def set_artifact_layer_active_patch(addresses: Prime1DolVersion, layer_id: int, active: bool, ) -> List[assembler.BaseInstruction]: # g_GameState->StateForWorld(0x39F2DE28)->GetLayerState()->SetLayerActive(templeAreaIndex, artifactLayer, true) result = [] for_another_world = [ # Get the LayerState via the CGameState lwz(r3, addresses.game_state_pointer - addresses.sda13_base, r13), # get g_GameState # r4 already have the asset id bl(addresses.state_for_world), # CGameState::StateForWorld lwz(r3, 0x14, r3), # worldState->layerState ] result.extend([ # Get the LayerState of current world. We'll overwrite if it's another world, it's just 1 instruction bigger lwz(r3, 0x8c8, r31), # mgr->worldLayerState # Tallon Overworld asset id custom_ppc.load_unsigned_32bit(r4, 0x39f2de28), # Load current asset id in r5 lwz(r5, 0x850, r31), # mgr->world lwz(r5, 0x8, r5), # world->mlvlId cmpw(0, r4, r5), # compare asset ids beq(4 + assembler.byte_count(for_another_world), relative=True), *for_another_world, lwz(r3, 0x0, r3), # Set layer li(r4, 16), # Artifact Layer stw(r4, 0x10, r1), # Set layer li(r5, layer_id), # Artifact Layer stw(r5, 0x14, r1), # Make the layer change via SetLayerActive addi(r4, r1, 0x10), addi(r5, r1, 0x14), li(r6, int(active)), bl(addresses.set_layer_active), # CWorldLayerState::SetLayerActive ]) return result
def test_beq(): assert _b(ppc.beq(0x80038094), address=0x80038034) == [0x41, 0x82, 0x00, 0x60]
def test_beq_symbol(): symbols = {"TheFunPlace": 0x80038094} assert _b(ppc.beq("TheFunPlace"), address=0x80038034, symbols=symbols) == [0x41, 0x82, 0x00, 0x60]
def test_beq(): assert list( ppc.beq(0x80038094).bytes_for(0x80038034)) == [0x41, 0x82, 0x00, 0x60]