add playback fixes when develop mode is on

fixes issue where zelda and peach dress would be hidden when taunting
fixes issue where while FFW'ing, the camera would get moved
This commit is contained in:
Jas Laferriere
2025-04-09 01:24:34 -04:00
parent 2f001a0764
commit 8ae8f69d88
4 changed files with 64 additions and 0 deletions

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@@ -177,6 +177,7 @@ BE8100B0 806DAFC0
BA8100B0 800100E4
382100E0 7C0803A6
881F0008 00000000
040DEBE8 38000000 #Playback/Core/PreventDressRemoval.asm
C206B0DC 0000004B #Playback/Core/RestoreGameFrame.asm
7C0802A6 90010004
9421FF20 BE8100B0
@@ -491,6 +492,15 @@ C2377544 00000002 #Playback/Core/FastForward/IncrementPadIndex.asm
40A2000C 38000001
981E0003 00000000
04376A88 881F0001 #Playback/Core/FastForward/PadAlwaysUseMasterIndex.asm
C222576C 00000008 #Playback/Core/FastForward/PreventDevelopControlsInFFW.asm
48000009 00000000
7CA802A6 88850000
800D9368 806DAFC0
80630000 88630000
2C030003 98650000
4182000C 2C040003
40820008 38000000
60000000 00000000
C21A45A0 00000007 #Playback/Core/Scene/Boot to Playback Scene.asm
48000019 7C6802A6
3C80803D 6084ADA8

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@@ -176,6 +176,7 @@ BE8100B0 806DAFC0
BA8100B0 800100E4
382100E0 7C0803A6
881F0008 00000000
040DEBE8 38000000 #Playback/Core/PreventDressRemoval.asm
C206B0DC 0000004B #Playback/Core/RestoreGameFrame.asm
7C0802A6 90010004
9421FF20 BE8100B0
@@ -490,6 +491,15 @@ C2377544 00000002 #Playback/Core/FastForward/IncrementPadIndex.asm
40A2000C 38000001
981E0003 00000000
04376A88 881F0001 #Playback/Core/FastForward/PadAlwaysUseMasterIndex.asm
C222576C 00000008 #Playback/Core/FastForward/PreventDevelopControlsInFFW.asm
48000009 00000000
7CA802A6 88850000
800D9368 806DAFC0
80630000 88630000
2C030003 98650000
4182000C 2C040003
40820008 38000000
60000000 00000000
C21A45A0 00000007 #Playback/Core/Scene/Boot to Playback Scene.asm
48000019 7C6802A6
3C80803D 6084ADA8

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@@ -0,0 +1,39 @@
################################################################################
# Address: 0x8022576c
################################################################################
# This code is primarily to prevent user inputs from "sticking" during FFW's causing
# c-stick inputs to affect the camera position
.include "Common/Common.s"
.include "Playback/Playback.s"
bl CODE_START
.long 0 # Data to store previous value
CODE_START:
mflr r5 # Note that if we ever need to use backup/restore we need to add a blrl to data section
lbz r4, 0(r5) # Get previous value
# This loads the real debug level value
lwz r0, -0x6C98 (r13) # Replaced code line
# check status for fast forward
lwz r3, playbackDataBuffer(r13) # directory address
lwz r3, PDB_EXI_BUF_ADDR(r3) # EXI buf address
lbz r3, (BufferStatus_Start)+(BufferStatus_Status)(r3)
cmpwi r3, CONST_FrameFetchResult_FastForward
stb r3, 0(r5) # Store the value in the data section to use later
beq OVERWRITE_DEBUG_LEVEL # If we are FFW'ing, overwrite debug level to skip input checks
# Check if we were ffw'ing last frame, the state gets cleared one frame too early so we
# need to skip for one extra frame after the ffw ends
cmpwi r4, CONST_FrameFetchResult_FastForward
bne EXIT
OVERWRITE_DEBUG_LEVEL:
# Here we are fast forwarding so let's load 0 for db level to make the
# following branch exit the function
li r0, 0 # Fake debug level 0
EXIT:

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@@ -0,0 +1,5 @@
################################################################################
# Address: 0x800debe8
################################################################################
li r0, 0 # Fake debug level 0