#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; 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); } Vector3f id_colors[8] = { {1.0f, 0.0f, 0.0f}, {0.7843f, 0.3529f, 1.0f}, {1.0f, 0.7843f, 0.7843f}, {0.0f, 1.0f, 0.8431f}, {1.0f, 0.4706f, 0.0f}, {0.7843f, 0.7059f, 0.0f}, {0.7843f, 0.0f, 1.0f}, {0.3765f, 0.2863f, 0.5294f}, }; #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); if (is_training_mode()) { __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 lib_L2CAgent_push_color(__int64_t *l2c_agent, Vector3f color) { L2CValue red = {.raw_float = color.x, .type = L2C_number}; L2CValue green = {.raw_float = color.y, .type = L2C_number}; L2CValue blue = {.raw_float = color.z, .type = L2C_number}; lib_L2CAgent_push_lua_stack(l2c_agent, &red); lib_L2CAgent_push_lua_stack(l2c_agent, &green); lib_L2CAgent_push_lua_stack(l2c_agent, &blue); } void app_sv_animcmd_ATTACK_replace(__int64_t a1) { SaltySD_printf("In attack code with lua_state ptr: %llx\n", a1); __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 id, bone, damage, angle, kbg, wkb, bkb, size, x, y, z, x2, y2, z2; get_lua_stack(&l2c_agent, 1, &id); 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); // original code: parse lua stack and call AttackModule::set_attack() 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); if (is_training_mode()) { // Replace AttackModule::clear_all() __int64_t battle_module_object_accessor = *(__int64_t *)(*(__int64_t *)(a1 - 8) + 416LL); __int64_t attack_module = *(__int64_t *)(battle_module_object_accessor + 0xA0); __int64_t attack_module_clear_all = *(__int64_t *)(attack_module) + 0x50LL; if (AttackModule_clear_all_orig == 0) { AttackModule_clear_all_orig = (void (*)(__int64_t))(*(__int64_t *)(attack_module_clear_all)); } *(__int64_t *)(attack_module_clear_all) = AttackModule_clear_all_replace; // Generate hitbox effect // EFFECT_FOLLOW_COLOR(Graphic, Bone, Z, Y, X, ZRot, YRot, XRot, Size, unknown=0x1, Red, Green, Blue) 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 terminate = {.raw = (int)1, .type = L2C_integer}; L2CValue attribute = {.raw = 0x101C000, .type = L2C_integer}; // for EFFECT_ATTR L2CValue l2c_true = {.raw = (bool)1, .type = L2C_bool}; L2CValue l2c_false = {.raw = (bool)0, .type = L2C_bool}; L2CValue effectSize = {.raw_float = (float)size.raw_float * sizeMult, .type = L2C_number}; L2CValue rate = {.raw_float = 8.0f, .type = L2C_number}; // Extended Hitboxes if x2, y2, z2 are not L2CValue::nil 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, &terminate); app_sv_animcmd_EFFECT_FOLLOW_NO_SCALE(l2c_agent.lua_state_agent); // Set to hitbox ID color lib_L2CAgent_clear_lua_stack(&l2c_agent); lib_L2CAgent_push_color(&l2c_agent, id_colors[id.raw % 8]); app_sv_animcmd_LAST_EFFECT_SET_COLOR(l2c_agent.lua_state_agent); // Speed up animation by rate to remove pulsing effect lib_L2CAgent_clear_lua_stack(&l2c_agent); lib_L2CAgent_push_lua_stack(&l2c_agent, &rate); app_sv_animcmd_LAST_EFFECT_SET_RATE(l2c_agent.lua_state_agent); } } // original code: 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(); 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", &app_sv_animcmd_ATTACK_replace); __libnx_exit(0); }