Complete Merge

This commit is contained in:
Lorenzo Carletti 2021-09-30 23:24:00 +02:00
parent 6a01d0230b
commit 624f3fd67a
23 changed files with 2273 additions and 5 deletions

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@ -1,7 +1,5 @@
Hacking, script tool, script compiler/decompiler:
JeffMan
Hacking: Hacking:
JeffMan
Lorenzooone Lorenzooone
PhoenixBound PhoenixBound
@ -25,5 +23,15 @@ Text conversion:
Normmatt Normmatt
KillThad KillThad
Graphics:
JeffMan
surrashubound
Masaru
Testing:
Eevs
John Enigma
CloverCharBoyBound
Special thanks: Special thanks:
TragicManner TragicManner

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@ -26,6 +26,7 @@ $input_c_files =
"src/c/battle.c", "src/c/battle.c",
"src/c/equip.c", "src/c/equip.c",
"src/c/psi.c", "src/c/psi.c",
"src/c/title.c",
"src/c/luminehall.c" "src/c/luminehall.c"
$base_c_address = 0x83755B8; $base_c_address = 0x83755B8;

255
notes/m2-sub111D0.txt Normal file
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@ -0,0 +1,255 @@
// Load intro screen
// 82D6AA8: structs of size 0x38
// Offset Length Description
// ------------------------------------
// 0 4 BG0 graphics pointer (compressed)
// 4 4 Sprite graphics pointer (compressed)
// 8 4 BG palette pointer (compressed)
// C 4 Sprite palette pointer (compressed)
// 10 4 BG0 tilemap pointer (compressed)
// 14 2 BG0 attributes
// 16 2 Unused?
// 18 4 BG1 tilemap pointer (compressed)
// 1C 2 BG1 attributes
// 1E 2 Unused?
// 20 2 DISPCNT
// 22 2 Some kind of index into a jump table (negative values are special)
// 24 4 Unused?
// 28 16 Four-entry jump table
// [0]: called at the start of the animation
// [1,2]: called for each frame (seems to be setup and then commit)
// [3]: called at the end of the animation
// Dump:
// -----
// # BG0gfx OBJgfx BGpal OBJpal BG0map BG0attr BG1map BG1attr DISP jump - Start Setup Commit End
// ------------------------------------------------------------------------------------------------------------------------------------
// [0] 08714840 00000000 087147E4 00000000 087143FC 000B 0000 00000000 0000 0000 1100 0000 00000000 0801200D 080120B1 08012035 08012011
// [1] 00000000 00000000 00000000 00000000 08714538 000B 0000 00000000 0000 0000 1100 0001 00000000 0801200D 080120B1 08012035 08012011
// [2] 00000000 00000000 00000000 00000000 08714688 000B 0000 00000000 0000 0000 1100 0001 00000000 0801200D 080120B1 08012035 08012011
// [3] 0870F580 08711280 087126CC 087127E8 087128EC 000A 0000 08712CD8 010B 0000 1000 FFFF 00000000 080113F5 080115A9 08011499 08011495
// [4] 0870F580 08711280 087126CC 087127E8 087128EC 000A 0000 08712CD8 010B 0000 1300 0001 00000000 080113F5 08011F05 08011499 08011495
// [5] 0870F580 08711280 087126CC 087127E8 087128EC 000A 0000 08712CD8 010B 0000 1300 0001 00000000 080113F5 08011BFD 08011499 08011495
// [6] 0871325C 00000000 08713210 00000000 08712FB8 000A 0000 00000000 0000 0000 0100 0001 00000000 0801200D 0801214D 08012035 08012011
// r0: screen key
// 0 = Nintendo
// 1 = APE
// 2 = HALKEN
// 3 = Title screen (full)
// 5 = Title screen (quick)
// 0x18 byte struct: ($2028008)
// Offset Length Description
// ------------------------------------
// 0 4 Animation number
// 4 4 Current frame
// 8 4 ?
// C 4 ?
// 10 4 ?
// 14 4 Pointer to giant 0x2E0 byte struct used in $80113F5
080111D0 (T) push r4-r7,r14
080111D2 (T) mov r7,r9
080111D4 (T) mov r6,r8
080111D6 (T) push r6,r7
080111D8 (T) add sp,-4h
080111DA (T) mov r5,r0
080111DC (T) ldr r4,=3000370h
080111DE (T) mov r0,18h
080111E0 (T) bl 8005B9Ch // malloc 0x18 bytes for some struct
080111E4 (T) str r0,[r4]
080111E6 (T) str r5,[r0]
080111E8 (T) mov r7,0h
080111EA (T) str r7,[r0,14h]
080111EC (T) str r7,[r0,4h]
080111EE (T) str r7,[r0,10h] // zero out the struct
080111F0 (T) ldr r6,=82D6AA8h
080111F2 (T) lsl r0,r5,3h
080111F4 (T) sub r0,r0,r5
080111F6 (T) lsl r4,r0,3h // r4 = r5 * 0x38
080111F8 (T) add r0,r4,r6
080111FA (T) ldr r0,[r0]
080111FC (T) cmp r0,0h
080111FE (T) beq 801120Ch
08011200 (T) mov r1,80h
08011202 (T) lsl r1,r1,12h
08011204 (T) mov r2,40h
08011206 (T) lsl r2,r2,8h
08011208 (T) bl 8005D34h
0801120C (T) add r0,r6,4
0801120E (T) add r0,r4,r0
08011210 (T) ldr r0,[r0]
08011212 (T) cmp r0,0h
08011214 (T) beq 8011220h
08011216 (T) ldr r1,=2008000h
08011218 (T) mov r2,80h
0801121A (T) lsl r2,r2,8h
0801121C (T) bl 8005D34h
