51 lines
1.4 KiB
Plaintext
51 lines
1.4 KiB
Plaintext
![]() |
[version=100, target=main]
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// Tag Layout Edits
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//529B68: // makes GameDataFunction::getCoinCollectNumMax return zero so purple coin counter gets killed during layout init
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// MOV X0, #0
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// RET
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// needed to make gpu perf show on screen
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//BDFAD4:
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// MOV W9, #1
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//BDFAE4:
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// CMP W8, #1
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// use this to crash the game
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// MOV X0, #0
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// STR X0, [X0]
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//4C8958:
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// BL initDebugListHook
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//859FFC: // Changes controller applet to require two controllers to start (isnt enforced)
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// MOV W22, #2
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//86696C: // sets controller mode to index (game normally uses any which means p1 controls slots p2-p4 while in one player mode)
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// MOV W8, WZR
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//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
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// MOV W0, #1
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// Snapshot Button Disabling
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//576FB8: // rs::isTriggerSnapShotMode
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// MOV X0, #0
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// RET
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// Pause Menu Edits
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//4EAF04:
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// BL overrideNerveHook
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// MOV X1, X0
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// MOV X0, #1
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//4EAE58: // forces StageSceneStatePauseMenu to immediately select continue
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// MOV X0, #1
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20CB4C BL modeE3Hook // PlayGuideMenuLyt at StageSceneStateLayout::start+140
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20CA5C BL modeE3Hook // MapMini::appearSlideIn at StageSceneStateLayout::start+50
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20D160 BL modeE3Hook // MapMini::end at StageSceneStateLayout::exeEnd+8C
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20D154 BL playGuideEndHook
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