add Episode 3 USA debug menus patch

This commit is contained in:
Martin Michelsen
2022-11-03 00:41:24 -07:00
parent a0a802f42f
commit 1421e633be
+189
View File
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# This patch enables the debug menus in PSO Episode 3 USA. Specifically, it
# causes them all to load, but only activates one (selected by uncommenting a
# line below). See the comments for more information.
# This patch is only for PSO Episode 3 USA, which means it requires the
# EnableEpisode3SendFunctionCall option to be enabled in config.json. If that
# option is disabled, the Patches menu won't appear for the client. If this
# patch is run on a different client version, it will do nothing.
# When you run this patch (via the $patch chat command, since it must be done
# when already in a lobby or game), the screen will go mostly black for a few
# seconds while the editors are constructed. It's unclear why this takes so
# long, but it doesn't seem to cause any other issues.
# This patch automatically does nothing if it has been run already in the
# current session, since some of the things it does have unclear lifecycles.
# This means it can only be used once per power-on; in the future, we could hook
# into the destroy functions of the various editors to know when it's OK to
# construct them again. (We'd also have to manage some hackish bookkeeping that
# the TEditor base class does so its list doesn't overflow, which would cause
# any new editors to be deleted immediately.)
entry_ptr:
reloc0:
.offsetof start
start:
# Note: We don't actually need this for Episode 3, since all Episode 3
# versions correctly clear the caches before running code from a B2 command.
# But we leave it in to be consistent with patches for Episodes 1&2.
.include InitClearCaches
stwu [r1 - 0x20], r1
mflr r0
stw [r1 + 0x24], r0
stw [r1 + 0x10], r31
stw [r1 + 0x0C], r30
stw [r1 + 0x08], r29
# First, make sure this is actually Episode 3 USA; if not, do nothing
lis r4, 0x4750
ori r4, r4, 0x5345 # 'GPSE'
lis r5, 0x8000
lwz r5, [r5]
li r3, -1
cmp r4, r5
bne skip_all
# Running this patch multiple times will likely crash the client, so do
# nothing if we detect the patch has already run.
lis r29, 0x8000
ori r29, r29, 0xBD44
lwz r3, [r29 - 4]
mr. r0, r3
bne skip_all
li r0, -1
stw [r29 - 4], r0
setup_editors:
# This function sets up various things that the editors require. Most editors
# will crash in update() if this isn't called before construction time.
lis r0, 0x8002
ori r0, r0, 0x9D88
mtctr r0
bctrl
construct_editors:
# Call the constructors for all the editors and save the object pointers
lis r30, 0x8043
ori r30, r30, 0x3760
addi r31, r30, 0xB4 # 15 entries * 12 bytes per entry
again:
lwz r0, [r30 + 0x08]
mtctr r0
bctrl
addi r30, r30, 0x0C
stw [r29], r3
addi r29, r29, 4
cmpl r30, r31
blt again
activate_chosen_editor:
