mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-04-28 13:27:58 +03:00

* Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
139 lines
3.5 KiB
C++
139 lines
3.5 KiB
C++
#include <cpu/guest_code.h>
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#include <api/SWA.h>
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#include <ui/game_window.h>
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#include <ui/window_events.h>
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#include <user/config.h>
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#include <os/logger.h>
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uint32_t m_lastCheckpointScore = 0;
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float m_lastDarkGaiaEnergy = 0.0f;
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bool m_isUnleashCancelled = false;
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void PostureDPadSupportMidAsmHook(PPCRegister& r3)
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{
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if (!Config::AllowDPadMovement)
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return;
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auto pPadState = (SWA::SPadState*)g_memory.Translate(r3.u32);
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if (pPadState->IsDown(SWA::eKeyState_DpadUp))
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pPadState->LeftStickVertical = 1.0f;
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if (pPadState->IsDown(SWA::eKeyState_DpadDown))
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pPadState->LeftStickVertical = -1.0f;
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if (pPadState->IsDown(SWA::eKeyState_DpadLeft))
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pPadState->LeftStickHorizontal = -1.0f;
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if (pPadState->IsDown(SWA::eKeyState_DpadRight))
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pPadState->LeftStickHorizontal = 1.0f;
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}
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/* Hook function for when checkpoints are activated
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to preserve the current checkpoint score. */
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PPC_FUNC_IMPL(__imp__sub_82624308);
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PPC_FUNC(sub_82624308)
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{
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__imp__sub_82624308(ctx, base);
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if (!Config::SaveScoreAtCheckpoints)
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return;
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auto pGameDocument = SWA::CGameDocument::GetInstance();
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if (!pGameDocument)
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return;
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m_lastCheckpointScore = pGameDocument->m_pMember->m_Score;
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LOGFN("Score: {}", m_lastCheckpointScore);
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}
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/* Hook function that resets the score
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and restore the last checkpoint score. */
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PPC_FUNC_IMPL(__imp__sub_8245F048);
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PPC_FUNC(sub_8245F048)
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{
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__imp__sub_8245F048(ctx, base);
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if (!Config::SaveScoreAtCheckpoints)
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return;
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auto pGameDocument = SWA::CGameDocument::GetInstance();
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if (!pGameDocument)
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return;
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LOGFN("Score: {}", m_lastCheckpointScore);
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pGameDocument->m_pMember->m_Score = m_lastCheckpointScore;
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}
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void ResetScoreOnRestartMidAsmHook()
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{
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m_lastCheckpointScore = 0;
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}
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// Dark Gaia energy change hook.
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PPC_FUNC_IMPL(__imp__sub_823AF7A8);
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PPC_FUNC(sub_823AF7A8)
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{
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auto pEvilSonicContext = (SWA::Player::CEvilSonicContext*)g_memory.Translate(ctx.r3.u32);
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m_lastDarkGaiaEnergy = pEvilSonicContext->m_DarkGaiaEnergy;
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// Don't drain energy if out of control.
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if (Config::FixUnleashOutOfControlDrain && pEvilSonicContext->m_OutOfControlCount && ctx.f1.f64 < 0.0)
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return;
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__imp__sub_823AF7A8(ctx, base);
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if (!Config::AllowCancellingUnleash)
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return;
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auto pInputState = SWA::CInputState::GetInstance();
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// Don't allow cancelling Unleash if the intro anim is still playing.
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if (!pInputState || pEvilSonicContext->m_AnimationID == 39)
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return;
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if (pInputState->GetPadState().IsTapped(SWA::eKeyState_RightBumper))
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{
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pEvilSonicContext->m_DarkGaiaEnergy = 0.0f;
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m_isUnleashCancelled = true;
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}
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}
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void PostUnleashMidAsmHook(PPCRegister& r30)
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{
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if (m_isUnleashCancelled)
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{
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if (auto pEvilSonicContext = (SWA::Player::CEvilSonicContext*)g_memory.Translate(r30.u32))
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pEvilSonicContext->m_DarkGaiaEnergy = std::max(0.0f, m_lastDarkGaiaEnergy - 35.0f);
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m_isUnleashCancelled = false;
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}
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}
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void SetXButtonHomingMidAsmHook(PPCRegister& r30)
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{
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r30.u32 = Config::HomingAttackOnBoost;
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}
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// SWA::Player::CEvilSonicContext::Ctor
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PPC_FUNC_IMPL(__imp__sub_823B49D8);
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PPC_FUNC(sub_823B49D8)
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{
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__imp__sub_823B49D8(ctx, base);
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SDL_User_EvilSonic(GameWindow::s_pWindow, true);
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}
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// SWA::Player::CEvilSonicContext::Dtor
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PPC_FUNC_IMPL(__imp__sub_823B4590);
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PPC_FUNC(sub_823B4590)
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{
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__imp__sub_823B4590(ctx, base);
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SDL_User_EvilSonic(GameWindow::s_pWindow, false);
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}
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