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Tomb Raider: Chronicles Disassembly translated to C source code.

License: MIT License

C 81.40% CMake 1.91% Makefile 0.24% C++ 9.90% Python 1.21% Batchfile 0.13% Java 4.91% HLSL 0.30%
tomb raider psx pc source code decompile engine lara croft

tomb5's Introduction

Project: Decompile Tomb Raider: Chronicles (TOMB5)

Start Date: 21st June 2017.

PSX:

PSXPC_N:

PC_N:

Platform Build State
Windows (PSXPC_N) Build status
Linux (PSXPC_N) Build status
Linux (PSXPC_N) Build Status
PSX Build status

Disclaimer

This project may be abandoned at any time, use this product at your own risk.

What is this?

This repository contains decompiled code for the game Tomb Raider: Chronicles. All decompiled code is based off the final PlayStation and PC version. The goal is to decompile as much as possible since the original source code is reportedly lost. It is not expected for decompiled code to be 1:1 with the original source code. However, functionality wise it will be the same. Further debugging of the original PlayStation version at a later phase will help map out any existing bugs. All information (variable, file names, method names and data structures) have been obtained from debugging symbols (.SYM, .MAP), TRosettastone 3.0 and GAMEWAD.OBJ.

What are the current goals?

Current goals include decompiling all code up until the title screen sequence, ensuring it's fully correct then proceeding to decompiling in-game code. At this point in time the most critically required parts of code reside within the "GAME" folder.

Usage

Assuming you have compiled the most recent code or downloaded the latest binaries from appveyor (artifacts). Simply put your Tomb Raider: Chronicles PlayStation disc into your PC. At this point you'll need to copy all the files from the root of the CD to the same folder as MAIN.EXE. The codebase is currently based off the final NTSC version of Tomb Raider: Chronicles and final PC version. This means that other localised versions may not be supported. For further usage and build instructions visit this file.

How long will this take?

Depending on the amount of contributors it could take years.

Feel free to contact me on this: Discord server channel #TOMB5-decompile

Credits

  • Gh0stBlade: Lead Programmer (PSX/PSXPC_N).
  • zdimension: Programmer (PSX/PSXPC_N,PC_N).
  • Stohrendorf: Symdump tool creator.
  • smf: GTE code for EMU.
  • XProger: EMU render optimisations.
  • You?

tomb5's People

Contributors

gh0stblade avatar revosucks avatar soapyman avatar timgates42 avatar vturbine avatar xproger avatar zdimension avatar

Stargazers

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tomb5's Issues

Overlays

Overlays are now possible on PSX like the original game, see SETUP.C->SETUP.MOD.

Problem is LoadSoundEffects function has a call to SpuMalloc which causes the game to crash completely, must be investigated. Works fine if overlays are not used.

Files decompiled so far

Completed files (Based on PSX):

  • MALLOC.C
  • FILE.C
  • LOAD_LEV.C
  • GAMEWAD.C
  • TEXT.C
  • PSXMAIN.C
  • HAIR.C
  • MEMCARD.C

Todo (List not complete):

  • 3D_GEN.C
  • GPU.C
  • PROFILE.C
  • SPECIFIC.C
  • SETUP.C

Contributing.md missing steps to get started

Describe the bug
I was trying to follow the getting started steps and I think it is missing a step about installing glew-2.1.0 into the EXTERNAL folder.

To Reproduce
Steps to reproduce the behavior:

  1. Follow Contributing.md through step 1 into step 2
  2. Realise that CMake cannot find glew-2.1.0. Causing no project files to be created

Expected behavior
There should be an additional requirement in step 1 Dependencies for glew-2.1.0.
There should be an additional bullet point in step 2 to install glew-2.1.0 into the EXTERNAL folder.

Desktop (please complete the following information):

  • OS: Windows 10

Known hacks

This issue will contain a list of known hacks to be removed.

PSX Regression.

Game crashing at loading screen. Caused by most recent commits on develop-gh0stblade branch.

External dependencies (Windows)

SDL2 cmake script requires an environment variable to be set to SDL2's location. Probably better to just scan /EXTERNAL/SDL2.

TODO: PC

TitleOptions deleted, needs moving to PC Specific code.
GetRandomControl deleted from CONTROL.C needs moving to PC Specific code.
GetRandomDraw deleted from CONTROL.C needs moving to PC specific code.

Implement the functions

GAME

ANDREA1.C

ANDREA2.C

ANDREA3.C

ANDY1.C

ANDY2.C

ANDY3.C

ANIM.C

BOX.C

  • AIGuard
  • AlertAllGuards
  • AlertNearbyGuards
  • BadFloor
  • CalculateTarget
  • CreatureActive
  • CreatureAIInfo
  • CreatureAnimation
  • CreatureCreature
  • CreatureDie
  • CreatureEffect
  • CreatureEffectT
  • CreatureFloat
  • CreatureJoint
  • CreatureKill
  • CreatureMood
  • CreatureTilt
  • CreatureTurn
  • CreatureUnderwater
  • CreatureVault
  • CreatureYRot
  • DropBaddyPickups
  • EscapeBox
  • FindAITargetObject
  • GetAITarget
  • GetCreatureMood
  • InitialiseCreature
  • MoveCreature3DPos
  • SameZone
  • SearchLOT
  • StalkBox
  • TargetBox
  • UpdateLOT
  • ValidBox

CAMERA.C

  • AlterFOV
  • BinocularCamera
  • CalculateCamera
  • CameraCollisionBounds
  • ChaseCamera
  • CheckForRichesIllegalDiagonalWalls
  • CombatCamera
  • ConfirmCameraTargetPos
  • FixedCamera
  • InitialiseCamera
  • LaraTorch
  • LookCamera
  • mgLOS
  • MoveCamera
  • ScreenShake
  • UpdateCameraElevation

CODEWAD.C

  • sub_1BDF88
  • sub_1BE988
  • TriggerEngineEffects_CUT

COLLIDE.C

  • AIPickupCollision
  • CreatureCollision
  • GenericSphereBoxCollision
  • GetCollidedObjects
  • GetCollisionInfo
  • ItemPushLara
  • ItemPushLaraStatic
  • LaraBaddieCollision
  • MoveLaraPosition
  • ObjectCollision
  • ShiftItem
  • TestBoundsCollide
  • TestBoundsCollideStatic
  • TestForObjectOnLedge
  • TestLaraPosition
  • TrapCollision
  • TriggerLaraBlood
  • UpdateLaraRoom

CONTROL.C

  • _TestTriggers
  • AddFire
  • AddRoomFlipItems
  • AlterFloorHeight
  • AnimateItem
  • check_xray_machine_trigger
  • CheckCutPlayed
  • CheckGuardOnTrigger
  • CheckNoColCeilingTriangle
  • CheckNoColFloorTriangle
  • ClearDynamics
  • ClearFires
  • ClipTarget
  • ControlPhase
  • ExplodeItemNode
  • FireCrossBowFromLaserSight
  • FlipMap
  • GetCeiling
  • GetDoor
  • GetFloor
  • GetHeight
  • GetJointAbsPosition
  • GetRandomControl
  • GetRandomDraw
  • GetTargetOnLOS
  • GetWaterHeight
  • InitCutPlayed
  • InterpolateAngle
  • is_object_in_room
  • IsRoomOutside
  • KillMoveEffects
  • KillMoveItems
  • KlaxonTremor
  • LOS
  • NeatAndTidyTriggerCutscene
  • ObjectOnLOS2
  • RefreshCamera
  • RemoveRoomFlipItems
  • ResetGuards
  • SeedRandomControl
  • SeedRandomDraw
  • SetCutNotPlayed
  • SetCutPlayed
  • TestTriggers
  • TriggerActive
  • TriggerCDTrack
  • TriggerNormalCDTrack
  • UpdateBats
  • UpdateBlood
  • UpdateBubbles
  • UpdateDebris
  • UpdateDrips
  • UpdateFireSparks
  • UpdateGunShells
  • UpdateLightning
  • UpdatePulseColour
  • UpdateRats
  • UpdateShockwaves
  • UpdateSmokeSparks
  • UpdateSparks
  • UpdateSpiders
  • UpdateSplashes
  • UpdateTwogunLasers
  • xLOS
  • zLOS

