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Code Menu.cpp
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2665 lines (2325 loc) · 87 KB
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#include "stdafx.h"
#include "Code Menu.h"
#include "DrawDI.h"
#include "IASA Overlay.h"
#include "Control Codes.h"
#include "Save States.h"
#include "DBZ Mode.h"
#include <regex>
int MENU_TITLE_CHECK_LOCATION;
int DI_DRAW_INDEX = -1;
int DEBUG_MODE_INDEX = -1;
int DISPLAY_HITBOXES_INDEX = -1;
int DISPLAY_COLLISION_INDEX = -1;
int DISPLAY_LEDGEGRAB_INDEX = -1;
int HUD_DISPLAY_INDEX = -1;
int CHARACTER_SELECT_P1_INDEX = -1;
int CHARACTER_SELECT_P2_INDEX = -1;
int CHARACTER_SELECT_P3_INDEX = -1;
int CHARACTER_SELECT_P4_INDEX = -1;
int INFINITE_SHIELDS_P1_INDEX = -1;
int INFINITE_SHIELDS_P2_INDEX = -1;
int INFINITE_SHIELDS_P3_INDEX = -1;
int INFINITE_SHIELDS_P4_INDEX = -1;
int CAMERA_LOCK_INDEX = -1;
int ENDLESS_FRIENDLIES_MODE_INDEX = -1;
int ENDLESS_FRIENDLIES_STAGE_SELECTION_INDEX = -1;
int RANDOM_1_TO_1_INDEX = -1;
int AUTO_SAVE_REPLAY_INDEX = -1;
int SAVE_STATES_INDEX = -1;
int SAVE_REPLAY_ANYWHERE_INDEX = -1;
int AUTO_SKIP_TO_CSS_INDEX = -1;
int CODE_MENU_ACTIVATION_SETTING_INDEX = -1;
int PERCENT_SELECT_VALUE_P1_INDEX = -1;
int PERCENT_SELECT_ACTIVATOR_P1_INDEX = -1;
int PERCENT_SELECT_VALUE_P2_INDEX = -1;
int PERCENT_SELECT_ACTIVATOR_P2_INDEX = -1;
int PERCENT_SELECT_VALUE_P3_INDEX = -1;
int PERCENT_SELECT_ACTIVATOR_P3_INDEX = -1;
int PERCENT_SELECT_VALUE_P4_INDEX = -1;
int PERCENT_SELECT_ACTIVATOR_P4_INDEX = -1;
int DISABLE_DPAD_P1_INDEX = -1;
int DISABLE_DPAD_P2_INDEX = -1;
int DISABLE_DPAD_P3_INDEX = -1;
int DISABLE_DPAD_P4_INDEX = -1;
int FPS_DISPLAY_INDEX = -1;
int DBZ_MODE_INDEX = -1;
int DBZ_MODE_MAX_SPEED_X_INDEX = -1;
int DBZ_MODE_ACCEL_X_INDEX = -1;
int DBZ_MODE_MAX_SPEED_Y_INDEX = -1;
int DBZ_MODE_ACCEL_Y_INDEX = -1;
int ALT_STAGE_BEHAVIOR_INDEX = -1;
int P1_TAG_STRING_INDEX = -1;
int P2_TAG_STRING_INDEX = -1;
int P3_TAG_STRING_INDEX = -1;
int P4_TAG_STRING_INDEX = -1;
int TAG_COSTUME_TOGGLE_INDEX = -1;
int CROWD_CHEER_TOGGLE_INDEX = -1;
int STALING_TOGGLE_INDEX = -1;
int ALC_P1_INDEX = -1;
int ALC_P2_INDEX = -1;
int ALC_P3_INDEX = -1;
int ALC_P4_INDEX = -1;
int BIG_HEAD_INDEX = -1;
int RANDOM_ANGLE_INDEX = -1;
int WAR_MODE_INDEX = -1;
int BUFFER_P1_INDEX = -1;
int BUFFER_P2_INDEX = -1;
int BUFFER_P3_INDEX = -1;
int BUFFER_P4_INDEX = -1;
int SCALE_INDEX = -1;
int SPEED_INDEX = -1;
int EXTERNAL_INDEX = -1; //Used for GCTRM codes that use other indexs for context
//constant overrides
vector<ConstantPair> constantOverrides;
int SDI_DISTANCE_INDEX = -1;
int HITSTUN_MULTIPLIER_INDEX = -1;
int HITLAG_MAXIMUM_INDEX = -1;
int HITLAG_MULTIPLIER_INDEX = -1;
int ELECTRIC_HITLAG_MULTIPLIER_INDEX = -1;
int ASDI_DISTANCE_INDEX = -1;
int SMASH_ATTACK_CHARGING_MULTIPLIER_INDEX = -1;
int WALLJUMP_HORIZONTAL_MULTIPLIER_INDEX = -1;
int MINIMUM_SHIELD_SIZE_SCALING_INDEX = -1;
int SHIELD_DAMAGE_MULTIPLIER_INDEX = -1;
int SHIELD_DRAIN_RATE_INDEX = -1;
int SHIELD_REGEN_INDEX = -1;
int SHIELD_STRENGTH_INDEX = -1;
int SHIELD_SIZE_MULTIPLIER_INDEX = -1;
int SHIELD_TILT_MULTIPLIER_INDEX = -1;
int KNOCKBACK_DECAY_MULTIPLIER_INDEX = -1;
int CROUCH_KNOCKBACK_MULTIPLIER_INDEX = -1;
int MAX_DI_INDEX = -1;
int WALL_BOUNCE_KNOCKBACK_MULTIPLIER_INDEX = -1;
int CQ_CS_DAMAGE_INDEX = -1;
int LEDGE_RELEASE_SENSITIVITY_INDEX = -1;
int RPF_ON_SHIELD_BREAK_INDEX = -1;
int RPI_ON_SHIELD_BREAK_INDEX = -1;
int FOOTSTOOL_HEIGHT_DECAY_MULTIPLIER_INDEX = -1;
int RPF_ON_BURY_INDEX = -1;
int RPI_ON_BURY_INDEX = -1;
int VERTICAL_MOMENTUM_OUT_OF_BURY_ESCAPE_INDEX = -1;
int FROZEN_TERMINAL_VELOCITY_INDEX = -1;
int FROZEN_DAMAGE_MULTIPLIER_INDEX = -1;
int FROZEN_KNOCKBACK_MULTIPLIER_INDEX = -1;
int FROZEN_GRAVITY_MULTIPLIER_INDEX = -1;
int RPF_ON_FROZEN_INDEX = -1;
int RPI_ON_FROZEN_INDEX = -1;
int EGG_DAMAGE_TAKEN_MULTIPLIER_INDEX = -1;
int EGG_STARTING_SIZE_INDEX = -1;
int HEAVY_ITEM_WALK_SPEED_INDEX = -1;
int SUPER_MUSHROOM_SIZE_MULTIPLIER_INDEX = -1;
int POISON_MUSHROOM_SIZE_MULTIPLIER_INDEX = -1;
int SUPER_MUSHROOM_VOICE_PITCH_INDEX = -1;
int POISON_MUSHROOM_VOICE_PITCH_INDEX = -1;
int LIGHTNING_BACKFIRE_SIZE_MULTIPLIER_INDEX = -1;
int LIGHTNING_SIZE_MULTIPLIER_INDEX = -1;
int METAL_BOX_STRENGTH_INDEX = -1;
int HAMMER_DURATION_INDEX = -1;
int GOLDEN_HAMMER_DURATION_INDEX = -1;
int STARMAN_DURATION_INDEX = -1;
int MUSHROOM_DURATION_INDEX = -1;
int LIGHTNING_DURATION_INDEX = -1;
int TIMER_DURATION_INDEX = -1;
int SHIELD_RED_1 = -1;
int SHIELD_GREEN_1 = -1;
int SHIELD_BLUE_1 = -1;
int SHIELD_ALPHA_1 = -1;
int SHIELD_RED_2 = -1;
int SHIELD_GREEN_2 = -1;
int SHIELD_BLUE_2 = -1;
int SHIELD_ALPHA_2 = -1;
int SHIELD_RED_3 = -1;
int SHIELD_GREEN_3 = -1;
int SHIELD_BLUE_3 = -1;
int SHIELD_ALPHA_3 = -1;
int SHIELD_RED_4 = -1;
int SHIELD_GREEN_4 = -1;
int SHIELD_BLUE_4 = -1;
int SHIELD_ALPHA_4 = -1;
int tets = 0x935fe30C;
void CodeMenu()
{
#if EON_DEBUG_BUILD
//testing page
vector<Line*> TestLines;
//P2Lines.push_back(new Selection("P2 Identity Crisis", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P2_INDEX));
cout << "Debug Toggles:\n";
int toggleLocations[16];
for (int i = 0; i < 16; i++)
{
