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License: MIT License
An environment for runtime hooking/code patching within Super Smash Bros Ultimate
License: MIT License
very good day I hope you can help me I don't know what to do yesterday early it worked fine since I was playing without any problem but at night I tried to add some new mods it stopped working and it gave me an error I deleted the mods that I installed I even put it back pluging and the exef and then it gave me that error how do I fix it thanks in advance hand
Skyline's logger is asynchronous, which is fine (and ultimately a good thing), however a big part of logging should be being able to see the last known information before a crash.
I was trying to use the p5rs but the game just crashes. Maybe the main.ndpm needs to be updated with the patched main.ndpm from the latest update of the game?
Is there any guide on how and what to patch on the main.ndpm file?
I tried looking it up but I can't find anything.
I'm not really making mods for Switch games. I just wanted to make the https://github.com/Raytwo/p5rcbt work.
I have installed devkitA64 and libnx. What else do I need to build this?
I just installed Arcropolis and Skyline (latest versions, no mods added) and I can't launch Smash without either holding the L button or getting rid of the exefs folder (both ways make it so that Arcropolis doesn't load). When I do it normally it just says "Unable to start software. Return to the HOME Menu and try again." How do I fix this?
Hello,
I cannot find any explanation on how to use Skyline, e.g. where to copy which files in order to use it. I think you should really add it to your github page!
In ultimate, just having the skyline files in the exefs folder (with no plugins) makes the local wireless menu instantly back out to the previous menu
This include doesn't reference a directory that exists. I'm running into this issue when running make.
error: eiffel/sl.h: No such file or directory
3 | #include "eiffel/sl.h"
| ^~~~~~~~~~~~~
compilation terminated.
This code does not work when ASLR is disabled or you hit the 1/260000 lottery of selecting a 0 ASLR slide value:
skyline/source/skyline/inlinehook/And64InlineHook.cpp
Lines 536 to 552 in 972cdef
The code assumes addresses before the first .text section can be mapped as generated code. But if the ASLR slide is 0, then they are not mappable as generated code, and the program will fail to perform the call to svc::ControlCodeMemory and subsequently crash.
In these two functions which are intended to return Result
, they do not return ResultSuccess()
in the case where g_loggerInit == true
. This is UB and causes gcc to emit trap instructions for these cases, which crashes when reached.
skyline/source/skyline/logger/TcpLogger.cpp
Lines 56 to 68 in 972cdef
skyline/source/skyline/logger/TcpLogger.cpp
Lines 70 to 82 in 972cdef
0000000000000000 <_ZN7skyline6logger11init_normalEPvmmi>:
0: 90000000 adrp x0, 10 <_ZN7skyline6logger11init_normalEPvmmi+0x10>
4: f9400000 ldr x0, [x0]
8: 39400000 ldrb w0, [x0]
c: 370002a0 tbnz w0, #0, 60 <_ZN7skyline6logger11init_normalEPvmmi+0x60>
10: a9bf7bf3 stp x19, x30, [sp, #-16]!
14: 90000000 adrp x0, 10 <_ZN7skyline6logger11init_normalEPvmmi+0x10>
18: f9400000 ldr x0, [x0]
1c: 52800021 mov w1, #0x1 // #1
20: 39000001 strb w1, [x0]
24: d2a00c01 mov x1, #0x600000 // #6291456
28: d2880000 mov x0, #0x4000 // #16384
2c: 94000000 bl 0 <memalign>
30: 90000001 adrp x1, 8 <_ZN7skyline6logger11init_normalEPvmmi+0x8>
34: f9400021 ldr x1, [x1]
38: f9400024 ldr x4, [x1]
3c: 528001c3 mov w3, #0xe // #14
40: d2a00042 mov x2, #0x20000 // #131072
44: d2a00c01 mov x1, #0x600000 // #6291456
48: d63f0080 blr x4
4c: 2a0003f3 mov w19, w0
50: 94000000 bl 0 <_ZN7skyline6logger11init_normalEPvmmi>
54: 2a1303e0 mov w0, w19
58: a8c17bf3 ldp x19, x30, [sp], #16
5c: d65f03c0 ret
60: d4207d00 brk #0x3e8
In smash ultimate some users are experiencing crashes on startup with the error 0x35F202, "Mount name not found in table". I believe this is due to rom not being mounted by the game within 10 seconds. Skyline then assumes it is already mounted and crashes. I've been giving people with this issue a build of my pr (#31) as a solution until one is added.
Crash report from someone experiencing this issue.
After updating my switch yesterday, i tried to put the mods again. had an old atmosphere version and had to update to the latest, and in the process i deleted my old atmosphere folder. I reinstalled everything again and for a moment had everything working... except the training mod. this morning I tried again and managed to get everything right. But i quit my sd card one last time to check some conflicts with mods and fix them. This two errors happened
I´ve been fighting with my switch for almost 2 hours already. downloaded everything from 0 in a step by step guide, nothing worked lmao. I tried deleting the plugins file altogether and it obviously worked but smash started without mods. i dunno what causes it, i have the most recent version of both the training modpack and arcadia. Any ideas? i can provide more screenshots of my atmosphere folder if needed
Using ARCopolis 2.1.0, Atmosphere 1.2.1, on firmware 13.1.0 with the Skyline beta prevents Smash Ultimate from loading :/
Hey there! I was prompted with "ARCropolis has panicked!" after trying to install one-slot-effects. I tried to fix this myself by deleting the files that I had added in my plugins, but to no avail. I assume this is where i should post my screenshot of my issue. Any help is greatly appreceated!
Error Code: 2-0069
Does anyone know a work around to make it so skyline wont disable lan play? I've heard people talking about skyline debuggers that can stop it from preventing lan play but can not find anything online.
Skyline already works on Ryujinx, but all we need now is LDN support and then everything will be perfect. Please consider adding support for this
As the title suggests. I've ruled out every other possibility. It seems when running Atmosphere 0.14.2 and newer, matches don't start. It just stays at a black screen and music still runs. Not sure if this is an Atmosphere issue or a Skyline issue.
When do you guys think you could work that in specifically support for yuzu
This would require hooking nn::os::TryPopNotificationMessage
to check for Exit
and then call exit methods (if they exit) on each plugin.
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