Beispiel #1
0
        public static void InsertObj(byte[] obj, int replace)
        {
            int  f           = RomUtils.GetFileIndexForWriting(OBJECT_TABLE);
            int  basea       = OBJECT_TABLE - RomData.MMFileList[f].Addr;
            uint replaceaddr = ReadWriteUtils.Arr_ReadU32(RomData.MMFileList[f].Data, basea + (replace * 8));
            int  objf        = RomData.MMFileList.FindIndex(u => u.Addr == replaceaddr);

            if (objf == -1)
            {
                return;
            }
            ;
            if (obj.Length > (RomData.MMFileList[objf].End - RomData.MMFileList[objf].Addr))
            {
                MMFile newfile = new MMFile();
                newfile.Addr         = RomData.MMFileList[RomData.MMFileList.Count - 1].End;
                newfile.End          = newfile.Addr + obj.Length;
                newfile.IsCompressed = true;
                newfile.WasEdited    = true;
                newfile.Data         = obj;
                RomData.MMFileList[objf].Cmp_Addr     = -1;
                RomData.MMFileList[objf].Cmp_End      = -1;
                RomData.MMFileList[objf].Data         = null;
                RomData.MMFileList[objf].IsCompressed = false;
                RomData.MMFileList.Add(newfile);
                ReadWriteUtils.Arr_WriteU32(RomData.MMFileList[f].Data, basea + (replace * 8), (uint)newfile.Addr);
                ReadWriteUtils.Arr_WriteU32(RomData.MMFileList[f].Data, basea + (replace * 8) + 4, (uint)newfile.End);
            }
            else
            {
                RomData.MMFileList[objf].Data      = obj;
                RomData.MMFileList[objf].WasEdited = true;
            }
        }
Beispiel #2
0
        public static void ReenableNightBGM()
        {
            // summary: there is a scene header which has a single byte that determines what plays at night, setting to 13 re-enables BGM at night

            // since scene table is only read previously on enemizer, if not loaded we have to load now
            if (RomData.SceneList == null)
            {
                ReadSceneTable();
            }

            // TODO since this is static, it can be moved
            var TargetSceneEnums = new GameObjects.Scene[]
            {
                GameObjects.Scene.TerminaField,
                GameObjects.Scene.RoadToSouthernSwamp,
                GameObjects.Scene.SouthernSwamp,
                GameObjects.Scene.SouthernSwampClear,
                GameObjects.Scene.PathToMountainVillage,
                GameObjects.Scene.MountainVillage,
                GameObjects.Scene.MountainVillageSpring,
                GameObjects.Scene.TwinIslands,
                GameObjects.Scene.TwinIslandsSpring,
                GameObjects.Scene.GoronRacetrack,
                GameObjects.Scene.GoronVillage,
                GameObjects.Scene.GoronVillageSpring,
                GameObjects.Scene.PathToSnowhead,
                GameObjects.Scene.Snowhead,
                GameObjects.Scene.MilkRoad,
                GameObjects.Scene.GreatBayCoast,
                GameObjects.Scene.PinnacleRock,
                GameObjects.Scene.ZoraCape,
                GameObjects.Scene.WaterfallRapids,
                GameObjects.Scene.RoadToIkana,
                GameObjects.Scene.IkanaCanyon,
                GameObjects.Scene.EastClockTown,
                GameObjects.Scene.WestClockTown,
                GameObjects.Scene.NorthClockTown,
                GameObjects.Scene.SouthClockTown,
                GameObjects.Scene.LaundryPool,
                GameObjects.Scene.Woodfall,
            }.ToList();

            foreach (var SceneEnum in TargetSceneEnums)
            {
                ReenableNightBGMSingle(RomData.SceneList.Find(u => u.Number == SceneEnum.Id()).File);
            }

            // Kamaro the dancing ghost in Termina Field breaks night music
            //   he calls a function that sets an unknown actor flag unk39 & 20, he calls this function per frame from multiple places
            // if we nop it his music never plays, and might music is never interupted by him
            var kamaroFID = 593; //GameObjects.Actor.En_Yb.FileListIndex();

            RomUtils.CheckCompressed(kamaroFID);
            var kamaroData = RomData.MMFileList[kamaroFID].Data;

            // null function call to func_800B9084 -> NOP
            ReadWriteUtils.Arr_WriteU32(kamaroData, 0x618, 0x00000000);
        }
Beispiel #3
0
 private static void UpdateFileTable(byte[] ROM)
 {
     for (int i = 0; i < RomData.MMFileList.Count; i++)
     {
         int offset = FILE_TABLE + (i * 16);
         ReadWriteUtils.Arr_WriteU32(ROM, offset, (uint)RomData.MMFileList[i].Addr);
         ReadWriteUtils.Arr_WriteU32(ROM, offset + 4, (uint)RomData.MMFileList[i].End);
         ReadWriteUtils.Arr_WriteU32(ROM, offset + 8, (uint)RomData.MMFileList[i].Cmp_Addr);
         ReadWriteUtils.Arr_WriteU32(ROM, offset + 12, (uint)RomData.MMFileList[i].Cmp_End);
     }
 }
Beispiel #4
0
        private static void FixCRC(byte[] ROM)
        {
            // reference: http://n64dev.org/n64crc.html
            uint[] CRC = new uint[2];
            uint   seed = 0xDF26F436;
            uint   t1, t2, t3, t4, t5, t6, r, d;
            int    i = 0x1000;

