mirror of
https://github.com/jugeeya/UltimateTrainingModpack.git
synced 2024-11-24 10:54:16 +00:00
428 lines
15 KiB
C
428 lines
15 KiB
C
#include <switch.h>
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#include <dirent.h>
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#include <stdio.h>
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#include <string.h>
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#include <switch/kernel/ipc.h>
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#include <sys/iosupport.h>
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#include <sys/reent.h>
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#include <math.h>
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#include "crc32.h"
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#include "useful.h"
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#include "saltysd_core.h"
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#include "saltysd_dynamic.h"
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#include "saltysd_ipc.h"
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#include "lua/lstate.h"
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#include "lua/lua.h"
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#include "acmd_imports.h"
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#include "l2c.h"
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#include "l2c_imports.h"
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#include "lua_bind.h"
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#include "lua_helper.h"
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#include "saltysd_helper.h"
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#include "raygun_printer.h"
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#include "taunt_toggles.h"
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u32 __nx_applet_type = AppletType_None;
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static char g_heap[0x8000];
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Handle orig_main_thread;
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void *orig_ctx;
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void *orig_saved_lr;
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u64 effect_manager_addr;
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u64 fighter_manager_addr;
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u64 sv_set_function_hash_addr;
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void (*AttackModule_set_attack_lua_state)(u64, u64);
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void (*AttackModule_clear_all_orig)(u64);
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void (*AttackModule_clear_orig)(u64, int);
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#define PI 3.14159265358979323846
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void __libnx_init(void *ctx, Handle main_thread, void *saved_lr) {
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extern char *fake_heap_start;
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extern char *fake_heap_end;
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fake_heap_start = &g_heap[0];
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fake_heap_end = &g_heap[sizeof g_heap];
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orig_ctx = ctx;
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orig_main_thread = main_thread;
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orig_saved_lr = saved_lr;
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// Call constructors.
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void __libc_init_array(void);
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__libc_init_array();
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}
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void __attribute__((weak)) NORETURN __libnx_exit(int rc) {
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// Call destructors.
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void __libc_fini_array(void);
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__libc_fini_array();
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SaltySD_printf("SaltySD Plugin: jumping to %p\n", orig_saved_lr);
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__nx_exit(0, orig_saved_lr);
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while (true);
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}
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Vector3f id_colors[8] = {
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{1.0f, 0.0f, 0.0f}, {0.7843f, 0.3529f, 1.0f},
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{1.0f, 0.7843f, 0.7843f}, {0.0f, 1.0f, 0.8431f},
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{1.0f, 0.4706f, 0.0f}, {0.7843f, 0.7059f, 0.0f},
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{0.7843f, 0.0f, 1.0f}, {0.3765f, 0.2863f, 0.5294f},
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};
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#define is_training_mode _ZN3app9smashball16is_training_modeEv
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extern u64 _ZN3app9smashball16is_training_modeEv(void) LINKABLE;
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void AttackModule_clear_all_replace(u64 attack_module) {
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AttackModule_clear_all_orig(attack_module);
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if (is_training_mode()) {
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u64 battle_object_module_accessor = LOAD64(attack_module + 0x8);
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// Clear graphics every time we clear all hitboxes.
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u64 effect_module = LOAD64(battle_object_module_accessor + 0x140);
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void (*EffectModule_kill_kind)(u64, u64, bool, bool) = (void (*)(
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u64, u64, bool, bool))(LOAD64(LOAD64(effect_module) + 0xE0LL));
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Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
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EffectModule_kill_kind(effect_module, shieldEffectHash.hash, 0, 1);
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}
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}
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void AttackModule_clear_replace(u64 attack_module, int id) {
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AttackModule_clear_orig(attack_module, id);
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// TODO: Kill effect based on hitbox ID
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}
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void lib_L2CAgent_push_color(L2CAgent *l2c_agent, Vector3f color) {
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L2CValue red = {.raw_float = color.x, .type = L2C_number};
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L2CValue green = {.raw_float = color.y, .type = L2C_number};
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L2CValue blue = {.raw_float = color.z, .type = L2C_number};
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lib_L2CAgent_push_lua_stack(l2c_agent, &red);
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lib_L2CAgent_push_lua_stack(l2c_agent, &green);
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lib_L2CAgent_push_lua_stack(l2c_agent, &blue);
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}
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void generate_hitbox_effects(L2CAgent *l2c_agent, L2CValue *id, L2CValue *bone,
