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mm/Lua/inject/widescreen.asm
2016-04-08 10:15:15 -07:00

219 lines
5.3 KiB
NASM

; oot debug rom
; mess with display lists
; game note: #2 jumps to #3 which jumps to #1 which calls pieces of #2
; what a mess
[ctxt]: 0x80212020
[dlists]: 0x80168930
push 4, 1, s0, s1, s2, s3, s4, s5, ra
; time for dlist misuse
li t0, @dlists
lw t0, 0x04(t0) ; HUD display list start
cl t2 ; iteration count
; DEBUG
/*
;; kill an entire display list by ending it immediately
; li t9, 0xE9000000
; sw t9, 0(t0)
; sw r0, 4(t0)
; li t9, 0xDF000000
; sw t9, 8(t0)
; sw r0, 0xC(t0)
; b finish ; DEBUG
; nop
; nop certain command types
cl t2 ; iteration count
cl t3 ; functions overwritten
[nop_target]: 256
-:
bgei t2, 0x1000, + ; give up after a while
addiu t2, t2, 1
bgei t3, @nop_target, + ; stop after this many commands nop'd
nop
lw t1, (t0) ; load command
li t9, 0xDF000000
beq t1, t9, + ; stop if we're at the end of the display list
li t9, 0xDE000000 ; check if it's a call
; li t9, 0xDC080008 ; sets the video resolution and whatnot
bne t1, t9, -
addiu t0, t0, 8 ; next command
sw r0, -8(t0) ; nop the last command
sw r0, -4(t0)
b -
addiu t3, t3, 1
+:
jpop 4, 1, s0, s1, s2, s3, s4, s5, ra
*/
-:
bgei t2, 0x1000, finish ; give up after a while
addiu t2, t2, 1
lw t1, (t0) ; load a command
li t9, 0xDF000000
beq t1, t9, finish ; stop if we're at the end of the display list
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
addiu t0, t0, 8 ; next command
b -
nop
texscale:
; DEBUG
/*
; nop an entire 2d texture draw command sequence
sw r0, -8(t0)
sw r0, -4(t0)
sw r0, 0(t0)
sw r0, 4(t0)
sw r0, 8(t0)
sw r0, 0xC(t0)
addiu t0, t0, 0x10 ; next 2 commands
b -
nop
*/
; 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(t0) ; 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(t0) ; 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
jal scale_xy
mov a0, s0
mov s0, v0
jal scale_xy
mov a0, s2
mov s2, v0
; scale pixel steps
jal scale_step
mov a0, s4
mov s4, v0
; reconstruct commands
li t9, 0xE4000000
sll t3, s0, 12
or t1, t9, s1
or t1, t1, t3
sw t1, -8(t0)
;
lw t1, -4(t0)
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(t0)
;
sll t1, s4, 16
or t1, t1, s5
sw t1, 0xC(t0)
b -
addiu t0, t0, 0x10 ; next two commands
screen_dim: ; handle screen dimensions for A Button, beating heart, map icons
/* NOTES:
1C4164
heart/map matrix DA380007 801BEBA0
a button matrix DA380007 801BF0D0 (thereabouts)
search for DC080008
a button sometimes: 1CFD60?
0342007E 01FF0000
DC080008 801CFD60
*/
lw t1, 4(t0)
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
beq t4, t9, general
nop
sw t4, debug
; b desperate
; nop
b next
nop
abutt:
li t9, 0x0044005A
sw t9, 0(t1)
li t9, 0x0312007E ; FIXME: clips left side of button
sw t9, 8(t1)
b next
nop
general:
li t9, 0x01E001E0
b next
sw t9, 0(t1)
;desperate:
; li t9, 0x00200020
; b next
; sw t9, 0(t1)
next:
b -
addiu t0, t0, 8 ; next command
finish:
jpop 4, 1, s0, s1, s2, s3, s4, s5, ra
nop
.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
; set up screen dimensions to render widescreen.
[res2_L]: 0
[res2_T]: 30
[res2_R]: 320
[res2_B]: 210
.org 0x800AAB90
li t3, @res2_B ; 240B00D2
li t4, @res2_T ; 240C001E
.org 0x800AABA8
li t1, @res2_R ; 24090140
li t2, @res2_L ; 240A0000