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@@ -18,11 +18,6 @@ errorret_t assetInit(void) {
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// Engine may have been provided the launch path
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if(ENGINE.argc > 0) {
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// This first arg is the executable, so on most platforms it is say
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// "/path/file" or "C:\Path\file.exe". On PSP this would be something
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// like "ms0:/PSP/GAME/DUSK/EBOOT.PBP" or if we are debugging it is
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// "host0:/Dusk.prx"
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// Get the directory of the executable
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char_t buffer[FILENAME_MAX];
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stringCopy(buffer, ENGINE.argv[0], FILENAME_MAX);
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@@ -55,11 +50,15 @@ errorret_t assetInit(void) {
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// Default system path, intended to be overridden by the platform
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stringCopy(ASSET.systemPath, ".", FILENAME_MAX);
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// PSP specific time.
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// PSP specific asset loading.
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#if PSP
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assertTrue(ENGINE.argc >= 1, "PSP requires launch argument.");
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// PSP is given either host0:/Dusk.prx (debugging) OR the PBP file.
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// PSP is given either the prx OR the PBP file.
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// In the format of "ms0:/PSP/GAME/DUSK/EBOOT.PBP" or "host0:/Dusk.prx"
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// IF the file is the PBP file, we are loading directly on the PSP itself.
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// IF the file is the .prx then we are debugging and fopen will return
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// relative filepaths correctly, e.g. host0:/dusk.dsk will be on host.
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if(
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stringEndsWithCaseInsensitive(ENGINE.argv[0], ".pbp") ||
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ASSET_PBP_READ_PBP_FROM_HOST
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@@ -143,7 +142,6 @@ errorret_t assetInit(void) {
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}
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#endif
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// Open zip file
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char_t searchPath[FILENAME_MAX];
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const char_t **path = ASSET_SEARCH_PATHS;
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@@ -56,6 +56,7 @@ typedef struct {
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char_t systemPath[FILENAME_MAX];
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uint8_t assetCount;
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// PSP specific information.
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#if PSP
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FILE *pbpFile;
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assetpbp_t pbpHeader;
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