DEBRIS.C

  • GetFreeDebris
  • ShatterObject
  • TriggerDebris

DELSTUFF.C

DELTAPAK.C

  • andrea1_control
  • andrea1_end
  • andrea1_init
  • andrea2_control
  • andrea2_end
  • andrea2_init
  • andrea3_control
  • andrea3_end
  • andrea3_init
  • andrea3b_control
  • andrea3b_end
  • andrea3b_init
  • andrea4_control
  • andrea4_end
  • andrea4_init
  • andy10_control
  • andy10_end
  • andy10_init
  • andy11_control
  • andy11_end
  • andy11_init
  • andy1_control
  • andy1_end
  • andy1_init
  • andy2_control
  • andy2_end
  • andy2_init
  • andy3_control
  • andy3_end
  • andy3_init
  • andy4_control
  • andy4_end
  • andy4_init
  • andy4b_control
  • andy4b_end
  • andy4b_init
  • andy5_control
  • andy5_end
  • andy5_init
  • andy6_control
  • andy6_end
  • andy6_init
  • andy7_control
  • andy7_end
  • andy7_init
  • andy8_control
  • andy8_end
  • andy8_init
  • andy9_control
  • andy9_end
  • andy9_init
  • andypew_control
  • andypew_end
  • andypew_init
  • CalculateObjectLightingLaraCutSeq
  • cossack_control
  • cossack_end
  • cossack_init
  • cranecut_control
  • cranecut_end
  • cranecut_init
  • Cutanimate
  • CutLaraBubbles
  • cutseq_givelara_hk
  • cutseq_givelara_pistols
  • cutseq_kill_item
  • cutseq_malloc
  • cutseq_removelara_hk
  • cutseq_removelara_pistols
  • cutseq_restore_item
  • cutseq_shoot_pistols
  • deal_with_actor_shooting
  • deal_with_pistols
  • DelsHandyTeleportLara
  • DelTorchFlames
  • do_catapult_meshswap
  • do_chalk_meshswap
  • do_clanger_meshswap
  • do_hammer_meshswap
  • do_new_cutscene_camera
  • do_pierre_gun_meshswap
  • find_a_fucking_item
  • finish_cutseq
  • frigup_lara
  • GetActorJointAbsPosition
  • GrabActorMatrix
  • hamgate_control
  • hamgate_end
  • hamgate_init
  • handle_actor_chatting
  • handle_cutseq_triggering
  • handle_lara_chatting
  • init_cutseq_actors
  • init_cutseq_malloc
  • init_resident_cutseq
  • InitPackNodes
  • joby10_control
  • joby10_end
  • joby10_init
  • joby2_control
  • joby2_end
  • joby2_init
  • joby3_control
  • joby3_end
  • joby3_init
  • joby4_control
  • joby4_end
  • joby4_init
  • joby5_control
  • joby5_end
  • joby5_init
  • joby6_control
  • joby6_end
  • joby6_init
  • joby7_control
  • joby7_end
  • joby7_init
  • joby8_control
  • joby8_end
  • joby8_init
  • joby9_control
  • joby9_end
  • joby9_init
  • Load_and_Init_Cutseq
  • monk2_control
  • monk2_end
  • monk2_init
  • ResetCutanimate
  • ResetCutItem
  • resetwindowsmash
  • richcut1_control
  • richcut1_end
  • richcut1_init
  • richcut2_control
  • richcut2_end
  • richcut2_init
  • richcut3_control
  • richcut3_end
  • richcut3_init
  • richcut4_control
  • richcut4_end
  • richcut4_init
  • setup_preist_meshswap
  • special1_control
  • special1_end
  • special1_init
  • special2_control
  • special2_end
  • special2_init
  • special3_control
  • special3_end
  • special3_init
  • special4_control
  • special4_end
  • special4_init
  • stealth3_end
  • stealth3_start
  • swampy_control
  • swampy_end
  • swampy_init
  • trigger_title_spotcam
  • trigger_weapon_dynamics
  • TriggerActorBlood
  • TriggerDelBrownSmoke
  • TriggerDelSmoke
  • TriggerUnderwaterBlood
  • triggerwindowsmash

DOOR.C

  • DoorCollision
  • DoorControl
  • DoubleDoorCollision
  • OpenThatDoor
  • ProcessClosedDoors
  • PushPullKickDoorCollision
  • PushPullKickDoorControl
  • SequenceDoorControl
  • ShutThatDoor
  • UnderwaterDoorCollision

DRAW.C

  • DrawAnimatingItem
  • DrawGunflashes
  • DrawMoon
  • DrawSkyMesh
  • GetBestFrame
  • UpdateSkyLightning

EFFECT2.C

  • ControlEnemyMissile
  • ControlSmokeEmitter
  • DetatchSpark
  • KillAllCurrentItems
  • KillEverything
  • TriggerAirBubbles
  • TriggerDartSmoke
  • TriggerDynamic
  • TriggerEngineEffects
  • TriggerFireFlame
  • TriggerFontFire
  • TriggerGunSmoke
  • TriggerHydraMissileFlame
  • TriggerRomanGodMissileFlame
  • TriggerSubMist
  • TriggerSuperJetFlame
  • TriggerTorpedoSteam
  • TriggerWaterfallMist

EFFECTS.C

  • ActivateCamera
  • ActivateKey
  • AddFootprint
  • ClearSpiders
  • ClearSpidersPatch
  • ExplosionFX
  • finish_level_effect
  • floor_shake_effect
  • invisibility_off
  • invisibility_on
  • KillActiveBaddies
  • lara_hands_free
  • LaraBubbles
  • LaraLocation
  • LaraLocationPad
  • PoseidonSFX
  • reset_hair
  • ResetTest
  • RubbleFX
  • SetFog
  • shoot_left_gun
  • shoot_right_gun
  • SoundEffect
  • SoundEffects
  • SoundFlipEffect
  • StopSoundEffect
  • SwapCrowbar
  • TL_1
  • TL_10
  • TL_11
  • TL_12
  • TL_2
  • TL_3
  • TL_4
  • TL_5
  • TL_6
  • TL_7
  • TL_8
  • TL_9
  • turn180_effect
  • void_effect
  • WaterFall

FLMTORCH.C

  • DoFlameTorch
  • FireCollision
  • FlameTorchControl
  • GetFlameTorch
  • TriggerTorchFlame

FONT.C

FOOTPRNT.C

GAMEFLOW.C

  • DoGameflow
  • DoLevel
  • DoSpecialFeaturesServer
  • DoTitle
  • LoadGameflow
  • QuickControlPhase
  • SpecialFeaturesDisplayScreens