08011220 (T) mov r0,r6
08011222 (T) add r0,8h
08011224 (T) add r0,r4,r0
08011226 (T) ldr r3,[r0]
08011228 (T) cmp r3,0h
0801122A (T) beq 801126Ch
0801122C (T) mov r0,1h
0801122E (T) neg r0,r0
08011230 (T) cmp r3,r0
08011232 (T) bne 8011260h
08011234 (T) str r7,[sp]
08011236 (T) ldr r1,=40000D4h
08011238 (T) mov r0,r13
0801123A (T) str r0,[r1]
0801123C (T) ldr r0,=2010000h
0801123E (T) str r0,[r1,4h]
08011240 (T) ldr r0,=85000080h
08011242 (T) str r0,[r1,8h]
08011244 (T) ldr r0,[r1,8h]
08011246 (T) b 801126Ch
08011248 (T) lsl r0,r6,0Dh
0801124A (T) lsl r0,r0,0Ch
0801124C (T) ldr r0,[r5,28h]
0801124E (T) lsr r5,r5,20h
08011250 (T) strh r0,[r0]
08011252 (T) lsl r0,r0,8h
08011254 (T) lsl r4,r2,3h
08011256 (T) lsl r0,r0,10h
08011258 (T) lsl r0,r0,0h
0801125A (T) lsl r1,r0,8h
0801125C (T) lsl r0,r0,2h
0801125E (T) strh r0,[r0,28h]
08011260 (T) ldr r1,=2010000h
08011262 (T) mov r2,80h
08011264 (T) lsl r2,r2,2h
08011266 (T) mov r0,r3
08011268 (T) bl 8005D34h
0801126C (T) ldr r1,=82D6AA8h
0801126E (T) mov r9,r1
08011270 (T) lsl r0,r5,3h
08011272 (T) sub r0,r0,r5
08011274 (T) lsl r7,r0,3h
08011276 (T) mov r0,r9
08011278 (T) add r0,0Ch
0801127A (T) add r0,r7,r0
0801127C (T) ldr r0,[r0]
0801127E (T) cmp r0,0h
08011280 (T) beq 801128Ch
08011282 (T) ldr r1,=2010200h
08011284 (T) mov r2,80h
08011286 (T) lsl r2,r2,2h
08011288 (T) bl 8005D34h
0801128C (T) mov r0,r9
0801128E (T) add r0,10h
08011290 (T) add r0,r7,r0
08011292 (T) ldr r0,[r0]
08011294 (T) cmp r0,0h
08011296 (T) beq 80112A2h
08011298 (T) ldr r1,=2010400h
0801129A (T) mov r2,80h
0801129C (T) lsl r2,r2,4h
0801129E (T) bl 8005D34h
080112A2 (T) mov r0,r9
080112A4 (T) add r0,18h
080112A6 (T) add r0,r7,r0
080112A8 (T) ldr r0,[r0]
080112AA (T) cmp r0,0h
080112AC (T) beq 80112B8h
080112AE (T) ldr r1,=2010C00h
080112B0 (T) mov r2,80h
080112B2 (T) lsl r2,r2,4h
080112B4 (T) bl 8005D34h
080112B8 (T) ldr r0,=2010000h
080112BA (T) mov r8,r0
080112BC (T) mov r0,0h
080112BE (T) mov r1,r8
080112C0 (T) strh r0,[r1]
080112C2 (T) bl 80F47E4h
080112C6 (T) bl 800E5E4h
080112CA (T) ldr r4,=40000D4h
080112CC (T) mov r0,80h
080112CE (T) lsl r0,r0,12h
080112D0 (T) str r0,[r4]
080112D2 (T) ldr r0,=6008000h
080112D4 (T) str r0,[r4,4h]
080112D6 (T) ldr r5,=84001000h
080112D8 (T) str r5,[r4,8h]
080112DA (T) ldr r0,[r4,8h]
080112DC (T) ldr r6,=4000006h
080112DE (T) ldrh r0,[r6]
080112E0 (T) bl 80F47E4h
080112E4 (T) bl 800E5E4h
080112E8 (T) ldr r0,=2004000h
080112EA (T) str r0,[r4]
080112EC (T) ldr r0,=600C000h
080112EE (T) str r0,[r4,4h]
080112F0 (T) str r5,[r4,8h]
080112F2 (T) ldr r0,[r4,8h]
080112F4 (T) ldrh r0,[r6]
080112F6 (T) bl 80F47E4h
080112FA (T) bl 800E5E4h
080112FE (T) ldr r1,=4000008h
08011300 (T) mov r0,r9
08011302 (T) add r5,r7,r0
08011304 (T) ldrh r0,[r5,14h]
08011306 (T) strh r0,[r1]
08011308 (T) add r1,2h
0801130A (T) ldrh r0,[r5,1Ch]
0801130C (T) strh r0,[r1]
0801130E (T) mov r1,r8
08011310 (T) str r1,[r4]
08011312 (T) mov r0,0A0h
08011314 (T) lsl r0,r0,13h
08011316 (T) str r0,[r4,4h]
08011318 (T) ldr r0,=84000080h
0801131A (T) mov r9,r0
0801131C (T) str r0,[r4,8h]
0801131E (T) ldr r0,[r4,8h]
08011320 (T) ldr r0,=2010400h
08011322 (T) str r0,[r4]
08011324 (T) mov r0,0C0h
08011326 (T) lsl r0,r0,13h
08011328 (T) str r0,[r4,4h]
0801132A (T) ldr r1,=84000200h
0801132C (T) mov r8,r1
0801132E (T) str r1,[r4,8h]
08011330 (T) ldr r0,[r4,8h]
08011332 (T) ldrh r0,[r6]
08011334 (T) bl 80F47E4h
08011338 (T) bl 800E5E4h
0801133C (T) ldr r0,=2008000h
0801133E (T) str r0,[r4]
08011340 (T) ldr r0,=6010000h
08011342 (T) str r0,[r4,4h]
08011344 (T) ldr r0,=84002000h
08011346 (T) str r0,[r4,8h]
08011348 (T) ldr r0,[r4,8h]
0801134A (T) ldrh r0,[r6]
0801134C (T) bl 80F47E4h
08011350 (T) bl 800E5E4h
08011354 (T) mov r1,80h
08011356 (T) lsl r1,r1,13h
08011358 (T) ldrh r0,[r5,20h]
0801135A (T) strh r0,[r1]
0801135C (T) ldr r0,=2010200h
0801135E (T) str r0,[r4]
08011360 (T) ldr r0,=5000200h
08011362 (T) str r0,[r4,4h]
08011364 (T) mov r0,r9
08011366 (T) str r0,[r4,8h]
08011368 (T) ldr r0,[r4,8h]
0801136A (T) ldr r0,=2010C00h
0801136C (T) str r0,[r4]
0801136E (T) ldr r0,=6000800h
08011370 (T) str r0,[r4,4h]
08011372 (T) mov r1,r8
08011374 (T) str r1,[r4,8h]
08011376 (T) ldr r0,[r4,8h]
08011378 (T) ldrh r0,[r6]
0801137A (T) add sp,4h
0801137C (T) pop r3,r4
0801137E (T) mov r8,r3
08011380 (T) mov r9,r4
08011382 (T) pop r4-r7
08011384 (T) pop r0
08011386 (T) bx r0