TestLines.push_back(new Integer(to_string(i), -10000, 10000, 0, 1, toggleLocations[i]));
}
Page TestPage("Testing flags", TestLines);
#endif
//player pages
vector<Line*> P1Lines;
P1Lines.push_back(new Toggle("Infinite Shield", false, INFINITE_SHIELDS_P1_INDEX));
P1Lines.push_back(new Selection("P1 Character Select", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P1_INDEX));
//P1Lines.push_back(new Selection("P1 Identity Crisis", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P1_INDEX));
P1Lines.push_back(new Floating("Select Percent", 0, 999, 0, 1, PERCENT_SELECT_VALUE_P1_INDEX, "%.0f%%"));
P1Lines.push_back(new Toggle("Press DPad to select percent", false, PERCENT_SELECT_ACTIVATOR_P1_INDEX));
P1Lines.push_back(new Toggle("Disable DPad", false, DISABLE_DPAD_P1_INDEX));
P1Lines.push_back(new Selection("Input Buffer", { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }, 0, BUFFER_P1_INDEX));
P1Lines.push_back(new Selection("Automatic L-Cancelling", { "OFF", "ON", "Modified" }, 0, ALC_P1_INDEX));
P1Lines.push_back(new Floating("ALC Modifier", 0.099, 3, 0.5, 0.05, EXTERNAL_INDEX, "%.2fX"));
P1Lines.push_back(new Toggle("Red Flash on L-Cancel Failure", false, EXTERNAL_INDEX));
P1Lines.push_back(new Comment(""));
P1Lines.push_back(new Print("Tag Hex: %s", { &P1_TAG_STRING_INDEX }));
P1Lines.push_back(new Comment("For Use With Tag-Based Costumes"));
for (auto x : P1Lines) {
cout << x->Text << endl;
}
Page P1("Player 1 Codes", P1Lines);
vector<Line*> P2Lines;
P2Lines.push_back(new Toggle("Infinite Shield", false, INFINITE_SHIELDS_P2_INDEX));
P2Lines.push_back(new Selection("P2 Character Select", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P2_INDEX));
P2Lines.push_back(new Floating("Select Percent", 0, 999, 0, 1, PERCENT_SELECT_VALUE_P2_INDEX, "%.0f%%"));
P2Lines.push_back(new Toggle("Press DPad to select percent", false, PERCENT_SELECT_ACTIVATOR_P2_INDEX));
P2Lines.push_back(new Toggle("Disable DPad", false, DISABLE_DPAD_P2_INDEX));
P2Lines.push_back(new Selection("Input Buffer", { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }, 0, BUFFER_P2_INDEX));
P2Lines.push_back(new Selection("Automatic L-Cancelling", { "OFF", "ON", "Modified" }, 0, ALC_P2_INDEX));
P2Lines.push_back(new Floating("ALC Modifier", 0.099, 3, 0.5, 0.05, EXTERNAL_INDEX, "%.2fX"));
P2Lines.push_back(new Toggle("Red Flash on L-Cancel Failure", false, EXTERNAL_INDEX));
P2Lines.push_back(new Comment(""));
P2Lines.push_back(new Print("Tag Hex: %s", { &P2_TAG_STRING_INDEX }));
P2Lines.push_back(new Comment("For Use With Tag-Based Costumes"));
Page P2("Player 2 Codes", P2Lines);
vector<Line*> P3Lines;
P3Lines.push_back(new Toggle("Infinite Shield", false, INFINITE_SHIELDS_P3_INDEX));
P3Lines.push_back(new Selection("P3 Character Select", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P3_INDEX));
//P3Lines.push_back(new Selection("P3 Identity Crisis", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P3_INDEX));
P3Lines.push_back(new Floating("Select Percent", 0, 999, 0, 1, PERCENT_SELECT_VALUE_P3_INDEX, "%.0f%%"));
P3Lines.push_back(new Toggle("Press DPad to select percent", false, PERCENT_SELECT_ACTIVATOR_P3_INDEX));
P3Lines.push_back(new Toggle("Disable DPad", false, DISABLE_DPAD_P3_INDEX));
P3Lines.push_back(new Selection("Input Buffer", { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }, 0, BUFFER_P3_INDEX));
P3Lines.push_back(new Selection("Automatic L-Cancelling", { "OFF", "ON", "Modified" }, 0, ALC_P3_INDEX));
P3Lines.push_back(new Floating("ALC Modifier", 0.099, 3, 0.5, 0.05, EXTERNAL_INDEX, "%.2fX"));
P3Lines.push_back(new Toggle("Red Flash on L-Cancel Failure", false, EXTERNAL_INDEX));
P3Lines.push_back(new Comment(""));
P3Lines.push_back(new Print("Tag Hex: %s", { &P3_TAG_STRING_INDEX }));
P3Lines.push_back(new Comment("For Use With Tag-Based Costumes"));
Page P3("Player 3 Codes", P3Lines);
vector<Line*> P4Lines;
P4Lines.push_back(new Toggle("Infinite Shield", false, INFINITE_SHIELDS_P4_INDEX));
P4Lines.push_back(new Selection("P4 Character Select", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P4_INDEX));
//P4Lines.push_back(new Selection("P4 Identity Crisis", CHARACTER_LIST, CHARACTER_ID_LIST, 0, CHARACTER_SELECT_P4_INDEX));
P4Lines.push_back(new Floating("Select Percent", 0, 999, 0, 1, PERCENT_SELECT_VALUE_P4_INDEX, "%.0f%%"));
P4Lines.push_back(new Toggle("Press DPad to select percent", false, PERCENT_SELECT_ACTIVATOR_P4_INDEX));
P4Lines.push_back(new Toggle("Disable DPad", false, DISABLE_DPAD_P4_INDEX));
P4Lines.push_back(new Selection("Input Buffer", { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }, 0, BUFFER_P4_INDEX));
P4Lines.push_back(new Selection("Automatic L-Cancelling", { "OFF", "ON", "Modified" }, 0, ALC_P4_INDEX));
P4Lines.push_back(new Floating("ALC Modifier", 0.099, 3, 0.5, 0.05, EXTERNAL_INDEX, "%.2fX"));
P4Lines.push_back(new Toggle("Red Flash on L-Cancel Failure", false, EXTERNAL_INDEX));
P4Lines.push_back(new Comment(""));
P4Lines.push_back(new Print("Tag Hex: %s", { &P4_TAG_STRING_INDEX }));
P4Lines.push_back(new Comment("For Use With Tag-Based Costumes"));
Page P4("Player 4 Codes", P4Lines);
//debug mode
vector<Line*> DebugLines;
