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ToolMenu.cpp
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ToolMenu.cpp
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#include <iostream>
#include "dllmain.h"
#include "GameFlags.h"
#include "Game.h"
#include "Settings.h"
#include "input.hpp"
#include "Utils.h"
// Light tool externs
void LightTool_GetPointers();
void ToolMenu_LightToolMenu();
extern const char* ToolMenu_LightToolMenuName;
// Funcs called by debug menu stuff
void(__cdecl* DbMenuExec)();
void(__cdecl* GameTask_callee_Orig)(void* a1);
void* (__cdecl* GXLoadImage)(const char* path);
void(__cdecl* GX_ScreenDisp)(void* a1, float a2, float a3, float a4, float a5, float a6, float a7, float a8, float a9, int a10);
uint32_t(__cdecl* DvdReadN)(const char* a1, int a2, int a3, int a4, int a5, __int16 a6);
int(__fastcall* cDvd__ReadCheck)(void* thisptr, void* unused, uint32_t a2, void* a3, void* a4, void* a5);
int(__fastcall* cDvd__FileExistCheck)(void* thisptr, void* unused, const char* path, void* a2);
void(*FlagEdit_die)();
uintptr_t* ptrtitleInitMovAddr;
uint32_t* DbgFontColorArray = nullptr;
uint32_t* PadButtonStates = nullptr;
uint32_t* FlagEdit_Backup_pG = nullptr;
uint32_t* roomInfoAddr = nullptr;
void* cDvd = nullptr;
void* DbgFont = nullptr;
// Default tool-menu keyboard combo is currently LCONTROL + F3
std::vector<uint32_t> toolMenuKeyCombo;
bool ParseToolMenuKeyCombo(std::string_view in_combo)
{
if (in_combo.empty())
return false;
toolMenuKeyCombo.clear();
toolMenuKeyCombo = re4t::cfg->ParseKeyCombo(in_combo);
return toolMenuKeyCombo.size() > 0;
}
struct ToolMenuEntry
{
const char* Name;
uint32_t Unk4;
void* FuncPtr;
uint32_t UnkC;
};
ToolMenuEntry* ToolMenuEntries = nullptr;
// restore screen-display part of eprintf
// calls into some GX-layer related function, luckily that func was left (unused) in the final EXE, seems to work fine
// 0x6DDC30 into debug EXE
void __cdecl eprintf_ScreenDisp(const char* str, float x, float y, int color)
{
int length = strlen(str);
float v7 = 0.9900000095367432;
float v8 = 0.1428571492433548;
float v9 = 0.0625;
for (int i = 0; i < length; i++)
{
char ch = str[i] - 0x20;
if (uint8_t(ch) > 0x61)
continue;
float v21 = (float)(ch / 0x10);
float v15 = (float)(ch & 0xF);
float v18 = v15 * v9;
float v17 = v21 * v8;
float v16 = (v15 + v7) * v9;
float v20 = (v21 + v7) * v8;
GX_ScreenDisp(DbgFont, x + (i * 8), y, 12.0, 18.0, v18, v17, v16, v20, color);
}
}
char eprintf_buffer[0x80];
void eprintf_Hook(int a1, int a2, int a3, int a4, char* Format, ...)
