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supSMS-GeckoCode/InstantLevelSelectExtra/src/main.s

381 lines
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ArmAsm

.set rC, 3 # SHOULD NOT BE USE UNTIL checkAreaLock ENDS
.set r817F, 4
.set rBtn, 5
.set rC4, 5
.set rIdx, 6
.set rAns, 7
.set rAnsEp, 8
.set rD, 9 # BL trick
.set rFM, 11 # FlagManager
.set rTmp, 10
.set rApp, 31 # gpApplication
.set rNextGameMode, 29
.set crAreaLock, 7
.set crArea9, 6
.set crArea234568, 5
.set $btnLevelSelect, 0x8 # D_UP
.set $btnShineSelect, 0x4 # D_DOWN
.macro li32 reg val
lis \reg, \val@h
ori \reg, \reg, \val@l
.endm
.L.prepare:
## prepare registers
lis r817F, 0x817F
lwz rFM, TFlagManager_smInstance$r13(r13)
## read button input: [M]*1 [C]*1 [btn]*2
lis r12, JUTGamePad_mPadButton@ha
lwz rBtn, JUTGamePad_mPadButton@l(r12)
/** NOTE: DO NOT CHANGE r12 UNTIL checkAreaLock ENDS */
.L.checkAreaLock:
## r0 = 0x22 - btn
subfic r0, rBtn, 0x22
### (lower 16 bit of r0 & ~1) == 0 => use r0&1 as AreaLock enable state
rlwinm. rTmp, r0, 0, 0x10, 0x1E
beq .L.checkAreaLock.1
### else, load r0 = current state from RAM
lbz r0, $LevelSelect.AreaLock@l(r817F)
.L.checkAreaLock.1:
## !cr0.eq: AreaLock enabled
rlwinm. r0, r0, 0, 0x1
## write current enable state to RAM
stb r0, $LevelSelect.AreaLock@l(r817F)
## activate AreaLock only if director finished (rNextGameMode > 1)
cmplwi cr1, r3, 1
crandc eq, 4*cr1+gt, eq
bne+ .L.checkAreaLock.done
## set button input to (handleRestartN) if AreaLock enabled
li rBtn, $btnLevelSelect
stw rBtn, JUTGamePad_mPadButton@l(r12)
.L.checkAreaLock.done:
## orig
mr. rNextGameMode, r3
## return now if still setting up (nextGameMode != 0)
beq .L.done
## disable the code if paused
.L.checkPaused:
### r12 = *gpMarDirector
lwz r12, gpMarDirector$r13(r13)
cmplwi r12, 0
beq .L.checkPaused.done
### r12 = gpMarDirector->gameMode
lbz r12, 0x64(r12)
### if gameMode == 5 or 10
li r0, 0x21 # (LSB 0, 5 == 1)
rlwnm. r0, r0, r12, 31-10, 31-10 # LSB 10
bne .L.done
.L.checkPaused.done:
## check button (Shine Select)
.L.checkButton.ShineSelect:
andi. r0, rBtn, $btnShineSelect
beq+ .L.checkButton.ShineSelect.done
### disable Shine Select when already in Shine Select
lbz r0, 0x8(rApp) # directory type
cmpwi r0, 8 # shine select
beq .L.checkButton.ShineSelect.done
.ShineSelect:
## rAns = shineStageTable[curArea]
lbz r0, 0xE(rApp) # current area
lis rTmp, shineStageTable@ha
la rTmp, shineStageTable@l(rTmp)
lbzx rAns, rTmp, r0
## ignore Plaza (rAns <= 1)
cmpwi rAns, 1
ble .L.done
## map 7~8 to 8~9
addi r0, rAns, 1
rlwinm r0, r0, 32-3, 0x1
add rAns, rAns, r0
## rAns = rAns << 8 | 0xff
rlwinm rAns, rAns, 8, 0, 31
ori rAns, rAns, 0xFF
## TODO handle invalid shine stage (0, 1, 0xFF)
b handleRestartZ
.L.checkButton.ShineSelect.done:
### check button (Level Select)
.L.checkButton.LevelSelect:
andi. r0, rBtn, $btnLevelSelect
beq+ .L.done
## Level Select
bl .L.LevelSelect
.D:
.D.Special:
# 8 bit/entry: [1bit] epFlag==7 | [7bit] area
.long 0x00141516
.long 0x0017181D
