209 lines
8.2 KiB
ArmAsm
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
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# one (selected by uncommenting a line below). See the comments for more information. Most of these editors are present
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# 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
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# these editors working on PSO PC.
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# This patch must not be run from the Patches menu - it should only be run with the $patch command, since the client
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# will likely crash if the player is not in a game or lobby when the patch runs.
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.meta name="Editors"
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.meta description="Enables the various\ndebug menus"
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.versions 3SE0
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entry_ptr:
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reloc0:
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.offsetof start
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start:
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stwu [r1 - 0x20], r1
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mflr r0
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stw [r1 + 0x24], r0
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stw [r1 + 0x10], r31
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stw [r1 + 0x0C], r30
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stw [r1 + 0x08], r29
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# Write a short hook that updates our editors table when TEditor_destroy() is called
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bl get_TEditor_destroy_hook_addr
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mr r4, r3
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bl get_TEditor_destroy_hook_end
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sub r5, r3, r4
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subi r5, r5, 0x08
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lis r3, 0x8000
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ori r3, r3, 0xBD00
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bl copy_code
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# Make TEditor_destroy call our hook immediately before returning
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bl get_patch_branch_opcode
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mr r4, r3
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lis r3, 0x8002
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ori r3, r3, 0xE554
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li r5, 4
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bl copy_code
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lis r29, 0x8000
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ori r29, r29, 0x17C4
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construct_editors:
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# Call the constructors for all the editors and save the object pointers. If an editor already exists, set its
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# disable flags. (This behavior allows this patch to run again to switch to a different editor without changing
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# rooms.) In PSO PC (2OJW) this table is at 00691FA8.
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lis r30, 0x8043
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ori r30, r30, 0x3760
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addi r31, r30, 0xB4 # 15 entries * 12 bytes per entry
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again:
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lwz r3, [r29]
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mr. r0, r3
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bne editor_already_exists
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lwz r0, [r30 + 0x08]
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mtctr r0
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bctrl
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stw [r29], r3
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mr. r0, r3
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beq editor_construction_failed
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editor_already_exists:
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li r0, 0x0014 # Flags: disable update, disable render
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# See comment below about the flags field on PSO PC.
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sth [r3 + 0x04], r0
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editor_construction_failed:
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addi r30, r30, 0x0C
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addi r29, r29, 4
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cmpl r30, r31
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blt again
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activate_chosen_editor:
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# All of the editors have flags set at construction time that effectively disable them (by disabling both the update
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# and render functions). At the time this code is executed, the flags are already set (and we set them again in the
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# above loop anyway), so we can unset the flags for whichever editor we want to run by uncommenting the appropriate
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# lwz opcode below. Most of these tools expect input from the controller in port 3; the comments below all refer to
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# inputs from that port.
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li r4, 0
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lis r29, 0x8000
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ori r29, r29, 0x17C4
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# lwz r4, [r29 + 0x00] # TGroupSetEditor
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# This editor is very similar to TGroupEnemySetEditor (see below).
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# lwz r4, [r29 + 0x04] # TGroupEnemySetEditor
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# 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
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# use the D-pad to modify the selected value. Hold R to use the menu on the right.
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# lwz r4, [r29 + 0x08] # TCameraEditor
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# This editor displays a floating-point value at the bottom of the screen, which you can modify with C-left and
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# C-right. It's not apparent what this value represents, though.
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# lwz r4, [r29 + 0x0C] # TParticleEditor
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# This editor has two modes. Hold A and press X to switch modes. In "MAIN MODE", use D-left/D-right to pick an
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# effect. Hold L to make the effect picker manageable (instead of insanely fast). In "ELEMENT MODE", it seems that
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# any of the displayed values can be modified, but the selector is very hard to see (the selected section is
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# rendered in FFFFFF, while the others are rendered in F0F0F0 - very similar colors!). Hold A, Y, or X and use the
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# D-pad to change a value in the selected section (each of A/Y/X corresponds to a specific field in the current
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# section).