GUARDIAN.C

HAIR.C

  • InitialiseHair

HEALTH.C

  • AddDisplayPickup
  • DrawAirBar
  • DrawGameInfo
  • DrawHealthBar
  • DrawPickups
  • FlashIt
  • InitialisePickUpDisplay

HYDRA.C

ITEMS.C

  • AddActiveItem
  • CreateEffect
  • CreateItem
  • EffectNewRoom
  • InitialiseFXArray
  • InitialiseItem
  • InitialiseItemArray
  • ItemNewRoom
  • KillEffect
  • KillItem
  • RemoveActiveItem
  • RemoveDrawnItem

JOBY1.C

JOBY2.C

JOBY3.C

JOBY4.C

JOBY5.C

LARA.C

  • AnimateLara
  • ApplyVelocityToRope
  • CanLaraHangSideways
  • DoSubsuitStuff
  • FallFromRope
  • FireChaff
  • GetDirOctant
  • GetLaraCollisionInfo
  • GetLaraJointPos
  • GetLaraJointPosRot
  • GetTighRopeFallOff
  • IsValidHangPos
  • JumpOffRope
  • lara_as_all4s
  • lara_as_all4turnl
  • lara_as_all4turnr
  • lara_as_back
  • lara_as_backjump
  • lara_as_climbrope
  • lara_as_climbroped
  • lara_as_compress
  • lara_as_controlled
  • lara_as_controlledl
  • lara_as_crawl
  • lara_as_crawlb
  • lara_as_dash
  • lara_as_dashdive
  • lara_as_death
  • lara_as_deathslide
  • lara_as_duck
  • lara_as_duckl
  • lara_as_duckr
  • lara_as_extcornerl
  • lara_as_extcornerr
  • lara_as_fallback
  • lara_as_fastback
  • lara_as_fastdive
  • lara_as_fastfall
  • lara_as_fastturn
  • lara_as_forwardjump
  • lara_as_gymnast
  • lara_as_hang
  • lara_as_hang2
  • lara_as_hangleft
  • lara_as_hangright
  • lara_as_hangturnl
  • lara_as_hangturnr
  • lara_as_intcornerl
  • lara_as_intcornerr
  • lara_as_leftjump
  • lara_as_monkey180
  • lara_as_monkeyl
  • lara_as_monkeyr
  • lara_as_monkeyswing
  • lara_as_null
  • lara_as_parallelbars
  • lara_as_pbleapoff
  • lara_as_pickup
  • lara_as_pickupflare
  • lara_as_poleleft
  • lara_as_poleright
  • lara_as_ppready
  • lara_as_pullblock
  • lara_as_pulley
  • lara_as_pushblock
  • lara_as_reach
  • lara_as_rightjump
  • lara_as_rope
  • lara_as_ropel
  • lara_as_roper
  • lara_as_run
  • lara_as_slide
  • lara_as_slideback
  • lara_as_special
  • lara_as_splat
  • lara_as_stepleft
  • lara_as_stepright
  • lara_as_stop
  • lara_as_swandive
  • lara_as_switchoff
  • lara_as_switchon
  • lara_as_trfall
  • lara_as_trpose
  • lara_as_trwalk
  • lara_as_turn_l
  • lara_as_turn_r
  • lara_as_upjump
  • lara_as_usekey
  • lara_as_usepuzzle
  • lara_as_wade
  • lara_as_walk
  • lara_as_waterout
  • lara_col_all4s
  • lara_col_all4turnlr
  • lara_col_back
  • lara_col_backjump
  • lara_col_compress
  • lara_col_crawl
  • lara_col_crawl2hang
  • lara_col_crawlb
  • lara_col_dash
  • lara_col_dashdive
  • lara_col_death
  • lara_col_duck
  • lara_col_ducklr
  • lara_col_fallback
  • lara_col_fastback
  • lara_col_fastdive
  • lara_col_fastfall
  • lara_col_fastturn
  • lara_col_forwardjump
  • lara_col_hang
  • lara_col_hang2
  • lara_col_hangleft
  • lara_col_hangright
  • lara_col_hangturnlr
  • lara_col_jumper
  • lara_col_land
  • lara_col_leftjump
  • lara_col_monkey180
  • lara_col_monkeyl
  • lara_col_monkeyr
  • lara_col_monkeyswing
  • lara_col_poledown
  • lara_col_polestat
  • lara_col_poleup
  • lara_col_pose
  • lara_col_reach
  • lara_col_rightjump
  • lara_col_roll
  • lara_col_roll2
  • lara_col_rope
  • lara_col_ropefwd
  • lara_col_run
  • lara_col_slide
  • lara_col_slideback
  • lara_col_splat
  • lara_col_stepleft
  • lara_col_stepright
  • lara_col_stop
  • lara_col_swandive
  • lara_col_turn_l
  • lara_col_turn_r
  • lara_col_turnswitch
  • lara_col_upjump
  • lara_col_wade
  • lara_col_walk
  • lara_default_col
  • lara_slide_slope
  • lara_void_func
  • LaraAboveWater
  • LaraCeilingFront
  • LaraClimbRope
  • LaraCollideStop
  • LaraDeflectEdge
  • LaraDeflectEdgeDuck
  • LaraDeflectEdgeJump
  • LaraFallen
  • LaraFloorFront
  • LaraHangLeftCornerTest
  • LaraHangRightCornerTest
  • LaraHangTest
  • LaraHitCeiling
  • LaraLandedBad
  • LaraSlideEdgeJump
  • LaraTestClimbStance
  • LaraTestEdgeCatch
  • LaraTestHangOnClimbWall
  • LookLeftRight
  • LookUpDown
  • MonkeySwingFall
  • MonkeySwingSnap
  • ResetLook
  • SetCornerAnim
  • SetLaraUnderwaterNodes
  • SetPendulumVelocity
  • SnapLaraToEdgeOfBlock
  • TestHangSwingIn
  • TestLaraSlide
  • TestLaraVault
  • TestMonkeyLeft
  • TestMonkeyRight
  • TestWall
  • UpdateRopeSwing

LARA1GUN.C

  • AnimateShotgun
  • ControlCrossbow
  • CrossbowHitSwitchType78
  • DoGrenadeDamageOnBaddie
  • draw_shotgun
  • draw_shotgun_meshes
  • FireCrossbow
  • FireHK
  • FireShotgun
  • ready_shotgun
  • RifleHandler
  • TriggerGrapplingEffect
  • undraw_shotgun
  • undraw_shotgun_meshes

LARA2GUN.C

  • AnimatePistols
  • draw_pistol_meshes
  • draw_pistols
  • PistolHandler
  • ready_pistols
  • set_arm_info
  • undraw_pistol_mesh_left
  • undraw_pistol_mesh_right
  • undraw_pistols

LARACLMB.C

  • GetClimbTrigger
  • lara_as_climbdown
  • lara_as_climbend
  • lara_as_climbing
  • lara_as_climbleft
  • lara_as_climbright
  • lara_as_climbstnc
  • lara_col_climbdown
  • lara_col_climbend
  • lara_col_climbing
  • lara_col_climbleft
  • lara_col_climbright
  • lara_col_climbstnc
  • LaraCheckForLetGo
  • LaraClimbLeftCornerTest
  • LaraClimbRightCornerTest
  • LaraDoClimbLeftRight
  • LaraTestClimb
  • LaraTestClimbPos
  • LaraTestClimbUpPos

