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| # Press W, creates string there, creates align/word, renames to a non-conflicting name | |
| import idaapi, idc, inspect | |
| from io import BytesIO | |
| def get_selected_bytes(): | |
| #BOOL multiple, start, end | |
| selected = idaapi.read_selection() | |
| curr_ea = idc.get_screen_ea() | |
| return [selected, curr_ea] |
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| void __fastcall judge_spin_note(CGameSceneComponent *cGSC_, NoteStruct *noteStruct) | |
| { | |
| NoteStruct *NS; // rbx | |
| CGameSceneComponent *cGSC; // rdi | |
| NOTE_KIND_INTERNAL kind; // er8 | |
| int stime; // eax | |
| float v6; // xmm0_4 | |
| int adjTime; // edx | |
| float noteTimeDelta__; // xmm4_4 | |
| __int64 lane; // rax |
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| void __fastcall judge_hold_note(CGameSceneComponent *cGSC_, NoteStruct *noteStruct_, __int64 flag) | |
| { | |
| char some_holdnote_flag; // r15 | |
| NoteStruct *noteStruct; // rbx | |
| CGameSceneComponent *cGSC; // rdi | |
| int note_stime; // er10 | |
| float temp_flt; // xmm0_4 | |
| int note_etime; // er14 | |
| int curTime; // eax | |
| int adjTime; // er12 |
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| void __fastcall judge_notes(CGameSceneComponent *cGSC_) | |
| { | |
| //skipping less relevant code before and after this snippet. | |
| NS = cGSC->CGameSequence.curNoteStructWindow; | |
| cGSC->hit_note_judgedLaneMask = 0; | |
| while ( NS != cGSC->CGameSequence.curNoteStructWindow_endloc ) | |
| { | |
| noteStruct = *NS; | |
| if ( *NS && !cGSC->note_hit_array[noteStruct->lane] ) |
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| /* | |
| This code can control the M61545AFP volume chip in konami sdvx/museca headphone amps. It sends just a couple packets to init the amps to | |
| max volume - useful for sdvx valk conversion kits. | |
| M61545AFP Datasheet link: https://www.renesas.com/en/document/dst/m61545afp-datasheet | |
| WIRING NOTES: | |
| - Any arduino should work, I recommend a Pro Micro (leonardo) or and Uno though. | |
| - It is recomennded to power the arduino with USB from the computer. | |
| - The sdvx/museca amps use 3 wire control signal connectors labelled 12v, data, and clock. You MUST connect the arduino vcc (5v) pin to the |
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| void __fastcall judge_hit_note(CGameSceneComponent *cGSC_, NoteStruct *noteStruct_) | |
| { | |
| NoteStruct *noteStruct; // rdi | |
| CGameSceneComponent *cGSC; // rbx | |
| int v4; // eax | |
| int noteTimeDelta; // er13 | |
| float flt_noteTimeDelta; // xmm6_4 | |
| float temp_flt; // xmm0_4 | |
| int judgeType; // esi | |
| NOTE_TYPE_INTERNAL lane; // er11 |