Zelda64Recomp/us.rev1.toml
Mr-Wiseguy 0fdfc5f7fe Build system & dependency refactoring
Switched to a makefile + clang build system
Now builds as a library by default
Removed SDL2 dependency
Changed RT64 integration to use zilmar spec in order to pass a window
handle
Proper unaligned loads and stores implementation
2023-06-22 18:40:39 -04:00

85 lines
2.6 KiB
TOML

# Config file for Majora's Mask NTSC 1.0 Recompilation.
[input]
entrypoint = 0x80080000
# Paths are relative to the location of this config file.
elf_path = "mm.us.rev1.elf"
output_func_path = "RecompiledFuncs"
relocatable_sections_path = "overlays.us.rev1.txt"
[patches]
stubs = [
# Stub out unused functions that directly manipulate RCP status.
"func_80084940",
"func_80084968",
# Stub out an unnecessary function that accesses kseg1 addresses.
"func_800818F4"
]
# Hooks
# Function definition for the overlay loading function.
[[patches.func]]
name = "load_overlays"
args = ["u32", "u32", "u32"]
# Function hooks for overlay loading.
[[patches.hook]]
func = "Idle_InitCodeAndMemory"
calls = "load_overlays"
args = ["a2", "a1", "a3"]
after_vram = 0x800802A4
[[patches.hook]]
func = "Load2_LoadOverlay"
calls = "load_overlays"
# args = [
# "a0", # $a0 contains rom start
# {operation = "load", type = "u32", base = "sp", offset = 0x10}, # sp + 10 contains the ram address
# {operation = "subtract", arguments = ["a1", "a0"]} # Calculate size from rom end - rom start
# ]
args = ["a1", "a0", "a2"]
# This vram address is an instruction in a delay slot. In that case, the recompiler will emit the
# hook call after this instruction is run and before the function is called.
after_vram = 0x80085048
# Single-instruction patches
# Write audio dlists to kseg0 (cached, 0x80...) addresses instead of kseg1 (uncached, 0xA0...) ones.
# This saves the recompiler from needing to handle checking for kseg1 addresses on every memory operation.
[[patches.instruction]]
func = "AudioHeap_WritebackDCache"
vram = 0x8018B510
value = 0x3C010000 # lui $at, 0x2000 -> lui $at, 0x0000
# These two may not be needed with RCP timeout detection disabled
# # Pretend the RSP has already halted so that the game doesn't attempt to directly manipulate RSP registers.
# [[patches.instruction]]
# func = "Sched_HandleAudioCancel"
# vram = 0x801763D8
# value = 0x240F0001 # lw $t7, 0x0($s1) -> li $t7, 1
# # Ditto.
# [[patches.instruction]]
# func = "Sched_HandleGfxCancel"
# vram = 0x80176534
# value = 0x240F0001 # lw $t7, 0x0($s1) -> li $t7, 1
# Disable RCP timeout detection (sometimes throws false positives, not needed)
[[patches.instruction]]
func = "AudioMgr_HandleRetrace"
vram = 0x80172DBC
value = 0x00000000 # jal osSetTimer -> nop
# Ditto.
[[patches.instruction]]
func = "Graph_TaskSet00"
vram = 0x80174218
value = 0x00000000 # jal osSetTimer -> nop
# Prevent the minimap from drawing at a point where it can cause a crash when pausing.
[[patches.instruction]]
func = "func_80106644"
vram = 0x80106684
value = 0x29E10003 # slti $at, $t7, 0x4 -> slti $at, $t7, 0x3