            t1 = t2 = t3 = t4 = t5 = t6 = seed;
            while (i < 0x101000)
            {
                d = ReadWriteUtils.Arr_ReadU32(ROM, i);
                if ((t6 + d) < t6)
                {
                    t4++;
                }
                t6 += d;
                t3 ^= d;
                r   = (d << (byte)(d & 0x1F)) | (d >> (byte)(32 - (d & 0x1F)));
                t5 += r;
                if (t2 < d)
                {
                    t2 ^= (t6 ^ d);
                }
                else
                {
                    t2 ^= r;
                }
                t1 += (ReadWriteUtils.Arr_ReadU32(ROM, 0x750 + (i & 0xFF)) ^ d);
                i  += 4;
            }
            CRC[0] = t6 ^ t4 ^ t3;
            CRC[1] = t5 ^ t2 ^ t1;
            ReadWriteUtils.Arr_WriteU32(ROM, 16, CRC[0]);
            ReadWriteUtils.Arr_WriteU32(ROM, 20, CRC[1]);
        }
Beispiel #5
0
        // gets passed RomData.SequenceList in Builder.cs::WriteAudioSeq
        public static void RebuildAudioSeq(List <SequenceInfo> SequenceList, OutputSettings _settings)
        {
            // spoiler log output DEBUG
            StringBuilder log = new StringBuilder();

            void WriteOutput(string str)
            {
                Debug.WriteLine(str); // we still want debug output though
                log.AppendLine(str);
            }

            List <MMSequence> OldSeq = new List <MMSequence>();
            int f     = RomUtils.GetFileIndexForWriting(Addresses.SeqTable);
            int basea = RomData.MMFileList[f].Addr;

            for (int i = 0; i < 128; i++)
            {
                MMSequence entry = new MMSequence();
                if (i == 0x1E) // intro music when link gets ambushed
                {
                    entry.Addr = 2;
                    OldSeq.Add(entry);
                    continue;
                }

                int entryaddr = Addresses.SeqTable + (i * 16);
                entry.Addr = (int)ReadWriteUtils.Arr_ReadU32(RomData.MMFileList[f].Data, entryaddr - basea);
                var size = (int)ReadWriteUtils.Arr_ReadU32(RomData.MMFileList[f].Data, (entryaddr - basea) + 4);
                if (size > 0)
                {
                    entry.Data = new byte[size];
                    Array.Copy(RomData.MMFileList[4].Data, entry.Addr, entry.Data, 0, entry.Size);
                }
                else
                {
                    int j = SequenceList.FindIndex(u => u.Replaces == i);
                    if (j != -1)
                    {
                        if ((entry.Addr > 0) && (entry.Addr < 128))
                        {
                            if (SequenceList[j].Replaces != 0x28) // 28 (fairy fountain)
                            {
                                SequenceList[j].Replaces = entry.Addr;
                            }
                            else
                            {
                                entry.Data = OldSeq[0x18].Data;
                            }
                        }
                    }
                }
                OldSeq.Add(entry);
            }

            List <MMSequence> NewSeq = new List <MMSequence>();
            int addr = 0;

            byte[] NewAudioSeq = new byte[0];
            for (int i = 0; i < 128; i++)
            {
                MMSequence newentry = new MMSequence();
                if (OldSeq[i].Size == 0)
                {
                    newentry.Addr = OldSeq[i].Addr;
                }
                else
                {
                    newentry.Addr = addr;
                }

                if (SequenceList.FindAll(u => u.Replaces == i).Count > 1)
                {
                    WriteOutput("Error: Slot " + i.ToString("X") + " has multiple songs pointing at it!");
                }

