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mm/asm/spawn mm.asm

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NASM
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[actor_spawn]: 0x800BAE14
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[object_spawn]: 0x8012F2E0
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[object_index]: 0x8012F608
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[max_actor_no]: 0x2B1
[global_context]: 0x803E6B20
[buttons_offset]: 0x14
[actor_spawn_offset]: 0x1CA0
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[object_spawn_offset]: 0x17D88
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[link_actor]: 0x803FFDB0
[actor_x]: 0x24
[actor_y]: 0x28
[actor_z]: 0x2C
[actor_horiz_angle]: 0x32
[link_save]: 0x801EF670
[rupees_offset]: 0x3A
[upgrades_offset]: 0xB8
[upgrades_2_offset]: 0xBA
[dlist_offset]: 0x2B0
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[SetTextRGBA]: 0x800859BC
[SetTextXY]: 0x80085A2C
[SetTextString]: 0x800860D8
[TxtPrinter]: 0x80085FE4
[InitTxtStruct]: 0x80086010 // unused here; we set it up inline
[DoTxtStruct]: 0x8008606C
[UpdateTxtStruct]: 0x800860A0
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.include "spawn.asm"
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[whatever]: 0x807D0000 // stupid hack since i can't store/restore PC (not yet!)
.org @whatever
push 5, ra
lhu t0, 0(a1)
andi t0, t0, 0x07FF
bnei t0, 0x0C5, + // skip if not title screen actor
nop
jal 0x800BB2D0 // original code
nop
+:
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ret 5, ra
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.org 0x800B9430 // part of scene actor loading routine
jal @whatever
.org 0x8012FC18 // scene command 0x0B (objects)
// don't load any objects manually,
// since spawn.asm handles that automatically
jr
nop