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mm/asm/widescreen-either.asm

185 lines
4.7 KiB
NASM

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
ret 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
call adjust_dlist, a0
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
call scale_xy, s0
mov s0, v0
call scale_xy, s2
mov s2, v0
; scale pixel steps
call scale_step, 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:
ret 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