DebugLines.push_back(new Comment("Debug Mode Commands:"));
DebugLines.push_back(new Comment("Start = Toggle Frame Advance"));
DebugLines.push_back(new Comment("Z = Frame Advance | Hold Z = Slow Motion"));
DebugLines.push_back(new Comment(""));
DebugLines.push_back(new Toggle("Debug Mode", false, DEBUG_MODE_INDEX));
DebugLines.push_back(new Selection("Hitbox Display", { "OFF", "ON", "Models Off" }, 0, DISPLAY_HITBOXES_INDEX));
DebugLines.push_back(new Toggle("Collision Display", false, DISPLAY_COLLISION_INDEX));
DebugLines.push_back(new Selection("Stage Collisions", { "OFF", "ON", "Background Off" }, 0, DISPLAY_LEDGEGRAB_INDEX));
DebugLines.push_back(new Toggle("Camera Lock", false, CAMERA_LOCK_INDEX));
DebugLines.push_back(new Toggle("Draw DI", false, DI_DRAW_INDEX));
DebugLines.push_back(new Toggle("FPS Display", false, FPS_DISPLAY_INDEX));
DebugLines.push_back(new Toggle("HUD", true, HUD_DISPLAY_INDEX));
Page DebugMode("Debug Mode Settings", DebugLines);
//value setting
vector<Line*> ConstantsLines;
ConstantsLines.push_back(new Comment("Set attributes to new values"));
ConstantsLines.push_back(new Comment("On Hit mechanics"));
ConstantsLines.push_back(new Floating("Hitstun Multiplier", 0, 99, .4, .01, HITSTUN_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B87AA8, HITSTUN_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Hitlag Multiplier", 0, 99, 1. / 3., 1. / 60., HITLAG_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B87AEC, HITLAG_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Hitlag Maximum", 0, 999, 30, 1, HITLAG_MAXIMUM_INDEX, "%.1f"));
constantOverrides.emplace_back(0x80B87AE8, HITLAG_MAXIMUM_INDEX);
ConstantsLines.push_back(new Floating("Electric Hitlag Multiplier", 0, 99, 1.5, .1, ELECTRIC_HITLAG_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B87B10, ELECTRIC_HITLAG_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("SDI Distance", -999, 999, 6, .25, SDI_DISTANCE_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88354, SDI_DISTANCE_INDEX);
ConstantsLines.push_back(new Floating("ASDI Distance", -999, 999, 3, .25, ASDI_DISTANCE_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88358, ASDI_DISTANCE_INDEX);
ConstantsLines.push_back(new Comment("Shield mechanics"));
ConstantsLines.push_back(new Floating("Minimum Shield Size Scale", -999, 999, .15, .02, MINIMUM_SHIELD_SIZE_SCALING_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88444, MINIMUM_SHIELD_SIZE_SCALING_INDEX);
ConstantsLines.push_back(new Floating("Shield Damage Multiplier", -99, 99, 1, .02, SHIELD_DAMAGE_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B8845C, SHIELD_DAMAGE_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Shield Drain Rate", -99, 99, .28, .01, SHIELD_DRAIN_RATE_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88450, SHIELD_DRAIN_RATE_INDEX);
ConstantsLines.push_back(new Floating("Shield Regen Rate", 0, 1, .07, .01, SHIELD_REGEN_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88454, SHIELD_REGEN_INDEX);
ConstantsLines.push_back(new Floating("Shield Strength", 0, 999, 60, 1, SHIELD_STRENGTH_INDEX, "%.1f"));
constantOverrides.emplace_back(0x80B88440, SHIELD_STRENGTH_INDEX);
ConstantsLines.push_back(new Floating("Shield Size Multiplier", -99, 99, 1, .05, SHIELD_SIZE_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88478, SHIELD_SIZE_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Shield Tilt Multiplier", -99, 99, .5, .05, SHIELD_TILT_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88484, SHIELD_TILT_MULTIPLIER_INDEX);
//ValueLines.push_back(new Floating("Attacker Shield Pushback Friction Multiplier", -999, 999, 1.1, .05, SDI_DISTANCE_INDEX, "%.3f"));
ConstantsLines.push_back(new Comment("Knockback mechanics"));
ConstantsLines.push_back(new Floating("Wall Bounce Knockback Multiplier", -99, 99, .80, .02, WALL_BOUNCE_KNOCKBACK_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88510, WALL_BOUNCE_KNOCKBACK_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Knockback Decay Rate", -99, 99, .051, .001, KNOCKBACK_DECAY_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88534, KNOCKBACK_DECAY_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Crouch Knockback Multiplier", 0, 99, 2. / 3., 1. / 12., CROUCH_KNOCKBACK_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B8834C, CROUCH_KNOCKBACK_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Comment("Other"));
ConstantsLines.push_back(new Floating("Walljump Horizontal Multiplier", -99, 99, 0.9, .05, WALLJUMP_HORIZONTAL_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88420, WALLJUMP_HORIZONTAL_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Max DI", -6.283185, 6.283185, .314159, .01745329, MAX_DI_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88524, MAX_DI_INDEX);
ConstantsLines.push_back(new Floating("Smash Attack Charging Multiplier", 0, 99, 1.3666667, .25, SMASH_ATTACK_CHARGING_MULTIPLIER_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B88324, SMASH_ATTACK_CHARGING_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Selection("Staling Toggle", { "Default", "ON", "OFF" }, 0, STALING_TOGGLE_INDEX));
ConstantsLines.push_back(new Comment("Random stuff you can change"));
