make client functions parameterizable by version

This commit is contained in:
Martin Michelsen
2025-06-01 20:50:48 -07:00
parent 1a6b26e56b
commit bee4c55446
453 changed files with 3636 additions and 21378 deletions
@@ -11,7 +11,7 @@ start:
mov.l r5, [arg1]
mov.l r6, [arg2]
mov.l r7, [arg3]
calls r0
calls [r0]
nop
lds.l pr, [r15]+
rets
@@ -19,12 +19,12 @@ start:
.align 4
call_addr:
.zero
.data 0
arg0:
.zero
.data 0
arg1:
.zero
.data 0
arg2:
.zero
.data 0
arg3:
.zero
.data 0
@@ -0,0 +1,44 @@
# (uint16_t entity_id @ eax) -> TObjectV00b441c0* @ eax
# Preserves all registers except eax
get_enemy_entity:
push esi
push edi
push edx
push ecx
xor edx, edx
xchg edx, eax
cmp edx, 0x1000
jl done
cmp edx, 0x4000
jge done
mov esi, [0x00AAE168] # bs_low = next_player_entity_index
mov edi, [0x00AAE164]
lea edi, [edi + esi - 1] # bs_high = next_player_entity_index + next_enemy_entity_index - 1
bs_again:
cmp esi, edi
jge bs_done
lea ecx, [esi + edi]
shr ecx, 1
mov eax, [ecx * 4 + 0x00AAD720] # all_entities[ecx]
cmp [eax + 0x1C], dx
jge bs_not_less
lea esi, [ecx + 1]
jmp bs_again
bs_not_less:
mov edi, ecx
jmp bs_again
bs_done:
mov eax, [esi * 4 + 0x00AAD720] # all_entities[bs_low]
test eax, eax
je done
xor ecx, ecx
cmp [eax + 0x1C], dx
cmovne eax, ecx
done:
pop ecx
pop edx
pop edi
pop esi
@@ -1,8 +1,6 @@
# This function is required for loading DOLs. If it's not present, newserv can't
# serve DOL files to GameCube clients.
.meta index=E0
entry_ptr:
reloc0:
.offsetof start
@@ -1,5 +1,3 @@
.meta index=E5
entry_ptr:
reloc0:
.offsetof start
@@ -1,8 +1,6 @@
# This function is required for loading DOLs. If it's not present, newserv can't
# serve DOL files to GameCube clients.
.meta index=E2
entry_ptr:
reloc0:
.offsetof start
@@ -0,0 +1,42 @@
# This file defines the following function:
# write_address_of_code(
# const void* patch_code,
# size_t patch_code_size,
# void** ptr_addr);
# This function allocates memory for patch_code, copies patch_code to that
# memory, then writes the address of the allocated code at the specified
# pointer. The allocated memory is never freed.
# This function pops its arguments off the stack before returning.
write_call_to_code:
# [esp + 0x04] = code ptr
# [esp + 0x08] = code size
# [esp + 0x0C] = ptr addr
# Allocate memory for the copied code
mov ecx, [0x00AAB404]
push dword [esp + 0x08]
mov eax, 0x007A8A38
call eax # malloc7
test eax, eax
je done
# Copy the code to the newly-allocated memory
# eax = dest pointer (from malloc7 call above)
mov edx, [esp + 0x04] # edx = source pointer
mov ecx, [esp + 0x08] # ecx = source size
push ebx
memcpy_again:
dec ecx
mov bl, [edx + ecx] # Copy one byte from source to dest
mov [eax + ecx], bl
test ecx, ecx
jne memcpy_again
pop ebx
# Write the address
mov ecx, [esp + 0x0C]
mov [ecx], eax
done:
ret 0x0C
@@ -49,7 +49,7 @@ memcpy_again:
