[button_L]: 0x0020 [button_D_right]: 0x0100 [button_D_left]: 0x0200 [button_D_down]: 0x0400 [button_D_up]: 0x0800 [button_any]: 0x0F20 [hold_delay_amount]: 3 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, @buttons_offset(t1) lhu t9, @rupees_offset(t0) lw s1, hold_delay andi t4, t2, @button_any bnez t4, + addi s1, s1, 1 li s1, 0 +: beqi s1, 1, + nop subi t4, s1, @hold_delay_amount bltz t4, return nop +: andi t3, t2, @button_D_right beqz t3, + nop addi t9, t9, 1 +: andi t3, t2, @button_D_left beqz t3, + nop subi t9, t9, 1 +: andi t3, t2, @button_D_up beqz t3, + nop addi t9, t9, 10 +: andi t3, t2, @button_D_down beqz t3, + nop subi t9, t9, 10 +: subi t4, t9, 1 bgez t4, + nop li t9, @max_actor_no +: subi t4, t9, @max_actor_no blez t4, + nop li t9, 1 +: sh t9, @rupees_offset(t0) andi t3, t2, @button_L beqz t3, return nop mov a0, t9 bal simple_spawn nop return: sw s1, hold_delay jpop 4, s1, ra simple_spawn: // args: a0 (actor to spawn) push 4, 9, ra mov a2, a0 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? // 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 jpop 4, 9, ra hold_delay: .word 0 .org @object_index // we have space for 22 instructions (on debug, 23 on 1.0?) push 4, ra, 1 mov t0, a0 lbu t1, 8(a0) // remaining items cl v0 -: lh t2, 12(t0) // item's object number // t2 = abs(t2) bgez t2, + nop subu t2, r0, t2 +: beq a1, t2, + subi t1, t1, 1 addiu v0, v0, 1 addi t0, t0, 68 bnez t1, - nop // NOTE: this allows object 0002 to load in places it's not meant to. // this can mess up door graphics (among other things?) jal @object_spawn nop //subiu v0, r0, -1 // original code +: jpop 4, ra, 1