SuperMarioOdysseyOnline/patches/tests.slpatch

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[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