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L2CValue *size, L2CValue *x, L2CValue *y,
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L2CValue *z, L2CValue *x2, L2CValue *y2,
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L2CValue *z2) {
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float sizeMult = 19.0 / 200.0;
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Hash40 shieldEffectHash = {.hash = 0xAFAE75F05LL};
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L2CValue shieldEffect = {.raw = shieldEffectHash.hash, .type = L2C_hash};
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L2CValue xRot = {.raw_float = 0.0, .type = L2C_number};
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L2CValue yRot = {.raw_float = 0.0, .type = L2C_number};
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L2CValue zRot = {.raw_float = 0.0, .type = L2C_number};
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L2CValue terminate = {.raw = 1, .type = L2C_bool};
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L2CValue effectSize = {.raw_float = (float)size->raw_float * sizeMult,
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.type = L2C_number};
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L2CValue rate = {.raw_float = 8.0f, .type = L2C_number};
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// Extended Hitboxes if x2, y2, z2 are not L2CValue::nil
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int num_effects;
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if (x2->type != L2C_void && y2->type != L2C_void && z2->type != L2C_void) {
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num_effects = 4;
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} else {
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*x2 = *x;
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*y2 = *y;
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*z2 = *z;
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num_effects = 1;
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}
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for (int i = 0; i < num_effects; i++) {
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// EFFECT_FOLLOW_NO_SCALE(graphic, bone, x, y, z, xrot, yrot, zrot, size,
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// terminate)
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L2CValue currX = {
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.raw_float = x->raw_float + ((x2->raw_float - x->raw_float) / 3 * i),
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.type = L2C_number};
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L2CValue currY = {
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.raw_float = y->raw_float + ((y2->raw_float - y->raw_float) / 3 * i),
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.type = L2C_number};
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L2CValue currZ = {
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.raw_float = z->raw_float + ((z2->raw_float - z->raw_float) / 3 * i),
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.type = L2C_number};
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lib_L2CAgent_clear_lua_stack(l2c_agent);
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lib_L2CAgent_push_lua_stack(l2c_agent, &shieldEffect);
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lib_L2CAgent_push_lua_stack(l2c_agent, bone);
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lib_L2CAgent_push_lua_stack(l2c_agent, &currX);
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lib_L2CAgent_push_lua_stack(l2c_agent, &currY);
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lib_L2CAgent_push_lua_stack(l2c_agent, &currZ);
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lib_L2CAgent_push_lua_stack(l2c_agent, &xRot);
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lib_L2CAgent_push_lua_stack(l2c_agent, &yRot);
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lib_L2CAgent_push_lua_stack(l2c_agent, &zRot);
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lib_L2CAgent_push_lua_stack(l2c_agent, &effectSize);
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lib_L2CAgent_push_lua_stack(l2c_agent, &terminate);
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app_sv_animcmd_EFFECT_FOLLOW_NO_SCALE(l2c_agent->lua_state_agent);
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// Set to hitbox ID color
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// LAST_EFFECT_SET_COLOR(Red, Green, Blue)
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lib_L2CAgent_clear_lua_stack(l2c_agent);
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lib_L2CAgent_push_color(l2c_agent, id_colors[id->raw % 8]);
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app_sv_animcmd_LAST_EFFECT_SET_COLOR(l2c_agent->lua_state_agent);
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// Speed up animation by rate to remove pulsing effect
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// LAST_EFFECT_SET_RATE(Rate)
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lib_L2CAgent_clear_lua_stack(l2c_agent);
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lib_L2CAgent_push_lua_stack(l2c_agent, &rate);
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app_sv_animcmd_LAST_EFFECT_SET_RATE(l2c_agent->lua_state_agent);
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}
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}
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void app_sv_animcmd_ATTACK_replace(u64 a1) {
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u64 v1; // x19
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u64 v2; // x9
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u64 i; // x8
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// Instantiate our own L2CAgent with the given lua_State
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L2CAgent l2c_agent;
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lib_L2CAgent(&l2c_agent, a1);
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// Get all necessary hitbox params
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L2CValue id, bone, damage, angle, kbg, wkb, bkb, size, x, y, z, x2, y2, z2;
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get_lua_stack(&l2c_agent, 1, &id);
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get_lua_stack(&l2c_agent, 3, &bone);
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get_lua_stack(&l2c_agent, 4, &damage);
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get_lua_stack(&l2c_agent, 5, &angle);
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get_lua_stack(&l2c_agent, 6, &kbg);
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get_lua_stack(&l2c_agent, 7, &wkb);
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get_lua_stack(&l2c_agent, 8, &bkb);
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get_lua_stack(&l2c_agent, 9, &size);
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get_lua_stack(&l2c_agent, 10, &x);
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get_lua_stack(&l2c_agent, 11, &y);
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get_lua_stack(&l2c_agent, 12, &z);
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get_lua_stack(&l2c_agent, 13, &x2);
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get_lua_stack(&l2c_agent, 14, &y2);
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get_lua_stack(&l2c_agent, 15, &z2);
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// original code: parse lua stack and call AttackModule::set_attack()
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v1 = a1;
