Add custom symbols toml and made non-relocatable versions of original gamestate functions, added base patch for Play_Init

This commit is contained in:
Mr-Wiseguy 2024-10-11 21:15:11 -04:00
parent aeefc1b6bb
commit fdbdf5edb0
4 changed files with 347 additions and 2 deletions

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@ -9,7 +9,7 @@ single_file_output = true
use_absolute_symbols = true use_absolute_symbols = true
# Point the recompiler at the symbol files so that it can resolve relocations during recompilation. # Point the recompiler at the symbol files so that it can resolve relocations during recompilation.
func_reference_syms_file = "Zelda64RecompSyms/mm.us.rev1.syms.toml" func_reference_syms_file = "Zelda64RecompSyms/mm.us.rev1.syms.toml"
data_reference_syms_files = [ "Zelda64RecompSyms/mm.us.rev1.datasyms.toml", "Zelda64RecompSyms/mm.us.rev1.datasyms_static.toml" ] data_reference_syms_files = [ "Zelda64RecompSyms/mm.us.rev1.datasyms.toml", "Zelda64RecompSyms/mm.us.rev1.datasyms_static.toml", "patches/custom_syms.toml" ]
# Tell the recompiler to write the output binary. Doing this instead of using objcopy allows the recompiler to patch MIPS32 relocs. # Tell the recompiler to write the output binary. Doing this instead of using objcopy allows the recompiler to patch MIPS32 relocs.
output_binary_path = "patches/patches.bin" output_binary_path = "patches/patches.bin"
# Do not emit warnings for unpaired LO16 values, as clang produces many of them. # Do not emit warnings for unpaired LO16 values, as clang produces many of them.

16
patches/custom_syms.toml Normal file
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@ -0,0 +1,16 @@
# Custom symbols used for patches.
[[section]]
name = "ABSOLUTE_SYMS"
vram = 0x00000000
size = 0x0
symbols = [
# Alternate references to symbols that would otherwise be relocated
{ name = "Setup_Init_NORELOCATE", vram = 0x80173338 }, # Not relocatable, but here for uniformity with the other gamestate funcs
{ name = "MapSelect_Init_NORELOCATE", vram = 0x80801B4C },
{ name = "ConsoleLogo_Init_NORELOCATE", vram = 0x8080074C },
{ name = "Play_Init_NORELOCATE", vram = 0x8016A2C8 },
{ name = "TitleSetup_Init_NORELOCATE", vram = 0x80803F30 },
{ name = "FileSelect_Init_NORELOCATE", vram = 0x80813C98 },
{ name = "DayTelop_Init_NORELOCATE", vram = 0x80815820 },
]

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@ -1036,6 +1036,9 @@ RECOMP_PATCH void FileSelect_ConfirmFile(GameState *thisx) {
} }
} }
// Non-relocatable reference to the original address of Play_Init.
void Play_Init_NORELOCATE(GameState*);
/** /**
* Load the save for the appropriate file and start the game. * Load the save for the appropriate file and start the game.
