{
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.create_gfx = create_gfx,
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.create_window = create_window,
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.update_gfx = update_gfx,
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};
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const static ultramodern::audio_callbacks_t audio_callbacks{
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ultramodern::audio_callbacks_t audio_callbacks{
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.queue_samples = queue_samples,
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.get_frames_remaining = get_frames_remaining,
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.set_frequency = set_frequency,
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};
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const static ultramodern::input_callbacks_t input_callbacks{
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ultramodern::input_callbacks_t input_callbacks{
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.poll_input = recomp::poll_inputs,
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.get_input = recomp::get_n64_input,
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.set_rumble = recomp::set_rumble,
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};
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const static ultramodern::events::callbacks_t thread_callbacks{
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ultramodern::events::callbacks_t thread_callbacks{
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.vi_callback = recomp::update_rumble,
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.gfx_init_callback = recompui::update_supported_options,
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};
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const static ultramodern::error_handling::callbacks_t error_handling_callbacks{
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ultramodern::error_handling::callbacks_t error_handling_callbacks{
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.message_box = recompui::message_box,
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};
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@ -4,13 +4,13 @@
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#include "librecomp/overlays.hpp"
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void zelda64::register_overlays() {
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const static recomp::overlay_section_table_data_t sections {
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recomp::overlay_section_table_data_t sections {
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.code_sections = section_table,
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.num_code_sections = ARRLEN(section_table),
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.total_num_sections = num_sections,
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};
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const static recomp::overlays_by_index_t overlays {
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recomp::overlays_by_index_t overlays {
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.table = overlay_sections_by_index,
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.len = ARRLEN(overlay_sections_by_index),
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};
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