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mm/patch/extra.asm

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7.8 KiB
NASM
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2016-04-10 07:17:23 -07:00
; note: we check the first byte here to determine if we've been loaded already
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.word 0xDEADBEEF ; so this can't be 0x00xxxxxx
whatever: ; debugging stuff
.word 0
.include "common.asm"
hash:
tunic_color:
.word 0xFFFFFFFF
old_exit:
.half 0
new_exit:
.half 0
.align
rng_seed:
.word 0
.include "entrances.asm"
.include "crc32.asm"
dma_hook:
push 4, 1, ra
jal setup_hook
nop
pop 4, 1, ra
addiu sp, sp, 0xFF58 ; original code
j 0x8016A2D0 ; return to scene setup function
sw s1, 0x30(sp) ; original code
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set_scene_flag:
; a0: scene number
; a1: scene word (0-4)
; a2: bit to set (0-31)
; v0: new scene flag word
li t0, @link_save
addiu t1, t0, @scene_flags_ingame
li t2, @scene_record_size
multu a0, t2
mflo t2
addu t3, t1, t2
sll t4, a1, 2 ; t4 = a1*sizeof(word)
addu t3, t3, t4
lw v0, (t3) ; load scene flag word
li t6, 1
sllv t6, t6, a2
or v0, v0, t6 ; set flag
jr
sw v0, (t3) ; write it back
get_event_flag:
; a0: event flag offset
; a1: byte offset
; a2: bit to set (0-7)
; v0: 1 if set, else 0
li t0, @link_save
addu t1, t0, a0
addu t2, t1, a1
lb v0, (t2)
li t6, 1
sllv t6, t6, a2
and v0, v0, t6
beqz v0, +
cl v0
li v0, 1
+:
jr
nop
set_event_flag:
; a0: event flag offset
; a1: byte offset
; a2: bit to set (0-7)
; v0: new event flag value
li t0, @link_save
addu t1, t0, a0
addu t2, t1, a1
lb v0, (t2)
li t6, 1
sllv t6, t6, a2
or v0, v0, t6
jr
sb v0, (t2)
tunic_color_hook:
; copypasta from CloudMax's old hack
; registers available for use without blowing up: at, t3, t4, a0
lw t3, @link_object_ptr
lui t4, 0x0001
sub t3, t3, t4 ; t3 -= 0x10000
lw t4, tunic_color
sw t4, 0xF184(t3)
sw t4, 0xEFFC(t3)
sw t4, 0xECB4(t3)
sw t4, 0xEB2C(t3)
sw t4, 0xE8F4(t3)
sw t4, 0xE47C(t3)
sw t4, 0xDE74(t3)
sw t4, 0xDDB4(t3)
sw t4, 0xDBDC(t3)
sw t4, 0xD6D4(t3)
sw t4, 0xD1AC(t3)
j 0x801261D8
lhu v0, 0xF6DC(v0) ; original code
load_hook:
push 4, s0, s1, ra, 1
li s0, @link_save
lb t0, @has_completed_intro(s0)
bnez t0, +
li t0, 1
; first time setup
sb t0, @has_completed_intro(s0)
sb t0, @have_tatl(s0)
li a0, 0x001A ; deku intro area
li a1, 2
jal set_scene_flag
li a2, 2 ; "Hey, you! C'mon! Press Z and talk to me!"
li a0, 0x0063 ; inside clock tower
li a1, 1 ; second word
jal set_scene_flag
li a2, 0 ; first bit ("You've met with a terrible fate")
li a0, @week_event_reg
li a1, 31
jal set_event_flag
li a2, 2 ; Tatl reminding you about the four directions
li a0, @week_event_reg
li a1, 93
jal set_event_flag
li a2, 3 ; woken turtle once (shortens cutscene)
li a0, @week_event_reg
li a1, 53
jal set_event_flag
li a2, 6 ; taken turtle once (skips pirates getting wrekt)
+:
addi a0, s0, @player_name
li a2, 0xFFFFFFFF
jal crc32
li a1, 8
not v0, v0
sw v0, hash
sw v0, rng_seed
jal shuffle_all
nop
jpop 4, s0, s1, ra, 1
prng:
; just a reimplementation of the PRNG the game uses.
; it's from Numerical Recipes in C, by the way.
; random = random*0x19660D + 0x3C6EF35F;
lw t0, rng_seed
li t1, 0x19660D
multu t0, t1
li t2, 0x3C6EF35F
mflo t3
addu v0, t3, t2
sw v0, rng_seed
jr
nop
randint:
; v0 = random integer from 0 to a0; a0 >= 0
push 4, s0, ra
jal prng
addi s0, a0, 1
divu v0, s0
mfhi v0
jpop 4, s0, ra
shuffle_all:
push 4, s0, s1, s2, ra
; https://en.wikipedia.org/wiki/Fisher%E2%80%93Yates_shuffle#The_.22inside-out.22_algorithm
li s0, 0
li s1, @entries
la s2, shuffles
-:
jal randint
mov a0, s0
; s0 is i, v0 is j
sll t0, s0, 2 ; 1<<2 == 2*sizeof(half)
sll t1, v0, 2 ; likewise
addu t0, s2, t0 ; [i]
addu t1, s2, t1 ; [j]
; a[i] = a[j]
lhu t3, 2(t1)
sh t3, 2(t0)
; a[j] = source[i]
lhu t4, 0(t0)
sh t4, 2(t1)
; iterate
addi s0, s0, 1
bne s0, s1, -
nop
+:
jpop 4, s0, s1, s2, ra
shuffle_get:
; a0: exit value
; v0: shuffled exit value
push 4, ra, 1
mov v0, a0
li t0, @entries
li t1, 0
la t3, shuffles
mov t4, t3
-:
lhu t5, (t4)
beq a0, t5, +
nop
addi t1, t1, 1
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beq t1, t0, +return
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nop
b -
addi t4, t4, 4 ; 2*sizeof(halfword)
+:
lhu v0, 2(t4)
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+return:
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jpop 4, ra, 1
unset_alt_scene:
andi t9, a0, 0x01FF
andi t0, a0, 0xFE00
; use poisoned swamp
li at, 0x0C00
bne t0, at, +
li at, 0x8400
addu a0, t9, at
+:
; use frozen mountain
li at, 0x8A00
bne t0, at, +
li at, 0x9400
addu s0, t9, at
+:
li at, 0xAE00
bne t0, at, +
li at, 0x9A00
addu s0, t9, at
+:
li at, 0xB600
bne t0, at, +
li at, 0xB400
addu s0, t9, at
+:
jr
mov v0, a0
set_alt_scene:
push 4, s0, ra
mov s0, a0
; use clean swamp when odolwa is beaten
li a0, @week_event_reg
li a1, 20
jal get_event_flag
li a2, 1
beqz v0, +
nop
andi t9, s0, 0x01FF
andi t0, s0, 0xFE00
; can't actually use bnei here because unsignedness, oops
li at, 0x8400
bne t0, at, +
li at, 0x0C00
addu s0, t9, at
+:
; use unfrozen mountain when goht is beaten
li a0, @week_event_reg
li a1, 33
jal get_event_flag
li a2, 7
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beqz v0, +return
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nop
andi t9, s0, 0x01FF
andi t0, s0, 0xFE00
li at, 0x9400
bne t0, at, +
li at, 0x8A00
addu s0, t9, at
+:
li at, 0x9A00
bne t0, at, +
li at, 0xAE00
addu s0, t9, at
+:
li at, 0xB400
bne t0, at, +
li at, 0xB600
addu s0, t9, at
+:
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+return:
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mov v0, s0
jpop 4, s0, ra
shuffle_exit:
push 4, s0, ra
sh a0, old_exit
li t0, @link_save
lw t1, @voidout_type(t0)
; if this was a death warp, don't use coordinates for respawning
li at, -6
bne t1, at, +
nop
cl t1
sw t1, @voidout_type(t0)
+:
; same for walking between areas in ikana castle
li at, -2
bne t1, at, +
nop
cl t1
sw t1, @voidout_type(t0)
+:
; if this was a void out, don't shuffle
bnez t1, +
mov s0, a0
; if this is a cutscene, don't shuffle
lh t2, @exit_mod_setter(t0)
bnei t2, 0xFFEF, +
nop
; implicitly passes a0
jal unset_alt_scene
nop
jal shuffle_get
mov a0, v0
jal set_alt_scene
mov a0, v0
mov s0, v0
sh v0, new_exit
; set woodfall temple as raised after beating odolwa
; otherwise the swamp won't be cleansed
li at, 0x8601
bne s0, at, +
li a1, 20
li a0, @week_event_reg
jal set_event_flag
li a2, 0
+:
mov v0, s0
jpop 4, s0, ra
setup_hook:
push 4, a0, ra
lw a0, @link_save
jal shuffle_exit
andi a0, a0, 0xFFFF
sw v0, @link_save
jpop 4, a0, ra
.word 0xDEADBEEF