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AttackModule_set_attack_lua_state(LOAD64(LOAD64(a1 - 8) + 416LL), a1);
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if (HITBOX_VIS && is_training_mode()) {
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// Replace AttackModule::clear_all() and AttackModule::clear(int)
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u64 battle_object_module_accessor = LOAD64(LOAD64(a1 - 8) + 416LL);
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u64 attack_module = LOAD64(battle_object_module_accessor + 0xA0);
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u64 attack_module_clear_all = LOAD64(attack_module) + 0x50LL;
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if (AttackModule_clear_all_orig == 0) {
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AttackModule_clear_all_orig =
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(void (*)(u64))(LOAD64(attack_module_clear_all));
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}
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LOAD64(attack_module_clear_all) = (u64) AttackModule_clear_all_replace;
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u64 attack_module_clear = LOAD64(attack_module) + 0x58LL;
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if (AttackModule_clear_orig == 0) {
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AttackModule_clear_orig = (void (*)(u64, int))(LOAD64(attack_module_clear));
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}
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LOAD64(attack_module_clear) = (u64) AttackModule_clear_replace;
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// Generate hitbox effect(s)
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generate_hitbox_effects(&l2c_agent, &id, &bone, &size, &x, &y, &z, &x2, &y2,
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&z2);
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}
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// original code: clear_lua_stack section
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v2 = LOAD64(v1 + 16);
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for (i = **(u64 **)(v1 + 32) + 16LL; v2 < i; v2 = LOAD64(v1 + 16)) {
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LOAD64(v1 + 16) = v2 + 16;
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*(__int32_t *)(v2 + 8) = 0;
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}
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LOAD64(v1 + 16) = i;
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}
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bool is_operation_cpu(u64 battle_object_module_accessor) {
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// entry_id_var: 0x10000000;
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int entry_id_var;
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if (lib_lua_bind_get_value(0xF370199DB936C5ED, &entry_id_var) & 1) {
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int entry_id =
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WorkModule_get_int(battle_object_module_accessor, entry_id_var);
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u64 fighter_information = FighterManager_get_fighter_information(
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LOAD64(fighter_manager_addr), entry_id);
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return FighterInformation_is_operation_cpu(fighter_information);
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}
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return false;
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}
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u64 WorkModule_enable_transition_term_group_impl_replace(
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u64 battle_object_module_accessor, u64 transition_group) {
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if (TOGGLE_STATE == MASH_AIRDODGE && is_training_mode()) {
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// 0x1F00000D for airdodge
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if (transition_group == 0x1F00000D) {
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if (is_operation_cpu(battle_object_module_accessor)) {
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int status_kind =
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StatusModule_status_kind(battle_object_module_accessor);
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// Damage -> DamageFall
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if (status_kind >= 0x48 && status_kind <= 0x50)
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StatusModule_change_status_request_from_script(
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battle_object_module_accessor, 0x22, 1);
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}
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}
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}
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// call original WorkModule::enable_transition_term_group_impl
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u64 work_module = LOAD64(battle_object_module_accessor + 0x50);
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u64 enable_transition_term_group_impl = LOAD64(work_module) + 0x140LL;
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u64 (*work_module_enable_transition_term_group_impl)(u64, u64) =
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(u64(*)(u64, u64))(LOAD64(enable_transition_term_group_impl));
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return work_module_enable_transition_term_group_impl(work_module,
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transition_group);
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}
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void show_angle(u64 battle_object_module_accessor, float y, float x, float zrot) {
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Hash40 raygunShot = {.hash = 0x11e470b07fLL};
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Hash40 top = {.hash = 0x031ed91fcaLL};
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Vector3f pos = {.x = x, .y = y, .z = 0};
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Vector3f rot = {.x = 0, .y = 90, .z = zrot};
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Vector3f random = {.x = 0, .y = 0, .z = 0};
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float size = 0.5;
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EffectModule_req_on_joint(battle_object_module_accessor, raygunShot.hash, top.hash,
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&pos, &rot, size,
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&random, &random,
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0, 0, 0, 0);
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}
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float WorkModule_get_float_replace(u64 battle_object_module_accessor, int var) {
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if (DI_STATE != NONE && is_training_mode()) {
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if (is_operation_cpu(battle_object_module_accessor)) {
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int status_kind = StatusModule_status_kind(battle_object_module_accessor);
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// Damage -> DamageFall
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if (status_kind >= 0x48 && status_kind <= 0x50) {
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int DI_stick_x_ID;
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int DI_stick_y_ID;
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float angle = (DI_STATE - 1) * PI / 4.0;