.long 0x34000090 # Red coin fish@NB8: 0x80|0x10
.D.Secrets:
# 8 bit/entry: [1bit] ep==1 | [7bit] area
.long 0x2F2E3020
.long 0x32293328
.long 0x2A1FBA3C
.D.Sublevels:
# 8 bit/entry
.long 0x371E213A
.long 0x0E2C3900
.D.Plaza:
.long 0x00010507
.long 0x08090200
.D.Extra:
.D.PinnaPark:
## ep: 0,1,2,3,4,5,7 | area=D
## epFlag: 0,2,4,5,6,7,0
.long 0x123457D0
.long 0x24567000
.D.SirenaHotel:
## ep: 0,1,2,2,3,4 | area=7
## episo: 1,2,3,4,6,7
.long 0x12234070
.long 0x23467001
.L.LevelSelect:
mflr rD
.L.main:
## calc index
## btn: S YXBA -LRZ ----
## XBRL=8,4,2,1
rlwinm rIdx, rBtn, 32-7, 0xC # X,B=8,4
rlwimi rIdx, rBtn, 32-4, 0x2 # R=2
rlwimi rIdx, rBtn, 32-6, 0x1 # L=1
## Z=4
rlwinm r0, rBtn, 32- 2, 0x4 # Z=4
or rIdx, rIdx, r0
## YSY=8,4,2
rlwinm r0, rBtn, 32- 8, 0x8 # Y=+8
rlwimi r0, rBtn, 32-10, 0x6 # S,Y=4,+2
## merge XZRL and YSY-
or rIdx, rIdx, r0
# TODO? handle rIdx>=12
## check C==0(Special) or 9(Secrets)
rlwinm. rC, rBtn, 32-16, 0xF
beq handleSpecial
cmpwi rC, 9
beq handleSecrets
## calc C index
### [(*), 6, 2, (*); 4, 5, 3, (*); 0, (*), 1]
### 110 0/10 00/0 100/ 101 0|11 00/0 000/ 000 0/01 00
.set CIdxMagic, 06204530001<<(32-3*10)
### CIdx = magic <<(3*C) &7
lis r0, CIdxMagic@h
ori r0, r0, CIdxMagic@l
mulli rC, rC, 3
rlwnm rC, r0, rC, 0x7
## prepare CIdx<<2 (destroy rBtn)
slwi rC4, rC, 2
## Y+Z(14) -> SirenaHotel
## X+Z(12) -> PinnaPark
cmpwi rIdx, 12
bge handleExtra
## Y(10) -> Plaza
cmpwi rIdx, 10
bge handlePlaza
## X(8) -> Sublevels
cmpwi rIdx, 8
bge handleSublevels
## stage
### area: [2, 3, 4, 5, 6, 8, 9, (*)]
### magic = 0x34568902 rotl sizeof(0xFF)
### ans = idx | (magic<<(Cidx<<2)) &0x0F00
### ep = idx
lis r0, 0x5689
ori r0, r0, 0x0234
slwi r12, rC, 2
rlwnm r12, r0, r12, 0x0F00
or rAns, rIdx, r12
rlwinm rAnsEp, rIdx, 0, 0x7
b .L.loadStage
handleSpecial:
lhz rAns, 0xE(rApp) # set for handleRestart{N,Z}
## neutral
cmpwi rIdx, 0
beq handleRestartN
## Z restart
cmpwi rIdx, 4
beq handleRestartZ
## Y restart
cmpwi rIdx, 10
beq handleRestartY
## Special
# rD = .D.Special
lbzx r0, rD, rIdx # offset = idx
rlwinm rAns, r0, 8, 0x3F00
rlwinm rAnsEp, r0, 32-7, 0x1
mulli rAnsEp, rAnsEp, 7
b .L.loadStage
handleRestartN:
## set curArea = prevArea
lhz r0, 0xA(rApp)
sth r0, 0xE(rApp)
handleRestartZ:
## load curMap, ep
lbz rAnsEp, 0xDF(rFM)
b .L.loadStageWithoutBackup
handleRestartY: # load 817F0000
lhz rAns, $LevelSelect.area@l(r817F)
lbz rAnsEp, $LevelSelect.epFlag@l(r817F)
b .L.loadStage
handleSecrets:
la r12, .D.Secrets-.D(rD)
lbzx r0, r12, rIdx
rlwinm rAns, r0, 8, 0x3F00
rlwimi rAns, r0, 32-7, 0x0001
# ep: 2,5,3,0,1,5,1,3,4,5,0,*
.set SecretEpMagic, 05301513450<<2 | 02
lis r0, SecretEpMagic@h
ori r0, r0, SecretEpMagic@l
mulli r12, rIdx, 3
rlwnm rAnsEp, r0, r12, 0x7
b .L.loadStage
handleSublevels:
la r12, .D.Sublevels-.D(rD)
lbzx r0, r12, rC # Cidx as index
rlwinm rAns, r0, 8, 0x3F00
# ep: 1,1,3,7,3,2,3
.set SublevelEpMagic, 0x13732301
lis r0, SublevelEpMagic@h
ori r0, r0, SublevelEpMagic@l
rlwnm rAnsEp, r0, rC4, 0x7
b .L.loadStage
handleExtra:
la r12, .D.Extra-.D-12*4(rD)
