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use a cleaner method of loading extra file
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2 changed files with 24 additions and 5 deletions
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@ -5,10 +5,26 @@
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; 0x8016A2C8 -> 0xC4808
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; 0x8016A2C8 - 0xC4808 = 0x800A5AC0
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; 0x8016AC0C - 0x8016A2C8 = 0x944
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.org 0xC4808
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.org 0xCEDE0 ; 0x801748A0
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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 doing this in OoT first.
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addiu sp, sp, 0xFCC0 ; original code
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; push removed here
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li s0, 0x801BD910 ; original code
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; pushes removed here
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; 6 instructions to work with
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li a1, @vstart ; 2
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li a2, @size ; 2
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jal @DMARomToRam ; 1
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li a0, @start ; 1 (just make sure @start can be a LUI!)
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.org 0xC4808 ; 0x8016A2C8
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/*
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; if we've already loaded once, don't load again
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lbu t0, @start ; 2
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bnez t0, + ; 1
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@ -28,6 +44,9 @@
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; and is moved into our extra file.
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; we have (0x944 / 4 - 23) = 570 words of space here, should we need it.
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.word 0xDEADBEEF
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*/
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j @dma_hook ; 1
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nop ; 1
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.org 0x9F9A4 ; JR of starting_exit's function
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j @load_hook ; tail call
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@ -26,9 +26,9 @@ dma_hook:
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jal setup_hook
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nop
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pop 4, 1, ra
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; original code (includes jr)
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.include "setup.asm"
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addiu sp, sp, 0xFF58 ; original code
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j 0x8016A2D0 ; return to scene setup function
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sw s1, 0x30(sp) ; original code
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set_scene_flag:
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; a0: scene number
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