{
va_list va;
va_start(va, Format);
vsprintf_s(eprintf_buffer, Format, va);
eprintf_ScreenDisp(eprintf_buffer, float(a1), float(a2 + 64), DbgFontColorArray[a3]);
}
bool IsInDebugMenu()
{
return (GlobalPtr()->flags_DEBUG_0_60[0] & GetFlagValue(uint32_t(Flags_DEBUG::DBG_TEST_MODE))) != 0;
}
uint32_t Keyboard2Gamepad()
{
// Check pressed keys & emulate controller presses for tool-menu
uint32_t keyboardState = 0;
// Only emulate main keys if tool-menu is actually open
if (IsInDebugMenu())
{
if (GetAsyncKeyState(VK_UP) || GetAsyncKeyState('W'))
keyboardState |= uint32_t(GamePadButton::DPad_Up);
if (GetAsyncKeyState(VK_DOWN) || GetAsyncKeyState('S'))
keyboardState |= uint32_t(GamePadButton::DPad_Down);
if (GetAsyncKeyState(VK_LEFT) || GetAsyncKeyState('A'))
keyboardState |= uint32_t(GamePadButton::DPad_Left);
if (GetAsyncKeyState(VK_RIGHT) || GetAsyncKeyState('D'))
keyboardState |= uint32_t(GamePadButton::DPad_Right);
if (GetAsyncKeyState(VK_RETURN) || GetAsyncKeyState('F'))
keyboardState |= uint32_t(GamePadButton::A);
if (GetAsyncKeyState(VK_ESCAPE) || GetAsyncKeyState(VK_BACK))
keyboardState |= uint32_t(GamePadButton::B);
if (GetAsyncKeyState('Y'))
keyboardState |= uint32_t(GamePadButton::Y);
if (GetAsyncKeyState(VK_DELETE) || GetAsyncKeyState('Q'))
keyboardState |= uint32_t(GamePadButton::LB);
if (GetAsyncKeyState(VK_NEXT) || GetAsyncKeyState('E')) // pagedown
keyboardState |= uint32_t(GamePadButton::RB);
}
return keyboardState;
}
// recreate gameDebug function from debug EXE, opens tool menu when button combo is pressed
// 0x63C610 into debug EXE
uint32_t PrevKeyboardState = 0;
bool ShowInfoDisplay = false;
void __cdecl gameDebug_recreation(void* a1)
{
uint32_t keyboardState = Keyboard2Gamepad();
if (keyboardState != PrevKeyboardState)
{
PadButtonStates[0] |= keyboardState;
// toolmenu funcs check [4], [3] & [1] for some reason
PadButtonStates[4] = PadButtonStates[3] = PadButtonStates[1] = PadButtonStates[0];
PrevKeyboardState = keyboardState;
}
else
{
if (keyboardState)
PadButtonStates[4] = PadButtonStates[3] = PadButtonStates[1] = PadButtonStates[0] = 0;
}
if (!GameVersionIsDebug())
{
// Check for LT + LS buttons
// (make sure they're the only ones pressed - if player opens a UI at same time it'll likely cause a hang...)
bool isOnlyDebugComboPressed = PadButtonStates[0] == (uint32_t(GamePadButton::LT) | uint32_t(GamePadButton::LS));
if (!isOnlyDebugComboPressed)
{
// check for toolMenuKeyCombo
if (toolMenuKeyCombo.size() > 0)
{
bool openToolMenu = pInput->is_combo_pressed(&toolMenuKeyCombo);
isOnlyDebugComboPressed = openToolMenu; // seperate bools to be safe...
}
}
if (isOnlyDebugComboPressed)
{
// Only run DbMenuExec if debug menu isn't open already, otherwise game can hang
if (!IsInDebugMenu())
DbMenuExec();
}
if (ShowInfoDisplay)
{
cPlayer* pPL = PlayerPtr();
if (pPL)
eprintf_Hook(32, 300, 0, 0, "[X %7.3f Y %7.3f Z %7.3f R %5.3f]", pPL->pos_94.x, pPL->pos_94.y, pPL->pos_94.z, pPL->ang_A0.y);
}
}
GameTask_callee_Orig(a1);
}
void(*MenuTask_Orig)();
void MenuTask_Hook()
{
GlobalPtr()->flags_DEBUG_0_60[0] |= GetFlagValue(uint32_t(Flags_DEBUG::DBG_TEST_MODE));
MenuTask_Orig();
}
uint32_t PrevButtons = 0;
void(__cdecl* FlagEdit_main_Orig)(void* a1);
void FlagEdit_main_Hook(void* a1)
{
uint32_t curButtons = PadButtonStates[3];
PadButtonStates[3] = 0;
if (PrevButtons != curButtons)
PadButtonStates[3] = curButtons;
PrevButtons = curButtons;
FlagEdit_main_Orig(a1);
PadButtonStates[3] = curButtons;
}
// Add code to read debug/roominfo.dat file into roomInfoAddr variable
// (debug EXE is missing this code, which stops AREA JUMP from working on that!)
// unfortunately the roominfo.dat provided with RE4 steam is missing the strings for some reason
// however, roominfo.gc contains the exact strings needed, even at the correct offsets etc!
// that file is endian-swapped though so can't be used directly...
