Always keep forgetting this...
ida -dCULTURE=Japanese -dENCODING=cp932
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| namespace BSPver | |
| { | |
| class Program | |
| { | |
| struct BSPVersion | |
| { |
| #pragma once | |
| #include <nvse/NiNodes.h> | |
| // Most definitions here taken from JIP LN NVSE: | |
| // https://github.com/jazzisparis/JIP-LN-NVSE/blob/master/internal/netimmerse.h | |
| // Though most lighting-related structs have had some extra things mapped out here | |
| template <typename T_Data> struct DListNode | |
| { | |
| DListNode* next; |
| // This code requires some files from my Arise-SDK project: | |
| // https://github.com/emoose/Arise-SDK/tree/b73c7ea9fceea2c494cbb8ebc74c6b3d1d35cbf6 | |
| #include "pch.h" | |
| #include <cstdio> | |
| #define SDK_VERSION "0.1.25" | |
| HMODULE DllHModule; | |
| HMODULE GameHModule; |
| // Improved Lighting Shaders for FNV, 1.5beta4, by emoose (stoker25) | |
| // Released under MIT License | |
| #include "nvse/PluginAPI.h" | |
| #include "nvse/SafeWrite.h" | |
| #include "nvse/GameObjects.h" | |
| #include "nvse/ParamInfos.h" | |
| #include "NiTypes.h" | |
| #include <string> |
| /** | |
| ****************************************************************************** | |
| * Xenia : Xbox 360 Emulator Research Project * | |
| ****************************************************************************** | |
| * Copyright 2021 Ben Vanik. All rights reserved. * | |
| * Released under the BSD license - see LICENSE in the root for more details. * | |
| ****************************************************************************** | |
| */ | |
| // This is a partial file designed to be included by other files when |
| idc: Analysis(0) | |
| idapython: idc.set_flag(INF_GENFLAGS, INFFL_AUTO, 0) |
Always keep forgetting this...
ida -dCULTURE=Japanese -dENCODING=cp932
| // struct SH_SYS at 0x800BC728, size 0x5D8 | |
| // struct SYS_W at 0x800B9FC0, size 0x2768 | |
| struct SH_SYS // 0x800BC728, size 0x5D8 | |
| { | |
| ShControllerCfg controller; | |
| char screen_x_1C; | |
| char screen_y_1D; | |
| unsigned __int8 sound_type_1E; | |
| unsigned __int8 volume_BGM_1F; |
| # Save script as asm/maps/compare.py | |
| # Then run | |
| # python compare.py map0_s01 map0_s02 0 | |
| # This will compare line count between files in each maps nonmatchings folder | |
| # For each pair that matches it removes comments & data/func refs and uses Levenshtein to compare them | |
| # Last param is max distance to show, use 0 to get exact matches, but can tweak it to find others if wanted. | |
| # (since this only works with asm files in nonmatchings folder, it can't compare map0_s00 since we've matched some of them) | |
| import os | |
| import re | |
| import Levenshtein |
| # Save script as asm/maps/compare.py | |
| # Then run | |
| # python compare.py map0_s01 map0_s02 | |
| # This compares matching funcs in first maps matchings folder against nonmatchings in the second map | |
| # For each pair that matches it removes comments & data/func refs and uses Levenshtein to compare them | |
| # Funcs with distance 0 Levenshtein score will then be printed, along with lines to use in symbols.txt & #include lines to add to .c | |
| import os | |
| import re | |
| import Levenshtein |