// translates calls to 800021F8 // to copy strings to memory instead // for Lua to later pick up on // reset buffer position in our per-frame hook la t0, buffer sw t0, buffer_pos // and set the string to null sb r0, 0(t0) jr nop [ObjectSpawn]: 0x80097C00 [ObjectIndex]: 0x8009812C ObjectSpawnWrap: // keep track of which objects we're spawning // TODO: reset count on scene change push 4, ra, 1 // stuff for jump-only hook //li a0, 0x802237C4 //mov a1, a3 //beqi a1, 2, + // don't bother loading gameplay_field_keep lwu t0, spawn_count sll t2, t0, 1 la t1, spawned addu t1, t1, t2 addiu t0, t0, 1 sw t0, spawn_count sh a1, 0(t1) jal @ObjectSpawn nop +: jpop 4, ra, 1 spawn_count: .word 0 spawned: .halfword 0, 0, 0, 0, 0, 0, 0, 0 // keep track of where we are in the buffer buffer_pos: .word 0 // we'll just let this overflow .align 8 buffer: .word 0 // overwrite (not hook) the debug printing function .org 0x800021B0 // a0: unknown // a1: char *msg // a2: size_t len lw t0, buffer_pos copy_loop: lb t1, 0(a1) sb t1, 0(t0) addi t0, t0, 1 addi a1, a1, 1 subi a2, a2, 1 bne a2, r0, copy_loop sb r0, 0(t0) // null terminate sw t0, buffer_pos jr nop // force objects to load /* jump-only hook .org 0x80098180 j ObjectSpawnWrap nop */ .org @ObjectIndex // we have space for 22 instructions push 4, ra, 1 //sll a1, a1, 0x10 //sra a1, a1, 0x10 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 jal ObjectSpawnWrap nop //subiu v0, r0, -1 +: jpop 4, ra, 1 // 19 words