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https://github.com/notwa/mm
synced 2025-02-05 05:23:22 -08:00
add asm injection scripts
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4 changed files with 1793 additions and 0 deletions
1
Lua/.gitignore
vendored
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1
Lua/.gitignore
vendored
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*.State
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80
Lua/inject.lua
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80
Lua/inject.lua
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require = require "depend"
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require "boilerplate"
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require "addrs.init"
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local assemble = require "inject.lips"
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if version ~= "M US10" then
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print("Sorry, inject.lua is unimplemented for your version.")
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return
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end
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local asm_path
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if bizstring then
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asm_path = "inject/crap.asm"
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else
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asm_path = "./mm/Lua/inject/crap.asm"
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end
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local inject_addr, inject_maxlen, ow_addr, ow_before
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inject_addr = 0x780000
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inject_maxlen = 0x5A800
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ow_addr = 0x1749D0
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ow_before = 0x0C05CEC6
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--ow_addr = 0x174750
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--ow_before = 0x0C05D06A
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local ss_fn = 'inject temp.State'
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-- do it
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local ow_after = 0x0C000000 + math.floor(inject_addr/4)
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if R4(ow_addr) ~= ow_before and R4(ow_addr) ~= ow_after then
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print("Can't inject -- game code is different!")
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return
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end
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local ow_before_addr = (ow_before % 0x4000000)*4
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local header = ("[overwritten]: 0x%08X\n"):format(ow_before_addr)
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header = header..[[
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sw ra, -4(sp)
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bal start
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subi sp, sp, 4
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jal @overwritten
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nop
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lw ra, 0(sp)
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jr
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addi sp, sp, 4
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start:
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]]
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local inject = {}
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local add_inject = function(line)
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--print(line)
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table.insert(inject, tonumber(line, 16))
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end
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local true_offset = 0x80000000 + inject_addr
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assemble(header, add_inject, {unsafe=true, offset=true_offset})
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-- warning: assumes each line is 4 bytes long
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assemble(asm_path, add_inject, {unsafe=true, offset=true_offset + #inject*4})
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if #inject > inject_maxlen then
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print("Assembly too large!")
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return
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end
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for i, v in ipairs(inject) do
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W4(inject_addr + (i - 1)*4, v)
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end
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-- finally, inject over jal
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printf('%08X: %08X', ow_addr, ow_after)
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W4(ow_addr, ow_after)
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-- force code cache to be reloaded
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if bizstring then
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savestate.save(ss_fn)
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savestate.load(ss_fn)
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else
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m64p.reloadCode()
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end
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156
Lua/inject/crap.asm
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156
Lua/inject/crap.asm
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// bomb tornado
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// originally written by RainingChain in Lua
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// rewritten in assembly by notwa
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[global_context]: 0x803E6B20
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[link_actor]: 0x803FFDB0
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[actorlist_offset]: 0x1CB0
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[actorlist_dead_space]: 0x4
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[actor_x]: 0x24
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[actor_y]: 0x28
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[actor_z]: 0x2C
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[actor_prev]: 0x128
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[actor_next]: 0x12C
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[actor_bomb_timer]: 0x1F1
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[at_bomb]: 0x0009
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[rotate_amount]: 0x3E567750 // pi/15
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// F12 = input (single), F0 = output (single), F4 = output (double)
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[sinf]: 0x80088350
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[cosf]: 0x80091F40
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main:
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subi sp, sp, 20
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sw ra, 0(sp)
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sw a0, 4(sp)
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sw s1, 8(sp) // current actor ptr
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sw s3, 12(sp) // current actor type ptr
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sw s4, 16(sp) // 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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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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typeloop:
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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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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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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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lw ra, 0(sp)
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lw a0, 4(sp)
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lw s1, 8(sp)
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lw s3, 12(sp)
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lw s4, 16(sp)
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jr
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addi sp, sp, 20
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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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subi sp, sp, 16
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// 0(sp) reserved for sinf/cosf
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sw ra, 4(sp)
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sw s0, 8(sp) // result of sin
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sw s1, 12(sp) // 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 @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 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 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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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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lw ra, 4(sp)
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lw s0, 8(sp)
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lw s1, 12(sp)
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jr
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addi sp, sp, 16
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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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current_rotation:
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.word 0
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1556
Lua/inject/lips.lua
Normal file
1556
Lua/inject/lips.lua
Normal file
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