remove old Instant Level Select
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f2bf2603d3
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c66fe0e613
3 changed files with 0 additions and 374 deletions
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@ -1,24 +0,0 @@
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__baseAddr__ = 0x817f9800;
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$LevelSelect.area = 0x817f0000;
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$LevelSelect.epFlag = 0x817f0002;
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$LevelSelect.en = 0x817f0004;
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$AreaLock.en = 0x817f0005;
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$b$.TMarioGamePad.onNeutralMarioKey = 0x800fbad8;
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$b$.Mar.changeState = 0x800ec420;
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.Mar.changeState.applied = 0x800ecb28;
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$b$.Mar.moveStage = 0x800eab80;
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/* TMarDirector::fireStreamingMovie */
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$bl$.Mar.disable.PinnaFMV = 0x800ed64c;
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$b$.gameLoop.preDirect = 0x800f9b60;
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$b$.gameLoop.preReturn = 0x800f9d68;
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$b$.Movie.direct = 0x8010b100;
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$b$.Movie.decideNextMode = 0x8010b3cc;
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.Movie.decideNextMode.applied = 0x8010b534;
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$b$.ShineSelect.direct = 0x80236600;
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.ShineSelect.direct.applied = 0x80236620;
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@ -1,92 +0,0 @@
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.set FULL, 1 # FULL InstantLevelSelect
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.include "LevelSelect.s"
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.Mar.changeState:
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## Level Select
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#lbz r0, 0x64(r31)
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#cmpwi r0, 0
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#beq- .Mar.changeState.done
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bl LevelSelect
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bne+ cr1, .Mar.changeState.done # not activated
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mr r3, r31
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bl TMarDirector_moveStage
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li r28, 9 # nextState = LevelTransition
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b .Mar.changeState.applied
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.Mar.changeState.done:
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lbz r0, 0x64(r31)
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b 4+$b$.Mar.changeState
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.Mar.moveStage:
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lis r817F, 0x817F
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lhz r0, $LevelSelect.en@l(r817F) # [LS, AL]
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cmpwi r0, 1 # AL only
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bne .Mar.moveStage.done
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## clear FMV flag
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lhz r0, 0x4c(r31)
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rlwinm r0, r0, 0, 0x18, 0x16
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sth r0, 0x4c(r31)
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## store nextArea and set flags
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lwz rFM, TFlagManager_smInstance$r13(r13)
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mr rApp, r28
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lhz rAns, 0xE(rApp)
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bl handleRestartN
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## set curArea = prevArea # TODO
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lhz rAns, 0xa(r28)
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sth rAns, 0xe(r28)
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.Mar.moveStage.done:
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## orig
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li r0, 0xff
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addi r4, r1, 0x54
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b 4+$b$.Mar.moveStage
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.Mar.disable.PinnaFMV:
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lis r12, 0x817F
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lbz r4, $AreaLock.en@l(r12)
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xori r4, r4, 1 # locked ? false : true
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b TFlagManager_setBool
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.if FULL == 1
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.Movie.direct:
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bl LevelSelect
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bne+ cr1, .Movie.direct.done # not activated
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li r3, 2
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stw r3, 0x12c(r1)
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.Movie.direct.done:
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## orig
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lwz r3, 0x20(r31)
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b 4+$b$.Movie.direct
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.Movie.decideNextMode:
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lis r817F, 0x817F
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lbz r0, $LevelSelect.en@l(r817F)
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cmpwi r0, 1 # test if LS activated
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bne .Movie.moveStage.done
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## return
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b .Movie.decideNextMode.applied
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.Movie.moveStage.done:
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## orig
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cmplwi r5, 0xe
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b 4+$b$.Movie.decideNextMode
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.ShineSelect.direct:
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bl LevelSelect
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bne+ cr1, .ShineSelect.direct.done # not activated
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b .ShineSelect.direct.applied
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.ShineSelect.direct.done:
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## orig
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lwz r3, 0x20(r30)
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subi r5, r31, 0x34
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lbz r0, 0x13b(r3)
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b 4+$b$.ShineSelect.direct
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.endif
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.gameLoop.preReturn:
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## reset LevelSelect.en
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lis r3, 0x817F
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li r0, 0
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stb r0, $LevelSelect.en@l(r3)
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## orig
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mr r3, r29
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b 4+$b$.gameLoop.preReturn
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@ -1,258 +0,0 @@
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.set r817F, 3 # 817F0000
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.set rC, 4
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.set rBtn, 5
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.set rC4, 5
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.set rIdx, 6
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.set rAns, 7
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.set rAnsEp, 8
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.set rD, 9 # BL trick
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.set rApp, 10 # gpApplication