                int p = RomData.PointerizedSequences.FindIndex(u => u.PreviousSlot == i);
                int j = SequenceList.FindIndex(u => u.Replaces == i);
                if (p != -1)
                {
                    // found song we want to pointerize
                    newentry.Addr = RomData.PointerizedSequences[p].Replaces;
                }
                else if (j != -1)
                {
                    // new song to replace old slot found
                    if (SequenceList[j].MM_seq != -1)
                    {
                        newentry.Data = OldSeq[SequenceList[j].MM_seq].Data;
                        WriteOutput("Slot " + i.ToString("X2") + " -> " + SequenceList[j].Name);
                    }
                    else if (SequenceList[j].SequenceBinaryList != null && SequenceList[j].SequenceBinaryList.Count > 0)
                    {
                        if (SequenceList[j].SequenceBinaryList.Count > 1)
                        {
                            WriteOutput("Warning: writing song with multiple sequence/bank combos, selecting first available");
                        }
                        newentry.Data = SequenceList[j].SequenceBinaryList[0].SequenceBinary;
                        WriteOutput("Slot " + i.ToString("X2") + " := " + SequenceList[j].Name + " *");
                    }
                    else // non mm, load file and add
                    {
                        byte[] data;
                        if (File.Exists(SequenceList[j].Filename))
                        {
                            using (var reader = new BinaryReader(File.OpenRead(SequenceList[j].Filename)))
                            {
                                data = new byte[(int)reader.BaseStream.Length];
                                reader.Read(data, 0, data.Length);
                            }
                        }
                        else if (SequenceList[j].Name == nameof(Properties.Resources.mmr_f_sot))
                        {
                            data = Properties.Resources.mmr_f_sot;
                        }
                        else
                        {
                            throw new Exception("Music not found as file or built-in resource." + SequenceList[j].Filename);
                        }

                        // I think this checks if the sequence type is correct for MM
                        //  because DB ripped sequences from SF64/SM64/MK64 without modifying them
                        if (data[1] != 0x20)
                        {
                            data[1] = 0x20;
                        }

                        newentry.Data = data;
                        WriteOutput("Slot " + i.ToString("X2") + " := " + SequenceList[j].Name);
                    }
                }
                else // not found, song wasn't touched by rando, just transfer over
                {
                    newentry.Data = OldSeq[i].Data;
                }

                // if the sequence is not padded to 16 bytes, the DMA fails
                //  music can stop from playing and on hardware it will just straight crash
                var Padding = 0x10 - newentry.Size % 0x10;
                if (Padding != 0x10)
                {
                    newentry.Data = newentry.Data.Concat(new byte[Padding]).ToArray();
                }

                NewSeq.Add(newentry);
                // TODO is there not a better way to write this?
                if (newentry.Data != null)
                {
                    NewAudioSeq = NewAudioSeq.Concat(newentry.Data).ToArray();
                }

                addr += newentry.Size;
            }

            // discovered when MM-only music was fixed, if the audioseq is left in it's old spot
            // audio quality is garbage, sounds like static
            //if (addr > (RomData.MMFileList[4].End - RomData.MMFileList[4].Addr))
            //else
            //RomData.MMFileList[4].Data = NewAudioSeq;

            int index = RomUtils.AppendFile(NewAudioSeq);

            ResourceUtils.ApplyHack(Values.ModsDirectory, "reloc-audio");
            RelocateSeq(index);
            RomData.MMFileList[4].Data     = new byte[0];
            RomData.MMFileList[4].Cmp_Addr = -1;
            RomData.MMFileList[4].Cmp_End  = -1;

            //update sequence index pointer table
            f = RomUtils.GetFileIndexForWriting(Addresses.SeqTable);
            for (int i = 0; i < 128; i++)
            {
                ReadWriteUtils.Arr_WriteU32(RomData.MMFileList[f].Data, (Addresses.SeqTable + (i * 16)) - basea, (uint)NewSeq[i].Addr);
                ReadWriteUtils.Arr_WriteU32(RomData.MMFileList[f].Data, 4 + (Addresses.SeqTable + (i * 16)) - basea, (uint)NewSeq[i].Size);
            }

            //update inst sets used by each new seq
            // this is NOT the audiobank, its the complementary instrument set value for each sequence
            //   IE, sequence 7 uses instrument set "10", we replaced it with sequnece ae which needs bank "23"
            f     = RomUtils.GetFileIndexForWriting(Addresses.InstSetMap);
            basea = RomData.MMFileList[f].Addr;
            for (int i = 0; i < 128; i++)
            {
                // huh? paddr? pointer? padding?
                int paddr = (Addresses.InstSetMap - basea) + (i * 2) + 2;

                int j = -1;
                if (NewSeq[i].Size == 0) // pointer, we need to copy the instrumnet set from the destination
                {
                    j = SequenceList.FindIndex(u => u.Replaces == NewSeq[i].Addr);
                }
                else
                {
                    j = SequenceList.FindIndex(u => u.Replaces == i);
                }

                if (j != -1)
                {
                    RomData.MMFileList[f].Data[paddr] = (byte)SequenceList[j].Instrument;
                }
            }

            //// DEBUG spoiler log output
            //String dir = Path.GetDirectoryName(_settings.OutputROMFilename);
            //String path = $"{Path.GetFileNameWithoutExtension(_settings.OutputROMFilename)}";
            //// spoiler log should already be written by the time we reach this far
            //if (File.Exists(Path.Combine(dir, path + "_SpoilerLog.txt")))
            //    path += "_SpoilerLog.txt";
            //else // TODO add HTML log compatibility
            //    path += "_SongLog.txt";

            //using (StreamWriter sw = new StreamWriter(Path.Combine(dir, path), append: true))
            //{
            //    sw.WriteLine(""); // spacer
            //    sw.Write(log);
            //}
        }