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# lwz r4, [r29 + 0x10] # TFreeCamera
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# This editor does nothing. Probably it was never implemented or the code was intentionally deleted (though if it
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# was, it's not clear why only this editor's code was deleted).
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# lwz r4, [r29 + 0x14] # TFogEditor
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# 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).
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# lwz r4, [r29 + 0x18] # TLightEditor
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# Used for testing character lighting. Use L to select a section and the D-pad to choose and modify values within
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# that section. COLOR and DIR specify the properties of the highlight; AMBIENT specifies the color of the non-
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# highlight lighting. It's not clear what the last section does.
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# lwz r4, [r29 + 0x1C] # nothing (type table entry is blank)
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# lwz r4, [r29 + 0x20] # TSeqVarsEdit
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# 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
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# (0x400 bytes).
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# lwz r4, [r29 + 0x24] # TSetEvtScriptTest
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# 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
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# appear to do nothing, and the last crashes. Maybe it works better on Episodes 1&2.
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# lwz r4, [r29 + 0x28] # nothing (type table entry is blank)
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# lwz r4, [r29 + 0x2C] # TQuestScriptChecker (quest debugger)
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# Use L to change functions, and the D-pad to navigate within each function. If you set EVENT NO to a very high
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# value, the editor can appear messed up; what actually happens is the value is shifted one decimal place to the
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# right, but the cursor remains in the same position with incorrect highlighting. The value appears to be a signed
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# 32-bit integer. On the registers page, use D-left/D-right to see more registers; hold X and use the D-pad to
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# modify a register's value. Similarly, hold X and use the D-pad on the breakpoints page to change values.
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# lwz r4, [r29 + 0x30] # TPlyPKEditor (battle mode options)
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# Use the D-pad to move the cursor and set options. In Episode 3, it appears this debugger doesn't do anything.
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# It's likely more functional in Episodes 1 & 2.
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# lwz r4, [r29 + 0x34] # TEffIndirectEditor
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# li r0, 1
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# stw [r4 + 0x38], r0
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# This editor is missing in PSO PC, but is present in PSOX. It appears to be used for testing texture overlay
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# effects, but it doesn't work properly in Episode 3 - none of the effects appear to do anything. All three lines
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# above must be uncommented for it to load.
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# lwz r4, [r29 + 0x38] # TCCScenarioDebug (movie/cutscene tests)
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# This editor exists only in Episode 3 - it is neither in PSOPC nor PSOX. Nothing appears immediately after
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# activating this debugger because the default page is blank. Use C-left and C-right to change major pages; use L/R
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# 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.
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# 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,
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# you'll return to your game and things will work as normal, but the textures will likely have been overwritten
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# with garbage data.
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li r3, 0
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mr. r0, r4
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beq skip_enable_editor
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# Note: The PSO PC TObject structure is a bit different; the flags field is at +8 instead of +4 (but it is still a
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# 16-bit integer).
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sth [r4 + 4], r3
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skip_enable_editor:
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skip_all:
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lwz r29, [r1 + 0x08]
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lwz r30, [r1 + 0x0C]
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lwz r31, [r1 + 0x10]
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lwz r0, [r1 + 0x24]
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addi r1, r1, 0x20
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mtlr r0
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blr
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copy_code:
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.include CopyCode
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blr
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get_addr_ret:
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mflr r3
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mtlr r0
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blr
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get_TEditor_destroy_hook_addr:
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mflr r0
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bl get_addr_ret
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TEditor_destroy_hook:
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li r4, 0x0F
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mtctr r4
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lis r4, 0x8000
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ori r4, r4, 0xBD40
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li r0, 0
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TEditor_destroy_hook_check_next:
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lwzu r5, [r4 + 4]
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cmp r5, r3
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bne TEditor_destroy_hook_skip_clear
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stw [r4], r0
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TEditor_destroy_hook_skip_clear:
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bdnz TEditor_destroy_hook_check_next
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blr
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get_TEditor_destroy_hook_end:
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get_patch_branch_opcode:
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mflr r0
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bl get_addr_ret
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.data 0x4BFDD7AC # (at 8002E554) b 8000BD00
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