# 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 PSO Xbox 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 must not be run from the Patches menu - it should only be run with the $patch command, since the client # will likely crash if the player is not in a game or lobby when the patch runs. .meta name="Editors" .meta description="Enables the various\ndebug menus" .versions 3SE0 entry_ptr: reloc0: .offsetof start start: stwu [r1 - 0x20], r1 mflr r0 stw [r1 + 0x24], r0 stw [r1 + 0x10], r31 stw [r1 + 0x0C], r30 stw [r1 + 0x08], r29 # Write a short hook that updates our editors table when TEditor_destroy() is called bl get_TEditor_destroy_hook_addr mr r4, r3 bl get_TEditor_destroy_hook_end sub r5, r3, r4 subi r5, r5, 0x08 lis r3, 0x8000 ori r3, r3, 0xBD00 bl copy_code # Make TEditor_destroy call our hook immediately before returning bl get_patch_branch_opcode mr r4, r3 lis r3, 0x8002 ori r3, r3, 0xE554 li r5, 4 bl copy_code lis r29, 0x8000 ori r29, r29, 0x17C4 construct_editors: # Call the constructors for all the editors and save the object pointers. If an editor already exists, set its # disable flags. (This behavior allows this patch to run again to switch to a different editor without changing # rooms.) In PSO PC (2OJW) this table is at 00691FA8. lis r30, 0x8043 ori r30, r30, 0x3760 addi r31, r30, 0xB4 # 15 entries * 12 bytes per entry again: lwz r3, [r29] mr. r0, r3 bne editor_already_exists lwz r0, [r30 + 0x08] mtctr r0 bctrl stw [r29], r3 mr. r0, r3 beq editor_construction_failed editor_already_exists: li r0, 0x0014 # Flags: disable update, disable render # See comment below about the flags field on PSO PC. sth [r3 + 0x04], r0 editor_construction_failed: addi r30, r30, 0x0C 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 (and we set them again in the # above loop anyway), so we can unset the flags 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, 0x17C4 # lwz r4, [r29 + 0x00] # TGroupSetEditor # This editor is very similar to TGroupEnemySetEditor (see below). # lwz r4, [r29 + 0x04] # TGroupEnemySetEditor # This editor only works in a game; it crashes if loaded in the lobby. 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 # This editor does nothing. Probably it was never implemented or the code was intentionally deleted (though if it # was, it's not clear why only this editor's code was deleted). # 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 # li r0, 1 # stw [r4 + 0x38], r0 # This editor is missing in PSO PC, but is present in PSOX. It appears to be used for testing texture overlay # effects, but it doesn't work properly in Episode 3 - none of the effects appear to do anything. All three lines # above must be uncommented for it to load. # lwz r4, [r29 + 0x38] # TCCScenarioDebug (movie/cutscene tests) # This editor exists only in Episode 3 - it is neither 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 copy_code: .include CopyCode blr get_addr_ret: mflr r3 mtlr r0 blr get_TEditor_destroy_hook_addr: mflr r0 bl get_addr_ret TEditor_destroy_hook: li r4, 0x0F mtctr r4 lis r4, 0x8000 ori r4, r4, 0xBD40 li r0, 0 TEditor_destroy_hook_check_next: lwzu r5, [r4 + 4] cmp r5, r3 bne TEditor_destroy_hook_skip_clear stw [r4], r0 TEditor_destroy_hook_skip_clear: bdnz TEditor_destroy_hook_check_next blr get_TEditor_destroy_hook_end: get_patch_branch_opcode: mflr r0 bl get_addr_ret .data 0x4BFDD7AC # (at 8002E554) b 8000BD00