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use same code for ROM and RAM, recurse into dlists

This commit is contained in:
Connor Olding 2016-04-14 17:02:11 -07:00
parent ff3305d273
commit beac40d4c6
7 changed files with 250 additions and 357 deletions

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@ -162,8 +162,8 @@ end
local asms = {
['O US10'] = {'spawn oot.asm'},
['O JP10'] = {'spawn oot.asm'},
['O EUDB MQ'] = {'widescreen.asm'},
-- ['O EUDB MQ'] = {'widescreen-inline.asm', true},
-- ['O EUDB MQ'] = {'widescreen.asm'},
['O EUDB MQ'] = {'widescreen-inline.asm', true},
['M US10'] = {'beta.asm'},
['M JP10'] = {'spawn mm early.asm'},

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@ -0,0 +1,199 @@
/*
.org 0x18F30
; add an entry to the end of dmatable to hold our extra code
; this actually just crashes the game so don't bother
; (no debug filename associated with it = bad pointer dereference? maybe?)
.word @vstart ; virtual start
.word 0x035E0000 ; virtual end (@vstart + @size)
.word @vstart ; physical start (should be same as virtual start)
.word 0 ; physical end (should be 0 for uncompressed)
*/
start:
push 4, 1, ra
; time for dlist misuse
; TODO: check if the game has even loaded yet
li t0, @dlists
jal adjust_dlist
lw a0, 4(t0) ; HUD display list start
jpop 4, 1, ra
adjust_dlist:
; args: pointer to start of dlist
push 4, s0, s1, s2, s3, s4, s5, s6, s7, s8, ra
cl s7 ; iteration count
mov s8, a0
-:
bgei s7, 0x1000, +return ; give up after a while
addiu s7, s7, 1
lw t1, 0(s8) ; load a command
li t9, 0xDF000000
beq t1, t9, +return ; stop if we're at the end of the display list
li t9, 0xDE010000
beq t1, t9, +return ; jumps count as ends too
li t9, 0xDC080008
beq t1, t9, screen_dim ; check if these are screen dimensions
li t9, 0xFF000000
and t3, t1, t9
li t9, 0xE4000000
beq t3, t9, texscale ; check if this is a 2D texture
li t9, 0xED000000
beq t3, t9, setscissor ; check if... yeah
li t9, 0xDE000000
beq t3, t9, recurse ; check if this is a "call" and recurse into it
nop
next:
b -
addiu s8, s8, 8 ; next command
; FIXME:
; don't recurse into the pause menu background
; jiggle jiggle
recurse:
lw a0, 4(s8)
li t9, 0xFF000000
and t3, a0, t9
li t9, 0x80000000
; only follow this if it's a pointer (not a bank offset!)
bne t3, t9, next
nop
sw a0, debug
jal adjust_dlist
nop
b next
nop
texscale:
addiu s8, s8, 8 ; next command
; get the coordinate and scale data
andi s1, t1, 0xFFF ; get bottom right y
srl t3, t1, 12
andi s0, t3, 0xFFF ; get bottom right x
lw t1, -4(s8) ; load second word of E4 command
andi s3, t1, 0xFFF ; get top right y
srl t3, t1, 12
andi s2, t3, 0xFFF ; get top right x
lw t1, 0xC(s8) ; load second word of F1 command
; (last word of E4 command chain)
andi s5, t1, 0xFFFF ; get y scale
srl t3, t1, 16
andi s4, t3, 0xFFFF ; get x scale
; scale coordinates
jal scale_xy
mov a0, s0
mov s0, v0
jal scale_xy
mov a0, s2
mov s2, v0
; scale pixel steps
jal scale_step
mov a0, s4
mov s4, v0
; reconstruct commands
li t9, 0xE4000000
sll t3, s0, 12
or t1, t9, s1
or t1, t1, t3
sw t1, -8(s8)
;
lw t1, -4(s8)
srl t1, t1, 24 ; clear the lower 3 bytes
sll t1, t1, 24
sll t3, s2, 12
or t1, t3, s3
or t1, t1, t3
sw t1, -4(s8)
;
sll t1, s4, 16
or t1, t1, s5
sw t1, 0xC(s8)
b -
addiu s8, s8, 0x10 ; next two commands
screen_dim: ; handle screen dimensions for A Button, beating heart, map icons
lw t1, 4(s8)
lw t4, 0(t1)
li t9, 0x005A005A ; probably the A button, we want it to be 0x0044
beq t4, t9, abutt
li t9, 0x028001E0 ; general screen stuff
; FIXME: this causes the "jiggling" effect.
; we need to be more picky about which structs we modify.
beq t4, t9, general
nop
; sw t4, debug
b next
nop
abutt:
li t9, 0x0044005A
sw t9, 0(t1)
li t9, 0x0312007E
sw t9, 8(t1)
b next
nop
general:
li t9, 0x01E001E0
b next
sw t9, 0(t1)
setscissor:
lw t1, 0(s8)
lw t3, 4(s8)
; change setscissor of A Button
; from ED2E8024 0039C0D8
; to ED2B8024 0036C0D8
; TODO: just calculate this dynamically
li t9, 0xED2E8024
bne t1, t9, next
li t9, 0xED2B8024
sw t9, 0(s8)
li t9, 0x0039C0D8
b next
sw t9, 4(s8)
;8008A8F8 sets up a button/text matrix?
; call at 8008B684 sets up matrix/viewport for A button
; 80168938 end of HUD dlist
;802114C4
;80167FB0
+return:
jpop 4, s0, s1, s2, s3, s4, s5, s6, s7, s8, ra
.align 4
.word 0xDEADBEEF
debug:
.word 0
.word 0
.word 0xDEADBEEF
scale_xy:
li at, 0x3F400000 ; 0.75f
mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
mtc1 at, f31 ; likewise
cvt.s.w f30, f30
mul.s f30, f30, f31
nop
trunc.w.s f31, f30
mfc1 v0, f31
; TODO: add before truncation? (proper rounding etc.)
addiu v0, v0, 0xA0 ; round((((240 * 16 / 9. - 320) / 2.) * 0.75) * 4)
jr
andi v0, v0, 0xFFF
scale_step:
li at, 0x3FAAAAAB ; 1.3333334f
mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
mtc1 at, f31 ; likewise
cvt.s.w f30, f30
mul.s f30, f30, f31
nop
trunc.w.s f31, f30
mfc1 v0, f31
jr
andi v0, v0, 0xFFFF

