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A few more v1.26 things
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KingJigglypuff committed Sep 30, 2022
1 parent ee9fadd commit 92d5c9c
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1 change: 1 addition & 0 deletions Build/P+Ex/BOOST.txt
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Expand Up @@ -42,6 +42,7 @@ op blt- 0x34 @ $8018CFC8
.include Source/P+Ex/CustomEnding.asm
.include Source/P+Ex/Maths.asm
.include Source/P+Ex/Misc.asm
.include Source/P+Ex/PassiveAnim.asm
.include Source/P+Ex/PlatformIgnore.asm
.include Source/P+Ex/PointerWizardry.asm
.include Source/P+Ex/PSA.asm
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1 change: 1 addition & 0 deletions Build/P+Ex/NETBOOST.txt
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Expand Up @@ -42,6 +42,7 @@ op blt- 0x34 @ $8018CFC8
.include Source/P+Ex/CustomEnding.asm
.include Source/P+Ex/Maths.asm
.include Source/P+Ex/Misc.asm
.include Source/P+Ex/PassiveAnim.asm
.include Source/P+Ex/PlatformIgnore.asm
.include Source/P+Ex/PointerWizardry.asm
.include Source/P+Ex/PSA.asm
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61 changes: 61 additions & 0 deletions Build/P+Ex/Source/P+Ex/PassiveAnim.asm
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#######################################################################
Force "PassiveAnim" Texture Animations To Play Indefinitely [DukeItOut]
#######################################################################
#
# If the SRT animation named "PassiveAnim" exists
# and was the last animation played, it will continue playing
# and will refuse to update when the CHR animation changes
#
# You can use this to make looping aesthetic animations! This is
# incompatible with models with texture movement on eyes, however.
# You have to choose between eye movement and this as they both
# involve texture animation.
#
# To make them exclusive to a particular costume for a character,
# make only the desired costume ID range for that character
# play "PassiveAnim" upon loading into the game within a modified
# module.
#
# In modded modules, this is often set using subaction 3 within
# the PSA, which is where it will be getting the animation
# name from normally.
#
# Please, only exploit this code with characters!
############################################################
.BA<-AnimationName
.BA->$80723E4C
.GOTO->AnimationCheck
AnimationName:
string "PassiveAnim"
AnimationCheck:
.RESET
op b 0x16C @ $80723E48 # Makes room for above string pointer
HOOK @ $8072A6FC
{
mr r3, r28 # Motion animation brres
lis r4, 0x8072 # \ "PassiveAnim"
lwz r4, 0x3E4C(r4) # /
lis r12, 0x8018 # \
ori r12, r12, 0xDDF4 # |
mtctr r12 # | Get pointer to animation "PassiveAnim" if present
bctrl # /
cmpwi r3, 0 # \ Give up if it doesn't exist.
beq- ActNormal # /
lwz r12, 0x90(r21) # \
lwz r12, 0x18(r12) # / Get initialized SRT0 animation (0x10 for CLR0 if you want to lock that too elsewhere)
cmpwi r12, 0 # \ Check if it exists!
beq ActNormal # /
lwz r4, 0x2C(r12) # Get pointer to SRT0 data for looping aesthetic animation
cmpw r3, r4 # \ if the two addresses don't match in location, it isn't ColorAnim
bne+ ActNormal # /
lis r12, 0x8072 # \
ori r12, r12, 0xA770 # |
mtctr r12 # | skip setting up an SRT0 animation if PassiveAnim is playing!
bctr # /
ActNormal:
mr r3, r28 # Original operation, gets animation name from r30
}
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