mirror of
https://github.com/notwa/mm
synced 2024-11-05 04:19:03 -08:00
174 lines
4.2 KiB
NASM
174 lines
4.2 KiB
NASM
[button_L]: 0x0020
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[button_D_right]: 0x0100
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[button_D_left]: 0x0200
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[button_D_down]: 0x0400
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[button_D_up]: 0x0800
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[button_any]: 0x0F20
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[hold_delay_amount]: 3
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push 4, s1, ra
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li t0, @link_save
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li t1, @global_context
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// give max rupee upgrade (set bit 13, clear bit 12 of lower halfword)
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lhu t2, @upgrades_2_offset(t0)
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ori t2, t2, 0x2000
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andi t2, t2, 0xEFFF
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sh t2, @upgrades_2_offset(t0)
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//
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lhu t2, @buttons_offset(t1)
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lhu t9, @rupees_offset(t0)
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lw s1, hold_delay
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andi t4, t2, @button_any
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bne t4, r0, no_reset
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addi s1, s1, 1
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li s1, 0
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no_reset:
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subi t4, s1, 1
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beq t4, r0, first_time
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nop
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subi t4, s1, @hold_delay_amount
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bltz t4, return
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nop
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first_time:
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andi t3, t2, @button_D_up
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beq t3, r0, no_D_up
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nop
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addi t9, t9, 1
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no_D_up:
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andi t3, t2, @button_D_down
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beq t3, r0, no_D_down
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nop
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subi t9, t9, 1
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no_D_down:
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andi t3, t2, @button_D_right
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beq t3, r0, no_D_right
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nop
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addi t9, t9, 10
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no_D_right:
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andi t3, t2, @button_D_left
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beq t3, r0, no_D_left
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nop
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subi t9, t9, 10
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no_D_left:
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subi t4, t9, 1
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bgez t4, no_min
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nop
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li t9, @max_actor_no
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no_min:
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subi t4, t9, @max_actor_no
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blez t4, no_max
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nop
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li t9, 1
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no_max:
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sh t9, @rupees_offset(t0)
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andi t3, t2, @button_L
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beq t3, r0, return
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nop
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mov a0, t9
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bal simple_spawn
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nop
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return:
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sw s1, hold_delay
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jpop 4, s1, ra
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simple_spawn: // args: a0 (actor to spawn)
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push 4, 9, ra
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jal load_object
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sw a0, 56(sp) // keep me updated!
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bne v0, r0, simple_spawn_return
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lw a2, 56(sp) // keep me updated!
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li a1, @global_context
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addi a0, a1, @actor_spawn_offset
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li t0, @link_actor
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lw t1, @actor_x(t0)
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lw t2, @actor_y(t0)
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lw t3, @actor_z(t0)
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mov a3, t1 // X position
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sw t2, 0x10(sp) // Y position
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sw t3, 0x14(sp) // Z position
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li t9, 0x0
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sw t9, 0x18(sp) // rotation?
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lhu t7, @actor_horiz_angle(t0)
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sw t7, 0x1C(sp) // horizontal rotation
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li t9, 0x0
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sw t9, 0x20(sp) // rotation?
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// lhu t7, @actor_horiz_angle(t0)
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li t7, 0
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sw t7, 0x24(sp) // actor variable
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li t9, 0x0000007F
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sw t9, 0x28(sp) // unknown
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li t9, 0x000003FF
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sw t9, 0x2C(sp) // unknown
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li t9, 0x00000000
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sw t9, 0x30(sp) // unknown
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jal @actor_spawn
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nop
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simple_spawn_return:
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jpop 4, 9, ra
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hold_delay:
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.word 0
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load_object:
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// args: a0 (actor number)
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// returns v0 (0 if ok, 1 on error)
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push 4, s0, ra
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li v0, 1
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la t0, actor_object_table
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sll t1, a0, 1
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addu t0, t0, t1
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lhu s0, 0(t0) // object number
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beq s0, r0, load_object_return
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nop
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bal is_object_loaded
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mov a0, s0
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bne v0, r0, load_object_return
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cl v0
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li t8, @global_context
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li t9, @object_spawn_offset
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add a0, t8, t9
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mov a1, s0
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jal @object_spawn
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nop
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load_object_return:
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jpop 4, s0, ra
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/*
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we'll be dealing with structs like
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typedef struct {
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uint_ptr region_start; // ?
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uint_ptr region_end; // ?
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byte loaded_count; // only set in first item
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byte loaded_count_alt; // usually fewer than the above
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uint16 unknown;
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uint16 object_number;
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uint16 padding;
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uint_ptr start;
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uint32 size;
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uint32 unknowns[11]; // more pointers and sizes
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} loaded_object; // total size: 68 bytes
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*/
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is_object_loaded:
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// args: a0 (object number)
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// returns v0 (1 if loaded, 0 if not)
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push 4
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li t8, @global_context
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li t9, @object_spawn_offset
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add t0, t8, t9 // current item
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lb t1, 8(t0) // remaining items
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li v0, 1
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is_object_loaded_loop:
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lh t2, 12(t0) // item's object number
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beq a0, t2, is_object_loaded_return
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subi t1, t1, 1 // TODO: double check there's no off-by-one error
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addi t0, t0, 68
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bne t1, r0, is_object_loaded_loop
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nop
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cl v0
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is_object_loaded_return:
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jpop 4
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