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mm/Lua/inject/spawn.asm

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2015-12-18 11:57:48 -08:00
[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
bne t4, r0, no_reset
addi s1, s1, 1
li s1, 0
no_reset:
subi t4, s1, 1
beq t4, r0, first_time
nop
subi t4, s1, @hold_delay_amount
bltz t4, return
nop
first_time:
andi t3, t2, @button_D_up
beq t3, r0, no_D_up
nop
addi t9, t9, 1
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no_D_up:
andi t3, t2, @button_D_down
beq t3, r0, no_D_down
nop
subi t9, t9, 1
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no_D_down:
andi t3, t2, @button_D_right
beq t3, r0, no_D_right
nop
addi t9, t9, 10
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no_D_right:
andi t3, t2, @button_D_left
beq t3, r0, no_D_left
nop
subi t9, t9, 10
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no_D_left:
subi t4, t9, 1
bgez t4, no_min
nop
li t9, @max_actor_no
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no_min:
subi t4, t9, @max_actor_no
blez t4, no_max
nop
li t9, 1
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no_max:
sh t9, @rupees_offset(t0)
andi t3, t2, @button_L
beq t3, r0, 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
jal load_object
sw a0, 56(sp) // keep me updated!
bne v0, r0, simple_spawn_return
lw a2, 56(sp) // keep me updated!
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
sw t9, 0x2C(sp) // unknown
li t9, 0x00000000
sw t9, 0x30(sp) // unknown
jal @actor_spawn
nop
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simple_spawn_return:
jpop 4, 9, ra
hold_delay:
.word 0
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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
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load_object_return:
jpop 4, s0, ra
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/*
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
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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
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is_object_loaded_return:
jpop 4