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@ -0,0 +1,44 @@
; oot debug rom
; mess with display lists
; game note: #2 jumps to #3 which jumps to #1 which calls pieces of #2
; what a mess
[ctxt]: 0x80212020
[dlists]: 0x80168930
[original]: 0x800C6AC4
[inject_from]: 0x800C62B8
[inject_to]: 0x80700000
.org @inject_from
jal @inject_to
.org @inject_to
sw ra, -4(sp)
sw a0, 0(sp)
sw a1, 4(sp)
sw a2, 8(sp)
sw a3, 12(sp)
bal start
subi sp, sp, 24
lw ra, 20(sp)
lw a0, 24(sp)
lw a1, 28(sp)
lw a2, 32(sp)
lw a3, 36(sp)
j @original
addi sp, sp, 24
.include "widescreen-either.asm"
; set up screen dimensions to render widescreen.
[res2_L]: 0
[res2_T]: 30
[res2_R]: 320
[res2_B]: 210
.org 0x800AAB90
li t3, @res2_B ; 240B00D2
li t4, @res2_T ; 240C001E
.org 0x800AABA8
li t1, @res2_R ; 24090140
li t2, @res2_L ; 240A0000

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@ -1,218 +0,0 @@
; oot debug rom
; mess with display lists
; game note: #2 jumps to #3 which jumps to #1 which calls pieces of #2
; what a mess
[ctxt]: 0x80212020
[dlists]: 0x80168930
push 4, 1, s0, s1, s2, s3, s4, s5, ra
; time for dlist misuse
li t0, @dlists
lw t0, 0x04(t0) ; HUD display list start
cl t2 ; iteration count
; DEBUG
/*
;; kill an entire display list by ending it immediately
; li t9, 0xE9000000
; sw t9, 0(t0)
; sw r0, 4(t0)
; li t9, 0xDF000000
; sw t9, 8(t0)
; sw r0, 0xC(t0)
; b finish ; DEBUG
; nop
; nop certain command types
cl t2 ; iteration count
cl t3 ; functions overwritten
[nop_target]: 256
-:
bgei t2, 0x1000, + ; give up after a while
addiu t2, t2, 1
bgei t3, @nop_target, + ; stop after this many commands nop'd
nop
lw t1, (t0) ; load command
li t9, 0xDF000000
beq t1, t9, + ; stop if we're at the end of the display list
li t9, 0xDE000000 ; check if it's a call
; li t9, 0xDC080008 ; sets the video resolution and whatnot
bne t1, t9, -
addiu t0, t0, 8 ; next command
sw r0, -8(t0) ; nop the last command
sw r0, -4(t0)
b -
addiu t3, t3, 1
+:
jpop 4, 1, s0, s1, s2, s3, s4, s5, ra
*/
-:
bgei t2, 0x1000, finish ; give up after a while
addiu t2, t2, 1
lw t1, (t0) ; load a command
li t9, 0xDF000000
beq t1, t9, finish ; stop if we're at the end of the display list
li t9, 0xDC080008
beq t1, t9, screen_dim ; check if these are screen dimensions
li t9, 0xFF000000
and t3, t1, t9
li t9, 0xE4000000
beq t3, t9, texscale ; check if this is a 2D texture
addiu t0, t0, 8 ; next command
b -
nop
texscale:
; DEBUG
/*
; nop an entire 2d texture draw command sequence
sw r0, -8(t0)
sw r0, -4(t0)
sw r0, 0(t0)
sw r0, 4(t0)
sw r0, 8(t0)
sw r0, 0xC(t0)
addiu t0, t0, 0x10 ; next 2 commands
b -
nop
*/
; get the coordinate and scale data
andi s1, t1, 0xFFF ; get bottom right y
