# 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. Most of these editors are # present in PSO PC and PSOX as well, but not in GC Episodes 1 & 2. There are # notes in the below comments that may help get these editors working on PSO PC. # 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. # Note: In PSO PC (the version I have, at least) this function may not exist. # It can presumably be simulated by calling the first of each triplet of # function pointers, which is essentially what this function does in Episode # 3. Below, we call [r30 + 0x08], which constructs each editor; there are # optional function pointers at [r30 + 0x00] and [r30 + 0x04] which prepare # and clean up each editor respectively. It will probably suffice on PSOPC to # simply call all the prepare functions that aren't null. lis r0, 0x8002 ori r0, r0, 0x9D88 mtctr r0 bctrl construct_editors: # Call the constructors for all the editors and save the object pointers # Note: In PSO PC (the version I have, at least) this table is at 00691FA8. 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) # This editor is missing in PSO PC, but is present in PSOX. # 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) # This editor exists only in Episode 3 - it is not in PSOPC nor PSOX. # 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 # Note: The PSO PC TObject structure is a bit different; the flags field is at # +8 instead of +4 (but it is still a 16-bit integer). 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