// but the strings can be easily copied over by copying 0x2984-EOF over to roominfo.dat :)
const char* RoomInfoFileName = "debug/roomInfo_new.dat";
extern uint8_t* roomInfoDat; // replacement roomInfo inside roomInfo.cpp
void(*systemRestartInit_Orig)();
void systemRestartInit_Hook()
{
systemRestartInit_Orig();
// If roomInfo_new.dat exists we'll read from that instead (so users can still customize it if wanted)
// But instead of using broken debug\roomInfo.dat included with Steam UHD, we'll use our custom fixed one instead
// not entirely sure how FileExistCheck works, game checks for 0xFFFFFFFF meaning doesn't exist, but it never returns that for us?
// a2 seems to get set to 0xffffff if non-existing though, so we'll also check that too
// (need to make sure file exists before calling DvdReadN on it, else game will hang if file doesn't exist first...)
int a2 = 0;
auto res = cDvd__FileExistCheck(cDvd, 0, RoomInfoFileName, &a2);
if (res < 0 || a2 == 0xffffff)
{
// roomInfo_new.dat not found, use our fixed one
*roomInfoAddr = (uint32_t)&roomInfoDat;
}
else
{
// Try reading roomInfo.dat from roomInfo_new.dat instead, so users can still customize it if wanted
uint32_t handle = DvdReadN(RoomInfoFileName, 0, 0, 0, 0, 5);
if (cDvd__ReadCheck(cDvd, 0, handle, 0, 0, roomInfoAddr) < 0)
*roomInfoAddr = 0;
}
}
void ToolMenu_Exit()
{
// Exit tool-menu state via FlagEdit_die
// FlagEdit_die overwrites pG+0x170 with contents of 0xC6D008, so we need to write that first...
*FlagEdit_Backup_pG = GlobalPtr()->flags_STOP_0_170[0];
FlagEdit_die();
// alternatively "TaskChain(MenuTask, 0);" should return us to tool-menu
// but that requires another funcptr to track...
}
void ToolMenu_GoldMax()
{
GlobalPtr()->goldAmount_4FA8 = 99999999;
ToolMenu_Exit();
}
void ToolMenu_SecretOpen()
{
uint32_t* flags_EXTRA = SystemSavePtr()->flags_EXTRA_4;
// debug exe ORs these seperately, probably part of an enum or something
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_COSTUME));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_HARD_MODE));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_SW500));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_TOMPSON));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_ADA));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_HUNK));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_KLAUSER));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_WESKER));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_OMAKE_ADA_GAME));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_OMAKE_ETC_GAME));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_ASHLEY_ARMOR));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_PS2_ADA_GAME));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_COSTUME_MAFIA));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_LASER));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_ADA_TOMPSON));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_ADAS_REPORT));
ToolMenu_Exit();
}
void ToolMenu_MercenariesAllOpen()
{
uint32_t* flags_EXTRA = SystemSavePtr()->flags_EXTRA_4;
// TODO: confirm whether these are what this option actually unlocks in the debug build
// (as these unlocks seem kinda strange)
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_COSTUME));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_ADA));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_HUNK));
*flags_EXTRA |= GetFlagValue(uint32_t(Flags_EXTRA::EXT_GET_KLAUSER));
ToolMenu_Exit();
}
const char* ToolMenu_UnusedName = "";
const char* ToolMenu_ToggleInfoDispName = "TOGGLE INFO Disp";
void ToolMenu_ToggleInfoDisp()
{
ShowInfoDisplay = !ShowInfoDisplay;
ToolMenu_Exit();
}
const char* ToolMenu_ToggleHUDName = "TOGGLE HUD";
