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mm/Lua/inject/print.asm

104 lines
2.0 KiB
NASM

// 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