sozud

Results 11 issues of sozud

I'm running into some issues with data making decompiling SH2 annoying. With SH2, there's only 8-bit immediates, so most data is loaded with pc-relative instructions, and the data is interspersed...

This is the beginning of moving psy-q content to the other repo. I just did a couple of files to get the approach approved first.

This integrates sound_rev and hardcodes playing the library song for now. There's some important API functions missing like `SsVabOpenHeadSticky` and `SsVabTransBodyPartly` so this is not deeply integrated into the engine...

Reviving https://github.com/Xeeynamo/sotn-decomp/pull/430

proposal

I'm putting these back up so the work isn't lost. @Xeeynamo are you fine with merging this since we haven't come up with a solution for `D_80097400`?

blocked

I'm putting this up as a draft so those interested can try it out and bugs in the setup can be fixed. This is Ghidra project generation for the Saturn...

I'm not sure this actually needs to be in the repo or not but I made this so we can easily check the PSX setup instructions from a clean slate....

The Saturn cue/bin I have looks like this: ``` FILE "Akumajou Dracula X - Gekka no Yasoukyoku (J)(Saturn).BIN" BINARY TRACK 01 MODE1/2352 INDEX 01 00:00:00 TRACK 02 AUDIO PREGAP 00:02:00...

Thanks to @Xeeynamo @dezgeg

Could `-msoft-float` be added? Example https://decomp.me/scratch/T1Wfk - **Preset Name:** `Mega Man X4` - **Preset ID (when updating):** `146` - **Platform:** `ps1` - **Compiler ID:** `gcc2.7.2-psx` - **Compiler Flags:** `-O2 -G0...