Files
UnleashedRecomp/UnleashedRecomp/patches/misc_patches.cpp
T

221 lines
6.7 KiB
C++

#include <api/SWA.h>
#include <ui/game_window.h>
#include <user/achievement_manager.h>
#include <user/persistent_storage_manager.h>
#include <user/config.h>
void AchievementManagerUnlockMidAsmHook(PPCRegister& id)
{
AchievementManager::Unlock(id.u32);
}
bool DisableHintsMidAsmHook()
{
return !Config::Hints;
}
// Disable Perfect Dark Gaia hints.
PPC_FUNC_IMPL(__imp__sub_82AC36E0);
PPC_FUNC(sub_82AC36E0)
{
auto pPerfectDarkGaiaChipHintName = (xpointer<char>*)g_memory.Translate(0x8338EF10);
strcpy(pPerfectDarkGaiaChipHintName->get(), Config::Hints ? "V_CHP_067\0" : "end\0");
__imp__sub_82AC36E0(ctx, base);
}
bool DisableControlTutorialMidAsmHook()
{
return !Config::ControlTutorial;
}
bool DisableEvilControlTutorialMidAsmHook(PPCRegister& r4, PPCRegister& r5)
{
if (Config::ControlTutorial)
return true;
// Only allow enemy QTE prompts to get through.
return r4.u32 == 1 && r5.u32 == 1;
}
bool DisableDLCIconMidAsmHook()
{
return Config::DisableDLCIcon;
}
void WerehogBattleMusicMidAsmHook(PPCRegister& r11)
{
if (Config::BattleTheme)
return;
// Swap CStateBattle for CStateNormal.
if (r11.u8 == 4)
r11.u8 = 3;
}
bool UseAlternateTitleMidAsmHook()
{
auto isSWA = Config::Language == ELanguage::Japanese;
if (Config::UseAlternateTitle)
isSWA = !isSWA;
return isSWA;
}
/* Hook function that gets the game region
and force result to zero for Japanese
to display the correct logos. */
PPC_FUNC_IMPL(__imp__sub_825197C0);
PPC_FUNC(sub_825197C0)
{
if (Config::Language == ELanguage::Japanese)
{
ctx.r3.u64 = 0;
return;
}
__imp__sub_825197C0(ctx, base);
}
// Logo skip
PPC_FUNC_IMPL(__imp__sub_82547DF0);
PPC_FUNC(sub_82547DF0)
{
if (Config::SkipIntroLogos)
{
ctx.r4.u64 = 0;
ctx.r5.u64 = 0;
ctx.r6.u64 = 1;
ctx.r7.u64 = 0;
sub_825517C8(ctx, base);
}
else
{
__imp__sub_82547DF0(ctx, base);
}
}
/* Ignore xercesc::EmptyStackException to
allow DLC stages with invalid XML to load. */
PPC_FUNC_IMPL(__imp__sub_8305D5B8);
PPC_FUNC(sub_8305D5B8)
{
auto value = PPC_LOAD_U32(ctx.r3.u32 + 4);
if (!value)
return;
__imp__sub_8305D5B8(ctx, base);
}
// Disable auto save warning.
PPC_FUNC_IMPL(__imp__sub_82586698);
PPC_FUNC(sub_82586698)
{
if (Config::DisableAutoSaveWarning)
*(bool*)g_memory.Translate(0x83367BC2) = true;
__imp__sub_82586698(ctx, base);
}
// SWA::CObjHint::MsgNotifyObjectEvent::Impl
// Disable only certain hints from hint volumes.
// This hook should be used to allow hint volumes specifically to also prevent them from affecting the player.
PPC_FUNC_IMPL(__imp__sub_82736E80);
PPC_FUNC(sub_82736E80)
{
// GroupID parameter text
auto* groupId = (const char*)(base + PPC_LOAD_U32(ctx.r3.u32 + 0x100));
if (!Config::Hints)
{
// WhiteIsland_ACT1_001: "Your friend went off that way, Sonic. Quick, let's go after him!"
// s20n_mykETF_c_navi_2: "Huh? Weird! We can't get through here anymore. We were able to earlier!"
if (strcmp(groupId, "WhiteIsland_ACT1_001") != 0 && strcmp(groupId, "s20n_mykETF_c_navi_2") != 0)
return;
}
__imp__sub_82736E80(ctx, base);
}
// SWA::CHelpWindow::MsgRequestHelp::Impl
// Disable only certain hints from other sequences.
// This hook should be used to block hint messages from unknown sources.
PPC_FUNC_IMPL(__imp__sub_824C1E60);
PPC_FUNC(sub_824C1E60)
{
auto pMsgRequestHelp = (SWA::Message::MsgRequestHelp*)(base + ctx.r4.u32);
if (!Config::Hints)
{
// s10d_mykETF_c_navi: "Looks like we can get to a bunch of places in the village from here!"
if (strcmp(pMsgRequestHelp->m_Name.c_str(), "s10d_mykETF_c_navi") == 0)
return;
}
__imp__sub_824C1E60(ctx, base);
}
// This function is called in various places but primarily for the boost filter
// when the second argument (r4) is set to "boost". Whilst boosting the third argument (f1)
// will go up to 1.0f and then down to 0.0f as the player lets off of the boost button.
// To avoid the boost filter from kicking in at all if the function is called with "boost"
// we set the third argument to zero no matter what (if the code is on).
PPC_FUNC_IMPL(__imp__sub_82B4DB48);
PPC_FUNC(sub_82B4DB48)
{
if (Config::DisableBoostFilter && strcmp((const char*)(base + ctx.r4.u32), "boost") == 0)
{
ctx.f1.f64 = 0.0;
}
__imp__sub_82B4DB48(ctx, base);
}
// DLC save data flag check.
//
// The DLC checks are fundamentally broken in this game, resulting in this method always
// returning true and displaying the DLC info message when it shouldn't be.
//
// The original intent here seems to have been to display the message every time new DLC
// content is installed, but the flags in the save data never get written to properly,
// causing this function to always pass in some way.
//
// We bypass the save data completely and write to external persistent storage to store
// whether we've seen the DLC info message instead. This way we can retain the original
// broken game behaviour, whilst also providing a fix for this issue that is safe.
PPC_FUNC_IMPL(__imp__sub_824EE620);
PPC_FUNC(sub_824EE620)
{
__imp__sub_824EE620(ctx, base);
ctx.r3.u32 = PersistentStorageManager::ShouldDisplayDLCMessage(true);
}
// This is a constructor for some struct that constructed inside CTownManContext::CTownManContext()
// and within the calls contained in CTownManBase::ProcMsgSetTownManRetryTimeTable().
//
// Within the constructor of the CTownManContext, second member of this struct is initialized to -1
// after this call happens inside CTownManContext::CTownManContext at the pretty much the very of that function call.
//
// This initialization of the member variable is however not executed when this constructor for the struct
// is called from someplace else in the game's code, as such it remains with unitialized data for that field.
//
// Ensuring that this member variable is initialized to what CTownManContext::CTownManContext sets it to
// anytime this constructor is called fixes an issue with Tails not disappearing when giving you the camera
// after Rooftop Run Act 1.
//
// NOTE: ctx.r3.u32 + 0 is also unitialized by this constructor, however both instances of this function being called
// initialized the said variable later on before being used.
//
// NOTE: ctx.r3.u32 + 20 is also unitialized, however I could not find any uses for this. Since this is already
// quite a big change due to the amount of NPCs in the game, I would rather not touch this unless an issue is found.
PPC_FUNC_IMPL(__imp__sub_8297C630);
PPC_FUNC(sub_8297C630)
{
PPC_STORE_U32(ctx.r3.u32 + 4, -1);
__imp__sub_8297C630(ctx, base);
}