[version=100, target=main]

// Tag Layout Edits
//529B68: // makes GameDataFunction::getCoinCollectNumMax return zero so purple coin counter gets killed during layout init
//    MOV X0, #0
//    RET



// needed to make gpu perf show on screen
//BDFAD4:
//    MOV W9, #1
//BDFAE4:
//    CMP W8, #1

// use this to crash the game
//    MOV X0, #0
//    STR X0, [X0]



//4C8958:
//    BL initDebugListHook

//859FFC: // Changes controller applet to require two controllers to start (isnt enforced)
//    MOV W22, #2

//86696C: // sets controller mode to index (game normally uses any which means p1 controls slots p2-p4 while in one player mode)
//    MOV W8, WZR

//9A3E2C: // makes the max player number function return 1 so that only the first player (main player) is the one that gets checked when any function loops through the player buffer
//    MOV W0, #1

// Snapshot Button Disabling
//576FB8: // rs::isTriggerSnapShotMode
//    MOV X0, #0
//    RET

// Pause Menu Edits
//4EAF04:
//    BL overrideNerveHook
//    MOV X1, X0
//    MOV X0, #1

//4EAE58: // forces StageSceneStatePauseMenu to immediately select continue
//    MOV X0, #1

// very wip stuff for implementing custom executors
// 4D1814 BL updateStateHook

// 87C90C BL updateDrawHook