#include #include #include #include #include #include #include #include "useful.h" #include "saltysd_core.h" #include "saltysd_ipc.h" #include "saltysd_dynamic.h" #include "lua/lua.h" #include "lua/lstate.h" #include "l2c.h" #include "saltysd_helper.h" #include "l2c_imports.h" #include "acmd_imports.h" u32 __nx_applet_type = AppletType_None; static char g_heap[0x8000]; Handle orig_main_thread; void* orig_ctx; void* orig_saved_lr; // app::sv::animcmd::EFFECT_FOLLOW_COLOR(lua_State* a1) __int64_t (*app_sv_animcmd_EFFECT_FOLLOW_COLOR)(__int64_t); void (*AttackModule_clear_all_orig)(__int64_t); void __libnx_init(void* ctx, Handle main_thread, void* saved_lr) { extern char* fake_heap_start; extern char* fake_heap_end; fake_heap_start = &g_heap[0]; fake_heap_end = &g_heap[sizeof g_heap]; orig_ctx = ctx; orig_main_thread = main_thread; orig_saved_lr = saved_lr; // Call constructors. void __libc_init_array(void); __libc_init_array(); } void __attribute__((weak)) NORETURN __libnx_exit(int rc) { // Call destructors. void __libc_fini_array(void); __libc_fini_array(); SaltySD_printf("SaltySD Plugin: jumping to %p\n", orig_saved_lr); __nx_exit(0, orig_saved_lr); } #define is_training_mode _ZN3app9smashball16is_training_modeEv extern uint64_t _ZN3app9smashball16is_training_modeEv(void) LINKABLE; void AttackModule_clear_all_replace(__int64_t attack_module) { AttackModule_clear_all_orig(attack_module); __int64_t battle_module_object_accessor = *(__int64_t*)(attack_module + 0x8); // Clear graphics every time we clear all hitboxes. __int64_t effect_module = *(__int64_t *)(battle_module_object_accessor + 0x140); void (*EffectModule_kill_kind)(__int64_t, __int64_t, __int64_t, __int64_t) = (void (*)(__int64_t, __int64_t, __int64_t, __int64_t))(*(__int64_t*)(*(__int64_t *)(effect_module) + 0xE0LL)); Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL}; EffectModule_kill_kind(effect_module, shieldEffectHash.hash, 0, 1); } void _ZN3app10sv_animcmd6ATTACKEP9lua_State_replace(__int64_t a1) { // Stretched bones fix: Scale down by ModelModule::scale() with lua_State arg of bone? __int64_t v1; // x19 uint64_t v2; // x9 uint64_t i; // x8 // Instantiate our own L2CAgent with the given lua_State L2CAgent l2c_agent; lib_L2CAgent(&l2c_agent, a1); // Get all necessary hitbox params L2CValue bone; L2CValue damage; L2CValue angle; L2CValue kbg; L2CValue wkb; L2CValue bkb; L2CValue size; L2CValue x; L2CValue y; L2CValue z; L2CValue x2; L2CValue y2; L2CValue z2; get_lua_stack(&l2c_agent, 3, &bone); get_lua_stack(&l2c_agent, 4, &damage); get_lua_stack(&l2c_agent, 5, &angle); get_lua_stack(&l2c_agent, 6, &kbg); get_lua_stack(&l2c_agent, 7, &wkb); get_lua_stack(&l2c_agent, 8, &bkb); get_lua_stack(&l2c_agent, 9, &size); get_lua_stack(&l2c_agent, 10, &x); get_lua_stack(&l2c_agent, 11, &y); get_lua_stack(&l2c_agent, 12, &z); get_lua_stack(&l2c_agent, 13, &x2); get_lua_stack(&l2c_agent, 14, &y2); get_lua_stack(&l2c_agent, 15, &z2); __int64_t battle_module_object_accessor = *(__int64_t *)(*(__int64_t *)(a1 - 8) + 416LL); __int64_t attack_module = *(__int64_t *)(battle_module_object_accessor + 0xA0); if (AttackModule_clear_all_orig == 0) { AttackModule_clear_all_orig = (void (*)(__int64_t))(*(__int64_t*)(*(__int64_t *)(attack_module) + 0x50LL)); } *(__int64_t*)(*(__int64_t *)(attack_module) + 0x50LL) = AttackModule_clear_all_replace; v1 = a1; void (*sub_71019420D0)(__int64_t, __int64_t) = (void (*)(__int64_t, __int64_t))(IMPORT(0x71019420D0)); sub_71019420D0(*(__int64_t *)(*(__int64_t *)(a1 - 8) + 416LL), a1); // EFFECT_FOLLOW_COLOR(Graphic, Bone, Z, Y, X, ZRot, YRot, XRot, Size, unknown=0x1, Red, Green, Blue) if (is_training_mode()){ float sizeMult = 19.0 / 200.0; Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL}; L2CValue shieldEffect = {.raw = shieldEffectHash.hash, .type = L2C_hash}; L2CValue xRot = {.raw_float = (float) 0.0, .type = L2C_number}; L2CValue yRot = {.raw_float = (float) 0.0, .type = L2C_number}; L2CValue zRot = {.raw_float = (float) 0.0, .type = L2C_number}; L2CValue unkParam0 = {.raw = (int) 0, .type = L2C_integer}; L2CValue unkParam1 = {.raw = (int) 1, .type = L2C_integer}; L2CValue unkParam2 = {.raw = (float) 35.0f, .type = L2C_number}; L2CValue effectSize = {.raw_float = (float) size.raw_float * sizeMult, .type = L2C_number}; L2CValue red = {.raw_float = 255.0f, .type = L2C_number}; L2CValue green = {.raw_float = 0.0, .type = L2C_number}; L2CValue blue = {.raw_float = 0.0, .type = L2C_number}; int num_effects; if (x2.type != L2C_void && y2.type != L2C_void && z2.type != L2C_void) { num_effects = 4; } else { x2 = x; y2 = y; z2 = z; num_effects = 1; } for (int i = 0; i < num_effects; i++) { L2CValue currX = {.raw_float = (float) x.raw_float + ((x2.raw_float - x.raw_float) / 3 * i), .type = L2C_number}; L2CValue currY = {.raw_float = (float) y.raw_float + ((y2.raw_float - y.raw_float) / 3 * i), .type = L2C_number}; L2CValue currZ = {.raw_float = (float) z.raw_float + ((z2.raw_float - z.raw_float) / 3 * i), .type = L2C_number}; lib_L2CAgent_clear_lua_stack(&l2c_agent); lib_L2CAgent_push_lua_stack(&l2c_agent, &shieldEffect); lib_L2CAgent_push_lua_stack(&l2c_agent, &bone); lib_L2CAgent_push_lua_stack(&l2c_agent, &currX); lib_L2CAgent_push_lua_stack(&l2c_agent, &currY); lib_L2CAgent_push_lua_stack(&l2c_agent, &currZ); lib_L2CAgent_push_lua_stack(&l2c_agent, &xRot); lib_L2CAgent_push_lua_stack(&l2c_agent, &yRot); lib_L2CAgent_push_lua_stack(&l2c_agent, &zRot); lib_L2CAgent_push_lua_stack(&l2c_agent, &effectSize); lib_L2CAgent_push_lua_stack(&l2c_agent, &unkParam1); lib_L2CAgent_push_lua_stack(&l2c_agent, &red); lib_L2CAgent_push_lua_stack(&l2c_agent, &green); lib_L2CAgent_push_lua_stack(&l2c_agent, &blue); app_sv_animcmd_EFFECT_FOLLOW_COLOR(l2c_agent.lua_state_agent); } } // clear_lua_stack section v2 = *(__int64_t *)(v1 + 16); for ( i = **(__int64_t **)(v1 + 32) + 16LL; v2 < i; v2 = *(__int64_t *)(v1 + 16) ) { *(__int64_t *)(v1 + 16) = v2 + 16; *(__int32_t *)(v2 + 8) = 0; } *(__int64_t *)(v1 + 16) = i; } int main(int argc, char *argv[]) { SaltySD_printf("SaltySD Plugin: alive\n"); // Get anchor for imports ANCHOR_ABS = SaltySDCore_getCodeStart(); // Get necessary functions app_sv_animcmd_EFFECT_FOLLOW_COLOR = (__int64_t (*)(__int64_t))(IMPORT(0x7101955F10)); char* ver = "Ver. %d.%d.%d"; u64 dst_3 = SaltySDCore_findCode(ver, strlen(ver)); if (dst_3) { SaltySD_Memcpy(dst_3, "noice v%d%d%d", 13); } // Install animCMD function replacement SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State", &_ZN3app10sv_animcmd6ATTACKEP9lua_State_replace); __libnx_exit(0); }