# All of the editors have flags set at construction time that effectively
# disable them (by disabling both the update and render functions). At the
# time this code is executed, the flags are already set, so we can unset them
# for whichever editor we want to run by uncommenting the appropriate lwz
# opcode below.
# Most of these tools expect input from the controller in port 3; the comments
# below all refer to inputs from that port.
li r4, 0
lis r29, 0x8000
ori r29, r29, 0xBD44
# lwz r4, [r29 + 0x00] # TGroupSetEditor
# This editor is very similar to TGroupEnemySetEditor (see below).
# lwz r4, [r29 + 0x04] # TGroupEnemySetEditor
# TODO: This editor crashes on update. It sort of works if you ignore
# invalid memory accesses in Dolphin, but this is not a good solution.
# Figure out if this is an Ep3-specific issue and fix it if possible.
# Use the D-pad to choose a value; hold X and use the D-pad to modify the
# selected value. Hold R to use the menu on the right.
# lwz r4, [r29 + 0x08] # TCameraEditor
# This editor displays a floating-point value at the bottom of the screen,
# which you can modify with C-left and C-right. It's not apparent what this
# value represents, though.
# lwz r4, [r29 + 0x0C] # TParticleEditor
# This editor has two modes. Hold A and press X to switch modes. In "MAIN
# MODE", use D-left/D-right to pick an effect. Hold L to make the effect
# picker manageable (instead of insanely fast). In "ELEMENT MODE", it seems
# that any of the displayed values can be modified, but the selector is very
# hard to see (the selected section is rendered in FFFFFF, while the others
# are rendered in F0F0F0 - very similar colors!). Hold A, Y, or X and use
# the D-pad to change a value in the selected section (each of A/Y/X
# corresponds to a specific field in the current section).
# lwz r4, [r29 + 0x10] # TFreeCamera
# TODO: This doesn't appear to do anything, despite having a lot of code
# that checks various buttons on the controller. Figure this out and make it
# work.
# lwz r4, [r29 + 0x14] # TFogEditor
# Use L/R to pick a line, and the D-pad to modify the values. NO specifies
# which fog entry you're editing (0-127).
# lwz r4, [r29 + 0x18] # TLightEditor
# Used for testing character lighting. Use L to select a section and the
# D-pad to choose and modify values within that section. COLOR and DIR
# specify the properties of the highlight; AMBIENT specifies the color of
# the non-highlight lighting. It's not clear what the last section does.
# lwz r4, [r29 + 0x1C] # nothing (type table entry is blank)
# lwz r4, [r29 + 0x20] # TSeqVarsEdit
# Use L/R to change pages, use the D-pad to pick a flag, and use A to toggle
# it. There are 8192 flags in total (0x400 bytes).
# lwz r4, [r29 + 0x24] # TSetEvtScriptTest
# Use D-left/D-right to change the label value and D-up/D-down to move the
# menu selection. Two of the menu items appear to do nothing, and the last
# crashes. Maybe it works better on Episodes 1&2.
# lwz r4, [r29 + 0x28] # nothing (type table entry is blank)
# lwz r4, [r29 + 0x2C] # TQuestScriptChecker (quest debugger)
# Use L to change functions, and the D-pad to navigate within each function.
# If you set EVENT NO to a very high value, the editor can appear messed up;
# what actually happens is the value is shifted one decimal place to the
# right, but the cursor remains in the same position with incorrect
# highlighting. The value appears to be a signed 32-bit integer. On the
# registers page, use D-left/D-right to see more registers; hold X and use
# the D-pad to modify a register's value. Similarly, hold X and use the
# D-pad on the breakpoints page to change values.
# lwz r4, [r29 + 0x30] # TPlyPKEditor (battle mode options)
# Use the D-pad to move the cursor and set options. In Episode 3, it appears
# this debugger doesn't do anything. It's likely more functional in Episodes
# 1 & 2.
# lwz r4, [r29 + 0x34] # TEffIndirectEditor (no visible effects)
# TODO: It's not apparent what this editor does, or if it even survives to
# the update/render phase. Further research is needed here.
# lwz r4, [r29 + 0x38] # TCCScenarioDebug (movie/cutscene tests)
# Nothing appears immediately after activating this debugger because the
# default page is blank. Use C-left and C-right to change major pages; use
# L/R to change minor pages (sets of 50 flags within each major page). Use
# the D-pad to pick a flag and A to toggle it. On the "STAFFROLL" page, use
# the D-pad to pick a movie, and R+A to play it. If you watch the movie to
# the end, you'll return to your game and things will work as normal, but
# the textures will likely have been overwritten with garbage data.
li r3, 0
mr. r0, r4
beq skip_enable_editor
sth [r4 + 4], r3
skip_enable_editor:
skip_all:
lwz r29, [r1 + 0x08]
lwz r30, [r1 + 0x0C]
lwz r31, [r1 + 0x10]
lwz r0, [r1 + 0x24]
addi r1, r1, 0x20
mtlr r0
blr