ConstantsLines.push_back(new Floating("CliffQuick/CliffSlow damage Percent", 0, 999, 100, 1, CQ_CS_DAMAGE_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B883A0, CQ_CS_DAMAGE_INDEX);
ConstantsLines.push_back(new Floating("Ledge Release Sensitivity", 0, 9, .25, .05, LEDGE_RELEASE_SENSITIVITY_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B883A4, LEDGE_RELEASE_SENSITIVITY_INDEX);
ConstantsLines.push_back(new Floating("Reduction per Frame on Shield Break", -99, 99, 1, 1, RPF_ON_SHIELD_BREAK_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B883C4, RPF_ON_SHIELD_BREAK_INDEX);
ConstantsLines.push_back(new Floating("Reduction per Input on Shield Break", -99, 99, 3, 1, RPI_ON_SHIELD_BREAK_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B883C8, RPI_ON_SHIELD_BREAK_INDEX);
ConstantsLines.push_back(new Floating("Footstool Height Decay Multiplier", 0, 99, .75, 0.05, FOOTSTOOL_HEIGHT_DECAY_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B88424, FOOTSTOOL_HEIGHT_DECAY_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Reduction per Frame on Bury", -99, 99, 1, 1, RPF_ON_BURY_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B885CC, RPF_ON_BURY_INDEX);
ConstantsLines.push_back(new Floating("Reduction per Input on Bury", -99, 99, 5, 1, RPI_ON_BURY_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B885D0, RPI_ON_BURY_INDEX);
ConstantsLines.push_back(new Floating("Vertical Momentum Out of Bury", -99, 99, 1.2, .2, VERTICAL_MOMENTUM_OUT_OF_BURY_ESCAPE_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B885D4, VERTICAL_MOMENTUM_OUT_OF_BURY_ESCAPE_INDEX);
ConstantsLines.push_back(new Floating("Frozen Terminal Velocity", -99, 99, .7, .05, FROZEN_TERMINAL_VELOCITY_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B885E0, FROZEN_TERMINAL_VELOCITY_INDEX);
ConstantsLines.push_back(new Floating("Frozen Damage Mutliplier", -99, 99, .5, .05, FROZEN_DAMAGE_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B885EC, FROZEN_DAMAGE_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Frozen Knockback Mutliplier", -99, 99, .25, .05, FROZEN_KNOCKBACK_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B885F0, FROZEN_KNOCKBACK_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Frozen Gravity Mutliplier", -99, 99, .03, .01, FROZEN_GRAVITY_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B885F4, FROZEN_GRAVITY_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Reduction per Frame on Frozen", -99, 99, 1, 1, RPF_ON_FROZEN_INDEX, "%.1f"));
constantOverrides.emplace_back(0x80B88604, RPF_ON_FROZEN_INDEX);
ConstantsLines.push_back(new Floating("Reduction per Input on Frozen", -99, 99, 4, 1, RPI_ON_FROZEN_INDEX, "%.1f"));
constantOverrides.emplace_back(0x80B88608, RPI_ON_FROZEN_INDEX);
ConstantsLines.push_back(new Floating("Egg Damage Taken Multiplier", -99, 99, .5, .05, EGG_DAMAGE_TAKEN_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B88758, EGG_DAMAGE_TAKEN_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Egg Starting Size", 0.05, 99, .45, .05, EGG_STARTING_SIZE_INDEX, "%.3f"));
constantOverrides.emplace_back(0x80B8875C, EGG_STARTING_SIZE_INDEX);
ConstantsLines.push_back(new Floating("Super Mushroom Size Multiplier", -99, 99, 1.7, .1, SUPER_MUSHROOM_SIZE_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B88800, SUPER_MUSHROOM_SIZE_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Poison Mushroom Size Multiplier", -99, 99, 0.5, .1, POISON_MUSHROOM_SIZE_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B88808, POISON_MUSHROOM_SIZE_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Super Mushroom Voice Pitch", -99, 99, .84, .01, SUPER_MUSHROOM_VOICE_PITCH_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B8880C, SUPER_MUSHROOM_VOICE_PITCH_INDEX);
ConstantsLines.push_back(new Floating("Poison Mushroom Voice Pitch", -99, 99, 1.25, .01, POISON_MUSHROOM_VOICE_PITCH_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B88810, POISON_MUSHROOM_VOICE_PITCH_INDEX);
ConstantsLines.push_back(new Floating("Lightning Backfire Size Multiplier", -99, 99, 2.4, .1, LIGHTNING_BACKFIRE_SIZE_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B8881C, LIGHTNING_BACKFIRE_SIZE_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Lightning Size Multiplier", -99, 99, .5, .1, LIGHTNING_SIZE_MULTIPLIER_INDEX, "%.2f"));
constantOverrides.emplace_back(0x80B88824, LIGHTNING_SIZE_MULTIPLIER_INDEX);
ConstantsLines.push_back(new Floating("Metal Box Strength", 0, 99, 50, 1, METAL_BOX_STRENGTH_INDEX, "%.1f"));
constantOverrides.emplace_back(0x80B88830, METAL_BOX_STRENGTH_INDEX);
ConstantsLines.push_back(new Integer("Hammer Duration", 0, 999, 450, 5, HAMMER_DURATION_INDEX));
constantOverrides.emplace_back(0x80B89040, HAMMER_DURATION_INDEX);
ConstantsLines.push_back(new Integer("Golden Hammer Duration", 0, 999, 800, 5, GOLDEN_HAMMER_DURATION_INDEX));
constantOverrides.emplace_back(0x80B8904C, GOLDEN_HAMMER_DURATION_INDEX);
ConstantsLines.push_back(new Integer("Starman Duration", 0, 999, 600, 5, STARMAN_DURATION_INDEX));
constantOverrides.emplace_back(0x80B89064, STARMAN_DURATION_INDEX);
ConstantsLines.push_back(new Integer("Mushroom Duration", 0, 999, 480, 5, MUSHROOM_DURATION_INDEX));
