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add asm injection scripts

This commit is contained in:
Connor Olding 2015-12-16 18:04:57 -08:00
parent c142d4df33
commit e29199c9e0
4 changed files with 1793 additions and 0 deletions

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Lua/.gitignore vendored Normal file
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*.State

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Lua/inject.lua Normal file
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require = require "depend"
require "boilerplate"
require "addrs.init"
local assemble = require "inject.lips"
if version ~= "M US10" then
print("Sorry, inject.lua is unimplemented for your version.")
return
end
local asm_path
if bizstring then
asm_path = "inject/crap.asm"
else
asm_path = "./mm/Lua/inject/crap.asm"
end
local inject_addr, inject_maxlen, ow_addr, ow_before
inject_addr = 0x780000
inject_maxlen = 0x5A800
ow_addr = 0x1749D0
ow_before = 0x0C05CEC6
--ow_addr = 0x174750
--ow_before = 0x0C05D06A
local ss_fn = 'inject temp.State'
-- do it
local ow_after = 0x0C000000 + math.floor(inject_addr/4)
if R4(ow_addr) ~= ow_before and R4(ow_addr) ~= ow_after then
print("Can't inject -- game code is different!")
return
end
local ow_before_addr = (ow_before % 0x4000000)*4
local header = ("[overwritten]: 0x%08X\n"):format(ow_before_addr)
header = header..[[
sw ra, -4(sp)
bal start
subi sp, sp, 4
jal @overwritten
nop
lw ra, 0(sp)
jr
addi sp, sp, 4
start:
]]
local inject = {}
local add_inject = function(line)
--print(line)
table.insert(inject, tonumber(line, 16))
end
local true_offset = 0x80000000 + inject_addr
assemble(header, add_inject, {unsafe=true, offset=true_offset})
-- warning: assumes each line is 4 bytes long
assemble(asm_path, add_inject, {unsafe=true, offset=true_offset + #inject*4})
if #inject > inject_maxlen then
print("Assembly too large!")
return
end
for i, v in ipairs(inject) do
W4(inject_addr + (i - 1)*4, v)
end
-- finally, inject over jal
printf('%08X: %08X', ow_addr, ow_after)
W4(ow_addr, ow_after)
-- force code cache to be reloaded
if bizstring then
savestate.save(ss_fn)
savestate.load(ss_fn)
else
m64p.reloadCode()
end

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Lua/inject/crap.asm Normal file
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// bomb tornado
// originally written by RainingChain in Lua
// rewritten in assembly by notwa
[global_context]: 0x803E6B20
[link_actor]: 0x803FFDB0
[actorlist_offset]: 0x1CB0
[actorlist_dead_space]: 0x4
[actor_x]: 0x24
[actor_y]: 0x28
[actor_z]: 0x2C
[actor_prev]: 0x128
[actor_next]: 0x12C
[actor_bomb_timer]: 0x1F1
[at_bomb]: 0x0009
[rotate_amount]: 0x3E567750 // pi/15
// F12 = input (single), F0 = output (single), F4 = output (double)
[sinf]: 0x80088350
[cosf]: 0x80091F40
main:
subi sp, sp, 20
sw ra, 0(sp)
sw a0, 4(sp)
sw s1, 8(sp) // current actor ptr
sw s3, 12(sp) // current actor type ptr
sw s4, 16(sp) // current actor type index
li t0, @global_context
addi s3, t0, @actorlist_offset
li s4, 0
// update rotations
la t0, rotations
li t2, @rotate_amount
li t9, 0
rotate_loop:
lw t1, 0(t0)
mtc1 t1, F0
mtc1 t2, F1
add.s F0, F0, F1
mfc1 t1, F0
sw t1, 0(t0)
addi t0, t0, 4
addi t9, t9, 1
li at, 6
bne t9, at, rotate_loop
nop
la t0, rotations
sw t0, current_rotation
typeloop:
addi s3, s3, 4 // skip over count
lw s1, 0(s3)
beq s1, r0, continue
listloop:
mov a0, s1
bal process_actor
lw s1, @actor_next(s1)
bne s1, r0, listloop
nop
continue:
addi s3, s3, 4
addi s4, s4, 1
li t0, 12
bne s4, t0, typeloop
addi s3, s3, @actorlist_dead_space
lw ra, 0(sp)
lw a0, 4(sp)
lw s1, 8(sp)
lw s3, 12(sp)
lw s4, 16(sp)
jr
addi sp, sp, 20
process_actor: // args: a0. returns nothing.
// TODO: ignore bomb explosions, they share the same type
subi sp, sp, 16
// 0(sp) reserved for sinf/cosf
sw ra, 4(sp)
sw s0, 8(sp) // result of sin
sw s1, 12(sp) // result of cos
lh t0, 0(a0)
subiu t0, t0, @at_bomb
bne t0, r0, process_actor_return
nop
li t0, 0x45
sb t0, @actor_bomb_timer(a0)
lw t5, current_rotation
lw t5, 0(t5)
jal @sinf
mtc1 t5, F12
mfc1 s0, F0
lw t5, current_rotation
lw t5, 0(t5)
jal @cosf
mtc1 t5, F12
mfc1 s1, F0
li t1, @link_actor
lw t2, @actor_x(t1)
lw t3, @actor_y(t1)
lw t4, @actor_z(t1)
li t0, 0x42960000 // 75
mtc1 t0, F2
// process X
mtc1 s0, F0
mtc1 t2, F1
mul.s F0, F0, F2
add.s F0, F0, F1
mfc1 t2, F0
// process Z
mtc1 s1, F0
mtc1 t4, F1
mul.s F0, F0, F2
add.s F0, F0, F1
mfc1 t4, F0
sw t2, @actor_x(a0)
sw t3, @actor_y(a0)
sw t4, @actor_z(a0)
lw t5, current_rotation
addi t5, t5, 4
sw t5, current_rotation
process_actor_return:
lw ra, 4(sp)
lw s0, 8(sp)
lw s1, 12(sp)
jr
addi sp, sp, 16
rotations:
.word 0x00000000 // pi*0/6
.word 0x40060a92 // pi*4/6
.word 0x40860a92 // pi*8/6
.word 0x40c90fdb // pi*12/6
.word 0x41060a92 // pi*16/6
.word 0x41278d36 // pi*20/6
current_rotation:
.word 0

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Lua/inject/lips.lua Normal file

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