From 2cbb2edf70f8a1b8ee75399167cb7f437807b6b6 Mon Sep 17 00:00:00 2001 From: Connor Olding Date: Tue, 22 Dec 2015 17:33:38 -0800 Subject: [PATCH] style change: four space indentation for instructions --- Lua/inject.lua | 20 ++-- Lua/inject/bombtornado.asm | 178 +++++++++++++-------------- Lua/inject/spawn.asm | 238 ++++++++++++++++++------------------- 3 files changed, 218 insertions(+), 218 deletions(-) diff --git a/Lua/inject.lua b/Lua/inject.lua index d5caa9f..0077b8a 100644 --- a/Lua/inject.lua +++ b/Lua/inject.lua @@ -27,16 +27,16 @@ local injection_points = { local header = [[ [overwritten]: 0x%08X - // TODO: optimize for size - // TODO: fix case where overwritten function takes 5+ args - push ra - push a0, a1, a2, a3 - bal start - nop - pop a0, a1, a2, a3 - jal @overwritten - nop - jpop ra + // TODO: optimize for size + // TODO: fix case where overwritten function takes 5+ args + push ra + push a0, a1, a2, a3 + bal start + nop + pop a0, a1, a2, a3 + jal @overwritten + nop + jpop ra start: ]] diff --git a/Lua/inject/bombtornado.asm b/Lua/inject/bombtornado.asm index 31d3d21..653330a 100644 --- a/Lua/inject/bombtornado.asm +++ b/Lua/inject/bombtornado.asm @@ -24,118 +24,118 @@ [cosf]: 0x80091F40 main: - push 4, s1, s3, s4, ra - // s1: current actor ptr - // s3: current actor type ptr - // s4: current actor type index - li t0, @global_context - addi s3, t0, @actorlist_offset - li s4, 0 + push 4, s1, s3, s4, ra + // s1: current actor ptr + // s3: current actor type ptr + // s4: current actor type index + li t0, @global_context + addi s3, t0, @actorlist_offset + li s4, 0 // update rotations - la t0, rotations - li t2, @rotate_amount - li t9, 0 + la t0, rotations + li t2, @rotate_amount + li t9, 0 rotate_loop: - lw t1, 0(t0) - mtc1 t1, F0 - mtc1 t2, F1 - add.s F0, F0, F1 - mfc1 t1, F0 - sw t1, 0(t0) - addi t0, t0, 4 - addi t9, t9, 1 - li at, 6 - bne t9, at, rotate_loop - nop - la t0, rotations - sw t0, current_rotation + lw t1, 0(t0) + mtc1 t1, F0 + mtc1 t2, F1 + add.s F0, F0, F1 + mfc1 t1, F0 + sw t1, 0(t0) + addi t0, t0, 4 + addi t9, t9, 1 + li at, 6 + bne t9, at, rotate_loop + nop + la t0, rotations + sw t0, current_rotation typeloop: - addi s3, s3, 4 // skip over count - lw s1, 0(s3) + addi s3, s3, 4 // skip over count + lw s1, 0(s3) - beq s1, r0, continue + beq s1, r0, continue listloop: - mov a0, s1 - bal process_actor - lw s1, @actor_next(s1) - bne s1, r0, listloop - nop + mov a0, s1 + bal process_actor + lw s1, @actor_next(s1) + bne s1, r0, listloop + nop continue: - addi s3, s3, 4 - addi s4, s4, 1 - li t0, 12 - bne s4, t0, typeloop - addi s3, s3, @actorlist_dead_space + addi s3, s3, 4 + addi s4, s4, 1 + li t0, 12 + bne s4, t0, typeloop + addi s3, s3, @actorlist_dead_space - jpop 4, s1, s3, s4, ra + jpop 4, s1, s3, s4, ra process_actor: // args: a0. returns nothing. - // TODO: ignore bomb explosions, they share the same type - push 4, s0, s1, ra - // s0: result of sin - // s1: result of cos - lh t0, 0(a0) - subiu t0, t0, @at_bomb - bne t0, r0, process_actor_return - nop - li t0, 0x45 - sb t0, @actor_bomb_timer(a0) + // TODO: ignore bomb explosions, they share the same type + push 4, s0, s1, ra + // s0: result of sin + // s1: result of cos + lh t0, 0(a0) + subiu t0, t0, @at_bomb + bne t0, r0, process_actor_return + nop + li t0, 0x45 + sb t0, @actor_bomb_timer(a0) - lw t5, current_rotation - lw t5, 0(t5) - jal @sinf - mtc1 t5, F12 - mfc1 s0, F0 + lw t5, current_rotation + lw t5, 0(t5) + jal @sinf + mtc1 t5, F12 + mfc1 s0, F0 - lw t5, current_rotation - lw t5, 0(t5) - jal @cosf - mtc1 t5, F12 - mfc1 s1, F0 + lw t5, current_rotation + lw t5, 0(t5) + jal @cosf + mtc1 t5, F12 + mfc1 s1, F0 - li t1, @link_actor - lw t2, @actor_x(t1) - lw t3, @actor_y(t1) - lw