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if (lib_lua_bind_get_value(0xA4D50A730E36970E, &DI_stick_x_ID) &&
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var == DI_stick_x_ID)
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return cos(angle);
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if (lib_lua_bind_get_value(0xEED4095B229D825B, &DI_stick_y_ID) &&
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var == DI_stick_y_ID)
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return sin(angle);
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}
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}
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}
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// call original WorkModule::get_float_impl
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u64 work_module = LOAD64(battle_object_module_accessor + 0x50);
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u64 get_float_impl = LOAD64(work_module) + 0x58LL;
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float (*work_module_get_float_impl)(u64, int) =
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(float (*)(u64, int))(LOAD64(get_float_impl));
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return work_module_get_float_impl(work_module, var);
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}
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void MotionModule_change_motion_replace(u64 battle_object_module_accessor,
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u64 hash, float start_frame,
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float frame_speed_mult, bool unk1,
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float unk2, bool unk3, bool unk4) {
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const char *down_taunt_l = "appeal_lw_l";
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const char *down_taunt_r = "appeal_lw_r";
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const char *up_taunt_l = "appeal_hi_l";
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const char *up_taunt_r = "appeal_hi_r";
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const char *side_taunt_l = "appeal_s_l";
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const char *side_taunt_r = "appeal_s_r";
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// Down Taunt
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if (hash == hash40(down_taunt_l) || hash == hash40(down_taunt_r)) {
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TOGGLE_STATE = (TOGGLE_STATE + 1) % NUM_TOGGLE_STATES;
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if (TOGGLE_STATE)
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print_string(battle_object_module_accessor, "MASH\nAIRDODGE");
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else
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print_string(battle_object_module_accessor, "NONE");
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}
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// Up Taunt
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else if (hash == hash40(up_taunt_l) || hash == hash40(up_taunt_r)) {
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HITBOX_VIS = !HITBOX_VIS;
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if (HITBOX_VIS)
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print_string(battle_object_module_accessor, "HITBOX\nVIS");
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else
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print_string(battle_object_module_accessor, "NO\nHITBOX");
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}
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// Side Taunt
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else if (hash == hash40(side_taunt_l) || hash == hash40(side_taunt_r)) {
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// currently has issues: sometimes crashes. We'll use global parameters instead.
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/*
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DI_STATE = (DI_STATE + 1) % NUM_DI_STATES;
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if (DI_STATE != NONE) {
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float angle = (DI_STATE - 1) * PI / 4.0;
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show_angle(battle_object_module_accessor, -10*sin(angle)+10, 10*cos(angle), -1 * angle * 180.0 / PI );
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}
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*/
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}
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// call original WorkModule::enable_transition_term_group_impl
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u64 motion_module = LOAD64(battle_object_module_accessor + 0x88);
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u64 change_motion_impl = LOAD64(motion_module) + 0xD8LL;
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void (*motion_module_change_motion_impl)(u64, u64, float, float, bool, float,
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bool, bool) =
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(void (*)(u64, u64, float, float, bool, float, bool, bool))(
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LOAD64(change_motion_impl));
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motion_module_change_motion_impl(motion_module, hash, start_frame,
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frame_speed_mult, unk1, unk2, unk3, unk4);
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}
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int main(int argc, char *argv[]) {
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SaltySD_printf("SaltySD Plugin: alive\n");
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// Get anchor for imports
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ANCHOR_ABS = SaltySDCore_getCodeStart();
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const char* ver = "Ver. %d.%d.%d";
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u64 dst_3 = SaltySDCore_findCode((u8*)ver, strlen(ver));
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if (dst_3) {
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SaltySD_Memcpy(dst_3, (u64) "Noice v%d%d%d", 13);
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}
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effect_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonINS_13EffectManagerEE9instance_E");
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fighter_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app14FighterManagerEE9instance_E");
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AttackModule_set_attack_lua_state =
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(void (*)(u64, u64)) SaltySDCore_FindSymbol("_ZN3app10sv_animcmd6ATTACKEP9lua_State") + 0xD0 -
|
|
0x70;
|
|
|
|
// Install animCMD function replacement
|
|
SaltySD_function_replace_sym("_ZN3app10sv_animcmd6ATTACKEP9lua_State",
|
|
(u64)&app_sv_animcmd_ATTACK_replace);
|
|
|
|
SaltySD_function_replace_sym(
|
|
"_ZN3app8lua_bind45WorkModule__enable_transition_term_group_implEPNS_26BattleObjectModuleAccessorEi",
|
|
(u64)&WorkModule_enable_transition_term_group_impl_replace);
|
|
|
|
SaltySD_function_replace_sym(
|
|
"_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi",
|
|
(u64)&WorkModule_get_float_replace);
|
|
|
|
SaltySD_function_replace_sym(
|
|
"_ZN3app8lua_bind32MotionModule__change_motion_implEPNS_26BattleObjectModuleAccessorEN3phx6Hash40Effbfbb",
|
|
(u64)&MotionModule_change_motion_replace);
|
|
|
|
__libnx_exit(0);
|
|
}
|