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.set rFM, 11 # FlagManager
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.set rArr, 12 # tmp
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LevelSelect: # cr1.EQ: activated
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## read button input: [M]*1 [C]*1 [btn]*2
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lis rBtn, JUTGamePad_mPadButton@ha
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lwz rBtn, JUTGamePad_mPadButton@l(rBtn)
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## check input
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andi. r0, rBtn, 0x208
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cmplwi cr1, r0, 0x208
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## check if already activated
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lis r817F, 0x817F
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lbz r0, $LevelSelect.en@l(r817F)
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mr. r0, r0
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## return if needed
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# cr1.eq && cr0.eq
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crand 4*cr1+eq, 4*cr1+eq, eq
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bnelr+ cr1
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## Level Select
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mflr r12
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bl .L_LevelSelect
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.D:
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.D_Special:
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# 8 bit/entry: [1bit] epFlag==7 | [7bit] area
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.long 0x00141516
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.long 0x0017181D
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.long 0x34000090 # Red coin fish@NB8: 0x80|0x10
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.D_Secrets:
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# 8 bit/entry: [1bit] ep==1 | [7bit] area
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.long 0x2F2E3020
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.long 0x32293328
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.long 0x2A1FBA3C
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.D_Sublevels:
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# 8 bit/entry
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.long 0x371E213A
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.long 0x0E2C3900
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.D_Plaza:
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.long 0x00010507
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.long 0x08090200
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.D_Extra:
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.D_PinnaPark:
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## ep: 0,1,2,3,4,5,7 | area=D
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## epFlag: 0,2,4,5,6,7,0
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.long 0x123457D0
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.long 0x24567000
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.D_SirenaHotel:
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## ep: 0,1,2,2,3,4 | area=7
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## episo: 1,2,3,4,6,7
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.long 0x12234070
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.long 0x23467001
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.L_LevelSelect:
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mflr rD
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mtlr r12
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## prepare registers
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lis rApp, gpApplication@ha
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la rApp, gpApplication@l(rApp)
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lwz rFM, TFlagManager_smInstance$r13(r13)
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## calc index
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## btn: S YXZA -LRZ ----
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## XZRL=8,4,2,1
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rlwinm rIdx, rBtn, 32-7, 0x8 # X=8
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rlwimi rIdx, rBtn, 32-2, 0x4 # Z=4
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rlwimi rIdx, rBtn, 32-4, 0x2 # R=2
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rlwimi rIdx, rBtn, 32-6, 0x1 # L=1
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## YSY=8,4,2
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rlwinm r0, rBtn, 32- 8, 0x8 # Y=+8
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rlwimi r0, rBtn, 32-10, 0x6 # S,Y=4,+2
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## merge XZRL and YSY-
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or rIdx, rIdx, r0
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# TODO? handle rIdx>=12
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## check C==0(Special) or 9(Secrets)
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rlwinm. rC, rBtn, 32-16, 0xF
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beq handleSpecial
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cmpwi rC, 9
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beq handleSecrets
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## calc C index
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### [(*), 6, 2, (*); 4, 5, 3, (*); 0, (*), 1]
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### 110 0/10 00/0 100/ 101 0|11 00/0 000/ 000 0/01 00
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.set CIdxMagic, 06204530001<<(32-3*10)
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### CIdx = magic <<(3*C) &7
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lis r0, CIdxMagic@h
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ori r0, r0, CIdxMagic@l
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mulli rC, rC, 3
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rlwnm rC, r0, rC, 0x7
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## prepare CIdx<<2 (destroy rBtn)
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slwi rC4, rC, 2
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## Y+Z(14) -> SirenaHotel
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## X+Z(12) -> PinnaPark
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cmpwi rIdx, 12
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bge handleExtra
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## Y(10) -> Plaza
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cmpwi rIdx, 10
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bge handlePlaza
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## X(8) -> Sublevels
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cmpwi rIdx, 8
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bge handleSublevels
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## stage
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### area: [2, 3, 4, 5, 6, 8, 9, (*)]
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### magic = 0x34568902 rotl sizeof(0xFF)
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### ans = idx | (magic<<(Cidx<<2)) &0x0F00
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### ep = idx
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lis r0, 0x5689
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ori r0, r0, 0x0234
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slwi rArr, rC, 2
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rlwnm rArr, r0, rArr, 0x0F00
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or rAns, rIdx, rArr
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rlwinm rAnsEp, rIdx, 0, 0x7
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b .L_loadStage
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handleSpecial:
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lhz rAns, 0xE(rApp) # backup for handleRestartN
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## neutral
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cmpwi rIdx, 0
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beq handleRestartN
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## Z restart
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cmpwi rIdx, 4
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beq handleRestartZ
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## Y restart
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cmpwi rIdx, 10
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beq handleRestartY
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## Special
