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mm/Lua/inject/spawn oot.asm

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[actor_spawn]: 0x80025110
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[object_spawn]: 0x800812F0
[max_actor_no]: 0x1D6
[global_context]: 0x801C84A0
[buttons_offset]: 0x14
[actor_spawn_offset]: 0x1C24
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[object_spawn_offset]: 0x117A4
[link_actor]: 0x801DAA30
[actor_x]: 0x24
[actor_y]: 0x28
[actor_z]: 0x2C
[actor_horiz_angle]: 0x46
[link_save]: 0x8011A5D0
[rupees_offset]: 0x34
[upgrades_offset]: 0xA0
[upgrades_2_offset]: 0xA2
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.include "spawn.asm"
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actor_object_table:
.include "actor object table oot.asm"
load_object:
// args: a0 (actor number)
// returns v0 (0 if ok, 1 on error)
push 4, s0, ra
li v0, 1
la t0, actor_object_table
sll t1, a0, 1
addu t0, t0, t1
lhu s0, 0(t0) // object number
beq s0, r0, load_object_return
nop
bal is_object_loaded
mov a0, s0
bne v0, r0, load_object_return
cl v0
li t8, @global_context
li t9, @object_spawn_offset
add a0, t8, t9
mov a1, s0
jal @object_spawn
nop
load_object_return:
jpop 4, s0, ra
/*
we'll be dealing with structs like
typedef struct {
uint_ptr region_start; // ?
uint_ptr region_end; // ?
byte loaded_count; // only set in first item
byte loaded_count_alt; // usually fewer than the above
uint16 unknown;
uint16 object_number;
uint16 padding;
uint_ptr start;
uint32 size;
uint32 unknowns[11]; // more pointers and sizes
} loaded_object; // total size: 68 bytes
*/
is_object_loaded:
// args: a0 (object number)
// returns v0 (1 if loaded, 0 if not)
push 4
li t8, @global_context
li t9, @object_spawn_offset
add t0, t8, t9 // current item
lb t1, 8(t0) // remaining items
li v0, 1
is_object_loaded_loop:
lh t2, 12(t0) // item's object number
beq a0, t2, is_object_loaded_return
subi t1, t1, 1 // TODO: double check there's no off-by-one error
addi t0, t0, 68
bne t1, r0, is_object_loaded_loop
nop
cl v0
is_object_loaded_return:
jpop 4