LARAFIRE.C

  • AimWeapon
  • CheckForHoldingState
  • DoProperDetection
  • find_target_point
  • FireWeapon
  • get_current_ammo_pointer
  • HitTarget
  • InitialiseNewWeapon
  • LaraGetNewTarget
  • LaraGun
  • LaraTargetInfo
  • WeaponObject
  • WeaponObjectMesh

LARAFLAR.C

  • CreateFlare
  • DoFlareInHand
  • DoFlareLight
  • draw_flare
  • draw_flare_meshes
  • DrawFlareInAir
  • FlareControl
  • ready_flare
  • set_flare_arm
  • undraw_flare
  • undraw_flare_meshes

LARAMISC.C

  • DelAlignLaraToRope
  • GetLaraDeadlyBounds
  • InitialiseLaraAnims
  • InitialiseLaraLoad
  • LaraCheat
  • LaraControl
  • LaraInitialiseMeshes

LARASURF.C

  • lara_as_surfback
  • lara_as_surfleft
  • lara_as_surfright
  • lara_as_surfswim
  • lara_as_surftread
  • lara_col_surfback
  • lara_col_surfleft
  • lara_col_surfright
  • lara_col_surfswim
  • lara_col_surftread
  • LaraSurface
  • LaraSurfaceCollision
  • LaraTestWaterClimbOut
  • LaraTestWaterStepOut

LARASWIM.C

  • GetWaterDepth
  • lara_as_dive
  • lara_as_glide
  • lara_as_swim
  • lara_as_swimcheat
  • lara_as_tread
  • lara_as_uwdeath
  • lara_as_waterroll
  • lara_col_dive
  • lara_col_glide
  • lara_col_swim
  • lara_col_tread
  • lara_col_uwdeath
  • lara_col_waterroll
  • LaraSwimCollision
  • LaraTestWaterDepth
  • LaraUnderWater
  • LaraWaterCurrent
  • SwimTurn
  • SwimTurnSubsuit
  • UpdateSubsuitAngles

LOT.C

  • ClearLOT
  • CreateZone
  • DisableBaddieAI
  • EnableBaddieAI
  • InitialiseLOTarray
  • InitialiseSlot

MAFIA2.C

MISSILE.C

  • ControlBodyPart
  • ExplodeFX

NEWINV2.C

  • combine_clothbottle
  • combine_crossbow_lasersight
  • combine_HK_SILENCER
  • combine_KeyItem1
  • combine_KeyItem2
  • combine_KeyItem3
  • combine_KeyItem4
  • combine_KeyItem5
  • combine_KeyItem6
  • combine_KeyItem7
  • combine_KeyItem8
  • combine_PickupItem1
  • combine_PickupItem2
  • combine_PickupItem3
  • combine_PickupItem4
  • combine_PuzzleItem1
  • combine_PuzzleItem2
  • combine_PuzzleItem3
  • combine_PuzzleItem4
  • combine_PuzzleItem5
  • combine_PuzzleItem6
  • combine_PuzzleItem7
  • combine_PuzzleItem8
  • combine_revolver_lasersight
  • combine_these_two_objects
  • construct_combine_object_list
  • construct_object_list
  • convert_invobj_to_obj
  • convert_obj_to_invobj
  • DEL_picked_up_object
  • dels_give_lara_guns_cheat
  • dels_give_lara_items_cheat
  • do_debounced_joystick_poo
  • do_examine_mode
  • do_keypad_mode
  • do_playstation_button_prompts_v1
  • do_stats_mode
  • do_these_objects_combine
  • draw_ammo_selector
  • draw_current_object_list
  • DrawInventoryItemMe
  • DrawThreeDeeObject2D
  • fade_ammo_selector
  • go_and_load_game
  • go_and_save_game
  • handle_inventry_menu
  • handle_object_changeover
  • have_i_got_item
  • have_i_got_object
  • init_keypad_mode
  • init_new_inventry
  • insert_object_into_list
  • insert_object_into_list_v2
  • is_item_currently_combinable
  • NailInvItem
  • remove_inventory_item
  • S_CallInventory2
  • S_DrawPickup
  • seperate_object
  • setup_ammo_selector
  • setup_objectlist_startposition
  • setup_objectlist_startposition2
  • spinback
  • update_laras_weapons_status
  • use_current_item

OBJECTS.C

  • AnimateWaterfalls
  • BridgeFlatCeiling
  • BridgeFlatFloor
  • BridgeTilt1Ceiling
  • BridgeTilt1Floor
  • BridgeTilt2Ceiling
  • BridgeTilt2Floor
  • ControlAnimatingSlots
  • ControlTriggerTriggerer
  • ControlWaterfall
  • ControlXRayMachine
  • CutsceneRopeControl
  • DrawBaddieGunFlash
  • EarthQuake
  • GetOffset
  • HybridCollision
  • ParallelBarsCollision
  • PoleCollision
  • SmashObject
  • SmashObjectControl
  • TightRopeCollision

OBJLIGHT.C

  • ControlBlinker
  • ControlColouredLight
  • ControlElectricalLight
  • ControlPulseLight
  • ControlStrobeLight
  • TriggerAlertLight

PEOPLE.C

  • GunHit
  • GunMiss
  • GunShot
  • ShotLara
  • Targetable
  • TargetVisible

PICKUP.C

  • AnimatingPickUp
  • CollectCarriedItems
  • FindPlinth
  • KeyHoleCollision
  • KeyTrigger
  • MonitorScreenCollision
  • PickUpCollision
  • PickupTrigger
  • PuzzleDone
  • PuzzleDoneCollision
  • PuzzleHoleCollision
  • RegeneratePickups
  • SearchObjectCollision
  • SearchObjectControl

RAT.C

RICH1.C

RICH2.C

RICH3.C

RICHCUT2.C

ROPE.C

  • LoadRope
  • SaveRope
  • Straighten
  • StraightenRope

SAVEGAME.C

  • CheckSumValid
  • ReadSG
  • RestoreLaraData
  • RestoreLevelData
  • SaveLaraData
  • SaveLevelData
  • sgRestoreGame
  • sgSaveGame
  • WriteSG
  • WriteSG_real

SOUND.C

  • SayNo
  • SOUND_EndScene
  • SOUND_Init
  • SOUND_Stop

SPHERE.C

  • GetSpheres
  • TestCollision

SPOTCAM.C

  • CalculateSpotCams
  • InitialiseSpotCam
  • InitSpotCamSequences
  • Spline

SWITCH.C

  • CogSwitchCollision
  • CogSwitchControl
  • CrowbarSwitchCollision
  • CrowDoveSwitchCollision
  • CrowDoveSwitchControl
  • FullBlockSwitchCollision
  • FullBlockSwitchControl
  • GetKeyTrigger
  • GetSwitchTrigger
  • JumpSwitchCollision
  • ProcessExplodingSwitchType8
  • PulleyCollision
  • RailSwitchCollision
  • SwitchCollision
  • SwitchCollision2
  • SwitchControl
  • SwitchTrigger
  • TestTriggersAtXYZ
  • TurnSwitchCollision
  • TurnSwitchControl
  • UnderwaterSwitchCollision

