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mm/asm/dma O EUDB MQ.asm

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1.2 KiB
NASM
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.push pc
[DMARomToRam]: 0x80000BFC
[vstart]: 0x035D0000
[start]: 0x80700000
[size]: 0x10000
/*
.org 0x18F30
; add an entry to the end of dmatable to hold our extra code
; this actually just crashes the game so don't bother
; (no debug filename associated with it = bad pointer dereference? maybe?)
.word @vstart ; virtual start
.word 0x035E0000 ; virtual end (@vstart + @size)
.word @vstart ; physical start (should be same as virtual start)
.word 0 ; physical end (should be 0 for uncompressed)
*/
.base 0x7F588E60 ; code file in memory
.org 0xB3D9E4 ; 0x800C6844
; this appears to be the main game loop function
; we can "make room" for some injected code
; by taking advantage of it never returning under normal circumstances.
; we'll cut out pushing RA, S1-S8 stuff on stack.
; props to CloudMax for coming up with this.
addiu sp, sp, 0xFC60 ; original code
; push removed here
li s0, 0x8011F830 ; original code
; pushes removed here
; 9 instructions to work with?
2016-05-18 03:24:20 -07:00
; a0 and a1 are backwards compared to MM?
call @DMARomToRam, @vstart, @start, @size
lui a0 0x8014 ; original code
cl a1
cl a2
nop
nop
nop
nop
nop
.pop pc