constantOverrides.emplace_back(0x80B8906C, MUSHROOM_DURATION_INDEX);
ConstantsLines.push_back(new Integer("Lightning Duration", 0, 999, 780, 5, LIGHTNING_DURATION_INDEX));
constantOverrides.emplace_back(0x80B89074, LIGHTNING_DURATION_INDEX);
ConstantsLines.push_back(new Integer("Timer's Duration", 0, 999, 720, 5, TIMER_DURATION_INDEX));
constantOverrides.emplace_back(0x80B89084, TIMER_DURATION_INDEX);
Page ConstantsPage("Gameplay Modifiers", ConstantsLines);
//DBZ Mode settings
vector<Line*> DBZModeLines;
DBZModeLines.push_back(new Toggle("Flight Mode", false, DBZ_MODE_INDEX));
DBZModeLines.push_back(new Floating("Max Horizontal Speed", 0, 100, 2, .05, DBZ_MODE_MAX_SPEED_X_INDEX, "%.3f"));
DBZModeLines.push_back(new Floating("Max Vertical Speed", 0, 100, 2, .05, DBZ_MODE_MAX_SPEED_Y_INDEX, "%.3f"));
DBZModeLines.push_back(new Comment("Acceleration Scales Based On Stick Magnitude"));
DBZModeLines.push_back(new Floating("Horizontal Acceleration", -100, 100, 1, .01, DBZ_MODE_ACCEL_X_INDEX, "%.3f"));
DBZModeLines.push_back(new Floating("Vertical Acceleration", -100, 100, 1, .01, DBZ_MODE_ACCEL_Y_INDEX, "%.3f"));
Page DBZModePage("Flight Mode Settings", DBZModeLines);
//Special Mode Settings
vector<Line*> SpecialModeLines;
SpecialModeLines.push_back(new Comment("Special Modes"));
SpecialModeLines.push_back(&ConstantsPage.CalledFromLine);
SpecialModeLines.push_back(&DBZModePage.CalledFromLine);
SpecialModeLines.push_back(new Toggle("Random Angle Mode", false, RANDOM_ANGLE_INDEX));
SpecialModeLines.push_back(new Toggle("War Mode", false, WAR_MODE_INDEX));
SpecialModeLines.push_back(new Selection("Gameplay Speed Modifier", { "Off", "1.25", "1.5x", "2.0x", "1/2x", "3/4x" }, 0, SPEED_INDEX));
SpecialModeLines.push_back(new Toggle("Scale Mode", false, SCALE_INDEX));
SpecialModeLines.push_back(new Floating("Scale Modifier", 0.5, 3, 1, 0.05, EXTERNAL_INDEX, "%.2fX"));
SpecialModeLines.push_back(new Selection("Big Head Mode", { "Off", "On", "Larger", "Largest", "Largerest" }, 0, BIG_HEAD_INDEX));
Page SpecialModePage("Special Modes", SpecialModeLines);
//main page
vector<Line*> MainLines;
#if DOLPHIN_BUILD
MainLines.push_back(new Comment("Dolphin Code Menu"));
MainLines.push_back(new Comment(""));
#endif
#if BUILD_TYPE == PROJECT_PLUS
MainLines.push_back(new Comment("Desiac's Testing Code Menu", &MENU_TITLE_CHECK_LOCATION));
#else
MainLines.push_back(new Comment("Legacy TE 2.5 Code Menu", &MENU_TITLE_CHECK_LOCATION));
#endif
MainLines.push_back(new Comment("Green = Comments | Blue = Changed"));
MainLines.push_back(new Comment("A = Enter Submenu | B = Back/Exit"));
MainLines.push_back(new Comment("X = Reset Selection | Y = Reset Page"));
MainLines.push_back(new Comment("Hold Z = Scroll Faster"));
MainLines.push_back(new Comment(""));
#if EON_DEBUG_BUILD
MainLines.push_back(&TestPage.CalledFromLine);
#endif
MainLines.push_back(&DebugMode.CalledFromLine);
// MainLines.push_back(new Selection("Endless Friendlies", { "OFF", "Same Stage", "Random Stage", "Round Robin" }, 0, INFINITE_FRIENDLIES_INDEX));
MainLines.push_back(new Selection("Endless Friendlies Mode", { "OFF", "All Stay", "Winner Stays", "Loser Stays", "Rotation"}, 0, ENDLESS_FRIENDLIES_MODE_INDEX));
MainLines.push_back(new Selection("Endless Friendlies Stage Selection", { "Random", "Same" }, 0, ENDLESS_FRIENDLIES_STAGE_SELECTION_INDEX));
#if TOURNAMENT_ADDITION_BUILD
MainLines.push_back(new Selection("Random 1-1", { "OFF", "ON" }, 0, RANDOM_1_TO_1_INDEX));
#endif
MainLines.push_back(new Selection("Alternate Stages", { "Enabled", "Random", "OFF" }, 0, ALT_STAGE_BEHAVIOR_INDEX));
MainLines.push_back(new Toggle("Autoskip Results Screen", false, AUTO_SKIP_TO_CSS_INDEX));
#if DOLPHIN_BUILD
MainLines.push_back(new Toggle("Autosave Replays", true, AUTO_SAVE_REPLAY_INDEX));
#else
MainLines.push_back(new Toggle("Autosave Replays", false, AUTO_SAVE_REPLAY_INDEX));
#endif
MainLines.push_back(new Toggle("Save Previous Replay", false, SAVE_REPLAY_ANYWHERE_INDEX));
MainLines.push_back(new Selection("Tag-Based Costumes", { "ON", "ON + Teams", "OFF" }, 0, TAG_COSTUME_TOGGLE_INDEX));
MainLines.push_back(&P1.CalledFromLine);
MainLines.push_back(&P2.CalledFromLine);
MainLines.push_back(&P3.CalledFromLine);
MainLines.push_back(&P4.CalledFromLine);
MainLines.push_back(&SpecialModePage.CalledFromLine);
#if BUILD_TYPE == PROJECT_PLUS
MainLines.push_back(new Toggle("Crowd Cheers", false, CROWD_CHEER_TOGGLE_INDEX));
#endif
MainLines.push_back(new Selection("Code Menu Activation", { "Default", "PM 3.6", "OFF" }, 0, CODE_MENU_ACTIVATION_SETTING_INDEX));
//MainLines.push_back(new Print("%s", {&tets}));
/*MainLines.push_back(new Integer("P1 1st Shield Red", 0, 0xFF, 0, 1, SHIELD_RED_1));
MainLines.push_back(new Integer("P1 1st Shield Green", 0, 0xFF, 0, 1, SHIELD_GREEN_1));
MainLines.push_back(new Integer("P1 1st Shield Blue", 0, 0xFF, 0, 1, SHIELD_BLUE_1));
MainLines.push_back(new Integer("P1 1st Shield Alpha", 0, 0xFF, 0, 1, SHIELD_ALPHA_1));
MainLines.push_back(new Integer("P1 2nd Shield Red", 0, 0xFF, 0, 1, SHIELD_RED_2));
MainLines.push_back(new Integer("P1 2nd Shield Green", 0, 0xFF, 0, 1, SHIELD_GREEN_2));