TEXT.C

  • InitFont

TOMB4FX.C

  • ControlElectricFence
  • ControlTeleporter
  • CreateBubble
  • DoBloodSplat
  • DrawLensFlares
  • DrawWeaponMissile
  • ExplodingDeath2
  • Fade
  • GetFreeBlood
  • GetFreeBubble
  • GetFreeDrip
  • GetFreeShockwave
  • GetFreeSmokeSpark
  • GetFreeSpark
  • GetFreeSpider
  • Richochet
  • SetFadeClip
  • SetScreenFadeIn
  • SetScreenFadeOut
  • SetUpLensFlare
  • trig_actor_gunflash
  • TriggerBlood
  • TriggerCoinGlow
  • TriggerExplosionBubble
  • TriggerExplosionSmokeEnd
  • TriggerExplosionSparks
  • TriggerFenceSparks
  • TriggerLaraDrips
  • TriggerLightning
  • TriggerLightningGlow
  • TriggerRicochetSpark
  • TriggerShatterSmoke
  • TriggerShockwave
  • TriggerSmallSplash
  • TriggerUnderwaterBlood
  • UpdateFadeClip

TOWER1.C

TOWER2.C

TOWER3.C

TRAPS.C

  • CeilingTrapDoorCollision
  • CloseTrapDoor
  • ControlExplosion
  • ControlRaisingBlock
  • ControlRollingBall
  • ControlScaledSpike
  • ControlTwoBlockPlatform
  • DartEmitterControl
  • DartsControl
  • DrawScaledSpike
  • FallingBlock
  • FallingBlockCeiling
  • FallingBlockCollision
  • FallingBlockFloor
  • FallingCeiling
  • FlameControl
  • FlameEmitter2Control
  • FlameEmitter3Control
  • FlameEmitterControl
  • FloorTrapDoorCollision
  • LaraBurn
  • LavaBurn
  • OnTwoBlockPlatform
  • OpenTrapDoor
  • RollingBallCollision
  • TestBoundsCollideTeethSpikes
  • TrapDoorCollision
  • TrapDoorControl
  • TwoBlockPlatformCeiling
  • TwoBlockPlatformFloor

TWOGUN.C

SPEC_PC_N

3DGLOBAL.CPP

CALCLARA.C

  • GetBoundsAccurate

DEBUG.CPP

  • DB_DefType
  • GetInputStr
  • Log_backend
  • SendMsg
  • ShowDebugInfo

DIRECTX.CPP

  • ACMClose
  • ACMEnumCallback
  • AcquireInput
  • BPPToDDBD
  • CloseDirectX
  • DI_ReadJoystick
  • DI_ReadKeyboard
  • DI_UpdateJoystick
  • DXBitMask2ShiftCnt
  • DXChangeVideoMode
  • DXCreateDirect3D
  • DXCreateDirect3DDevice
  • DXCreateDirectInput
  • DXCreateSurface
  • DXCreateViewport
  • DXDDCreate
  • DXDSCreate
  • DXEnumDirect3D
  • DXEnumDirectDraw
  • DXEnumDirectInput
  • DXEnumDirectInputObjects
  • DXEnumDirectSound
  • DXEnumDisplayModes
  • DXEnumTextureFormats
  • DXEnumZBufferFormats
  • DXFreeInfo
  • DXInitialise
  • DXMove
  • DXSetCooperativeLevel
  • DXSetOutputFormat
  • DXSetVideoMode
  • DXShowFrame
  • DXToggleFullScreen
  • InitACM
  • LoadPicture
  • SaveDDBuffer
  • SetSoundOutputFormat
  • SetupNotifications
  • StreamClose
  • StreamOpen

DISPLAY.CPP

  • DrawChar

DRAWPRIMITIVE.CPP

  • AddLineClippedSorted
  • AddQuadClippedSorted
  • AddQuadClippedZBuffer
  • AddQuadSubdivide
  • AddTriClippedSorted
  • AddTriClippedZBuffer
  • AddTriSubdivide
  • BuildFogBulbList
  • BuildFXFogBulbList
  • CreateFXBulbs
  • do_quickysorty
  • DoMonitorScreen
  • DoRain
  • DoSnow
  • DoUwEffect
  • DoWeather
  • Draw_Mirror_Lara
  • DrawBats
  • DrawBinoculars
  • DrawBlood
  • DrawBubbles
  • DrawCutSeqActors
  • DrawDebris
  • DrawDrips
  • DrawFlash
  • DrawGunshells
  • DrawLara
  • DrawLara__1
  • DrawLara__4
  • DrawLara__5
  • DrawLara__6
  • DrawLaserSightSprite
  • DrawLightning
  • DrawLoadingScreen
  • DrawPhaseGame
  • DrawRats
  • DrawRopeList
  • DrawShockwaves
  • DrawSpiders
  • DrawStaticObjects
  • DrawTwogunLaser
  • DrawTwogunLasers
  • FadeLightList
  • GetRoomBounds
  • GPU_BeginScene
  • HWBeginScene
  • HWEndScene
  • HWR_DrawRoutine
  • InitDynamicLighting
  • InitialiseFogBulbs
  • InitialiseFunctionTable
  • InitialiseSortList
  • InsertRoom
  • phd_PutPolygons
  • PrintObjects
  • ReleaseScreen
  • ResetFogBulbList
  • RestoreLaraMeshswaps
  • RoomTestThing
  • S_DrawFires
  • S_DrawSmokeSparks
  • S_DrawSparks
  • S_DrawSplashes
  • SaveD3DCameraMatrix
  • SetGlobalAmbient
  • SetGunFlash
  • SetupSkelebobMeshswaps
  • SkyDrawPhase
  • SortPolyList
  • SubdivideEdge
  • SubdivideQuad
  • SubdivideTri
  • Update
  • Visible

DS.CPP

  • CDDA_SetMasterVolume
  • S_SoundSetPitch

DXERROR.CPP

  • ERR_Describe_DX
  • ERR_Describe_Init

FILE.CPP

  • BuildGlobalFogBulbList
  • BuildOutsideTable
  • ClearFootPrints
  • ClearFX
  • CreateD3DLights
  • CreateSkinningData
  • DXFreeSounds
  • FetchCutData
  • FileClose
  • FileLength
  • FileOpen
  • FindCdDrive
  • FixUpRoom
  • FreeD3DLights
  • GetAIPickups
  • GetCarriedItems
  • Init
  • InitBinoculars
  • InitialiseClosedDoors
  • InitialiseEffects
  • InitialiseGameFlags
  • InitialiseObjects
  • InitMatrix
  • InitTarget
  • InitWater
  • LoadAIObjects
  • LoadAnimatedTextures
  • LoadBoxes
  • LoadCameras
  • LoadDemoData
  • LoadFile
  • LoadItems
  • LoadObjects
  • LoadRoomStream
  • LoadScreen
  • LoadSoundEffects
  • LoadSprites
  • LoadTextureInfos
  • LoadTextures
  • MakeCutsceneResident
  • MallocD3DLights
  • ObjectObjects
  • ReadCutData
  • reset_cutseq_vars
  • RoomInit
  • SetupGame
  • TrapObjects

GAME.CPP

  • do_boot_screen
  • GameClose
  • HWInitialise
  • InitFX

HWINSERT.CPP

  • InitBuckets

INIT.CPP

  • game_free
  • game_malloc
  • GetRandom
  • init_game_malloc
  • init_water_table
  • show_game_malloc_totals

