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remove old Instant Level Select

This commit is contained in:
sup39 2023-02-14 06:05:22 +09:00
parent f2bf2603d3
commit c66fe0e613
3 changed files with 0 additions and 374 deletions

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@ -1,24 +0,0 @@
__baseAddr__ = 0x817f9800;
$LevelSelect.area = 0x817f0000;
$LevelSelect.epFlag = 0x817f0002;
$LevelSelect.en = 0x817f0004;
$AreaLock.en = 0x817f0005;
$b$.TMarioGamePad.onNeutralMarioKey = 0x800fbad8;
$b$.Mar.changeState = 0x800ec420;
.Mar.changeState.applied = 0x800ecb28;
$b$.Mar.moveStage = 0x800eab80;
/* TMarDirector::fireStreamingMovie */
$bl$.Mar.disable.PinnaFMV = 0x800ed64c;
$b$.gameLoop.preDirect = 0x800f9b60;
$b$.gameLoop.preReturn = 0x800f9d68;
$b$.Movie.direct = 0x8010b100;
$b$.Movie.decideNextMode = 0x8010b3cc;
.Movie.decideNextMode.applied = 0x8010b534;
$b$.ShineSelect.direct = 0x80236600;
.ShineSelect.direct.applied = 0x80236620;

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.set FULL, 1 # FULL InstantLevelSelect
.include "LevelSelect.s"
.Mar.changeState:
## Level Select
#lbz r0, 0x64(r31)
#cmpwi r0, 0
#beq- .Mar.changeState.done
bl LevelSelect
bne+ cr1, .Mar.changeState.done # not activated
mr r3, r31
bl TMarDirector_moveStage
li r28, 9 # nextState = LevelTransition
b .Mar.changeState.applied
.Mar.changeState.done:
lbz r0, 0x64(r31)
b 4+$b$.Mar.changeState
.Mar.moveStage:
lis r817F, 0x817F
lhz r0, $LevelSelect.en@l(r817F) # [LS, AL]
cmpwi r0, 1 # AL only
bne .Mar.moveStage.done
## clear FMV flag
lhz r0, 0x4c(r31)
rlwinm r0, r0, 0, 0x18, 0x16
sth r0, 0x4c(r31)
## store nextArea and set flags
lwz rFM, TFlagManager_smInstance$r13(r13)
mr rApp, r28
lhz rAns, 0xE(rApp)
bl handleRestartN
## set curArea = prevArea # TODO
lhz rAns, 0xa(r28)
sth rAns, 0xe(r28)
.Mar.moveStage.done:
## orig
li r0, 0xff
addi r4, r1, 0x54
b 4+$b$.Mar.moveStage
.Mar.disable.PinnaFMV:
lis r12, 0x817F
lbz r4, $AreaLock.en@l(r12)
xori r4, r4, 1 # locked ? false : true
b TFlagManager_setBool
.if FULL == 1
.Movie.direct:
bl LevelSelect
bne+ cr1, .Movie.direct.done # not activated
li r3, 2
stw r3, 0x12c(r1)
.Movie.direct.done:
## orig
lwz r3, 0x20(r31)
b 4+$b$.Movie.direct
.Movie.decideNextMode:
lis r817F, 0x817F
lbz r0, $LevelSelect.en@l(r817F)
cmpwi r0, 1 # test if LS activated
bne .Movie.moveStage.done
## return
b .Movie.decideNextMode.applied
.Movie.moveStage.done:
## orig
cmplwi r5, 0xe
b 4+$b$.Movie.decideNextMode
.ShineSelect.direct:
bl LevelSelect
bne+ cr1, .ShineSelect.direct.done # not activated
b .ShineSelect.direct.applied
.ShineSelect.direct.done:
## orig
lwz r3, 0x20(r30)
subi r5, r31, 0x34
lbz r0, 0x13b(r3)
b 4+$b$.ShineSelect.direct
.endif
.gameLoop.preReturn:
## reset LevelSelect.en
lis r3, 0x817F
li r0, 0
stb r0, $LevelSelect.en@l(r3)
## orig
mr r3, r29
b 4+$b$.gameLoop.preReturn

