204 lines
8.9 KiB
ArmAsm
204 lines
8.9 KiB
ArmAsm
# This patch enables the debug menus in PSO Episode 3 USA. Specifically, it
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# causes them all to load, but only activates one (selected by uncommenting a
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# line below). See the comments for more information. Most of these editors are
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# present in PSO PC and PSOX as well, but not in GC Episodes 1 & 2. There are
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# notes in the below comments that may help get these editors working on PSO PC.
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# This patch is only for PSO Episode 3 USA, which means it requires the
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# EnableEpisode3SendFunctionCall option to be enabled in config.json. If that
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# option is disabled, the Patches menu won't appear for the client. If this
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# patch is run on a different client version, it will do nothing.
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# When you run this patch (via the $patch chat command, since it must be done
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# when already in a lobby or game), the screen will go mostly black for a few
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# seconds while the editors are constructed. It's unclear why this takes so
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# long, but it doesn't seem to cause any other issues.
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# This patch automatically does nothing if it has been run already in the
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# current session, since some of the things it does have unclear lifecycles.
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# This means it can only be used once per power-on; in the future, we could hook
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# into the destroy functions of the various editors to know when it's OK to
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# construct them again. (We'd also have to manage some hackish bookkeeping that
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# the TEditor base class does so its list doesn't overflow, which would cause
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# any new editors to be deleted immediately.)
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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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# Note: We don't actually need this for Episode 3, since all Episode 3
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# versions correctly clear the caches before running code from a B2 command.
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# But we leave it in to be consistent with patches for Episodes 1&2.
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.include InitClearCaches
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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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# First, make sure this is actually Episode 3 USA; if not, do nothing
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lis r4, 0x4750
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ori r4, r4, 0x5345 # 'GPSE'
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lis r5, 0x8000
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lwz r5, [r5]
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li r3, -1
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cmp r4, r5
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bne skip_all
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# Running this patch multiple times will likely crash the client, so do
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# nothing if we detect the patch has already run.
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lis r29, 0x8000
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ori r29, r29, 0xBD44
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lwz r3, [r29 - 4]
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mr. r0, r3
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bne skip_all
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li r0, -1
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stw [r29 - 4], r0
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setup_editors:
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# This function sets up various things that the editors require. Most editors
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# will crash in update() if this isn't called before construction time.
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# Note: In PSO PC (the version I have, at least) this function may not exist.
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# It can presumably be simulated by calling the first of each triplet of
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# function pointers, which is essentially what this function does in Episode
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# 3. Below, we call [r30 + 0x08], which constructs each editor; there are
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# optional function pointers at [r30 + 0x00] and [r30 + 0x04] which prepare
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# and clean up each editor respectively. It will probably suffice on PSOPC to
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# simply call all the prepare functions that aren't null.
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lis r0, 0x8002
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ori r0, r0, 0x9D88
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mtctr r0
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bctrl
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construct_editors:
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# Call the constructors for all the editors and save the object pointers
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# Note: In PSO PC (the version I have, at least) 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 r0, [r30 + 0x08]
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mtctr r0
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bctrl
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addi r30, r30, 0x0C
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stw [r29], r3
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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
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# disable them (by disabling both the update and render functions). At the
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# time this code is executed, the flags are already set, so we can unset them
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# for whichever editor we want to run by uncommenting the appropriate lwz
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# opcode below.
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# Most of these tools expect input from the controller in port 3; the comments
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# below all refer to 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, 0xBD44
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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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# TODO: This editor crashes on update. It sort of works if you ignore
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# invalid memory accesses in Dolphin, but this is not a good solution.
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# Figure out if this is an Ep3-specific issue and fix it if possible.
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# Use the D-pad to choose a value; hold X and use the D-pad to modify the
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# 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,
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# which you can modify with C-left and C-right. It's not apparent what this
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# 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
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# MODE", use D-left/D-right to pick an effect. Hold L to make the effect
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# picker manageable (instead of insanely fast). In "ELEMENT MODE", it seems
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# that any of the displayed values can be modified, but the selector is very
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# hard to see (the selected section is rendered in FFFFFF, while the others
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# are rendered in F0F0F0 - very similar colors!). Hold A, Y, or X and use
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# the D-pad to change a value in the selected section (each of A/Y/X
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# corresponds to a specific field in the current section).
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# lwz r4, [r29 + 0x10] # TFreeCamera
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# TODO: This doesn't appear to do anything, despite having a lot of code
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# that checks various buttons on the controller. Figure this out and make it
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# work.
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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
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# 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
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# D-pad to choose and modify values within that section. COLOR and DIR
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# specify the properties of the highlight; AMBIENT specifies the color of
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# the non-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
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# it. There are 8192 flags in total (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
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# menu selection. Two of the menu items appear to do nothing, and the last
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# 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.
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# If you set EVENT NO to a very high value, the editor can appear messed up;
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# 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
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# highlighting. The value appears to be a signed 32-bit integer. On the
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# registers page, use D-left/D-right to see more registers; hold X and use
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# the D-pad to modify a register's value. Similarly, hold X and use the
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# 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
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# this debugger doesn't do anything. It's likely more functional in Episodes
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# 1 & 2.
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# lwz r4, [r29 + 0x34] # TEffIndirectEditor (no visible effects)
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# This editor is missing in PSO PC, but is present in PSOX.
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# TODO: It's not apparent what this editor does, or if it even survives to
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# the update/render phase. Further research is needed here.
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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 not in PSOPC nor PSOX.
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# Nothing appears immediately after activating this debugger because the
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# default page is blank. Use C-left and C-right to change major pages; use
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# L/R to change minor pages (sets of 50 flags within each major page). Use
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# the D-pad to pick a flag and A to toggle it. On the "STAFFROLL" page, use
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# the D-pad to pick a movie, and R+A to play it. If you watch the movie to
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# the end, you'll return to your game and things will work as normal, but
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# the textures will likely have been overwritten 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
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# +8 instead of +4 (but it is still a 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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