INPUT.CPP

  • Key
  • S_UpdateInput

MATRIX_SHIT.CPP

  • D3DIdentityMatrix
  • phd_GenerateW2V
  • phd_GetVectorAngles
  • phd_LookAt
  • phd_PushMatrix
  • phd_PushUnitMatrix
  • phd_RotX
  • phd_RotY
  • phd_RotYXZ
  • phd_RotZ
  • phd_SetTrans
  • phd_TranslateAbs
  • phd_TranslateRel
  • phd_UnitMatrix
  • S_InitD3DMatrix
  • ScaleCurrentMatrix
  • ScaleCurrentMatrixF
  • SetD3DMatrix
  • SetD3DMatrixF
  • SetTransl
  • SetViewMatrix
  • sub_401BDB
  • TranslateAbs
  • TranslateRel

NEWSHIT.CPP

SETUP.CPP

  • CheckKeyConflicts
  • CLNoFMV
  • CLSetup
  • CreateKey
  • CreateRegKeyRW
  • DialogFunc
  • InitSetupDialog
  • LoadGraphicsAdapters
  • LoadSettings
  • LoadSoundAdapters
  • LoadToISO
  • RegReadBool
  • RegReadInt
  • RegWrite
  • RegWriteMulti
  • SaveSettings

SMAIN.CPP

SPECIFIC.CPP

  • CalcColorSplit
  • ClearFXFogBulbs
  • DebugPrint
  • Decompress
  • DoBar
  • IsVolumetric
  • PlayFMV
  • S_AnimateTextures
  • S_CalculateLight
  • S_CalculateStaticMeshLight
  • S_CDFade
  • S_CDLoop
  • S_CDStop
  • S_DrawAirBar
  • S_DrawHealthBar
  • S_DrawHealthBar2
  • S_DumpScreenFrame
  • S_InitialiseScreen
  • S_InitLoadBar
  • S_LoadBar
  • S_OutputPolyList
  • S_SoundStopAllSamples
  • S_SoundStopSample
  • S_Warn
  • SetFade
  • SetFogColor
  • SuperShowLogo
  • updateAnimFrame
  • UpdateLoadBar
  • WeirdWaitThingy

STUBS.C

  • phd_sqrt
  • S_SetReverbType

TIME.CPP

  • Sync
  • TIME_Init
  • TIME_Reset

WINMAIN.CPP

  • FindSleepAddress
  • GetKernel32
  • GetSleepFunc
  • HandleApp
  • HandleCommand
  • Sleep1ms
  • WaitUntilFalse
  • WaitUntilTrue
  • WinClose
  • WinDisplayString
  • WinFrameRate
  • WinMain
  • WinProcMsg
  • WinRunCheck

WORKSTUBS.CPP

SPEC_PSX

3D_GEN.C

  • phd_InitWindow

3D_OBJ.C

  • CreateMonoScreen

ANIMITEM.C

  • S_DrawFootPrints

BUBBLES.C

  • CalcClipWindow_ONGTE
  • DrawFlash
  • DrawPsxTile
  • S_DrawSparks

CALCLARA.C

  • DEL_CalcLaraMatrices_Interpolated_ASM
  • DEL_CalcLaraMatrices_Normal_ASM
  • GetBoundsAccurate

CARDHDR.C

CD.C

  • cbvsync
  • CDDA_SetMasterVolume
  • CDDA_SetVolume
  • DEL_CDFS_OpenFile
  • DEL_CDFS_Read
  • DEL_CDFS_Seek
  • DEL_ChangeCDMode
  • FRIG_CD_POS_TO_CUR
  • InitNewCDSystem
  • S_CDPause
  • S_CDPlay
  • S_CDRestart
  • S_CDStop
  • S_StartSyncedAudio
  • XAReplay

COLLIDE_S.C

  • UpdateSky

CONTROL_S.C

  • DrawBinoculars

DELTAPAK_S.C

  • DrawCutSeqActors

DRAWOBJ.C

  • InitObjGTE
  • MakeMono

DRAWPHAS.C

  • DrawPhaseGame
  • DrawRooms
  • MGDrawSprite
  • PrintString
  • SortOutWreckingBallDraw

DRAWSPKS.C

  • S_DrawDarts

FILE.C

  • FILE_Length
  • FILE_Load
  • FILE_Read
  • RelocateModule

FXDRAW.C

  • DrawAllFx

FXTRIG.C

  • SetGunFlash

GPU.C

  • do_gfx_debug_mode
  • GPU_BeginScene
  • GPU_EndScene
  • GPU_FlipNoIdle
  • GPU_FlipStory
  • GPU_GetScreenPosition
  • GPU_SetScreenPosition
  • GPU_SyncBothScreens
  • GPU_UseOrderingTables
  • GPU_UsePolygonBuffers

LOADSAVE.C

  • DisplayFiles
  • LoadGame
  • SaveGame

LOAD_LEV.C

  • LOAD_DrawEnable
  • LOAD_Start
  • LOAD_Stop

MALLOC.C

  • game_free
  • game_malloc
  • init_game_malloc
  • show_game_malloc_totals

MATHS.C

  • GetRoomBoundsAsm
  • iPushMatrix
  • iPushMatrix0
  • mCopyMatrix
  • mGetAngle
  • mLoadMatrix
  • mmPushMatrix
  • mPopMatrix
  • mPushMatrix
  • mPushMatrix0
  • mPushUnitMatrix
  • mRotBoundingBoxNoPersp
  • mRotY
  • mRotYXZ
  • mSetTrans
  • mTranslateAbsXYZ
  • mTranslateXYZ
  • phd_atan_asm
  • phd_GetVectorAngles
  • phd_LookAt
  • phd_sqrt_asm
  • ScaleCurrentMatrix
  • setrot

MEMCARD.C

  • mcClose
  • mcDir
  • mcFormat
  • mcGetStatus
  • mcOpen

MISC.C

  • clear_a_rect
  • draw_rotate_sprite
  • DrawF4
  • DrawTPage
  • GPU_ClearVRAM
  • GPU_FlipToBuffer
  • LOAD_VSyncHandler
  • S_AnimateTextures
  • S_LongMemCpy

MOVIE.C

  • FMV_InitialiseScreen
  • FMV_InitialiseVRAM
  • S_PlayFMV

PAELLA.C

PRINTOBJ.C

  • print_all_object_NOW

PROFILE.C

  • ProfileAddDrawOT
  • ProfileAddOT
  • ProfileCallBack
  • ProfileInit
  • ProfileReadCount
  • ProfileRGB
  • ProfileStartCount

PSOUTPUT.C

  • SetupPadVibration
  • VibratePad

PSXINPUT.C

  • S_UpdateInput

PSXMAIN.C

  • main
  • VSyncFunc

REQUEST.C

  • Requester

ROOMLETB.C

  • DrawRoomletListAsmBinocular
  • DrawRooms

ROOMLOAD.C

  • ReloadAnims
  • S_LoadLevelFile

SETUP.C

  • InitialiseCutseq

SFX.C

  • GetPanVolume
  • S_SetReverbType
  • S_SoundSetPanAndVolume
  • SPU_AllocChannel
  • SPU_FreeChannel
  • SPU_StopAll
  • SPU_UpdateStatus

