180 lines
3.4 KiB
NASM
180 lines
3.4 KiB
NASM
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m2_customcodes:
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//==============================================================================
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// void parse(int code, char* parserAddress, WINDOW* window)
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// In:
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// r0: code
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// r1: parser address
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// r2: window
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// Out:
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// r0: control code length (0 if not matched)
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//==============================================================================
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.parse:
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print "m2-customcodes.parse: $",pc
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push {r1-r6,lr}
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mov r6,#0
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ldr r3,=#m2_custom_wram
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add r3,r3,#4
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mov r4,r0
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// Get the window number
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mov r0,r2
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bl m2_vwf.get_window_number
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//--------------------------------
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// 60 FF XX: Add XX pixels to the renderer
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cmp r4,#0x60
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bne +
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mov r6,#3
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// Get the current X offset
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ldrb r4,[r3,r0]
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// Get the current X tile
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mov r5,#0x2A
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ldrb r5,[r2,r5]
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lsl r5,r5,#3
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add r4,r4,r5 // Current X location (in pixels)
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// Get the value to add
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ldrb r5,[r1,#2] // Control code parameter
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add r4,r4,r5 // New X location
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// Store the pixel offset of the new location
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.store_x:
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lsl r5,r4,#29
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lsr r5,r5,#29
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strb r5,[r3,r0]
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// Store the X tile of the new location
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lsr r4,r4,#3
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mov r5,#0x2A
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strb r4,[r2,r5]
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b .parse_end
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+
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//--------------------------------
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// 5F FF XX: Set the X value of the renderer
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cmp r4,#0x5F
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bne +
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mov r6,#3
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// Get the new X value
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ldrb r4,[r1,#2]
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b .store_x
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+
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//--------------------------------
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.parse_end:
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mov r0,r6
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pop {r1-r6,pc}
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//==============================================================================
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// void check_main(byte code, char* parserAddress, WINDOW* window)
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// In:
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// r0: code
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// r7: parser address
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// r5: window
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//==============================================================================
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.check_main:
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push {r1-r3,lr}
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//--------------------------------
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mov r1,r7
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mov r2,r5
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bl .parse
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cmp r0,#0
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bne +
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mov r0,#2
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+
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//--------------------------------
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// Clobbered code
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ldr r3,[r6,#0]
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add r3,r3,r0
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mov r0,r3
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//--------------------------------
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pop {r1-r3,pc}
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//==============================================================================
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// void check_status(char* parserAddress, WINDOW* window)
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// In:
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// r2: parser address
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// r4: window
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//==============================================================================
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.check_status:
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push {lr}
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ldrb r0,[r2,#0]
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cmp r0,#1
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bne +
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pop {r0}
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mov lr,r0
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ldr r0,=#0x80C90A9
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bx r0
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+
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//--------------------------------
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push {r0-r2}
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mov r1,r2
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mov r2,r4
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bl .parse
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mov r7,r0
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cmp r0,#0
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pop {r0-r2}
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bne +
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// It wasn't one of our codes, so let the game continue checking
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pop {r7}
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mov lr,r7
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ldr r7,=#0x80C90CD
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bx r7
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+
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//--------------------------------
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mov r0,r12
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add r0,r0,r7
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str r0,[r4,#0x14]
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pop {r7}
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mov lr,r7
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ldr r7,=#0x80C904D
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bx r7
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//==============================================================================
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// void check_selection_menu(char* parserAddress, WINDOW* window)
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// In:
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// r3: parser address
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// r4: window
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//==============================================================================
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.check_selection_menu:
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push {r0-r2,lr}
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//--------------------------------
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ldrb r0,[r3,#0]
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mov r1,r3
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mov r2,r4
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bl .parse
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cmp r0,#0
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bne +
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mov r0,#2
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+
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add r3,r3,r0
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//--------------------------------
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pop {r0-r2,pc}
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