The VM refused C0 (register conditional), so cheats like C046B400 FFFFFFFF were greyed out as unsupported. C0 now
runs with dmnt's operand types 0-5, widths and conditions; C1 and C2 save, restore and clear registers, C3 moves
registers to and from the static registers. tools/cheats.py gives the same opcode lengths and accepts the same opcodes.
skip() took the end of a nested block at depth 1 for the else of the failed outer block; it now counts depth the way
dmnt does, and 2x000000 is an else only for x = 1.
tests/cheats_vm_check.py runs tools/cheats.py and runtime/cheats.c on cheats of its own, the two from the issue
included.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mods were described only in one dense list in the tester guide. docs/mods.md walks a player through installing a mod,
its order and switches, TKMM merges, code patches and their rebuild, what renaming a mod folder does, the reasons the
Mods tab gives for an unused mod, and what to check when something looks wrong. docs/cheats.md gains a folder example
and the rename note.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Code cheats need the game lifted and compiled with them. Running the setup
again did that, but it lifted and compiled everything and prepared the
shaders again.
- The setup keeps the generated C and the objects in its temp folder (about
1.3 GB). gen.py rewrites only the chunks whose C changed, so Ninja
recompiles only those. One new code cheat on 1.4.3 took a 47 s lift and
19 s of compile and link on 24 cores.
- Prepare's key no longer follows the compile key, only the runtime, the
translator and the game version, so a rebuild keeps the prepared shaders.
- The cleanup writes build-cache/rebuild.txt, the command that opens the
setup window in a new --rebuild mode on the install folder. That mode runs
at once and starts the game again when it succeeds.
- At start, runtime/cheats.c runs that command and exits when an enabled
mod has code cheats the build lacks (plat_spawn, new for Windows and
Linux). build-cache/rebuild.skip keeps a failed or cancelled rebuild from
starting again for the same cheats. "Rebuild the game now" on the Cheats
tab tries again, and [mods] mods_rebuild = off turns the rebuild off.
Scripted runs never start it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A cheat file is now part of a mod: mods/<mod>/cheats/<build id>.txt, or the
Atmosphere places inside the mod folder, the file name in any case. The port
ships no cheat files any more (the MyNXCheats files and their notice row are
gone).
- tools/cheats.py --mods builds the code cheats of every mod folder; a
cheat's key hashes "<mod folder>/<name>", so two mods' cheats of one name
keep their own switches.
- The setup reads the cheats from <install>/mods and writes the status to
build-cache/cheats.status.
- runtime/cheats.c reads the files of the enabled mods the port can use, in
the Mods tab order, and the status from build-cache.
- A mod with only cheats is usable. The Cheats tab groups the cheats by mod,
and the Mods tab says how many cheats a mod brought.
- The cheat texts are in all four menu languages.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The setup keeps a player's own file. A bundled file the tools refuse costs its cheats, not the install.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Players bring their own cheats\<build id>.txt next to totk.exe; none ship with the port. The setup turns cheats that
write main's code into patch sets (tools/cheats.py), cheats that write data run in a cheat VM after dmnt's every
presented frame (runtime/cheats.c), and the menu's Cheats tab switches each one, saved under [cheats] in totk.ini.
The patch table now takes several sets per site, first set in file order winning, and replacements that end in a
branch or ret, so cheats that patch the same instruction or end in a jump can be built.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>