setl al
or al, 0xE8
mov [edx], al # Write E8 (call), or E9 (jmp) if size was negative
mov [edx + 1], ecx # Write E8 (call) followed by delta
mov [edx + 1], ecx # Write delta
# Write as many nops after the call opcode as necessary
mov ecx, 5
@@ -0,0 +1,83 @@
# This file defines the following function:
# write_call_to_code(
# const void* patch_code,
# size_t patch_code_size,
# size_t call_count,
# void* call_opcode_address,
# ssize_t call_opcode_bytes,
# ...);
# This function allocates memory for patch_code, copies patch_code to that
# memory, then writes a call or jmp opcode to call_opcode_address that calls
# the code in the allocated memory region. The allocated memory is never freed.
# call_opcode_bytes specifies how many bytes at the callsite should be
# overwritten. This value must be at least 5; the first 5 bytes are overwritten
# with the call/jmp opcode itself; the rest are overwritten with nop opcodes.
# This function pops its arguments off the stack before returning (including
# all the varargs).
write_call_to_code:
# [esp + 0x04] = code ptr
# [esp + 0x08] = code size
# [esp + 0x0C] = callsite count
# [esp + 0x10] = callsite address
# [esp + 0x14] = callsite size
# ... (further callsite address/size pairs)
# Allocate memory for the copied code
mov ecx, [0x00AAB404]
push dword [esp + 0x08]
mov eax, 0x007A8A38
call eax # malloc7
test eax, eax
je done
# Copy the code to the newly-allocated memory
# eax = dest pointer (from malloc7 call above)
mov edx, [esp + 0x04] # edx = source pointer
mov ecx, [esp + 0x08] # ecx = source size
push ebx
memcpy_again:
dec ecx
mov bl, [edx + ecx] # Copy one byte from source to dest
mov [eax + ecx], bl
test ecx, ecx
jne memcpy_again
pop ebx
# Write the call opcodes
xchg ebx, [esp + 0x0C] # Save ebx; get callsite count
mov [esp - 0x08], esi
mov [esp - 0x0C], eax
mov esi, 0x10 # Stack offset of first callsite pair
next_callsite:
mov edx, [esp + esi] # edx = jump callsite
lea ecx, [eax - 5]
sub ecx, edx # ecx = (dest code addr) - (jump callsite) - 5
mov byte [edx], 0xE8
mov [edx + 1], ecx # Write E8 (call) followed by delta
# Write as many nops after the call opcode as necessary
mov ecx, 5
mov eax, [esp + esi + 4]
write_nop_again:
cmp ecx, eax
jge this_callsite_done
mov byte [edx + ecx], 0x90
inc ecx
jmp write_nop_again
this_callsite_done:
mov eax, [esp - 0x0C]
add esi, 8
dec ebx
jnz next_callsite
mov ecx, esi
mov ebx, [esp + 0x0C]
mov esi, [esp - 0x08]
done:
mov eax, [esp]
add esp, ecx
jmp eax
@@ -5,22 +5,22 @@
# functions subsystem. There are three kinds of functions: includes, patches,
# and general functions.
# General functions are not version-specific (usually) but are architecture-
# specific. This file, WriteMemoryGC, is a general function for all PowerPC
# versions of PSO, which means all GameCube versions. General functions are
# named like NAME.ARCH.s, where ARCH is sh4, ppc, or x86.
# - General functions are not version-specific (usually) but are architecture-
# specific. This file, WriteMemoryGC, is a general function for all PowerPC
# versions of PSO, which means all GameCube versions. General functions are
# named like NAME.ARCH.s, where ARCH is sh4, ppc, or x86.
# Includes are snippets of code that are intended to be used as part of other
# general functions and patches. Includes are named like NAME.ARCH.inc.s, where
# ARCH has the same meaning as above. These can be used with the .include
# directive; there is an example of this in the code below.
# - Includes are snippets of code that are intended to be used as part of other
# general functions and patches. Includes are named like NAME.ARCH.inc.s,
# where ARCH has the same meaning as above. These can be used with the
# .include directive; there is an example of this in the code below.
# Patches are functions that are available to run upon client request. They can
# be made available in the Patches menu or via the $patch command. Patches
# should be named like PATCHNAME.VERS.patch.s, where VERS denotes which
# specific game version the patch is for. These version codes are listed in
# README.md, and directly correspond to values returned by the VersionDetect
# functions, also in this directory.
# - Patches are functions that are available to run upon client request. They
# can be made available in the Patches menu or via the $patch command.
# Patches should be named like PATCHNAME.VERS.patch.s, where VERS denotes
# which specific game version the patch is for. These version codes are
# listed in README.md, and directly correspond to values returned by the
# VersionDetect functions, also in this directory.
# For example, to use this function to write the bytes 38 00 00 05 to the
# address 8010521C, send_function_call could be called like this:
@@ -38,20 +38,20 @@
# requested by the client, so those features should only be used in general
# functions.
# The .versions directive may be used in patches (but not in includes or
# general functions) and enables parameterization. If .version is used, then
# the patch may later use expressions like <VERS value1 value2 ...> to generate
# the same patch with different values for different game versions. In each
# <VERS> expression, the number of values must match the number of versions
# given in the .versions directive.
# .versions VRS1 VRS2 VRS3 ...
# These directives tell newserv what to show to the player in the Patches menu.
# Neither of them is required; if the name is omitted, the filename is used
# instead.
.meta name="Write memory"
.meta description="Writes data to any location in memory"
# The .meta index directive tells newserv what value to use in the flag field
# when sending the B2 command. This is needed if the server needs to do
# something when the B3 response is received. If specified, the index must be in
# the range 01-FF. The DOL loading functionality, which this function is a part
# of, uses indexes E0, E1, and E2, but the WriteMemoryGC function can also be
# used for other purposes.
.meta index=E1
# To hide a patch from the Patches menu (so it can only be used with the $patch
# command), this directive can be used. This has no effect if used in includes
# or general functions.