t4, @actor_z(t1) + li t1, @link_actor + lw t2, @actor_x(t1) + lw t3, @actor_y(t1) + lw t4, @actor_z(t1) - li t0, 0x42960000 // 75 - mtc1 t0, F2 + li t0, 0x42960000 // 75 + mtc1 t0, F2 - // process X - mtc1 s0, F0 - mtc1 t2, F1 - mul.s F0, F0, F2 - add.s F0, F0, F1 - mfc1 t2, F0 + // process X + mtc1 s0, F0 + mtc1 t2, F1 + mul.s F0, F0, F2 + add.s F0, F0, F1 + mfc1 t2, F0 - // process Z - mtc1 s1, F0 - mtc1 t4, F1 - mul.s F0, F0, F2 - add.s F0, F0, F1 - mfc1 t4, F0 + // process Z + mtc1 s1, F0 + mtc1 t4, F1 + mul.s F0, F0, F2 + add.s F0, F0, F1 + mfc1 t4, F0 - sw t2, @actor_x(a0) - sw t3, @actor_y(a0) - sw t4, @actor_z(a0) + sw t2, @actor_x(a0) + sw t3, @actor_y(a0) + sw t4, @actor_z(a0) - lw t5, current_rotation - addi t5, t5, 4 - sw t5, current_rotation + lw t5, current_rotation + addi t5, t5, 4 + sw t5, current_rotation process_actor_return: - jpop 4, s0, s1, ra + jpop 4, s0, s1, ra rotations: - .word 0x00000000 // pi*0/6 - .word 0x40060a92 // pi*4/6 - .word 0x40860a92 // pi*8/6 - .word 0x40c90fdb // pi*12/6 - .word 0x41060a92 // pi*16/6 - .word 0x41278d36 // pi*20/6 + .word 0x00000000 // pi*0/6 + .word 0x40060a92 // pi*4/6 + .word 0x40860a92 // pi*8/6 + .word 0x40c90fdb // pi*12/6 + .word 0x41060a92 // pi*16/6 + .word 0x41278d36 // pi*20/6 current_rotation: - .word 0 + .word 0 diff --git a/Lua/inject/spawn.asm b/Lua/inject/spawn.asm index 983fd13..ac12094 100644 --- a/Lua/inject/spawn.asm +++ b/Lua/inject/spawn.asm @@ -7,135 +7,135 @@ [hold_delay_amount]: 3 - push 4, s1, ra - li t0, @link_save - li t1, @global_context + push 4, s1, ra + li t0, @link_save + li t1, @global_context // 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) + lhu t2, @upgrades_2_offset(t0) + ori t2, t2, 0x2000 + andi t2, t2, 0xEFFF + sh t2, @upgrades_2_offset(t0) // - 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 + 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 + 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 + andi t3, t2, @button_D_up + beq t3, r0, no_D_up + nop + addi t9, t9, 1 no_D_up: - andi t3, t2, @button_D_down - beq t3, r0, no_D_down - nop - subi t9, t9, 1 + andi t3, t2, @button_D_down + beq t3, r0, no_D_down + nop + subi t9, t9, 1 no_D_down: - andi t3, t2, @button_D_right - beq t3, r0, no_D_right - nop - addi t9, t9, 10 + andi t3, t2, @button_D_right + beq t3, r0, no_D_right + nop + addi t9, t9, 10 no_D_right: - andi t3, t2, @button_D_left - beq t3, r0, no_D_left - nop - subi t9, t9, 10 + andi t3, t2, @button_D_left + beq t3, r0, no_D_left + nop + subi t9, t9, 10 no_D_left: - subi t4, t9, 1 - bgez t4, no_min - nop - li t9, @max_actor_no + subi t4, t9, 1 + bgez t4, no_min + nop + li t9, @max_actor_no no_min: - subi t4, t9, @max_actor_no - blez t4, no_max - nop - li t9, 1 + subi t4, t9, @max_actor_no + blez t4, no_max + nop + li t9, 1 no_max: - sh t9, @rupees_offset(t0) - andi t3, t2, @button_L - beq t3, r0, return - nop - mov a0, t9 - bal simple_spawn - nop + sh t9, @rupees_offset(t0) + andi t3, t2, @button_L + beq t3, r0, return + nop + mov a0, t9 + bal simple_spawn + nop return: - sw s1, hold_delay - jpop 4, s1, ra + sw s1, hold_delay + jpop 4, s1, ra 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 + 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? + 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 +// 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 + 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 simple_spawn_return: - jpop 4, 9, ra + jpop 4, 9, ra hold_delay: - .word 0 + .word 0 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 + 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 load_object_return: - jpop 4, s0, ra + jpop 4, s0, ra /* we'll be dealing with structs like @@ -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