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0c1ea1212a
* Add initial implementation of the Tamper Machine * Implement Atmosphere opcodes 0, 4 and 9 * Add missing TamperCompilationException class * Implement Atmosphere conditional and loop opcodes 1, 2 and 3 * Inplement input conditional opcode 8 * Add register store opcode A * Implement extended pause/resume opcodes FF0 and FF1 * Implement extended log opcode FFF * Implement extended register conditional opcode C0 * Refactor TamperProgram to an interface * Moved Atmosphere classes to a separate subdirectory * Fix OpProcCtrl class not setting process * Implement extended register save/restore opcodes C1, C2 and C3 * Refactor code emitters to separate classes * Supress memory access errors from the Tamper Machine * Add debug information to tamper register and memory writes * Add block stack check to Atmosphere Cheat compiler * Add handheld input support to Tamper Machine * Fix code styling * Fix build id and cheat case mismatch * Fix invalid immediate size selection * Print build ids of the title * Prevent Tamper Machine from change code regions * Remove Atmosphere namespace * Remove empty cheats from the list * Prevent code modification without disabling the tampering * Fix missing addressing mode in LoadRegisterWithMemory * Fix wrong addressing in RegisterConditional * Add name to the tamper machine thread * Fix code styling
26 lines
908 B
C#
26 lines
908 B
C#
using Ryujinx.HLE.HOS.Tamper.Conditions;
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namespace Ryujinx.HLE.HOS.Tamper.CodeEmitters
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{
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/// <summary>
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/// Code type 8 enters or skips a conditional block based on whether a key combination is pressed.
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/// </summary>
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class KeyPressConditional
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{
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private const int InputMaskIndex = 1;
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private const int InputMaskSize = 7;
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public static ICondition Emit(byte[] instruction, CompilationContext context)
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{
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// 8kkkkkkk
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// k: Keypad mask to check against, see below.
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// Note that for multiple button combinations, the bitmasks should be ORd together.
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// The Keypad Values are the direct output of hidKeysDown().
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ulong inputMask = InstructionHelper.GetImmediate(instruction, InputMaskIndex, InputMaskSize);
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return new InputMask((long)inputMask, context.PressedKeys);
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}
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}
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}
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