rlwinm r0, rIdx, 2, 0x38 # offset: {12,14}<<2
lwzux r0, r12, r0
rlwnm rAns, r0, rC4, 0x7 # ep
rlwimi rAns, r0, 4, 0x0F00 # a0 => aEE
lwz r0, 4(r12)
rlwnm rAnsEp, r0, rC4, 0x7
b .L.loadStage
handlePlaza:
## [0, 1, 5, 7; 8, 9, 2, (*)]
## 15789200
## ans == 0x0100 | (magic << (arr:=CIdx<<2) &0xF)
.set PlazaEpMagic, 0x15789200
lis r0, PlazaEpMagic@h
ori r0, r0, PlazaEpMagic@l
rlwnm rAns, r0, rC4, 0xF
ori rAns, rAns, 0x0100
li rAnsEp, 0
.L.loadStage:
### backup to 817F0000 (for Y)
sth rAns, $LevelSelect.area@l(r817F)
stb rAnsEp, $LevelSelect.epFlag@l(r817F)
/* rAns, rAnsEp, rFM, rApp, r817F */
.L.loadStageWithoutBackup:
## reset QFT
stb rNextGameMode, 0xB3(r817F) # >0
## FlagManager
### epFlag(40003)
stb rAnsEp, 0xDF(rFM)
### reset coin counter(40002)
li r0, 0 ## FIXME: make use of other register
stw r0, 0xD8(rFM)
### set flag
lhz r0, 0xCC(rFM)
#### Got a Shine in previous stage (30006)
ori r0, r0, 0x4000
#### clear watched Pinna kidnap FMV flag (prevent spawn in PP unlocked position)
rlwinm r0, r0, 0, 0x14, 0x12
sth r0, 0xCC(rFM)
## rApp = gpApplication
### write nextArea
sth rAns, 0x12(rApp)
.L.handleStickCD:
lwz r12, 0x20(rApp) # TMarioGamePad*
## area
rlwinm r0, rAns, 32-8, 0xFF # area
## crArea9(eq): area == 9
cmpwi crArea9, r0, 9
## crArea234568(eq)
### cr1(gt): area >= 0x10
cmplwi cr1, r0, 0xF
### cr0(eq): area magic == 0
li rTmp, 0x7D # 234568 => 111_1101
rlwnm. rTmp, rTmp, r0, 31-8, 31-8 # LSB 8
### crArea234568(eq) = !(area >= 0x10) && !(area magic == 0)
crnor 4*crArea234568+eq, 4*cr1+gt, eq
## SirenaHotel(0x07) or Casino(0x0E) ? 59 : 0
cmpwi r0, 0x07 # SirenaHotel
cmpwi cr1, r0, 0x0E # Casino
cror eq, eq, 4*cr1+eq # (NOTE: cannot use rlwnm trick since area may >= 0x20)
li r0, 59
beq- .L.handleStickCD.apply
li r0, 0
.L.handleStickCD.apply:
sth r0, 0xe4(r12)
.L.handleStickFlag:
## clear 0x2 bit of 0xe2 flag
lhz r0, 0xe2(r12)
rlwinm r0, r0, 0, 31, 29
sth r0, 0xe2(r12)
## set nextGameMode if gpMarDirector == NULL
### nextGameMode = nextArea == (shine select) ? 8 : 5
## ep==0xFF ? 3 : 0 (Note: all valid ep id < 0x40)
## cr0(eq) == ep!=0xFF
rlwinm. rNextGameMode, rAns, 32-6, 0x3
addi rNextGameMode, rNextGameMode, 5
.L.setFader:
## TSMSFader::setFadeStatus(gpApplication.fader, FadedOut(=0))
lwz r12, 0x34(rApp)
.L.setFader.status:
### this->status = FadedOut(0);
li r0, 0
stw r0, 0x20(r12)
.L.setFader.color:
## TSMSFader::setColor(gpApplication.fader, color)
/**
* (9, *) => white (0xd2d2d2ff)
* (*, 0xFF) => black (0xff)
* (2|3|4|5|6|8, *) => white
* _ => black
*/
### area == 9 => white
beq crArea9, .L.setFader.color.white
### !(ep != 0xFF) => black (Note: DO NOT DESTROY cr0 UNTIL HERE!)
bne cr0, .L.setFader.color.black
### area != 2|3|4|5|6|8 => black
bne crArea234568, .L.setFader.color.black
.L.setFader.color.white:
li32 r0, 0xd2d2d200
.L.setFader.color.black:
ori r0, r0, 0xff # r0 = 0 in .L.setFader.status
.L.setFader.color.apply:
stw r0, 0x18(r12)
### this->color->a = 0xff; (overwritten afterward)
### (this->wipeRequest).type = 0x12;
li r0, 0x12
stw r0, 0x24(r12)
.L.done: