mirror of
https://github.com/notwa/mm
synced 2024-11-05 05:29:02 -08:00
222 lines
5.6 KiB
NASM
222 lines
5.6 KiB
NASM
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; oot debug rom
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; mess with display lists
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; game note: #2 jumps to #3 which jumps to #1 which calls pieces of #2
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; what a mess
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[ctxt]: 0x80212020
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[dlists]: 0x80168930
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[DMARomToRam]: 0x80000BFC
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[vstart]: 0x035D0000
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[start]: 0x80700000
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[size]: 0x10000
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/*
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.org 0x18F30
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; add an entry to the end of dmatable to hold our extra code
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; this actually just crashes the game so don't bother
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; (no debug filename associated with it = bad pointer dereference? maybe?)
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.word @vstart ; virtual start
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.word 0x035E0000 ; virtual end (@vstart + @size)
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.word @vstart ; physical start (should be same as virtual start)
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.word 0 ; physical end (should be 0 for uncompressed)
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*/
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.org 0xB3D9E4 ; 0x800C6844
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; this appears to be the main game loop function
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; we can "make room" for some injected code
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; by taking advantage of it never returning under normal circumstances.
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; we'll cut out pushing RA, S1-S8 stuff on stack.
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; props to CloudMax for coming up with this.
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addiu sp, sp, 0xFC60 ; original code
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; push removed here
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li s0, 0x8011F830 ; original code
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; pushes removed here
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; 9 instructions to work with?
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; dma args are backwards compared to MM?
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li a1, @start
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li a2, @size
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jal @DMARomToRam
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li a0, @vstart
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lui a0 0x8014 ; original code
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cl a1
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cl a2
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nop
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nop
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nop
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nop
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nop
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[original]: 0x800C6AC4
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[inject_from]: 0xB3D458 ; 0x800C62B8
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[inject_to]: 0x80700000
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.org @inject_from
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jal @inject_to
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.org @inject_to
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sw ra, -4(sp)
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sw a0, 0(sp)
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sw a1, 4(sp)
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sw a2, 8(sp)
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sw a3, 12(sp)
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bal start
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subi sp, sp, 24
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lw ra, 20(sp)
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lw a0, 24(sp)
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lw a1, 28(sp)
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lw a2, 32(sp)
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lw a3, 36(sp)
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j @original
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addi sp, sp, 24
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start:
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push 4, 1, s0, s1, s2, s3, s4, s5, ra
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; time for dlist misuse
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li t0, @dlists
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lw t0, 0x04(t0) ; HUD display list start
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cl t2 ; iteration count
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-:
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bgei t2, 0x1000, finish ; give up after a while
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addiu t2, t2, 1
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lw t1, (t0) ; load a command
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li t9, 0xDF000000
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beq t1, t9, finish ; stop if we're at the end of the display list
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li t9, 0xDC080008
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beq t1, t9, screen_dim ; check if these are screen dimensions
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li t9, 0xFF000000
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and t3, t1, t9
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li t9, 0xE4000000
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beq t3, t9, texscale ; check if this is a 2D texture
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addiu t0, t0, 8 ; next command
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b -
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nop
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texscale:
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; get the coordinate and scale data
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andi s1, t1, 0xFFF ; get bottom right y
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srl t3, t1, 12
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andi s0, t3, 0xFFF ; get bottom right x
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lw t1, -4(t0) ; load second word of E4 command
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andi s3, t1, 0xFFF ; get top right y
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srl t3, t1, 12
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andi s2, t3, 0xFFF ; get top right x
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lw t1, 0xC(t0) ; load second word of F1 command
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; (last word of E4 command chain)
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andi s5, t1, 0xFFFF ; get y scale
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srl t3, t1, 16
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andi s4, t3, 0xFFFF ; get x scale
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; scale coordinates
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jal scale_xy
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mov a0, s0
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mov s0, v0
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jal scale_xy
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mov a0, s2
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mov s2, v0
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; scale pixel steps
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jal scale_step
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mov a0, s4
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mov s4, v0
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; reconstruct commands
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li t9, 0xE4000000
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sll t3, s0, 12
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or t1, t9, s1
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or t1, t1, t3
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sw t1, -8(t0)
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;
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lw t1, -4(t0)
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srl t1, t1, 24 ; clear the lower 3 bytes
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sll t1, t1, 24
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sll t3, s2, 12
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or t1, t3, s3
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or t1, t1, t3
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sw t1, -4(t0)
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;
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sll t1, s4, 16
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or t1, t1, s5
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sw t1, 0xC(t0)
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b -
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addiu t0, t0, 0x10 ; next two commands
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screen_dim: ; handle screen dimensions for A Button, beating heart, map icons
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lw t1, 4(t0)
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lw t4, 0(t1)
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li t9, 0x005A005A ; probably the A button, we want it to be 0x0044
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beq t4, t9, abutt
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li t9, 0x028001E0 ; general screen stuff
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; FIXME: this causes the "jiggling" effect.
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; we need to be more picky about which structs we modify.
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beq t4, t9, general
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nop
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sw t4, debug
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b next
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nop
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abutt:
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li t9, 0x0044005A
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sw t9, 0(t1)
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li t9, 0x0312007E ; FIXME: clips left side of button
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sw t9, 8(t1)
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b next
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nop
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general:
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li t9, 0x01E001E0
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b next
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sw t9, 0(t1)
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next:
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b -
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addiu t0, t0, 8 ; next command
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finish:
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jpop 4, 1, s0, s1, s2, s3, s4, s5, ra
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.align 4
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.word 0xDEADBEEF
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debug:
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.word 0
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.word 0
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.word 0xDEADBEEF
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scale_xy:
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li at, 0x3F400000 ; 0.75f
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mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
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mtc1 at, f31 ; likewise
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cvt.s.w f30, f30
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mul.s f30, f30, f31
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nop
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trunc.w.s f31, f30
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mfc1 v0, f31
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; TODO: add before truncation? (proper rounding etc.)
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addiu v0, v0, 0xA0 ; round((((240 * 16 / 9. - 320) / 2.) * 0.75) * 4)
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jr
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andi v0, v0, 0xFFF
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scale_step:
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li at, 0x3FAAAAAB ; 1.3333334f
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mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
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mtc1 at, f31 ; likewise
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cvt.s.w f30, f30
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mul.s f30, f30, f31
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nop
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trunc.w.s f31, f30
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mfc1 v0, f31
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jr
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andi v0, v0, 0xFFFF
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; set up screen dimensions to render widescreen.
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[res2_L]: 0
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[res2_T]: 30
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[res2_R]: 320
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[res2_B]: 210
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.org 0xB21D30 ; 0x800AAB90
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li t3, @res2_B ; 240B00D2
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li t4, @res2_T ; 240C001E
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.org 0xB21D48 ; 0x800AABA8
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li t1, @res2_R ; 24090140
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li t2, @res2_L ; 240A0000
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