mirror of
https://github.com/notwa/mm
synced 2024-11-04 22:39:02 -08:00
style change: four space indentation for instructions
This commit is contained in:
parent
14ab1ee731
commit
2cbb2edf70
3 changed files with 218 additions and 218 deletions
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@ -27,16 +27,16 @@ local injection_points = {
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local header = [[
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[overwritten]: 0x%08X
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// TODO: optimize for size
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// TODO: fix case where overwritten function takes 5+ args
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push ra
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push a0, a1, a2, a3
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bal start
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nop
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pop a0, a1, a2, a3
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jal @overwritten
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nop
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jpop ra
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// TODO: optimize for size
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// TODO: fix case where overwritten function takes 5+ args
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push ra
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push a0, a1, a2, a3
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bal start
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nop
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pop a0, a1, a2, a3
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jal @overwritten
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nop
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jpop ra
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start:
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]]
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@ -24,118 +24,118 @@
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[cosf]: 0x80091F40
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main:
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push 4, s1, s3, s4, ra
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// s1: current actor ptr
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// s3: current actor type ptr
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// s4: current actor type index
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li t0, @global_context
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addi s3, t0, @actorlist_offset
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li s4, 0
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push 4, s1, s3, s4, ra
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// s1: current actor ptr
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// s3: current actor type ptr
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// s4: current actor type index
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li t0, @global_context
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addi s3, t0, @actorlist_offset
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li s4, 0
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// update rotations
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la t0, rotations
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li t2, @rotate_amount
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li t9, 0
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la t0, rotations
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li t2, @rotate_amount
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li t9, 0
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rotate_loop:
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lw t1, 0(t0)
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mtc1 t1, F0
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mtc1 t2, F1
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add.s F0, F0, F1
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mfc1 t1, F0
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sw t1, 0(t0)
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addi t0, t0, 4
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addi t9, t9, 1
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li at, 6
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bne t9, at, rotate_loop
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nop
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la t0, rotations
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sw t0, current_rotation
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lw t1, 0(t0)
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mtc1 t1, F0
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mtc1 t2, F1
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add.s F0, F0, F1
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mfc1 t1, F0
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sw t1, 0(t0)
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addi t0, t0, 4
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addi t9, t9, 1
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li at, 6
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bne t9, at, rotate_loop
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nop
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la t0, rotations
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sw t0, current_rotation
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typeloop:
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addi s3, s3, 4 // skip over count
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lw s1, 0(s3)
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addi s3, s3, 4 // skip over count
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lw s1, 0(s3)
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beq s1, r0, continue
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beq s1, r0, continue
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listloop:
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mov a0, s1
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bal process_actor
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lw s1, @actor_next(s1)
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bne s1, r0, listloop
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nop
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mov a0, s1
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bal process_actor
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lw s1, @actor_next(s1)
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bne s1, r0, listloop
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nop
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continue:
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addi s3, s3, 4
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addi s4, s4, 1
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li t0, 12
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bne s4, t0, typeloop
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addi s3, s3, @actorlist_dead_space
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addi s3, s3, 4
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addi s4, s4, 1
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li t0, 12
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bne s4, t0, typeloop
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addi s3, s3, @actorlist_dead_space
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jpop 4, s1, s3, s4, ra
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jpop 4, s1, s3, s4, ra
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process_actor: // args: a0. returns nothing.
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// TODO: ignore bomb explosions, they share the same type
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push 4, s0, s1, ra
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// s0: result of sin
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// s1: result of cos
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lh t0, 0(a0)
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subiu t0, t0, @at_bomb
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bne t0, r0, process_actor_return
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nop
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li t0, 0x45
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sb t0, @actor_bomb_timer(a0)
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// TODO: ignore bomb explosions, they share the same type
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push 4, s0, s1, ra
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// s0: result of sin
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// s1: result of cos
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lh t0, 0(a0)
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subiu t0, t0, @at_bomb
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bne t0, r0, process_actor_return
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nop
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li t0, 0x45
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sb t0, @actor_bomb_timer(a0)
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lw t5, current_rotation
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lw t5, 0(t5)
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jal @sinf
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mtc1 t5, F12
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mfc1 s0, F0
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lw t5, current_rotation
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lw t5, 0(t5)
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jal @sinf
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mtc1 t5, F12
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mfc1 s0, F0
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lw t5, current_rotation
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lw t5, 0(t5)
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jal @cosf
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mtc1 t5, F12
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mfc1 s1, F0
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lw t5, current_rotation
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lw t5, 0(t5)
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jal @cosf
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mtc1 t5, F12
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mfc1 s1, F0
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li t1, @link_actor
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lw t2, @actor_x(t1)
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lw t3, @actor_y(t1)
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lw t4, @actor_z(t1)
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li t1, @link_actor
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lw t2, @actor_x(t1)
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lw t3, @actor_y(t1)
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lw t4, @actor_z(t1)
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li t0, 0x42960000 // 75
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mtc1 t0, F2
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li t0, 0x42960000 // 75
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mtc1 t0, F2
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// process X
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mtc1 s0, F0
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mtc1 t2, F1
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mul.s F0, F0, F2
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add.s F0, F0, F1
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mfc1 t2, F0
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// process X