* Update function for `SM_LOAD_GAME` * Update function for `SM_LOAD_GAME`
@ -1060,7 +1063,7 @@ RECOMP_PATCH void FileSelect_LoadGame(GameState* thisx) {
gSaveContext.gameMode = GAMEMODE_NORMAL; gSaveContext.gameMode = GAMEMODE_NORMAL;
STOP_GAMESTATE(&this->state); STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, Play_Init, sizeof(PlayState)); SET_NEXT_GAMESTATE(&this->state, Play_Init_NORELOCATE, sizeof(PlayState));
gSaveContext.respawnFlag = 0; gSaveContext.respawnFlag = 0;
gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = ENTR_LOAD_OPENING; gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = ENTR_LOAD_OPENING;

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@ -1,6 +1,30 @@
#include "play_patches.h" #include "play_patches.h"
#include "z64debug_display.h" #include "z64debug_display.h"
#include "input.h" #include "input.h"
#include "prevent_bss_reordering.h"
#include "z64.h"
#include "regs.h"
#include "functions.h"
#include "z64vismono.h"
#include "z64visfbuf.h"
#include "buffers.h"
#include "variables.h"
#include "macros.h"
#include "buffers.h"
#include "idle.h"
#include "sys_cfb.h"
#include "z64bombers_notebook.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
#include "z64view.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
#include "overlays/gamestates/ovl_opening/z_opening.h"
#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "debug.h"
extern Input D_801F6C18; extern Input D_801F6C18;
@ -98,3 +122,305 @@ RECOMP_PATCH s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx)
return 1; return 1;
} }
void ZeldaArena_Init(void* start, size_t size);
void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn);
void Play_InitMotionBlur(void);
extern s16 sTransitionFillTimer;
extern Input D_801F6C18;
extern TransitionTile sTransitionTile;
extern s32 gTransitionTileState;
extern VisMono sPlayVisMono;
extern Color_RGBA8_u32 gVisMonoColor;
extern VisFbuf sPlayVisFbuf;
extern VisFbuf* sPlayVisFbufInstance;
extern BombersNotebook sBombersNotebook;
extern u8 sBombersNotebookOpen;
extern u8 sMotionBlurStatus;
extern s32 gDbgCamEnabled;
extern u8 D_801D0D54;
extern u8 gPictoPhotoI8[];
extern u8 D_80784600[];
// Non-relocatable references to the original addresses of these game state functions.
void DayTelop_Init_NORELOCATE(GameState*);
void TitleSetup_Init_NORELOCATE(GameState*);
RECOMP_PATCH void Play_Init(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 pad;
uintptr_t zAlloc;
s32 zAllocSize;
Player* player;
s32 i;
s32 spawn;
u8 sceneLayer;
s32 scene;
if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
if (CHECK_EVENTINF(EVENTINF_TRIGGER_DAYTELOP)) {
CLEAR_EVENTINF(EVENTINF_TRIGGER_DAYTELOP);
STOP_GAMESTATE(&this->state);
// Use non-relocatable reference to DayTelop_Init instead.
SET_NEXT_GAMESTATE(&this->state, DayTelop_Init_NORELOCATE, sizeof(DayTelopState));
return;
}
gSaveContext.unk_3CA7 = 1;
if (gSaveContext.respawnFlag == -0x63) {
gSaveContext.respawnFlag = 2;
}
} else {
gSaveContext.unk_3CA7 = 0;
}
if (gSaveContext.save.entrance == -1) {
gSaveContext.save.entrance = 0;
STOP_GAMESTATE(&this->state);
// Use non-relocatable reference to TitleSetup_Init instead.
SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init_NORELOCATE, sizeof(TitleSetupState));
return;
}
if ((gSaveContext.nextCutsceneIndex == 0xFFEF) || (gSaveContext.nextCutsceneIndex == 0xFFF0)) {
scene = ((void)0, gSaveContext.save.entrance) >> 9;
spawn = (((void)0, gSaveContext.save.entrance) >> 4) & 0x1F;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_SNOWHEAD_TEMPLE)) {