SHADOWS.C

  • OptimiseOTagR

SPECIFIC.C

  • DisplayConfig
  • DisplayStatsUCunt
  • DoPauseMenu
  • gInit
  • S_control_screen_position
  • S_Death
  • S_DumpScreen
  • S_ExitSystem
  • S_SetupClutAdder
  • S_SoundSampleIsPlaying
  • S_SoundSetPitch
  • S_SoundStopAllSamples
  • S_SoundStopSample
  • S_UnpauseAllSamples
  • S_Wait
  • S_Warn

SPUSOUND.C

  • SPU_FreeSamples
  • SPU_Init

TEXT_S.C

  • DrawChar
  • GetStringDimensions

TITSEQ.C

  • sub_2154
  • TITSEQ_CheckSecretsCollected
  • TITSEQ_DrawLogo
  • TITSEQ_ReadStoryboardImage
  • TITSEQ_StoryBoardMenuControl

SPEC_PSXPC

3D_GEN.C

  • phd_InitWindow

3D_OBJ.C

  • CreateMonoScreen

ANIMITEM.C

  • S_DrawFootPrints

BUBBLES.C

  • CalcClipWindow_ONGTE
  • DrawFlash
  • DrawPsxTile
  • insert_psx_clip_window
  • S_DrawSparks

CALCLARA.C

  • DEL_CalcLaraMatrices_Interpolated_ASM
  • DEL_CalcLaraMatrices_Normal_ASM
  • GetBoundsAccurate
  • S_SetupClutAdder

CARDHDR.C

CD.C

  • cbvsync
  • CDDA_SetMasterVolume
  • CDDA_SetVolume
  • DEL_CDFS_OpenFile
  • DEL_CDFS_Read
  • DEL_CDFS_Seek
  • DEL_ChangeCDMode
  • FRIG_CD_POS_TO_CUR
  • InitNewCDSystem
  • S_CDPause
  • S_CDPlay
  • S_CDRestart
  • S_CDStop
  • S_StartSyncedAudio
  • XAReplay

COLLIDE_S.C

  • UpdateSky

CONTROL_S.C

  • DrawBinoculars

DELTAPAK_S.C

  • DrawCutSeqActors

DRAWOBJ.C

  • InitObjGTE
  • MakeMono

DRAWPHAS.C

  • DrawPhaseGame
  • DrawRooms
  • MGDrawSprite
  • PrintString
  • SortOutWreckingBallDraw

DRAWSPKS.C

  • S_DrawDarts

FILE.C

  • FILE_Length
  • FILE_Load
  • FILE_Read
  • RelocateModule

FXDRAW.C

  • DrawAllFx

FXTRIG.C

  • SetGunFlash

GPU.C

  • do_gfx_debug_mode
  • GPU_BeginScene
  • GPU_EndScene
  • GPU_FlipNoIdle
  • GPU_FlipStory
  • GPU_GetScreenPosition
  • GPU_SetScreenPosition
  • GPU_SyncBothScreens
  • GPU_UseOrderingTables
  • GPU_UsePolygonBuffers

LOADSAVE.C

  • DisplayFiles
  • LoadGame
  • SaveGame

LOAD_LEV.C

  • LOAD_DrawEnable
  • LOAD_Start
  • LOAD_Stop

MALLOC.C

  • game_free
  • game_malloc
  • init_game_malloc
  • show_game_malloc_totals

MATHS.C

  • GetRoomBoundsAsm
  • iPushMatrix
  • iPushMatrix0
  • mCopyMatrix
  • mGetAngle
  • mLoadMatrix
  • mmPushMatrix
  • mPopMatrix
  • mPushMatrix
  • mPushMatrix0
  • mPushUnitMatrix
  • mRotBoundingBoxNoPersp
  • mRotY
  • mRotYXZ
  • mSetTrans
  • mTranslateAbsXYZ
  • mTranslateXYZ
  • phd_atan_asm
  • phd_GetVectorAngles
  • phd_LookAt
  • phd_sqrt_asm
  • ScaleCurrentMatrix
  • setrot

MEMCARD.C

  • mcClose
  • mcDir
  • mcFormat
  • mcGetStatus
  • mcOpen

MISC.C

  • clear_a_rect
  • draw_rotate_sprite
  • DrawF4
  • DrawLineH
  • DrawLineV
  • DrawTPage
  • GetRandomControl
  • GetRandomDraw
  • GPU_ClearVRAM
  • GPU_FlipToBuffer
  • LOAD_VSyncHandler
  • S_AnimateTextures
  • S_LongMemCpy
  • SeedRandomControl
  • SeedRandomDraw

MOVIE.C

  • FMV_InitialiseScreen
  • FMV_InitialiseVRAM
  • S_PlayFMV

PRINTOBJ.C

  • print_all_object_NOW

PROFILE.C

  • ProfileAddDrawOT
  • ProfileAddOT
  • ProfileCallBack
  • ProfileInit
  • ProfileReadCount
  • ProfileRGB
  • ProfileStartCount

PSOUTPUT.C

  • SetupPadVibration
  • VibratePad

PSXPCINPUT.C

  • S_UpdateInput

PSXPCMAIN.C

  • main
  • VSyncFunc

REQUEST.C

  • Requester

ROOMLETB.C

  • DrawRoomletListAsmBinocular
  • DrawRooms

ROOMLOAD.C

  • ReloadAnims
  • S_LoadLevelFile

SETUP.C

SFX.C

  • GetPanVolume
  • S_SetReverbType
  • SOUND_EndScene
  • SPU_AllocChannel
  • SPU_FreeChannel
  • SPU_Play
  • SPU_StopAll
  • SPU_UpdateStatus

SHADOWS.C

SPECIFIC.C

  • DisplayConfig
  • DisplayStatsUCunt
  • DoPauseMenu
  • gInit
  • S_control_screen_position
  • S_Death
  • S_DumpScreen
  • S_ExitSystem
  • S_SoundSampleIsPlaying
  • S_SoundSetPanAndVolume
  • S_SoundSetPitch
  • S_SoundStopAllSamples
  • S_SoundStopSample
  • S_UnpauseAllSamples
  • S_Warn

SPUSOUND.C

  • SPU_FreeSamples
  • SPU_Init

TEXT_S.C

  • DrawChar

TITSEQ.C

SPEC_PSXPC_N

3D_GEN.C

  • phd_InitWindow

3D_OBJ.C

  • CreateMonoScreen

BUBBLES.C

  • DrawPsxTile

CALCHAIR.C

CALCLARA.C

  • DEL_CalcLaraMatrices_Interpolated_ASM
  • DEL_CalcLaraMatrices_Normal_ASM
  • GetBoundsAccurate
  • S_SetupClutAdder

CD.C

  • cbvsync
  • CDDA_SetMasterVolume
  • CDDA_SetVolume
  • DEL_CDFS_OpenFile
  • DEL_CDFS_Read
  • DEL_CDFS_Seek
  • DEL_ChangeCDMode
  • FRIG_CD_POS_TO_CUR
  • InitNewCDSystem
  • S_CDPause
  • S_CDPlay
  • S_CDRestart
  • S_CDStop
  • S_StartSyncedAudio
  • XAReplay

