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27eacec767
No longer a proof of concept. The game checks if the value isn't correct, so it would be overwritten. This just freezes the value using some code cave code nearby the fence skip thing.
34 lines
1.8 KiB
Plaintext
34 lines
1.8 KiB
Plaintext
[BotwV208]
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moduleMatches = 0x6267BFD0
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codeCaveSize = 0x20
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# Constants
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0x0000000 = .byte $weatherByte ; This address holds the value set by the presets
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_weatherConst = 0x0000000 ; Makes a symbol of the value above
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_weatherAddress = 0x3FF7DB24 ; This symbol points to the weather address
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# Code that changes the weather address value.
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# This code is executed each frame since there's too many addresses that mess with the original one, and changing those caused crashes. Shouldn't affect performance regardless.
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_changeWeather = 0x00000004
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0x0000004 = lis r6, _weatherConst@ha ; Load first half of the address to the "weather value"
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0x0000008 = lbz r6, _weatherConst@l(r6) ; Use the first half of the "weather value" address to load the full value set by the current preset
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0x000000C = lis r5, _weatherAddress@ha ; Load first half of the actual "weather address"
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0x0000010 = stb r6, _weatherAddress@l(r5) ; Store the "weather value" byte into the "weather address", using the first half of that address
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0x0000014 = addi r6, r1, 0x18 ; Do the original instruction that got replaced by the code jump
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0x0000018 = blr ; Return to the code before the code jump
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0x31FACD4 = bla _changeWeather
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# Disable original instructions that write the weather value, just because
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0x3668FE8 = nop
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0x3668FEC = nop
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# How to find the memory address where the weather is stored (if it needs to be updated):
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# 1. Make 1 breakpoint on one of the following instructions using Cemu's PPC debugger:
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# .text:03668FE8 stb r0, 0x19(r30)
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# .text:03668FEC stb r26, 0x18(r30)
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# 2. Fast travel into an area where the weather isn't constant
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# 3. After it hits the breakpoint, look at the register view and find the value after R30.
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# 4. Use a hex calculator to add 0x18 to that address and you'll have the address. |