if (scene == ENTR_SCENE_MOUNTAIN_VILLAGE_WINTER) {
scene = ENTR_SCENE_MOUNTAIN_VILLAGE_SPRING;
} else if (scene == ENTR_SCENE_GORON_VILLAGE_WINTER) {
scene = ENTR_SCENE_GORON_VILLAGE_SPRING;
} else if (scene == ENTR_SCENE_PATH_TO_GORON_VILLAGE_WINTER) {
scene = ENTR_SCENE_PATH_TO_GORON_VILLAGE_SPRING;
} else if ((scene == ENTR_SCENE_SNOWHEAD) || (scene == ENTR_SCENE_PATH_TO_SNOWHEAD) ||
(scene == ENTR_SCENE_PATH_TO_MOUNTAIN_VILLAGE) || (scene == ENTR_SCENE_GORON_SHRINE) ||
(scene == ENTR_SCENE_GORON_RACETRACK)) {
gSaveContext.nextCutsceneIndex = 0xFFF0;
}
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_WOODFALL_TEMPLE)) {
if (scene == ENTR_SCENE_SOUTHERN_SWAMP_POISONED) {
scene = ENTR_SCENE_SOUTHERN_SWAMP_CLEARED;
} else if (scene == ENTR_SCENE_WOODFALL) {
gSaveContext.nextCutsceneIndex = 0xFFF1;
}
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE) && (scene == ENTR_SCENE_IKANA_CANYON)) {
gSaveContext.nextCutsceneIndex = 0xFFF2;
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_GREAT_BAY_TEMPLE) &&
((scene == ENTR_SCENE_GREAT_BAY_COAST) || (scene == ENTR_SCENE_ZORA_CAPE))) {
gSaveContext.nextCutsceneIndex = 0xFFF0;
}
// "First cycle" Termina Field
if (INV_CONTENT(ITEM_OCARINA_OF_TIME) != ITEM_OCARINA_OF_TIME) {
if ((scene == ENTR_SCENE_TERMINA_FIELD) &&
(((void)0, gSaveContext.save.entrance) != ENTRANCE(TERMINA_FIELD, 10))) {
gSaveContext.nextCutsceneIndex = 0xFFF4;
}
}
//! FAKE:
gSaveContext.save.entrance =
Entrance_Create(((void)0, scene), spawn, ((void)0, gSaveContext.save.entrance) & 0xF);
}
GameState_Realloc(&this->state, 0);
KaleidoManager_Init(this);
ShrinkWindow_Init();
View_Init(&this->view, gfxCtx);
Audio_SetExtraFilter(0);
Quake_Init();
Distortion_Init(this);
for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) {
this->cameraPtrs[i] = NULL;
}
Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->mainCamera, CAM_STATUS_ACTIVE);
for (i = 0; i < ARRAY_COUNT(this->subCameras); i++) {
Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->subCameras[i], CAM_STATUS_INACTIVE);
}
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = CAM_ID_MAIN;
this->activeCamId = CAM_ID_MAIN;
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_CHECK_WATER | CAM_STATE_2 | CAM_STATE_3 |
CAM_STATE_4 | CAM_STATE_DISABLE_MODE_CHANGE | CAM_STATE_6);
Sram_Alloc(&this->state, &this->sramCtx);
Regs_InitData(this);
Message_Init(this);
GameOver_Init(this);
SoundSource_InitAll(this);
EffFootmark_Init(this);
Effect_Init(this);
EffectSS_Init(this, 100);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
Cutscene_InitContext(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
gSaveContext.save.cutsceneIndex = gSaveContext.nextCutsceneIndex;
gSaveContext.nextCutsceneIndex = 0xFFEF;
}
if (gSaveContext.save.cutsceneIndex == 0xFFFD) {
gSaveContext.save.cutsceneIndex = 0;
}
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
gSaveContext.save.time = gSaveContext.nextDayTime;
gSaveContext.skyboxTime = gSaveContext.nextDayTime;
}
if ((CURRENT_TIME >= CLOCK_TIME(18, 0)) || (CURRENT_TIME < CLOCK_TIME(6, 30))) {
gSaveContext.save.isNight = true;
} else {
gSaveContext.save.isNight = false;
}
func_800EDDB0(this);
if (((gSaveContext.gameMode != GAMEMODE_NORMAL) && (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN)) ||
(gSaveContext.save.cutsceneIndex >= 0xFFF0)) {
gSaveContext.nayrusLoveTimer = 0;
Magic_Reset(this);
gSaveContext.sceneLayer = (gSaveContext.save.cutsceneIndex & 0xF) + 1;
// Set saved cutscene to 0 so it doesn't immediately play, but instead let the `CutsceneManager` handle it.