COLLIDE_S.C

  • UpdateSky

CONTROL_S.C

  • DrawBinoculars

DELTAPAK_S.C

  • DrawCutSeqActors
  • updateAnimFrame

DRAWOBJ.C

  • InitObjGTE
  • MakeMono

DRAWPHAS.C

  • DrawPhaseGame
  • DrawRooms
  • MGDrawSprite
  • SortOutWreckingBallDraw

DRAWSKY.C

DRAWSPKS.C

FILE.C

  • FILE_Length
  • FILE_Load
  • FILE_Read
  • RelocateModule

FOOTPRNT_S.C

FXTRIG.C

GETSTUFF.C

GPU.C

  • do_gfx_debug_mode
  • GPU_EndScene
  • GPU_FlipNoIdle
  • GPU_FlipStory

LIGHT.C

LOADSAVE.C

LOAD_LEV.C

  • LOAD_Start
  • LOAD_Stop

MALLOC.C

  • game_free
  • game_malloc
  • init_game_malloc
  • show_game_malloc_totals

MATHS.C

  • GetRoomBoundsAsm
  • iPushMatrix
  • iPushMatrix0
  • mCopyMatrix
  • mGetAngle
  • mmPushMatrix
  • mPopMatrix
  • mPushMatrix
  • mPushMatrix0
  • mRotBoundingBoxNoPersp
  • mRotPackedYXZ
  • mRotX
  • mRotY
  • mRotYXZ
  • mRotZ
  • mTranslateAbsXYZ
  • mTranslateXYZ
  • phd_atan_asm
  • phd_GetVectorAngles
  • phd_LookAt
  • phd_sqrt_asm
  • ScaleCurrentMatrix

MEMCARD.C

  • mcClose
  • mcDir
  • mcFormat
  • mcGetStatus
  • mcOpen

MISC.C

  • clear_a_rect
  • draw_rotate_sprite
  • GetRandomControl
  • GetRandomDraw
  • GPU_ClearVRAM
  • GPU_FlipToBuffer
  • GPU_GetScreenPosition
  • LOAD_VSyncHandler
  • S_LongMemCpy
  • SeedRandomControl
  • SeedRandomDraw

MOVIE.C

  • FMV_InitialiseVRAM

PRINTOBJ.C

  • print_all_object_NOW
  • PrintAllOtherObjects_ASM

PROFILE.C

  • ProfileAddOT
  • ProfileCallBack
  • ProfileInit
  • ProfileReadCount
  • ProfileRGB
  • ProfileStartCount

PSOUTPUT.C

  • SetupPadVibration
  • VibratePad

PSXINPUT.C

PSXMAIN.C

  • main
  • psx_main
  • VSyncFunc

REQUEST.C

  • Requester

ROOMLETB.C

  • DrawRoomletListAsmBinocular
  • DrawRooms

ROOMLOAD.C

  • S_LoadLevelFile

SFX.C

SHADOWS.C

SPECIFIC.C

  • DisplayConfig
  • DisplayStatsUCunt
  • DoPauseMenu
  • gInit
  • S_Death
  • S_DumpScreen
  • S_ExitSystem

SPHERES.C

SPUSOUND.C

  • SPU_FreeSamples
  • SPU_Init

TEXT_S.C

  • DrawChar
  • UpdatePulseColour

TITSEQ.C

  • sub_2154
  • TITSEQ_CheckSecretsCollected
  • TITSEQ_DrawLogo
  • TITSEQ_ReadStoryboardImage
  • TITSEQ_StoryBoardMenuControl

PSXPC - Crashing and out of date

  1. Out of sync.
  2. Lots of PSX ASM code needs decompiling to C for this code path.
  3. Currently crashing, shouldn't share code with PC_VERSION.
  4. Will need separate debugging phase.

Probably going to drop PSXPC support for a long while now, focusing on PSX unless someone else wants to maintain it. I will ensure it compiles though.

Bug: PSX Compile

See: 3617704

Reverted, if file resaved in VS2017. PSX PsyQ compiler complains about an illegal character.

Fatal: Vsync time out

Vsync time out.. Causing severe slowdowns/unresponsiveness on the PSX version. Must find the cause.

CODE.WAD Can be loaded once.

Might as well load it into memory once rather than loading it each time a level is loaded since the file is identical across all gamewad entries. May need gamewad format alteration.

test

  • AIGuard
  • AlertAllGuards
  • AlertNearbyGuards
  • BadFloor
  • CalculateTarget
  • CreatureActive
  • CreatureAIInfo

Split INTERNAL code path.

Currently, "INTERNAL" code path splits out retail/internal beta code, leaving us with internal beta/debug/psx no cd code.

INTERNAL code path should be split properly i.e:

  1. All INTERNAL BETA specific code should be kept wrapped in "INTERNAL_BETA".
  2. All Debug code should be wrapped in "DEBUG_VERSION".
  3. All file io/cd operations should be wrapped in "NO_CD" (use of SIO).

Will allow us to properly mix debug/no-cd code into the retail code path. Note: I have not yet seen a case where game code logic has changed between retail/internal.

Bug: (PSX/PSXPC) - Drawing

There's a bug in the code that prevents further drawing of primitives after the pre-title loading sequence.

Game Memory optimisation

GAMEFLOW, when string header of language specific script is loaded.... There's still unused data (language script names) which aren't used. I believe Core intended to strip this out during the string header memcopy but it has failed not all of the script language names get overwritten.

Appveyor - Artifacts.

Artifacts are offline. Issue with zipping built binaries due to their folder changing with the new CMake system including multiple build targets in the solution file.

Static methods

Static methods don't show in MAIN.MAP but they do show in MAIN.sym. This is an easy way to detect what functions were declared static in the original codebase

[PSX] Verification Phase: #1 Progress.

GAME - CFILES:

  • TEXT.C

SPEC_PSX - CFILES:

  • 3D_GEN.C
  • 3D_OBJ.C
  • CD.C
  • DRAWPHAS.C
  • DRAWSPKS.C
  • FILE.C
  • GPU.C
  • LOADSAVE.C
  • LOAD_LEV.C
  • MALLOC.C
  • MEMCARD.C
  • MOVIE.C
  • PROFILE.C
  • PSOUTPUT.C
  • PSXINPUT.C
  • PSXMAIN.C
  • REQUEST.C
  • ROOMLOAD.C
  • SPECIFIC.C
  • SPUSOUND.C
  • TITSEQ.C

SPEC_PSX - MIP FILES:

  • ANIMITEM.MIP
  • BUBBLES.MIP
  • CALCHAIR.MIP
  • CALCLARA.MIP
  • CARDHDR.MIP
  • COLLIDE_S.MIP
  • CONTROL_S.MIP
  • DELTAPAK_S.MIP
  • DRAWOBJ.MIP
  • DRAWSKY.MIP
  • FOOTPRNT_S.MIP
  • FXDRAW.MIP
  • FXTRIG.MIP
  • GETSTUFF.MIP
  • GLOBALS.MIP
  • LIGHT.MIP
  • LOT_S.MIP
  • MATHS.MIP
  • MISC.MIP
  • ROOMLETB.MIP
  • SFX.MIP
  • SHADOWS.MIP
  • SPARKS.MIP
  • SPHERES.MIP
  • TEXT_S.MIP

Looking for dedicated QA testers

Now we are at a stage where we need QA testers.

We are looking for QA testers to test the following platforms:

  1. PSX.
  2. PSXPC_N

Test plan:
Test TOMB5 decompile reporting any issues found via GitHub issues. Preferably it would be better to compare the decompile version to the original game to help identify bugs more easily. Testers will be responsible for testing all menu cases.

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