srl t3, t1, 12
andi s0, t3, 0xFFF ; get bottom right x
lw t1, -4(t0) ; load second word of E4 command
andi s3, t1, 0xFFF ; get top right y
srl t3, t1, 12
andi s2, t3, 0xFFF ; get top right x
lw t1, 0xC(t0) ; load second word of F1 command
; (last word of E4 command chain)
andi s5, t1, 0xFFFF ; get y scale
srl t3, t1, 16
andi s4, t3, 0xFFFF ; get x scale
; scale coordinates
jal scale_xy
mov a0, s0
mov s0, v0
jal scale_xy
mov a0, s2
mov s2, v0
; scale pixel steps
jal scale_step
mov a0, s4
mov s4, v0
; reconstruct commands
li t9, 0xE4000000
sll t3, s0, 12
or t1, t9, s1
or t1, t1, t3
sw t1, -8(t0)
;
lw t1, -4(t0)
srl t1, t1, 24 ; clear the lower 3 bytes
sll t1, t1, 24
sll t3, s2, 12
or t1, t3, s3
or t1, t1, t3
sw t1, -4(t0)
;
sll t1, s4, 16
or t1, t1, s5
sw t1, 0xC(t0)
b -
addiu t0, t0, 0x10 ; next two commands
screen_dim: ; handle screen dimensions for A Button, beating heart, map icons
/* NOTES:
1C4164
heart/map matrix DA380007 801BEBA0
a button matrix DA380007 801BF0D0 (thereabouts)
search for DC080008
a button sometimes: 1CFD60?
0342007E 01FF0000
DC080008 801CFD60
*/
lw t1, 4(t0)
lw t4, 0(t1)
li t9, 0x005A005A ; probably the A button, we want it to be 0x0044
beq t4, t9, abutt
li t9, 0x028001E0 ; general screen stuff
beq t4, t9, general
nop
sw t4, debug
; b desperate
; nop
b next
nop
abutt:
li t9, 0x0044005A
sw t9, 0(t1)
li t9, 0x0312007E ; FIXME: clips left side of button
sw t9, 8(t1)
b next
nop
general:
li t9, 0x01E001E0
b next
sw t9, 0(t1)
;desperate:
; li t9, 0x00200020
; b next
; sw t9, 0(t1)
next:
b -
addiu t0, t0, 8 ; next command
finish:
jpop 4, 1, s0, s1, s2, s3, s4, s5, ra
.align 4
.word 0xDEADBEEF
debug:
.word 0
.word 0
.word 0xDEADBEEF
scale_xy:
li at, 0x3F400000 ; 0.75f
mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
mtc1 at, f31 ; likewise
cvt.s.w f30, f30
mul.s f30, f30, f31
nop
trunc.w.s f31, f30
mfc1 v0, f31
; TODO: add before truncation? (proper rounding etc.)
addiu v0, v0, 0xA0 ; round((((240 * 16 / 9. - 320) / 2.) * 0.75) * 4)
jr
andi v0, v0, 0xFFF
scale_step:
li at, 0x3FAAAAAB ; 1.3333334f
mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
mtc1 at, f31 ; likewise
cvt.s.w f30, f30
mul.s f30, f30, f31
nop
trunc.w.s f31, f30
mfc1 v0, f31
jr
andi v0, v0, 0xFFFF
; set up screen dimensions to render widescreen.
[res2_L]: 0
[res2_T]: 30
[res2_R]: 320
[res2_B]: 210
.org 0x800AAB90
li t3, @res2_B ; 240B00D2
li t4, @res2_T ; 240C001E
.org 0x800AABA8
li t1, @res2_R ; 24090140
li t2, @res2_L ; 240A0000

1
patch/.gitignore vendored
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@ -2,4 +2,5 @@ patchme
lips
entrances.asm
crc32.asm
widescreen-either.asm
labels.lua

