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mm/Lua/inject/spawn.asm

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NASM
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[button_L]: 0x0020
[button_D_right]: 0x0100
[button_D_left]: 0x0200
[button_D_down]: 0x0400
[button_D_up]: 0x0800
[button_any]: 0x0F20
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[hold_delay_amount]: 3
push 4, s1, ra
li t0, @link_save
li t1, @global_context
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// give max rupee upgrade (set bit 13, clear bit 12 of lower halfword)
lhu t2, @upgrades_2_offset(t0)
ori t2, t2, 0x2000
andi t2, t2, 0xEFFF
sh t2, @upgrades_2_offset(t0)
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//
lhu t2, @buttons_offset(t1)
lhu t9, @rupees_offset(t0)
lw s1, hold_delay
andi t4, t2, @button_any
bnez t4, +
addi s1, s1, 1
li s1, 0
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+:
beqi s1, 1, +
nop
subi t4, s1, @hold_delay_amount
bltz t4, return
nop
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+:
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andi t3, t2, @button_D_right
beqz t3, +
nop
addi t9, t9, 1
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+:
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andi t3, t2, @button_D_left
beqz t3, +
nop
subi t9, t9, 1
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+:
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andi t3, t2, @button_D_up
beqz t3, +
nop
addi t9, t9, 10
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+:
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andi t3, t2, @button_D_down
beqz t3, +
nop
subi t9, t9, 10
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+:
subi t4, t9, 1
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bgez t4, +
nop
li t9, @max_actor_no
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+:
subi t4, t9, @max_actor_no
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blez t4, +
nop
li t9, 1
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+:
sh t9, @rupees_offset(t0)
andi t3, t2, @button_L
beqz t3, return
nop
mov a0, t9
bal simple_spawn
nop
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return:
sw s1, hold_delay
jpop 4, s1, ra
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simple_spawn: // args: a0 (actor to spawn)
push 4, 9, ra
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mov a2, a0
li a1, @global_context
addi a0, a1, @actor_spawn_offset
li t0, @link_actor
lw t1, @actor_x(t0)
lw t2, @actor_y(t0)
lw t3, @actor_z(t0)
mov a3, t1 // X position
sw t2, 0x10(sp) // Y position
sw t3, 0x14(sp) // Z position
li t9, 0x0
sw t9, 0x18(sp) // rotation?
lhu t7, @actor_horiz_angle(t0)
sw t7, 0x1C(sp) // horizontal rotation
li t9, 0x0
sw t9, 0x20(sp) // rotation?
// lhu t7, @actor_horiz_angle(t0)
li t7, 0
sw t7, 0x24(sp) // actor variable
li t9, 0x0000007F
sw t9, 0x28(sp) // unknown
li t9, 0x000003FF
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sw t9, 0x2C(sp) // spawn time? (probably MM only)
li t9, 0x00000000
sw t9, 0x30(sp) // unknown
jal @actor_spawn
nop
jpop 4, 9, ra
hold_delay:
.word 0
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.org @object_index
// we have space for 22 instructions (on debug, 23 on 1.0?)
push 4, ra, 1
mov t0, a0
lbu t1, 8(a0) // remaining items
cl v0
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-:
lh t2, 12(t0) // item's object number
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// t2 = abs(t2)
bgez t2, +
nop
subu t2, r0, t2
+:
beq a1, t2, +
subi t1, t1, 1
addiu v0, v0, 1
addi t0, t0, 68
bnez t1, -
nop
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// NOTE: this allows object 0002 to load in places it's not meant to.
// this can mess up door graphics (among other things?)
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jal @object_spawn
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nop
//subiu v0, r0, -1 // original code
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+:
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jpop 4, ra, 1