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2026-05-11 21:33:35 -07:00

209 lines
8.2 KiB
ArmAsm

# 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