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mtc1 s0, F0
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mtc1 t2, F1
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mul.s F0, F0, F2
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add.s F0, F0, F1
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mfc1 t2, F0
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// process Z
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mtc1 s1, F0
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mtc1 t4, F1
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mul.s F0, F0, F2
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add.s F0, F0, F1
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mfc1 t4, F0
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// process Z
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mtc1 s1, F0
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mtc1 t4, F1
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mul.s F0, F0, F2
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add.s F0, F0, F1
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mfc1 t4, F0
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sw t2, @actor_x(a0)
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sw t3, @actor_y(a0)
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sw t4, @actor_z(a0)
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sw t2, @actor_x(a0)
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sw t3, @actor_y(a0)
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sw t4, @actor_z(a0)
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lw t5, current_rotation
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addi t5, t5, 4
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sw t5, current_rotation
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lw t5, current_rotation
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addi t5, t5, 4
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sw t5, current_rotation
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process_actor_return:
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jpop 4, s0, s1, ra
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jpop 4, s0, s1, ra
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rotations:
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.word 0x00000000 // pi*0/6
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.word 0x40060a92 // pi*4/6
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.word 0x40860a92 // pi*8/6
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.word 0x40c90fdb // pi*12/6
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.word 0x41060a92 // pi*16/6
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.word 0x41278d36 // pi*20/6
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.word 0x00000000 // pi*0/6
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.word 0x40060a92 // pi*4/6
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.word 0x40860a92 // pi*8/6
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.word 0x40c90fdb // pi*12/6
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.word 0x41060a92 // pi*16/6
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.word 0x41278d36 // pi*20/6
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current_rotation:
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.word 0
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.word 0
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@ -7,135 +7,135 @@
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[hold_delay_amount]: 3
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push 4, s1, ra
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li t0, @link_save
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li t1, @global_context
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push 4, s1, ra
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li t0, @link_save
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li t1, @global_context
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// give max rupee upgrade (set bit 13, clear bit 12 of lower halfword)
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lhu t2, @upgrades_2_offset(t0)
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ori t2, t2, 0x2000
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andi t2, t2, 0xEFFF
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sh t2, @upgrades_2_offset(t0)
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lhu t2, @upgrades_2_offset(t0)
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ori t2, t2, 0x2000
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andi t2, t2, 0xEFFF
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sh t2, @upgrades_2_offset(t0)
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//
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lhu t2, @buttons_offset(t1)
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lhu t9, @rupees_offset(t0)
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lw s1, hold_delay
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andi t4, t2, @button_any
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bne t4, r0, no_reset
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addi s1, s1, 1
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li s1, 0
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lhu t2, @buttons_offset(t1)
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lhu t9, @rupees_offset(t0)
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lw s1, hold_delay
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andi t4, t2, @button_any
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bne t4, r0, no_reset
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addi s1, s1, 1
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li s1, 0
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no_reset:
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subi t4, s1, 1
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beq t4, r0, first_time
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nop
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subi t4, s1, @hold_delay_amount
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bltz t4, return
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nop
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subi t4, s1, 1
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beq t4, r0, first_time
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nop
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subi t4, s1, @hold_delay_amount
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bltz t4, return
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nop
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first_time:
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andi t3, t2, @button_D_up
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beq t3, r0, no_D_up
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nop
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addi t9, t9, 1
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andi t3, t2, @button_D_up
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beq t3, r0, no_D_up
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nop
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addi t9, t9, 1
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no_D_up:
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andi t3, t2, @button_D_down
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beq t3, r0, no_D_down
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nop
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subi t9, t9, 1
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andi t3, t2, @button_D_down
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beq t3, r0, no_D_down
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nop
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subi t9, t9, 1
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no_D_down:
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andi t3, t2, @button_D_right
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beq t3, r0, no_D_right
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nop
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addi t9, t9, 10
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andi t3, t2, @button_D_right
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beq t3, r0, no_D_right
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nop
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addi t9, t9, 10
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no_D_right:
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andi t3, t2, @button_D_left
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beq t3, r0, no_D_left
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nop
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subi t9, t9, 10
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andi t3, t2, @button_D_left
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beq t3, r0, no_D_left
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nop
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subi t9, t9, 10
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no_D_left:
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subi t4, t9, 1
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bgez t4, no_min
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nop
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li t9, @max_actor_no
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subi t4, t9, 1
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bgez t4, no_min
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nop
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li t9, @max_actor_no
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no_min:
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subi t4, t9, @max_actor_no
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blez t4, no_max
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nop
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li t9, 1
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subi t4, t9, @max_actor_no
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blez t4, no_max
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nop
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li t9, 1
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no_max:
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sh t9, @rupees_offset(t0)
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andi t3, t2, @button_L
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beq t3, r0, return
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nop
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mov a0, t9
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bal simple_spawn
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nop
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sh t9, @rupees_offset(t0)
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andi t3, t2, @button_L
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beq t3, r0, return
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nop
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mov a0, t9
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bal simple_spawn
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nop
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return:
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sw s1, hold_delay
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jpop 4, s1, ra
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sw s1, hold_delay
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jpop 4, s1, ra
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simple_spawn: // args: a0 (actor to spawn)
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push 4, 9, ra
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jal load_object
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sw a0, 56(sp) // keep me updated!
