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Decompile and name a few main_psp functions#3126

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JoshSchreuder merged 2 commits intoXeeynamo:masterfrom
gamezter:decompile/main_psp
Feb 12, 2026
Merged

Decompile and name a few main_psp functions#3126
JoshSchreuder merged 2 commits intoXeeynamo:masterfrom
gamezter:decompile/main_psp

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Comment on lines 555 to 601
s32 func_psp_08913B48(t_displayBuffer* pDisp, s32 arg1) {
if (arg1 & PadReadPSP()) {
D_psp_08B1FB84 = 1;
s32 pad_read(t_displayBuffer* pDisp, s32 restartButton) {
if (restartButton & PadReadPSP()) {
playMode = PLAY_RESTART;
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I'm not actually sure if the restartButton (which is determined in func_psp_090FFAB8) actually restarts the video... This is based off similar code in the PSP SDK

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EDIT: I tested in an emulator and start skips the intro video, so I renamed all instances to skipButton

ScePspFVector4* sceVfpuVector4NormalizeXYZ(
ScePspFVector4* pv0, const ScePspFVector4* pv1);

s32 MapJoystickToButtons(u8 x, u8 y) {
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@gamezter gamezter Feb 11, 2026

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AFAIK this is the only place that uses a sceVfpuVector4... function. It is an over-engineered way to map the joystick to D-pad buttons that uses floating point math

@JoshSchreuder JoshSchreuder merged commit 3fc873a into Xeeynamo:master Feb 12, 2026
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@gamezter gamezter deleted the decompile/main_psp branch February 12, 2026 14:19
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3 participants