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@ -1,6 +1,7 @@
#!/usr/bin/env bash
set -e
inject=../Lua/inject
rom=../roms/everything/"Legend of Zelda, The - Ocarina of Time - Master Quest (E) (Debug) [f1].z64"
lips=../Lua/lib/lips
@ -9,6 +10,7 @@ lips=../Lua/lib/lips
# don't copy entire dir; avoid copying dotfiles (.git)
mkdir -p lips
cp "$lips"/* lips
cp "$inject/"widescreen-either.asm .
luajit patch.lua -o 0 --extra-rom 0x035D0000 --extra-ram 0x80700000 widescreen-inline.asm oot-widescreen.z64

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@ -8,7 +8,7 @@
[DMARomToRam]: 0x80000BFC
[vstart]: 0x035D0000
[vstart]: 0x035D0000
[start]: 0x80700000
[size]: 0x10000
@ -71,142 +71,7 @@
j @original
addi sp, sp, 24
start:
push 4, 1, s0, s1, s2, s3, s4, s5, ra
; time for dlist misuse
li t0, @dlists
lw t0, 0x04(t0) ; HUD display list start
cl t2 ; iteration count
-:
bgei t2, 0x1000, finish ; give up after a while
addiu t2, t2, 1
lw t1, (t0) ; load a command
li t9, 0xDF000000
beq t1, t9, finish ; stop if we're at the end of the display list
li t9, 0xDC080008
beq t1, t9, screen_dim ; check if these are screen dimensions
li t9, 0xFF000000
and t3, t1, t9
li t9, 0xE4000000
beq t3, t9, texscale ; check if this is a 2D texture
addiu t0, t0, 8 ; next command
b -
nop
texscale:
; get the coordinate and scale data
andi s1, t1, 0xFFF ; get bottom right y
srl t3, t1, 12
andi s0, t3, 0xFFF ; get bottom right x
lw t1, -4(t0) ; load second word of E4 command
andi s3, t1, 0xFFF ; get top right y
srl t3, t1, 12
andi s2, t3, 0xFFF ; get top right x
lw t1, 0xC(t0) ; load second word of F1 command
; (last word of E4 command chain)
andi s5, t1, 0xFFFF ; get y scale
srl t3, t1, 16
andi s4, t3, 0xFFFF ; get x scale
; scale coordinates
jal scale_xy
mov a0, s0
mov s0, v0
jal scale_xy
mov a0, s2
mov s2, v0
; scale pixel steps
jal scale_step
mov a0, s4
mov s4, v0
; reconstruct commands
li t9, 0xE4000000
sll t3, s0, 12
or t1, t9, s1
or t1, t1, t3
sw t1, -8(t0)
;
lw t1, -4(t0)
srl t1, t1, 24 ; clear the lower 3 bytes
sll t1, t1, 24
sll t3, s2, 12
or t1, t3, s3
or t1, t1, t3
sw t1, -4(t0)
;
sll t1, s4, 16
or t1, t1, s5
sw t1, 0xC(t0)
b -
addiu t0, t0, 0x10 ; next two commands
screen_dim: ; handle screen dimensions for A Button, beating heart, map icons
lw t1, 4(t0)
lw t4, 0(t1)
li t9, 0x005A005A ; probably the A button, we want it to be 0x0044
beq t4, t9, abutt
li t9, 0x028001E0 ; general screen stuff
; FIXME: this causes the "jiggling" effect.
; we need to be more picky about which structs we modify.
beq t4, t9, general
nop
sw t4, debug
b next
nop
abutt:
li t9, 0x0044005A
sw t9, 0(t1)
li t9, 0x0312007E ; FIXME: clips left side of button
sw t9, 8(t1)
b next
nop
general:
li t9, 0x01E001E0
b next
sw t9, 0(t1)
next:
b -
addiu t0, t0, 8 ; next command
finish:
jpop 4, 1, s0, s1, s2, s3, s4, s5, ra
.align 4
.word 0xDEADBEEF
debug:
.word 0
.word 0
.word 0xDEADBEEF
scale_xy:
li at, 0x3F400000 ; 0.75f
mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
mtc1 at, f31 ; likewise
cvt.s.w f30, f30
mul.s f30, f30, f31
nop
trunc.w.s f31, f30
mfc1 v0, f31
; TODO: add before truncation? (proper rounding etc.)
addiu v0, v0, 0xA0 ; round((((240 * 16 / 9. - 320) / 2.) * 0.75) * 4)
jr
andi v0, v0, 0xFFF
scale_step:
li at, 0x3FAAAAAB ; 1.3333334f
mtc1 a0, f30 ; note: we blindly assume f30 is fine to overwrite here
mtc1 at, f31 ; likewise
cvt.s.w f30, f30
mul.s f30, f30, f31
nop
trunc.w.s f31, f30
mfc1 v0, f31
jr
andi v0, v0, 0xFFFF
.include "widescreen-either.asm"
; set up screen dimensions to render widescreen.
[res2_L]: 0