[actor_spawn]: 0x80025110 [max_actor_no]: 0x1D6 [global_context]: 0x801C84A0 [buttons_offset]: 0x14 [actor_spawn_offset]: 0x1C24 [link_actor]: 0x801DAA30 [actor_x]: 0x24 [actor_y]: 0x28 [actor_z]: 0x2C [actor_horiz_angle]: 0x46 [link_save]: 0x8011A5D0 [rupees_offset]: 0x34 [upgrades_offset]: 0xA0 [upgrades_2_offset]: 0xA2 [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) lh t2, @upgrades_2_offset(t0) ori t2, t2, 0x2000 andi t2, t2, 0xEFFF sh t2, @upgrades_2_offset(t0) // lhu t2, @buttons_offset(t1) lh 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 first_time: 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 no_D_down: 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 no_D_left: 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 no_max: 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 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? lh t7, @actor_horiz_angle(t0) sw t7, 0x1C(sp) // horizontal rotation li t9, 0x0 sw t9, 0x20(sp) // rotation? lh t7, @actor_horiz_angle(t0) 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