void ToolMenu_ToggleHUD()
{
GlobalPtr()->Flags_DISP_0_58[0] ^= GetFlagValue(uint32_t(Flags_DISP::DPF_COCKPIT));
ToolMenu_Exit();
}
const char* ToolMenu_SaveGameName = "SAVE GAME";
void ToolMenu_SaveGame()
{
bio4::CardSave(0, 1);
ToolMenu_Exit();
}
void OpenMerchant()
{
while (IsInDebugMenu())
Sleep(50);
bio4::SubScreenOpen(SS_OPEN_FLAG::SS_OPEN_SHOP, SS_ATTR_NULL);
}
const char* ToolMenu_OpenMerchantName = "OPEN MERCHANT";
void ToolMenu_OpenMerchant()
{
CreateThreadAutoClose(0, 0, (LPTHREAD_START_ROUTINE)&OpenMerchant, NULL, 0, NULL);
ToolMenu_Exit();
}
void GetToolMenuPointers()
{
auto pattern = hook::pattern("80 3D ? ? ? ? ? 75 91 E9 ? ? ? ? ");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(9)).as_int(), DbMenuExec);
pattern = hook::pattern("E8 ? ? ? ? 8D 4D ? 51 8D 55 ? 52 8D 45 ? 50 E8 ? ? ? ? 8B 0D");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), GameTask_callee_Orig);
pattern = hook::pattern("55 8B EC 83 EC ? 56 8B 75 ? 56 E8 ? ? ? ? 50 68 ? ? ? ? 68 00 01 00 00 68 ? ? ? ?");
GXLoadImage = (decltype(GXLoadImage))pattern.count(1).get(0).get<uint32_t>(0);
pattern = hook::pattern("55 8B EC 8B 0D ? ? ? ? 8B 81 ? ? ? ? 83 C0 30");
GX_ScreenDisp = (decltype(GX_ScreenDisp))pattern.count(1).get(0).get<uint32_t>(0);
pattern = hook::pattern("E8 ? ? ? ? D9 05 ? ? ? ? 8B 4D ? 89 41");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), DvdReadN);
pattern = hook::pattern("E8 ? ? ? ? 85 C0 0F 84 ? ? ? ? FE 46 ? 8B 07");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), cDvd__ReadCheck);
pattern = hook::pattern("E8 ? ? ? ? 85 C0 79 ? 33 C0 5E 8B E5 5D C2 ? ? 8B 86");
ReadCall(injector::GetBranchDestination(pattern.count(1).get(0).get<uint32_t>(0)).as_int(), cDvd__FileExistCheck);
pattern = hook::pattern("A1 ? ? ? ? B9 FF FF FF 7F 21 48 ? A1");
FlagEdit_die = (decltype(FlagEdit_die))pattern.count(1).get(0).get<uint8_t>(0);
FlagEdit_Backup_pG = *(uint32_t**)pattern.count(1).get(0).get<uint8_t>(0x14);
pattern = hook::pattern("FF FF FF FF FF FF 00 00 FF 00");
DbgFontColorArray = pattern.count(1).get(0).get<uint32_t>(0);
pattern = hook::pattern("99 56 8B 35 ? ? ? ? 89 55");
auto varPtr = pattern.count(1).get(0).get<uint32_t>(4);
PadButtonStates = (uint32_t*)*varPtr;
pattern = hook::pattern("6A 40 52 B9 ? ? ? ? E8");
varPtr = pattern.count(1).get(0).get<uint32_t>(4);
cDvd = (void*)*varPtr;
pattern = hook::pattern("FF BF FF FF 6A 04 E8 ? ? ? ? 83 C4 ? 85 C0 74 ? 8B 15 ? ? ? ?");
varPtr = pattern.count(1).get(0).get<uint32_t>(20);
roomInfoAddr = (uint32_t*)*varPtr;
pattern = hook::pattern("53 56 33 C0 BE ? ? ? ? 8D A4 24 00 00 00 00");
varPtr = pattern.count(1).get(0).get<uint32_t>(5);
ToolMenuEntries = (ToolMenuEntry*)*varPtr;
LightTool_GetPointers();
}
void re4t::init::ToolMenu()
{
GetToolMenuPointers();
// Hook systemRestartInit so we can make it load in roomInfo.dat
auto pattern = hook::pattern("E8 ? ? ? ? 80 3D ? ? ? ? ? 74 ? 80 3D ? ? ? ? ? 75");
auto func = pattern.count(1).get(0).get<uint32_t>(0);
ReadCall(func, systemRestartInit_Orig);
InjectHook(func, systemRestartInit_Hook);
if (!re4t::cfg->bEnableDebugMenu)
return;
// Hook FlagEdit so we can slow it down by only exposing buttons to it when button state has changed at all
pattern = hook::pattern("8B 14 8D ? ? ? ? 68 ? ? ? ? FF D2 A1 ? ? ? ? 8B 88");
uint32_t* FlagEdit_funcs = *pattern.count(1).get(0).get<uint32_t*>(3);
FlagEdit_main_Orig = (decltype(FlagEdit_main_Orig))FlagEdit_funcs[0];
injector::WriteMemory(&FlagEdit_funcs[0], &FlagEdit_main_Hook, true);
// Hook MenuTask (task for tool-menu), since it seems the menu can sometimes be shown without the pG+0x60 flag being set
// eg. when backing out of area-jump menu
// (which could make game hang if this causes us to try opening tool-menu when it's already open...)