gSaveContext.save.cutsceneIndex = 0;
} else {
gSaveContext.sceneLayer = 0;
}
sceneLayer = gSaveContext.sceneLayer;
Play_SpawnScene(
this, Entrance_GetSceneIdAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)),
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)));
KaleidoScopeCall_Init(this);
Interface_Init(this);
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
if (gSaveContext.nextDayTime == NEXT_TIME_DAY) {
gSaveContext.save.day++;
gSaveContext.save.eventDayCount++;
gSaveContext.dogIsLost = true;
gSaveContext.nextDayTime = NEXT_TIME_DAY_SET;
} else {
gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET;
}
}
Play_InitMotionBlur();
R_PAUSE_BG_PRERENDER_STATE = PAUSE_BG_PRERENDER_OFF;
R_PICTO_PHOTO_STATE = PICTO_PHOTO_STATE_OFF;
PreRender_Init(&this->pauseBgPreRender);
PreRender_SetValuesSave(&this->pauseBgPreRender, gCfbWidth, gCfbHeight, NULL, NULL, NULL);
PreRender_SetValues(&this->pauseBgPreRender, gCfbWidth, gCfbHeight, NULL, NULL);
this->unk_18E64 = gWorkBuffer;
this->pictoPhotoI8 = gPictoPhotoI8;
this->unk_18E68 = D_80784600;
this->unk_18E58 = D_80784600;
this->unk_18E60 = D_80784600;
gTransitionTileState = TRANS_TILE_OFF;
this->transitionMode = TRANS_MODE_OFF;
D_801D0D54 = false;
FrameAdvance_Init(&this->frameAdvCtx);
Rand_Seed(osGetTime());
Matrix_Init(&this->state);
this->state.main = Play_Main;
this->state.destroy = Play_Destroy;
this->transitionTrigger = TRANS_TRIGGER_END;
this->worldCoverAlpha = 0;
this->bgCoverAlpha = 0;
this->haltAllActors = false;
this->unk_18844 = false;
if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
this->transitionType =
(Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) + sceneLayer) >> 7) & 0x7F;
} else {
this->transitionType = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
}
} else {
this->transitionType = TRANS_TYPE_FADE_BLACK;
}
TransitionFade_Init(&this->unk_18E48);
TransitionFade_SetType(&this->unk_18E48, 3);
TransitionFade_SetColor(&this->unk_18E48, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->unk_18E48);
VisMono_Init(&sPlayVisMono);
gVisMonoColor.a = 0;
sPlayVisFbufInstance = &sPlayVisFbuf;
VisFbuf_Init(sPlayVisFbufInstance);
sPlayVisFbufInstance->lodProportion = 0.0f;
sPlayVisFbufInstance->mode = VIS_FBUF_MODE_GENERAL;
sPlayVisFbufInstance->primColor.r = 0;
sPlayVisFbufInstance->primColor.g = 0;
sPlayVisFbufInstance->primColor.b = 0;
sPlayVisFbufInstance->primColor.a = 0;
sPlayVisFbufInstance->envColor.r = 0;
sPlayVisFbufInstance->envColor.g = 0;
sPlayVisFbufInstance->envColor.b = 0;
sPlayVisFbufInstance->envColor.a = 0;
CutsceneFlags_UnsetAll(this);
THA_GetRemaining(&this->state.tha);
zAllocSize = THA_GetRemaining(&this->state.tha);
zAlloc = (uintptr_t)THA_AllocTailAlign16(&this->state.tha, zAllocSize);
//! @bug: Incorrect ALIGN16s
ZeldaArena_Init((void*)((zAlloc + 8) & ~0xF), (zAllocSize - ((zAlloc + 8) & ~0xF)) + zAlloc);
Actor_InitContext(this, &this->actorCtx, this->linkActorEntry);
while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) {}
if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) ||
(this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5))) {
Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0);
}
player = GET_PLAYER(this);
Camera_InitFocalActorSettings(&this->mainCamera, &player->actor);
gDbgCamEnabled = false;
if (PLAYER_GET_BG_CAM_INDEX(&player->actor) != 0xFF) {
Camera_ChangeActorCsCamIndex(&this->mainCamera, PLAYER_GET_BG_CAM_INDEX(&player->actor));
}
CutsceneManager_StoreCamera(&this->mainCamera);
Interface_SetSceneRestrictions(this);
Environment_PlaySceneSequence(this);
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.ambienceId = this->sequenceCtx.ambienceId;
AnimationContext_Update(this, &this->animationCtx);
Cutscene_HandleEntranceTriggers(this);
gSaveContext.respawnFlag = 0;
sBombersNotebookOpen = false;
BombersNotebook_Init(&sBombersNotebook);
}