gctGenerator/Readme.md
2021-12-28 16:35:31 +00:00

102 lines
6.7 KiB
Markdown

# GCT Generator
[![GitHub license](https://img.shields.io/github/license/bitpatty/gctGenerator?color=blue&label=License&style=plastic)](https://github.com/BitPatty/gctGenerator/blob/master/LICENSE)
[![CD Pipeline](https://github.com/BitPatty/gctGenerator/workflows/CD%20Pipeline/badge.svg)](https://github.com/BitPatty/gctGenerator/actions?query=workflow%3A%22CD+Pipeline%22)
This repository contains the code behind the Super Mario Sunshine Cheatfile Generator at https://gct.zint.ch/
---
## Features
- Custom cheat combination
- Custom stage loader based on [QbeRoot's fastcodes](https://github.com/QbeRoot/fastcodes)
- Creates cheatfiles ready for use with [Nintendont](https://github.com/FIX94/Nintendont), [Gecko Cheat Manager](https://wiibrew.org/wiki/CheatManager) and [Dolphin](https://github.com/dolphin-emu/dolphin)
---
## Contributing
### Updating Practice Codes
The codes are stored in the `Codes.xml` file. If you want to add or change codes edit the XML file. Note that GMSJ0A refers to the NTSC-J 1.1 release of Super Mario Sunshine. (It's not actually called version A but that's what we've been calling it for years due to a misconception on what the A on the back of the box means).
When adding new codes keep in mind that the English title/description are mandatory.
#### Reserved Memory
Some codes store some states in the games memory starting from address 0x817F0000. To avoid collisions use a memory range in the unallocated ranges:
| Status | Start | End | Description |
| --------------------------- | ------- | ------- | ------------------------------------------------------------------------- |
| ![](./docs/reserved.svg) | `0x0` | `0x7` | Level Select: Stage Data |
| ![](./docs/reserved.svg) | `0x8` | `0x13` | DPad Functions: Stored Position (Mario) |
| ![](./docs/reserved.svg) | `0x14` | `0x15` | DPad Functions: Stored Angle (Mario) |
| ![](./docs/reserved.svg) | `0x16` | `0x1B` | DPad Functions: Stored Position (Camera) |
| ![](./docs/reserved.svg) | `0x20` | `0x23` | Coin Count Savestate: Coin Count |
| ![](./docs/unallocated.svg) | `0x24` | `0x93` | Not Allocated |
| ![](./docs/reserved.svg) | `0x94` | `0xA3` | QF Timer: Coordinates of the Text box (LTRB) |
| ![](./docs/reserved.svg) | `0xA4` | `0xB0` | QF Timer: Timer Format String |
| ![](./docs/reserved.svg) | `0xB0` | `0xB0` | QF Timer: (Unused) |
| ![](./docs/reserved.svg) | `0xB2` | `0xB2` | QF Timer: Stop at QFT Offset |
| ![](./docs/reserved.svg) | `0xB3` | `0xB3` | QF Timer: Restart Flag |
| ![](./docs/reserved.svg) | `0xB4` | `0xB7` | QF Timer: Cumulative time of previous areas since last reset (QFT Offset) |
| ![](./docs/reserved.svg) | `0xB8` | `0xBB` | QF Timer: Time to display if timer freeze > 0 |
| ![](./docs/reserved.svg) | `0xBC` | `0xBF` | QF Timer: Duration of timer freeze (in frames) |
| ![](./docs/buffer.svg) | `0xC0` | `0xFF` | Buffer (QF Timer) |
| ![](./docs/reserved.svg) | `0x100` | `0x100` | Ingame Timer: Reset Stopwatch Flag |
| ![](./docs/reserved.svg) | `0x101` | `0x101` | Ingame Timer: Disable Custom IG Timer Flag |
| ![](./docs/reserved.svg) | `0x102` | `0x10B` | Ingame Timer: Stopwatch Backup |
| ![](./docs/reserved.svg) | `0x10C` | `0x10C` | Ingame Timer: Stop Stopwatch Flag |
| ![](./docs/buffer.svg) | `0x10D` | `0x10F` | Buffer (Ingame Timer) |
| ![](./docs/reserved.svg) | `0x110` | `0xA4F` | QF Timer: Timer Textbox |
| ![](./docs/unallocated.svg) | `0xA50` | `0xFFF` | Not Allocated |
### Adding translations
1. Create a new file `<lang>.json` in `site/.vuepress/i18n`, where `<lang>` is the language code you want to add. Copy the contents of `en-US.json` into your file and translate each entry in the JSON file.
2. Create a new folder with your language code in `site` (such as `site/de` for German). Create a new markdown file for each existing page (`guide.md`, `index.md`, `ios58.md`, ...) and translate its contents from the English version.
3. Create a new entry in `site/.vuepress/i18n/locales.json` with the site metadata and navigation items for your language.
4. Open `Codes.xml` and add a translation for each code (`<title>` and `<description>`).
### Updating Guides
You can find the guides in the [site](https://github.com/BitPatty/gctGenerator/tree/master/site) folder. Simply edit the corresponding markdown file (.md).
Note that in the code reference files everything following the `<!-- injectionpoint -->` tag will be removed during the next build.
### Site Development
If you intend to change site code you need [NodeJS](https://nodejs.org/en/) version 14.X LTS installed on your local.
```sh
# Install dependencies
npm i
# Run project in watch mode
# This will serve the page in development mode on http://localhost:8080
npm run dev
# Build project
npm run build
```
The XML codes will be written automatically to the json file and code reference during the following actions:
- Starting the development server with `npm run dev`
- Building the site with `npm run build`
If you want to inject the codes at any given point you can use `npm run codes:inject`.
**!!! Note that if npm was used, `npm run codes:clean` is ran automatically as a pre-commit hook, removing all injected codes and staging ALL changes.** If you want to commit changes without cleaning codes first you have to commit through `git commit --no-verify`.
### Build and preview the site (Docker)
The project root provides a [docker-compose](https://docs.docker.com/compose/) file, which creates a clean build (with the same configuration as the production build) and spins up a minimal Apache server on your local, serving the resulting build on port 8080.
```sh
# Build and serve the site on http://localhost:8080
# Press CTRL+C to stop the container
docker-compose up --build
```