pattern = hook::pattern("53 57 33 DB 53 E8 ? ? ? ? 6A 01 E8 ? ? ? ? 83 C4");
MenuTask_Orig = (decltype(MenuTask_Orig))pattern.count(1).get(0).get<uint32_t>(0);
pattern = hook::pattern("68 ? ? ? ? 6A 04 E8 ? ? ? ? 83 C4 0C");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(1), &MenuTask_Hook, true);
pattern = hook::pattern("52 68 ? ? ? ? E8 ? ? ? ? 83 C4 ? 5D");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(2), &MenuTask_Hook, true);
if (GameVersionIsDebug())
{
// hook gameDebug so we can use the gamepad emulation stuff to add keyboard support
pattern = hook::pattern("EB 03 8D 49 00 E8 ? ? ? ? 53 E8 ? ? ? ?");
auto func = pattern.count(1).get(0).get<uint32_t>(5);
ReadCall(func, GameTask_callee_Orig);
InjectHook(func, gameDebug_recreation);
}
else // If this isn't a debug build, add hooks to allow debug menu to be activated
{
// hook GameTask_callee call to run our gameDebug recreation
pattern = hook::pattern("53 E8 ? ? ? ? 8D 4D FC 51 8D 55 F8");
InjectHook(pattern.count(1).get(0).get<uint32_t>(1), gameDebug_recreation);
// Hook eprintf to add screen-drawing to it, like the GC debug has
// (required for debug-menu to be able to draw itself)
pattern = hook::pattern("55 8B EC 8B 4D ? 8D 45 ? 50 51 68 ? ? ? ? E8 ? ? ? ? 83 C4 ? 5D C3");
InjectHook(pattern.count(1).get(0).get<uint32_t>(0), eprintf_Hook, PATCH_JUMP);
// Hook titleInit to make it load dbgFont for us
pattern = hook::pattern("C6 05 ? ? ? ? ? E8 ? ? ? ? D9 05");
ptrtitleInitMovAddr = *pattern.count(1).get(0).get<uint32_t*>(2);
struct titleInit_Hook
{
void operator()(injector::reg_pack& regs)
{
// restore code that loads dbgfont.tga texture
// 0x6DB765 into debug EXE
// DbgFont var doesn't seem to be anywhere in non-dbg EXE, so we'll define our own here
// the dbg EXE includes code in titleExit to unload DbgFont (at 0x6DD944), but we probably don't need to bother with it
DbgFont = GXLoadImage("sv\\dbgfont.tga");
*(int8_t*)(ptrtitleInitMovAddr) = 0x1;
}
}; injector::MakeInline<titleInit_Hook>(pattern.count(1).get(0).get<uint32_t>(0), pattern.count(1).get(0).get<uint32_t>(7));
}
// Patches to change debug menu button bindings
{
// Allow tool-menu selection with X / A
pattern = hook::pattern("E8 ? ? ? ? F7 05 ? ? ? ? 00 04 00 00");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(11), uint32_t(GamePadButton::X) | uint32_t(GamePadButton::A), true);
// Change tool-menu return button to B / Back
pattern = hook::pattern("F7 05 ? ? ? ? 00 12 00 00 BE FF FF FF 7F");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(6), uint32_t(GamePadButton::B) | uint32_t(GamePadButton::Back), true);
// Allow flag toggle with X/A
pattern = hook::pattern("83 C4 ? F7 05 ? ? ? ? 00 04 00 00 74 ? 8B");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(9), uint32_t(GamePadButton::X) | uint32_t(GamePadButton::A), true);
// Change flag-menu return button to B/Back
pattern = hook::pattern("E8 ? ? ? ? 83 C4 ? F7 05 ? ? ? ? 00 01 00 00 5B");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(14), uint32_t(GamePadButton::B) | uint32_t(GamePadButton::Back), true);
// Allow area jump with X/A/Start
pattern = hook::pattern("83 C4 ? F7 05 ? ? ? ? 00 04 00 00 74 ? C6");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(9), uint32_t(GamePadButton::X) | uint32_t(GamePadButton::A) | uint32_t(GamePadButton::Start), true);
// Change area jump return button to B/Back
pattern = hook::pattern("C6 06 02 F7 05 ? ? ? ? 00 01 00 00 74");
injector::WriteMemory(pattern.count(1).get(0).get<uint32_t>(9), uint32_t(GamePadButton::B) | uint32_t(GamePadButton::Back), true);
