[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