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mm/Lua/inject/spawn.asm

109 lines
2.1 KiB
NASM

[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, s0, s1, s2, ra
li t0, @link_save
li t1, @global_context
lhu s2, @buttons_offset(t1)
lhu s0, anum
lw s1, hold_delay
andi t4, s2, @button_any
bnez t4, +
addi s1, s1, 1
li s1, 0
+:
beqi s1, 1, +
nop
subi t4, s1, @hold_delay_amount
bltz t4, return
nop
+:
mov a0, s0
jal dpad_control
mov a1, s2
mov s0, v0
subi t4, s0, 1
bgez t4, +
nop
li s0, @max_actor_no
+:
subi t4, s0, @max_actor_no
blez t4, +
nop
li s0, 1
+:
sh s0, anum
andi t3, s2, @button_L
beqz t3, return
nop
mov a0, s0
lhu a1, avar
bal simple_spawn
nop
return:
sw s1, hold_delay
// render actor number
li a0, 0x0001001C // xy
li a1, 0x88CCFFFF // rgba
la a2, fmt
mov a3, s0
jal simple_text
nop
// render actor variable
li a0, 0x0006001C // xy
li a1, 0xFFCC88FF // rgba
la a2, fmt
lhu a3, avar
jal simple_text
nop
jpop 4, s0, s1, s2, ra
anum:
.word 0
avar:
.word 0
fmt:
.byte 0x25,0x30,0x34,0x58,0x00 // %04X
.align
.include "dpad control.asm"
.include "simple spawn.asm"
.include "simple text.asm"
hold_delay:
.word 0
.org @object_index
// we have space for 22 instructions (on debug, 23 on 1.0?)
push 4, ra, 1
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
// NOTE: this allows object 0002 to load in places it's not meant to.
// this can mess up door graphics (among other things?)
jal @object_spawn
nop
//subiu v0, r0, -1 // original code
+:
jpop 4, ra, 1