}
// FlagEdit displays flags in wrong order, each 16-bits is displayed on the wrong line
// (to be expected from a port from a big-endian machine like GC/Wii)
// it reads flags in as 16-bit words, and then seems to have code to handle swapping the bits inside
// since the flags are actually 32-bits, it reads the wrong part of that 32-bit dword
// we can fix that by a simple xor though :)
// very fortunately for us there's a useless instruction just before flag-reading code
// patch it to "mov eax, edi; xor edi, 1; nop", to swap which part of 32-bit dword to read from
{
pattern = hook::pattern("33 FF 85 C0 0F 8E ? ? ? ? 8D 9B 00 00 00 00");
uint8_t patchBytes[] = { 0x89, 0xf8, 0x83, 0xf0, 0x01, 0x90 };
injector::WriteMemoryRaw(pattern.count(1).get(0).get<uint32_t>(10), patchBytes, 6, true);
// patch read code to use eax register instead of edi
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(0x19), uint8_t(0x41), true);
// patch loop to jump to start of our patched code
pattern = hook::pattern("47 C1 F8 04 83 C4 24 3B F8 0F 8C");
int32_t* jmpDest = pattern.count(1).get(0).get<int32_t>(11);
injector::WriteMemory(jmpDest, *jmpDest - 6, true);
}
// Fixes for off-screen FlagEdit text
{
pattern = hook::pattern("6A 00 6A 06 6A F3");
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(5), uint8_t(13), true);
pattern = hook::pattern("6A 00 6A 00 6A 00 68 B8 00 00 00");
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(5), uint8_t(13 + 13), true);
pattern = hook::pattern("6A 00 6A 04 6A 00 68 08 01 00 00");
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(5), uint8_t(13 + 13), true);
pattern = hook::pattern("C1 F8 02 8D 44 38 01");
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(6), uint8_t(3), true);
pattern = hook::pattern("C1 EA 06 8D 54 0A 01");
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(6), uint8_t(3), true);
}
// Allow RoomJump 1.1.0 to access stage 0 (test stages)
if (GameVersion() == "1.1.0")
{
pattern = hook::pattern("80 FB 05 7F ? 84 DB 7E ?");
injector::WriteMemory(pattern.count(1).get(0).get<uint8_t>(7), uint8_t(0x7C), true);
}
// Overwrite non-functional tool menu entries with replacements
if (!GameVersionIsDebug())
{
ToolMenuEntries[1].FuncPtr = &ToolMenu_GoldMax;
ToolMenuEntries[15].FuncPtr = &ToolMenu_SecretOpen;
ToolMenuEntries[29].FuncPtr = &ToolMenu_MercenariesAllOpen;
// MUTEKI ON -> TOGGLE HUD
ToolMenuEntries[2].Name = ToolMenu_ToggleHUDName;
ToolMenuEntries[2].FuncPtr = &ToolMenu_ToggleHUD;
// EmMUTEKI OFF -> DOF/BLUR MENU
ToolMenuEntries[3].Name = ToolMenu_LightToolMenuName;
ToolMenuEntries[3].FuncPtr = &ToolMenu_LightToolMenu;
// MUGEN ON -> SAVE GAME
ToolMenuEntries[4].Name = ToolMenu_SaveGameName;
ToolMenuEntries[4].FuncPtr = &ToolMenu_SaveGame;
// MUGEN OFF -> OPEN MERCHANT
ToolMenuEntries[5].Name = ToolMenu_OpenMerchantName;
ToolMenuEntries[5].FuncPtr = &ToolMenu_OpenMerchant;
// INFO Disp ON -> Toggle INFO Disp
ToolMenuEntries[12].Name = ToolMenu_ToggleInfoDispName;
ToolMenuEntries[12].FuncPtr = &ToolMenu_ToggleInfoDisp;
// Clear non-functional options on non-debug builds
if (!GameVersionIsDebug())
{
for (int i = 0; i < 32; i++)
{
if (i == 0 || i == 1 || i == 2 || i == 3 || i == 4 || i == 5 || i == 12 || i == 15 || i == 16 || i == 29)
continue;
ToolMenuEntries[i].Name = ToolMenu_UnusedName;
ToolMenuEntries[i].FuncPtr = nullptr; // some unused ones like "DEBUG OPTION" pointed to nullsub that'd hang game, null it out to prevent it
}
}
}
}