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# rD = .D_Special
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lbzx r0, rD, rIdx # offset = idx
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rlwinm rAns, r0, 8, 0x3F00
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rlwinm rAnsEp, r0, 32-7, 0x1
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mulli rAnsEp, rAnsEp, 7
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b .L_loadStage
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handleRestartN:
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## set prevMap = curMap
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lhz r0, 0xA(rApp)
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sth r0, 0xE(rApp)
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handleRestartZ:
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## load curMap, ep
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lbz rAnsEp, 0xDF(rFM)
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b .L_loadStageWithoutBackup
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handleRestartY: # load 817F0000
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lhz rAns, $LevelSelect.area@l(r817F)
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lbz rAnsEp, $LevelSelect.epFlag@l(r817F)
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b .L_loadStage
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handleSecrets:
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la rArr, .D_Secrets-.D(rD)
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lbzx r0, rArr, rIdx
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rlwinm rAns, r0, 8, 0x3F00
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rlwimi rAns, r0, 32-7, 0x0001
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# ep: 2,5,3,0,1,5,1,3,4,5,0,*
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.set SecretEpMagic, 05301513450<<2 | 02
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lis r0, SecretEpMagic@h
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ori r0, r0, SecretEpMagic@l
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mulli rArr, rIdx, 3
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rlwnm rAnsEp, r0, rArr, 0x7
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b .L_loadStage
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handleSublevels:
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la rArr, .D_Sublevels-.D(rD)
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lbzx r0, rArr, rC # Cidx as index
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rlwinm rAns, r0, 8, 0x3F00
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# ep: 1,1,3,7,3,2,3
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.set SublevelEpMagic, 0x13732301
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lis r0, SublevelEpMagic@h
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ori r0, r0, SublevelEpMagic@l
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rlwnm rAnsEp, r0, rC4, 0x7
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b .L_loadStage
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handleExtra:
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la rArr, .D_Extra-.D-12*4(rD)
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rlwinm r0, rIdx, 2, 0x38 # offset: {12,14}<<2
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lwzux r0, rArr, r0
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rlwnm rAns, r0, rC4, 0x7 # ep
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rlwimi rAns, r0, 4, 0x0F00 # a0 => aEE
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lwz r0, 4(rArr)
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rlwnm rAnsEp, r0, rC4, 0x7
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b .L_loadStage
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handlePlaza:
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## [0, 1, 5, 7; 8, 9, 2, (*)]
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## 15789200
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## ans == 0x0100 | (magic << (arr:=CIdx<<2) &0xF)
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.set PlazaEpMagic, 0x15789200
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lis r0, PlazaEpMagic@h
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ori r0, r0, PlazaEpMagic@l
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rlwnm rAns, r0, rC4, 0xF
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ori rAns, rAns, 0x0100
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li rAnsEp, 0
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.L_loadStage:
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### backup to 817F0000 (for Y)
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sth rAns, $LevelSelect.area@l(r817F)
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stb rAnsEp, $LevelSelect.epFlag@l(r817F)
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/* rAns, rAnsEp, rFM, rApp, r817F */
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.L_loadStageWithoutBackup:
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## reset QFT
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li r0, 1
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stb r0, 0xB3(r817F)
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### Ingame Timer: Reset Stopwatch Flag
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stb r0, 0x100(r817F)
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### set SGT Disable Custom IG Timer Flag = 1 TODO
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#stb r0, 0x101(r817F)
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### en flag
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stb r0, $LevelSelect.en@l(r817F)
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## FlagManager
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### epFlag(40003)
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stb rAnsEp, 0xDF(rFM)
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### reset coin counter(40002)
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li r0, 0
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stw r0, 0xD8(rFM)
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#### set SGT Stop Stopwatch Flag = 0 TODO
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#stw r0, 0x10C(r817F)
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### Got a Shine in previous stage (30006)
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#### + watched AP, court, peach kidnap, FLUDD theft flag
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lhz r0, 0xCC(rFM)
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ori r0, r0, 0x40FF
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#### clear watched Pinna kidnap FMV flag
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rlwinm r0, r0, 0, 0x14, 0x12
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sth r0, 0xCC(rFM)
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## rApp = gpApplication
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### write nextArea
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sth rAns, 0x12(rApp)
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# SirenaHotel(0x07) or Casino(0x0E) ? 59 : 0
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rlwinm r0, rAns, 32-8, 0xFF # area
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lwz rArr, 0x20(rApp) # TMarioGamePad*
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li rC, 59
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cmpwi r0, 0x07 # SirenaHotel
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beq- .L_handleStickCD
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cmpwi r0, 0x0E # Casino
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beq- .L_handleStickCD
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li rC, 0
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.L_handleStickCD:
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sth rC, 0xe4(rArr)
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blr
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# disable TMarioGamePad::onNeutralMarioKey when LevelSelect is activated
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.TMarioGamePad.onNeutralMarioKey:
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lis r12, $LevelSelect.en@ha
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lbz r0, $LevelSelect.en@l(r12)
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mr. r0, r0
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bnelr # return if LevelSelect is activated
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li r0, 60
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b 4+$b$.TMarioGamePad.onNeutralMarioKey
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