Mother2GbaTranslation/m2-vwf-entries.asm

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NASM
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2017-03-09 18:16:37 +00:00
m2_vwf_entries:
//==============================================================================
.c980c_custom_codes:
push {r1-r2,lr}
mov r1,r7
mov r2,r5
bl m2_customcodes.parse
ldr r1,[r6,#0]
// If 0, return [r6]+2; otherwise, return [r6]+r0
beq +
add r0,r0,r1
pop {r1-r2,pc}
+
add r0,r1,#2
pop {r1-r2,pc}
//==============================================================================
.c980c_weld_entry:
push {r0-r1,lr}
mov r0,r5
mov r1,r7
bl m2_vwf.weld_entry
pop {r0-r1,pc}
//==============================================================================
.c980c_resetx:
push {r1,lr}
mov r1,#0
strh r1,[r0,#2]
pop {r1}
bl $80C87D0
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pop {pc}
//==============================================================================
.c87d0_clear_entry:
push {lr}
// Reset X
mov r1,#0
strh r1,[r0,#2]
// Clear window
mov r1,#4
bl m2_vwf.clear_window
// Clobbered code
ldr r4,=#0x3005270
mov r1,#0x24
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pop {pc}
//==============================================================================
.c9634_resetx:
push {lr}
mov r4,#0
strh r4,[r6,#2]
// Clobbered code
strh r5,[r1,#0]
pop {pc}
//==============================================================================
.c4b2c_skip_nones:
push {r7,lr}
add sp,#-4
mov r7,#0
// Get the (none) pointer
mov r0,r4
mov r1,r10
mov r2,#0x2A
bl $80BE260
mov r5,r0
// Check each equip slot
ldr r6,=#0x3001D40
ldr r3,=#0x3005264
ldrh r0,[r3,#0] // active party character
mov r1,#0x6C
mul r0,r1
add r6,r0,r6
add r6,#0x75
ldrb r0,[r6,#0]
bne +
// Weapon
mov r0,r8
mov r1,r5
mov r2,#0x6
mov r3,#0
str r7,[sp,#0]
bl $80C9634
+
ldrb r0,[r6,#1]
bne +
// Body
mov r0,r8
mov r1,r5
mov r2,#0x6
mov r3,#1
str r7,[sp,#0]
bl $80C9634
+
ldrb r0,[r6,#2]
bne +
// Arms
mov r0,r8
mov r1,r5
mov r2,#0x6
mov r3,#2
str r7,[sp,#0]
bl $80C9634
+
ldrb r0,[r6,#3]
bne +
// Other
mov r0,r8
mov r1,r5
mov r2,#0x6
mov r3,#3
str r7,[sp,#0]
bl $80C9634
+
mov r0,#0
mov r10,r0
add sp,#4
pop {r7,pc}