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bne v0, r0, simple_spawn_return
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lw a2, 56(sp) // keep me updated!
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li a1, @global_context
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addi a0, a1, @actor_spawn_offset
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li t0, @link_actor
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lw t1, @actor_x(t0)
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lw t2, @actor_y(t0)
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lw t3, @actor_z(t0)
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mov a3, t1 // X position
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sw t2, 0x10(sp) // Y position
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sw t3, 0x14(sp) // Z position
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push 4, 9, ra
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jal load_object
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sw a0, 56(sp) // keep me updated!
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bne v0, r0, simple_spawn_return
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lw a2, 56(sp) // keep me updated!
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li a1, @global_context
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addi a0, a1, @actor_spawn_offset
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li t0, @link_actor
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lw t1, @actor_x(t0)
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lw t2, @actor_y(t0)
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lw t3, @actor_z(t0)
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mov a3, t1 // X position
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sw t2, 0x10(sp) // Y position
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sw t3, 0x14(sp) // Z position
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li t9, 0x0
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sw t9, 0x18(sp) // rotation?
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lhu t7, @actor_horiz_angle(t0)
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sw t7, 0x1C(sp) // horizontal rotation
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li t9, 0x0
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sw t9, 0x20(sp) // rotation?
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li t9, 0x0
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sw t9, 0x18(sp) // rotation?
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lhu t7, @actor_horiz_angle(t0)
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sw t7, 0x1C(sp) // horizontal rotation
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li t9, 0x0
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sw t9, 0x20(sp) // rotation?
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//lhu t7, @actor_horiz_angle(t0)
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li t7, 0
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sw t7, 0x24(sp) // actor variable
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// lhu t7, @actor_horiz_angle(t0)
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li t7, 0
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sw t7, 0x24(sp) // actor variable
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li t9, 0x0000007F
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sw t9, 0x28(sp) // unknown
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li t9, 0x000003FF
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sw t9, 0x2C(sp) // unknown
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li t9, 0x00000000
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sw t9, 0x30(sp) // unknown
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jal @actor_spawn
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nop
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li t9, 0x0000007F
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sw t9, 0x28(sp) // unknown
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li t9, 0x000003FF
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sw t9, 0x2C(sp) // unknown
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li t9, 0x00000000
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sw t9, 0x30(sp) // unknown
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jal @actor_spawn
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nop
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simple_spawn_return:
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jpop 4, 9, ra
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jpop 4, 9, ra
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hold_delay:
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.word 0
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.word 0
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load_object:
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// args: a0 (actor number)
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// returns v0 (0 if ok, 1 on error)
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push 4, s0, ra
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li v0, 1
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la t0, actor_object_table
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sll t1, a0, 1
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addu t0, t0, t1
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lhu s0, 0(t0) // object number
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beq s0, r0, load_object_return
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nop
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bal is_object_loaded
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mov a0, s0
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bne v0, r0, load_object_return
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cl v0
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li t8, @global_context
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li t9, @object_spawn_offset
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add a0, t8, t9
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mov a1, s0
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jal @object_spawn
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nop
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push 4, s0, ra
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li v0, 1
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la t0, actor_object_table
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sll t1, a0, 1
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addu t0, t0, t1
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lhu s0, 0(t0) // object number
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beq s0, r0, load_object_return
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nop
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bal is_object_loaded
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mov a0, s0
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bne v0, r0, load_object_return
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cl v0
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li t8, @global_context
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li t9, @object_spawn_offset
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add a0, t8, t9
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mov a1, s0
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jal @object_spawn
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nop
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load_object_return:
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jpop 4, s0, ra
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jpop 4, s0, ra
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/*
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we'll be dealing with structs like
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|
@ -156,19 +156,19 @@ typedef struct {
|
|||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
is_object_loaded_return:
|
||||
jpop 4
|
||||
jpop 4
|
||||
|
|
Loading…
Reference in a new issue