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@ -1,258 +0,0 @@
.set r817F, 3 # 817F0000
.set rC, 4
.set rBtn, 5
.set rC4, 5
.set rIdx, 6
.set rAns, 7
.set rAnsEp, 8
.set rD, 9 # BL trick
.set rApp, 10 # gpApplication
.set rFM, 11 # FlagManager
.set rArr, 12 # tmp
LevelSelect: # cr1.EQ: activated
## read button input: [M]*1 [C]*1 [btn]*2
lis rBtn, JUTGamePad_mPadButton@ha
lwz rBtn, JUTGamePad_mPadButton@l(rBtn)
## check input
andi. r0, rBtn, 0x208
cmplwi cr1, r0, 0x208
## check if already activated
lis r817F, 0x817F
lbz r0, $LevelSelect.en@l(r817F)
mr. r0, r0
## return if needed
# cr1.eq && cr0.eq
crand 4*cr1+eq, 4*cr1+eq, eq
bnelr+ cr1
## Level Select
mflr r12
bl .L_LevelSelect
.D:
.D_Special:
# 8 bit/entry: [1bit] epFlag==7 | [7bit] area
.long 0x00141516
.long 0x0017181D
.long 0x34000090 # Red coin fish@NB8: 0x80|0x10
.D_Secrets:
# 8 bit/entry: [1bit] ep==1 | [7bit] area
.long 0x2F2E3020
.long 0x32293328
.long 0x2A1FBA3C
.D_Sublevels:
# 8 bit/entry
.long 0x371E213A
.long 0x0E2C3900
.D_Plaza:
.long 0x00010507
.long 0x08090200
.D_Extra:
.D_PinnaPark:
## ep: 0,1,2,3,4,5,7 | area=D
## epFlag: 0,2,4,5,6,7,0
.long 0x123457D0
.long 0x24567000
.D_SirenaHotel:
## ep: 0,1,2,2,3,4 | area=7
## episo: 1,2,3,4,6,7
.long 0x12234070
.long 0x23467001
.L_LevelSelect:
mflr rD
mtlr r12
## prepare registers
lis rApp, gpApplication@ha
la rApp, gpApplication@l(rApp)
lwz rFM, TFlagManager_smInstance$r13(r13)
## calc index
## btn: S YXZA -LRZ ----
## XZRL=8,4,2,1
rlwinm rIdx, rBtn, 32-7, 0x8 # X=8
rlwimi rIdx, rBtn, 32-2, 0x4 # Z=4
rlwimi rIdx, rBtn, 32-4, 0x2 # R=2
rlwimi rIdx, rBtn, 32-6, 0x1 # L=1
## 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 rArr, rC, 2
rlwnm rArr, r0, rArr, 0x0F00
or rAns, rIdx, rArr
rlwinm rAnsEp, rIdx, 0, 0x7
b .L_loadStage
handleSpecial:
lhz rAns, 0xE(rApp) # backup for handleRestartN
## 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 prevMap = curMap
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 rArr, .D_Secrets-.D(rD)
lbzx r0, rArr, 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 rArr, rIdx, 3
rlwnm rAnsEp, r0, rArr, 0x7
b .L_loadStage
handleSublevels:
la rArr, .D_Sublevels-.D(rD)
lbzx r0, rArr, 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 rArr, .D_Extra-.D-12*4(rD)
rlwinm r0, rIdx, 2, 0x38 # offset: {12,14}<<2
lwzux r0, rArr, r0
rlwnm rAns, r0, rC4, 0x7 # ep
rlwimi rAns, r0, 4, 0x0F00 # a0 => aEE
lwz r0, 4(rArr)
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
li r0, 1
stb r0, 0xB3(r817F)
### Ingame Timer: Reset Stopwatch Flag
stb r0, 0x100(r817F)
### set SGT Disable Custom IG Timer Flag = 1 TODO
#stb r0, 0x101(r817F)
### en flag
stb r0, $LevelSelect.en@l(r817F)
## FlagManager
### epFlag(40003)
stb rAnsEp, 0xDF(rFM)
### reset coin counter(40002)
li r0, 0
stw r0, 0xD8(rFM)
#### set SGT Stop Stopwatch Flag = 0 TODO
#stw r0, 0x10C(r817F)
### Got a Shine in previous stage (30006)
#### + watched AP, court, peach kidnap, FLUDD theft flag
lhz r0, 0xCC(rFM)
ori r0, r0, 0x40FF
#### clear watched Pinna kidnap FMV flag
rlwinm r0, r0, 0, 0x14, 0x12
sth r0, 0xCC(rFM)
## rApp = gpApplication
### write nextArea
sth rAns, 0x12(rApp)
# SirenaHotel(0x07) or Casino(0x0E) ? 59 : 0
rlwinm r0, rAns, 32-8, 0xFF # area
lwz rArr, 0x20(rApp) # TMarioGamePad*
li rC, 59
cmpwi r0, 0x07 # SirenaHotel
beq- .L_handleStickCD
cmpwi r0, 0x0E # Casino
beq- .L_handleStickCD
li rC, 0
.L_handleStickCD:
sth rC, 0xe4(rArr)
blr
# disable TMarioGamePad::onNeutralMarioKey when LevelSelect is activated
.TMarioGamePad.onNeutralMarioKey:
lis r12, $LevelSelect.en@ha
lbz r0, $LevelSelect.en@l(r12)
mr. r0, r0
bnelr # return if LevelSelect is activated
li r0, 60
b 4+$b$.TMarioGamePad.onNeutralMarioKey