MainLines.push_back(new Integer("P1 2nd Shield Blue", 0, 0xFF, 0, 1, SHIELD_BLUE_2));
MainLines.push_back(new Integer("P1 2nd Shield Alpha", 0, 0xFF, 0, 1, SHIELD_ALPHA_2));
MainLines.push_back(new Integer("P1 3rd Shield Red", 0, 0xFF, 0, 1, SHIELD_RED_3));
MainLines.push_back(new Integer("P1 3rd Shield Green", 0, 0xFF, 0, 1, SHIELD_GREEN_3));
MainLines.push_back(new Integer("P1 3rd Shield Blue", 0, 0xFF, 0, 1, SHIELD_BLUE_3));
MainLines.push_back(new Integer("P1 3rd Shield Alpha", 0, 0xFF, 0, 1, SHIELD_ALPHA_3));
MainLines.push_back(new Integer("P1 4th Shield Red", 0, 0xFF, 0, 1, SHIELD_RED_4));
MainLines.push_back(new Integer("P1 4th Shield Green", 0, 0xFF, 0, 1, SHIELD_GREEN_4));
MainLines.push_back(new Integer("P1 4th Shield Blue", 0, 0xFF, 0, 1, SHIELD_BLUE_4));
MainLines.push_back(new Integer("P1 4th Shield Alpha", 0, 0xFF, 0, 1, SHIELD_ALPHA_4));*/
Page Main("Main", MainLines);
//Unclepunch fps code
vector<unsigned int> x = { 3254926684, 3, 2288895028, 946012161, 2557330484, 2283733000, 1610612736, 0, 3254926716, 6, 2288895029, 946012161, 2557330485, 738394172, 1098907672, 2288895028, 2959983670, 945815552, 2557330484, 2557330485, 2147549204, 0 };
for(auto a: x) {
WriteIntToFile(a);
}
/*
Causes target smash to load lvl 1. Fixed by Duke in seperate code
WriteIntToFile(0xC210F98C);
WriteIntToFile(0x00000002);
WriteIntToFile(0x7C9F2378);
WriteIntToFile(0x3BA00000);
WriteIntToFile(0x93BF0000);
WriteIntToFile(0x00000000);*/
CreateMenu(Main);
PrintCodeMenu();
PrimeCodeMenu();
ControlCodeMenu();
ActualCodes();
#if EON_DEBUG_BUILD
for(auto TOGGLE_LOC: toggleLocations)
{
printf("%0X\n", TOGGLE_LOC);
}
cout << endl;
#endif
//printf("%X", P1_TAG_STRING_INDEX);
//printf("%0Xu\n", KnucklesTemp + 8);
MenuFile.close();
}
void printMenuSetters() {
//Could probably set the string indexes to the hex buffers during compile, since they never change
int resultPtrReg = 31;
int tagPtrReg = 30;
int hexCharReg = 29;
int stringReg = 28;
int tagMenuReg = 27;
int tagMenuPtrReg = 26;
int resultHexStartReg = 25;
int counterReg = 24;
//set string to convert
SetRegister(3, "%02X");
SetRegister(stringReg, STRING_BUFFER + 0x80);
STW(3, stringReg, 0);
SetRegister(3, 0);
STW(3, stringReg, 4);
SetRegister(resultHexStartReg, P1_TAG_HEX_LOC + 1);
SetRegister(tagMenuPtrReg, 0x805882e0 - 4); //this needs wiiztec's 0 to death code
for (auto tagIndex : { P1_TAG_STRING_INDEX, P2_TAG_STRING_INDEX, P3_TAG_STRING_INDEX, P4_TAG_STRING_INDEX }) {
if (tagIndex != -1) {
MR(resultPtrReg, resultHexStartReg);
//get menu location
LWZU(tagMenuReg, tagMenuPtrReg, 4);
If(tagMenuReg, NOT_EQUAL_I, 0); {
ADDI(tagMenuReg, tagMenuReg, 0x1FC);
LWZ(3, tagMenuReg, MENU_POS_OFFSET);
ADDI(3, 3, -1);
//check if initialized
If(3, LESS_I_L, 120); {
//get tag location
MULLI(3, 3, 2);
ADDI(3, 3, MENU_INDEX_OFFSET);
LHZX(3, tagMenuReg, 3);
If(3, LESS_I_L, 120); {
MULLI(3, 3, TAG_LIST_SIZE);
SetRegister(tagPtrReg, TAG_LIST_START_LOC);
ADD(tagPtrReg, tagPtrReg, 3);
//convert tag hex to string
//check if entire half is not 0, then convert byte. Might be able to just convert half, doesn't really matter
SetRegister(counterReg, 0);
LHZ(hexCharReg, tagPtrReg, 0);
While(hexCharReg, NOT_EQUAL_I, 0); {
//don't loop too many times
If(counterReg, LESS_OR_EQUAL_I, 4); {
LBZ(hexCharReg, tagPtrReg, 0);
MR(3, resultPtrReg);
MR(4, stringReg);
MR(5, hexCharReg);
WriteIntToFile(0x4cc63182); //clclr 6, 6
CallBrawlFunc(0x803f89fc); //sprintf
ADD(resultPtrReg, resultPtrReg, 3);
LHZU(hexCharReg, tagPtrReg, 1);
} Else(); {
//exit
SetRegister(hexCharReg, 0);
} EndIf();
} EndWhile();
} EndIf();
} EndIf();
} EndIf();
//null terminator
SetRegister(3, 0);
STB(3, resultPtrReg, 0);
SetRegister(3, tagIndex);
ADDI(4, resultHexStartReg, -1); //move back one for $
STW(4, 3, 0);
//next sting buffer
ADDI(resultHexStartReg, resultHexStartReg, P2_TAG_HEX_LOC - P1_TAG_HEX_LOC);
}
}
}
void stopAnouncer() {
ASMStart(0x809580b4);
//SaveRegisters();
int reg1 = 4;
LoadWordToReg(reg1, ENDLESS_FRIENDLIES_MODE_INDEX + Line::VALUE);
If(reg1, GREATER_OR_EQUAL_I, 2); {
BLR();
} EndIf();
//RestoreRegisters();
ASMEnd(0x9421ffe0); //stwu sp, -0x20 (sp)
}
void endlessFriendlies() {
stopAnouncer();
//r3 + 0x5D is flag
//r3 + 0x28 ^ 0x20 is port num (0 based)
ASMStart(0x809489ec);
SaveRegisters();
int reg1 = 31;
int reg2 = 30;
int reg3 = 29;
int reg4 = 28;
int reg5 = 27;
int reg6 = 26;
int flagReg = 25;
SetRegister(flagReg, -1); //Doesn't do anything unless changed
LoadWordToReg(reg1, ENDLESS_FRIENDLIES_MODE_INDEX + Line::VALUE);
If(reg1, GREATER_OR_EQUAL_I, 2); {
LoadWordToReg(reg2, reg1, ENDLESS_ROTATION_QUEUE_LOC);
If(reg2, NOT_EQUAL_I, 0); {
SetRegister(flagReg, 1);
LWZ(reg3, 3, 0x48);
ADDI(reg3, reg3, 1); //port num
SetRegister(reg4, P1_STOP_LOAD_FLAG_PTR_LOC - 4);
MULLI(reg5, reg3, 4);
ADDI(reg6, 3, 0x5D);
STWX(reg6, reg4, reg5);
RLWINM(reg4, reg2, 8, 24, 31); //>>24
If(reg4, EQUAL, reg3); {
SetRegister(flagReg, 0);
} EndIf();
RLWINM(reg4, reg2, 16, 24, 31); //>>16 & 0xFF
If(reg4, EQUAL, reg3); {
SetRegister(flagReg, 0);
} EndIf();
} Else(); {
IfInVersus(reg3); {
SetRegister(flagReg, 0);
} EndIf();
} EndIf();
} EndIf();
If(flagReg, EQUAL_I, 0);
{
LBZ(reg3, 3, 0x5D);
ANDI(reg3, reg3, ~0x8); //clear flag
STB(reg3, 3, 0x5D);
} EndIf();
If(flagReg, EQUAL_I, 1);
{
LBZ(reg3, 3, 0x5D);
ORI(reg3, reg3, 0x8); //set flag
STB(reg3, 3, 0x5D);
} EndIf();
RestoreRegisters();
ASMEnd(0x8803005d); //lbz r0, 0x5D (r3)
}
void ActualCodes()
{
endlessFriendlies();
if (DI_DRAW_INDEX != -1) {
DrawDI();
}
if (SAVE_STATES_INDEX != -1) {
AddArticle();
RemoveArticle();
}
if(!constantOverrides.empty()) {
constantOverride();
}
if(DBZ_MODE_INDEX != -1) {
DBZMode();
}
if(ALT_STAGE_BEHAVIOR_INDEX != -1) {
//ASMStart(0x8094a168);
#if BUILD_TYPE == PROJECT_PLUS
ASMStart(0x8010f990);
#else
ASMStart(0x8094bf60);
#endif
SaveRegisters();
int Reg1 = 3;
int Reg2 = 4;
int Reg3 = 5;
int Reg4 = 6;
LoadWordToReg(Reg1, ALT_STAGE_BEHAVIOR_INDEX + Line::VALUE);
If(Reg1, EQUAL_I, 2); //disable
{
SetRegister(Reg1, 0);
SetRegister(Reg2, 0x800B9EA2);
STH(Reg1, Reg2, 0);
SetRegister(Reg2, ALT_STAGE_VAL_LOC);
STH(Reg1, Reg2, 0);
} Else(); If(Reg1, EQUAL_I, 1); //random
{
#if BUILD_TYPE == PROJECT_PLUS
vector<int> alts = { 0, BUTTON_L, BUTTON_R, BUTTON_Z, BUTTON_Y };
#else
vector<int> alts = { 0, BUTTON_L, BUTTON_Z, BUTTON_START };
#endif
LoadWordToReg(Reg1, Reg2, RANDOM_ALTS_MATCH_START_FLAG);
If(Reg1, EQUAL_I, 1); {
//set new rng value and clear flag
LoadWordToReg(Reg4, 0x805a00bc); //random val
//RLWINM(Reg1, Reg1, 32 - 8, 30, 31);
SetRegister(Reg3, alts.size());
MOD(Reg1, Reg4, Reg3);
SetRegister(Reg3, RANDOM_ALTS_RNG);
STW(Reg1, Reg3, 0);
SetRegister(Reg1, 0);
STW(Reg1, Reg2, 0);
} EndIf();
LoadWordToReg(Reg3, RANDOM_ALTS_RNG);
//SetRegister(Reg2, 4);
//MOD(Reg3, Reg1, Reg2);
for (int i = 0; i < alts.size(); i++) {
If(Reg3, EQUAL_I, i); {
SetRegister(Reg4, alts[i]);
} EndIf();
}
/*If(Reg3, EQUAL_I, 1);
{
SetRegister(Reg3, BUTTON_L);
} EndIf();
If(Reg3, EQUAL_I, 2);
{
SetRegister(Reg3, BUTTON_START);
} EndIf();
If(Reg3, EQUAL_I, 3);
{
SetRegister(Reg3, BUTTON_Z);
} EndIf();*/
SetRegister(Reg2, 0x800B9EA2);
STH(Reg4, Reg2, 0);
SetRegister(Reg2, ALT_STAGE_VAL_LOC);
STH(Reg4, Reg2, 0);
} EndIf(); EndIf();
RestoreRegisters();
#if BUILD_TYPE == PROJECT_PLUS
ASMEnd(0x7cbd2b78); //mr r29, r5
#else
ASMEnd(0x7fe3fb78); //mr r3, r31
#endif
//ASMEnd(0x809d0038); //lwz r4, r29, 0x38
}
if (CROWD_CHEER_TOGGLE_INDEX != -1) {
ASMStart(0x8081AD54);
SaveRegisters();
int reg1 = 31;
LoadWordToReg(reg1, CROWD_CHEER_TOGGLE_INDEX + Line::VALUE);
If(reg1, EQUAL_I, false); {
RestoreRegisters();
SetRegister(3, 0);
BLR();
} EndIf();
RestoreRegisters();
ASMEnd(0x9421ffd0); //stwu sp, -0x30(sp)
}
if (STALING_TOGGLE_INDEX != -1) {
ASMStart(0x808e00a4);
LoadWordToReg(6, STALING_TOGGLE_INDEX + Line::VALUE);
If(6, EQUAL_I, 1); {
SetRegister(0, 8);
} EndIf();
If(6, EQUAL_I, 2); {
SetRegister(0, 0);
} EndIf();
SetRegister(6, 0x808E0000);
ASMEnd(0x5400efff); //rlwinm. r0, r0, 29, 31, 31
}
printf("%X\n", SHIELD_RED_1);
ControlCodes();
}
void CreateMenu(Page MainPage)
{
//make pages
CurrentOffset = START_OF_CODE_MENU;
vector<Page*> Pages(1, &MainPage);
vector<int> CalledPageOffsets(1, 0);
int EndOffset = MainPage.Size;
for (int i = 0; i < Pages.size(); i++) {
CurrentOffset += Page::NUM_WORD_ELEMS * 4;
for (Line* &x : Pages[i]->Lines) {
if (x->Index != nullptr) {
*(x->Index) = CurrentOffset;
}
//printf("%X\n", CurrentOffset);
CurrentOffset += x->Size;
if (x->type == PRINT_LINE) {
int offset = CurrentOffset - x->numArgs * 4;
//printf("%d\n%X\n%X\n", x->Size, CurrentOffset, offset);
for (auto arg : x->args) {
*arg = offset;
offset += 4;
}
}
if (x->type == SUB_MENU_LINE) {
x->SubMenuOffset = EndOffset - CalledPageOffsets[i];
Pages.push_back(x->SubMenuPtr);
CalledPageOffsets.push_back(EndOffset);
EndOffset += x->SubMenuPtr->Size;
}
}
//Pages[i]->Lines.back()->Size = 0;
}
//setup header
vector<u8> Header;
AddValueToByteArray(START_OF_CODE_MENU, Header); //current page ptr
AddValueToByteArray(START_OF_CODE_MENU, Header); //main page ptr
//button combos
AddValueToByteArray(BUTTON_L | BUTTON_R | BUTTON_Y , Header); //salty runback
AddValueToByteArray(BUTTON_L | BUTTON_R | BUTTON_X, Header); //skip results
//line colors
AddValueToByteArray(WHITE, Header); //normal line color
AddValueToByteArray(YELLOW, Header); //highlighted line color
AddValueToByteArray(TEAL, Header); //changed line color
AddValueToByteArray(BLUE, Header); //changed and highlighted line color
AddValueToByteArray(GREEN, Header); //comment line color
//frame timers
AddValueToByteArray(0, Header); //move frame timer
AddValueToByteArray(0, Header); //value frame timer
AddValueToByteArray(0, Header); //frame advance frame timer
//control flags
AddValueToByteArray(CODE_MENU_CLOSED, Header); //prev flag
AddValueToByteArray(CODE_MENU_CLOSED, Header); //current flag
AddValueToByteArray(0, Header); //infinite friendlies flag
AddValueToByteArray(0, Header); //auto save replays flag
AddValueToByteArray(0, Header); //group records flag
//button mask
AddValueToByteArray(0, Header); //code menu mask
AddValueToByteArray(0, Header); //button activator mask
for(int i = 0; i < 8; i++) { AddValueToByteArray(0, Header); } //main mask
//old debug state
AddValueToByteArray(0, Header); //old debug state
AddValueToByteArray(0, Header); //camera lock state
//old camera pos
AddValueToByteArray(0, Header); //old camera pos
//save state buffer ptr
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header); //article ptr
AddValueToByteArray(0, Header); //article ID ptr
AddValueToByteArray(0, Header); //article resource ptr
AddValueToByteArray(0, Header); //locations to update ptr locs
AddValueToByteArray(0, Header); //locations to clear ptr locs
AddValueToByteArray(0, Header); //saved article ptr list
//reset line stack
AddValueToByteArray(RESET_LINES_STACK_LOC, Header); //reset line stack
for (int i = 0; i < MAX_SUBPAGE_DEPTH + 1; i++) { AddValueToByteArray(0, Header); }
//address arrays
//character switcher
AddValueToByteArray(CHARACTER_SELECT_P1_INDEX, Header); //P1
AddValueToByteArray(CHARACTER_SELECT_P2_INDEX, Header); //P2
AddValueToByteArray(CHARACTER_SELECT_P3_INDEX, Header); //P3
AddValueToByteArray(CHARACTER_SELECT_P4_INDEX, Header); //P4
//infinite shields
AddValueToByteArray(INFINITE_SHIELDS_P1_INDEX, Header); //P1
AddValueToByteArray(INFINITE_SHIELDS_P2_INDEX, Header); //P2
AddValueToByteArray(INFINITE_SHIELDS_P3_INDEX, Header); //P3
AddValueToByteArray(INFINITE_SHIELDS_P4_INDEX, Header); //P4
//percent selection values
AddValueToByteArray(PERCENT_SELECT_VALUE_P1_INDEX, Header); //P1
AddValueToByteArray(PERCENT_SELECT_VALUE_P2_INDEX, Header); //P2
AddValueToByteArray(PERCENT_SELECT_VALUE_P3_INDEX, Header); //P3
AddValueToByteArray(PERCENT_SELECT_VALUE_P4_INDEX, Header); //P4
//percent selection activators
AddValueToByteArray(PERCENT_SELECT_ACTIVATOR_P1_INDEX, Header); //P1
AddValueToByteArray(PERCENT_SELECT_ACTIVATOR_P2_INDEX, Header); //P2
AddValueToByteArray(PERCENT_SELECT_ACTIVATOR_P3_INDEX, Header); //P3
AddValueToByteArray(PERCENT_SELECT_ACTIVATOR_P4_INDEX, Header); //P4
//disable DPad activators
AddValueToByteArray(DISABLE_DPAD_P1_INDEX, Header); //P1
AddValueToByteArray(DISABLE_DPAD_P2_INDEX, Header); //P2
AddValueToByteArray(DISABLE_DPAD_P3_INDEX, Header); //P3
AddValueToByteArray(DISABLE_DPAD_P4_INDEX, Header); //P4
//Endless Rotation player queue
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header);
//Endless Rotation sort buffer
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header);
//Endless Rotation comp func
AddValueToByteArray(0x80630000, Header);
AddValueToByteArray(0x80840000, Header);
AddValueToByteArray(0x7C641850, Header);
AddValueToByteArray(0x4E800020, Header);
//replay buffers
for(int i = 0; i < 5; i++) { AddValueToByteArray(0, Header); } //nte buffer
for(int i = 0; i < 2; i++) { AddValueToByteArray(0, Header); } //section buffer
for(int i = 0; i < 12; i++) { AddValueToByteArray(0, Header); } //crypto buffer
//button conversion tables
Header.insert(Header.end(), CODE_MENU_WIIMOTE_CONVERSION_TABLE.begin(), CODE_MENU_WIIMOTE_CONVERSION_TABLE.end());
Header.insert(Header.end(), CODE_MENU_WIICHUCK_CONVERSION_TABLE.begin(), CODE_MENU_WIICHUCK_CONVERSION_TABLE.end());
Header.insert(Header.end(), CODE_MENU_CLASSIC_CONVERSION_TABLE.begin(), CODE_MENU_CLASSIC_CONVERSION_TABLE.end());
//Display tag hex
for (auto x : { P1_TAG_HEX_LOC, P2_TAG_HEX_LOC, P3_TAG_HEX_LOC, P4_TAG_HEX_LOC }) {
AddValueToByteArray('$', Header);
for (int i = 0; i < 23; i++) { AddValueToByteArray((u8)0, Header); }
}
//Endless Friendlies rotation ptrs
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header);
AddValueToByteArray(0, Header);
//random alts
//rng
AddValueToByteArray(0, Header);
//start match flag
AddValueToByteArray(1, Header);
//TEAM_SETTINGS_LOC
AddValueToByteArray(0, Header);
//TAG_LOAD_FLAGS_LOC
AddValueToByteArray(0, Header);
//PREV_TAG_COSTUMES_SETTING_LOC
AddValueToByteArray(0, Header);
//DOLPHIN_MOUNT_VF_LOC
AddValueToByteArray(0, Header);
//CODE_MENU_OLD_CAMERA_MATRIX_LOC
for (int i = 0; i < 12; i++) { AddValueToByteArray(0, Header); }
//CODE_MENU_NEED_TO_SAVE_CAMERA_MATRIX_FLAG_LOC
AddValueToByteArray(0, Header);
//SHOULD_DISPLAY_HUD_FLAG_LOC
AddValueToByteArray(0, Header);
//SHOULD_RESET_HITBOX_DISPLAY_FLAG_LOC
AddValueToByteArray(0, Header);
//SHOULD_RESET_STAGE_COLLISIONS_FLAG_LOC
AddValueToByteArray(0, Header);
//Auto L-Cancelling
AddValueToByteArray(ALC_P1_INDEX, Header);
AddValueToByteArray(ALC_P2_INDEX, Header);
AddValueToByteArray(ALC_P3_INDEX, Header);
AddValueToByteArray(ALC_P4_INDEX, Header);
//Big Head Mode Index
AddValueToByteArray(BIG_HEAD_INDEX, Header);
//Random Angle Mode
AddValueToByteArray(RANDOM_ANGLE_INDEX, Header);
//War Mode Index
AddValueToByteArray(WAR_MODE_INDEX, Header);
//Input Buffer
AddValueToByteArray(BUFFER_P1_INDEX, Header);
AddValueToByteArray(BUFFER_P2_INDEX, Header);
AddValueToByteArray(BUFFER_P3_INDEX, Header);
AddValueToByteArray(BUFFER_P4_INDEX, Header);
//Scale Modifier
AddValueToByteArray(SCALE_INDEX, Header);
//Scale Modifier
AddValueToByteArray(SPEED_INDEX, Header);
//draw settings buffer
vector<u32> DSB(0x200 / 4, 0);
DSB[0x4 / 4] = 0xFFFFFFFF;
DSB[0x38 / 4] = 1;
DSB[0x3C / 4] = 1;
DSB[0x4C / 4] = 0x01000000;
DSB[0x50 / 4] = 0x3D800000;
DSB[0x58 / 4] = 0x3f793cde;
DSB[(0x100 + 0x4C) / 4] = DRAW_SETTINGS_BUFFER_LOC + 0x100;
DSB[0x1D0 / 4] = DRAW_SETTINGS_BUFFER_LOC + 0x100;
for (auto x : DSB) {
AddValueToByteArray(x, Header);
}
if (START_OF_CODE_MENU - START_OF_CODE_MENU_HEADER != Header.size()) {