#include #include "api/SWA.h" #include "ui/window.h" constexpr float m_baseAspectRatio = 16.0f / 9.0f; uint32_t m_lastCheckpointScore = 0; #pragma region Aspect Ratio Hooks bool CameraAspectRatioMidAsmHook(PPCRegister& r31) { auto pCamera = (SWA::CCamera*)g_memory.Translate(r31.u32); auto newAspectRatio = (float)Window::s_width / (float)Window::s_height; // Dynamically adjust horizontal aspect ratio to window dimensions. pCamera->m_HorzAspectRatio = newAspectRatio; if (auto s_pVertAspectRatio = (be*)g_memory.Translate(0x82028FE0)) { // Dynamically adjust vertical aspect ratio for VERT+. *s_pVertAspectRatio = 2.0f * atan(tan(45.0f / 2.0f) * (m_baseAspectRatio / newAspectRatio)); } // Jump to 4:3 code for VERT+ adjustments if using a narrow aspect ratio. return newAspectRatio < m_baseAspectRatio; } void CameraBoostAspectRatioMidAsmHook(PPCRegister& r31, PPCRegister& f0) { auto pCamera = (SWA::CCamera*)g_memory.Translate(r31.u32); if (Window::s_width < Window::s_height) { // Use horizontal FOV for narrow aspect ratios. f0.f32 = pCamera->m_HorzFieldOfView; } else { // Use vertical FOV for wide aspect ratios. f0.f32 = pCamera->m_VertFieldOfView; } } void CSDAspectRatioMidAsmHook(PPCRegister& f1, PPCRegister& f2) { auto newAspectRatio = (float)Window::s_width / (float)Window::s_height; if (newAspectRatio > m_baseAspectRatio) { f1.f64 = 1280.0f / ((newAspectRatio * 720.0f) / 1280.0f); } else if (newAspectRatio < m_baseAspectRatio) { f2.f64 = 720.0f / ((1280.0f / newAspectRatio) / 720.0f); } } #pragma endregion #pragma region Score Hooks /* Hook function for when checkpoints are activated to preserve the current checkpoint score. */ PPC_FUNC_IMPL(__imp__sub_82624308); PPC_FUNC(sub_82624308) { __imp__sub_82624308(ctx, base); if (Config::ScoreBehaviour != EScoreBehaviour_CheckpointRetain) return; auto pGameDocument = SWA::CGameDocument::GetInstance(); if (!pGameDocument) return; m_lastCheckpointScore = pGameDocument->m_pMember->m_Score; } /* Hook function that resets the score and restore the last checkpoint score. */ PPC_FUNC_IMPL(__imp__sub_8245F048); PPC_FUNC(sub_8245F048) { __imp__sub_8245F048(ctx, base); if (Config::ScoreBehaviour != EScoreBehaviour_CheckpointRetain) return; auto pGameDocument = SWA::CGameDocument::GetInstance(); if (!pGameDocument) return; printf("Resetting score to %d\n", m_lastCheckpointScore); pGameDocument->m_pMember->m_Score = m_lastCheckpointScore; } void ResetScoreOnRestartMidAsmHook() { m_lastCheckpointScore = 0; } #pragma endregion #pragma region Loading Hooks // Loading screen hook. PPC_FUNC_IMPL(__imp__sub_824DCF38); PPC_FUNC(sub_824DCF38) { /* Force the Werehog transition ID to use a different transition. */ if (!Config::WerehogHubTransformVideo) { /* 0 - Tails Electric NOW LOADING 1 - No Transition 2 - Werehog Transition 3 - Tails Electric NOW LOADING w/ Info (requires context) 4 - Arrows In/Out 5 - NOW LOADING 6 - Theatre Mode 7 - NOW LOADING 8 - Black Screen */ if (ctx.r4.u32 == 2) ctx.r4.u32 = 4; } __imp__sub_824DCF38(ctx, base); } #pragma endregion #pragma region Miscellaneous Hooks bool DisableHintsMidAsmHook() { return !Config::Hints; } void SetXButtonHomingMidAsmHook(PPCRegister& r30) { r30.u32 = Config::XButtonHoming; } /* Hook function that gets the game region and force result to zero for Japanese to display the correct logos. */ PPC_FUNC_IMPL(__imp__sub_825197C0); PPC_FUNC(sub_825197C0) { if (Config::Language == ELanguage_Japanese) { ctx.r3.u64 = 0; return; } __imp__sub_825197C0(ctx, base); } void HighFrameRateDeltaTimeFixMidAsmHook(PPCRegister& f1) { // Having 60 FPS threshold ensures we still retain // the original game behavior when locked to 30/60 FPS. constexpr double threshold = 1.0 / 60.0; if (f1.f64 < threshold) f1.f64 = threshold; } #pragma endregion