Add a placeholder mod loader for texture packs.
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@ -26,9 +26,11 @@ namespace zelda64 {
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uint32_t get_display_framerate() const override;
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uint32_t get_display_framerate() const override;
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float get_resolution_scale() const override;
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float get_resolution_scale() const override;
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void load_shader_cache(std::span<const char> cache_binary) override;
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void load_shader_cache(std::span<const char> cache_binary) override;
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bool load_texture_packs();
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protected:
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protected:
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std::unique_ptr<RT64::Application> app;
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std::unique_ptr<RT64::Application> app;
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bool texture_packs_checked = false;
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};
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};
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std::unique_ptr<ultramodern::renderer::RendererContext> create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
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std::unique_ptr<ultramodern::renderer::RendererContext> create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
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2
lib/rt64
2
lib/rt64
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@ -1 +1 @@
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Subproject commit 88c618c1f8d8089f94e78537e49e0d77798fc0be
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Subproject commit 6853ac4c35dab2190060bb4c9c399a9ca369a508
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@ -8,6 +8,7 @@
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#include "ultramodern/ultramodern.hpp"
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#include "ultramodern/ultramodern.hpp"
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#include "ultramodern/config.hpp"
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#include "ultramodern/config.hpp"
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#include "zelda_config.h"
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#include "zelda_render.h"
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#include "zelda_render.h"
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#include "recomp_ui.h"
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#include "recomp_ui.h"
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@ -285,7 +286,46 @@ zelda64::renderer::RT64Context::RT64Context(uint8_t* rdram, ultramodern::rendere
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zelda64::renderer::RT64Context::~RT64Context() = default;
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zelda64::renderer::RT64Context::~RT64Context() = default;
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bool zelda64::renderer::RT64Context::load_texture_packs() {
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const std::u8string RTZExtension(u8".rtz");
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std::filesystem::path mods_folder_path = zelda64::get_app_folder_path() / "mods" / "mm";
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if (!std::filesystem::exists(mods_folder_path)) {
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return true;
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}
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std::vector<RT64::ReplacementDirectory> replacement_directories;
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for (std::filesystem::directory_entry entry : std::filesystem::directory_iterator(mods_folder_path)) {
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if (!entry.is_regular_file()) {
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continue;
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}
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std::filesystem::path path = entry.path();
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std::u8string ext = path.extension().u8string();
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std::transform(ext.begin(), ext.end(), ext.begin(), [](char8_t c) { return std::tolower(c); });
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if (ext != RTZExtension) {
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continue;
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}
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replacement_directories.emplace_back(path);
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}
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if (!replacement_directories.empty()) {
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return app->textureCache->loadReplacementDirectories(replacement_directories);
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}
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else {
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return true;
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}
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}
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void zelda64::renderer::RT64Context::send_dl(const OSTask* task) {
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void zelda64::renderer::RT64Context::send_dl(const OSTask* task) {
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if (!texture_packs_checked) {
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if (!load_texture_packs()) {
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ultramodern::error_handling::message_box("One or more texture packs could not be loaded successfully. Make sure the files are not corrupt.\n\nNo texture packs will be loaded in the game.");
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}
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texture_packs_checked = true;
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}
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app->state->rsp->reset();
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app->state->rsp->reset();
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app->interpreter->loadUCodeGBI(task->t.ucode & 0x3FFFFFF, task->t.ucode_data & 0x3FFFFFF, true);
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app->interpreter->loadUCodeGBI(task->t.ucode & 0x3FFFFFF, task->t.ucode_data & 0x3FFFFFF, true);
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app->processDisplayLists(app->core.RDRAM, task->t.data_ptr & 0x3FFFFFF, 0, true);
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app->processDisplayLists(app->core.RDRAM, task->t.data_ptr & 0x3FFFFFF, 0, true);
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@ -6,7 +6,7 @@
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#include "nfd.h"
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#include "nfd.h"
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#include <filesystem>
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#include <filesystem>
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std::string version_number = "v1.1.1";
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std::string version_number = "v1.1.1-texturepacks";
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Rml::DataModelHandle model_handle;
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Rml::DataModelHandle model_handle;
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bool mm_rom_valid = false;
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bool mm_rom_valid = false;
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