1169
notes/m2-title-long.txt Normal file

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,27 @@
712F10
------
Title text sprite entry table. First word is OAM source pointer, second word is number of sprites to load.
68 2E 71 08 02 00 00 00 M (2 sprites)
78 2E 71 08 06 00 00 00 O (6 sprites)
A8 2E 71 08 02 00 00 00 T (2 sprites)
B8 2E 71 08 02 00 00 00 H (2 sprites)
C8 2E 71 08 02 00 00 00 E (2 sprites)
D8 2E 71 08 02 00 00 00 R (2 sprites)
E8 2E 71 08 04 00 00 00 Subtitle (4 sprites)
08 2F 71 08 01 00 00 00 (R) (1 sprites)
We have nine letters to do but there's only room in the table for eight; will figure out how to expand it later.
We'll use 32x64 sprites so that we only need one sprite for each letter (the Japanese version uses 2-6 sprites for each letter).
Final text positions:
18 -> 0E
38 -> 22
68 -> 38
80 -> 4A
A0 -> 5C
B8 -> 8C
98 -> A0
D2 -> B5

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@ -25,4 +25,6 @@ void __attribute__((naked)) m2_setupbattlename(short value) {}
void __attribute__((naked)) store_pixels_overworld() {} void __attribute__((naked)) store_pixels_overworld() {}
void __attribute__((naked)) m12_dim_palette(short* palette, int total, int dimmingFactor) {} void __attribute__((naked)) m12_dim_palette(short* palette, int total, int dimmingFactor) {}
int __attribute__((naked)) m2_jump_to_offset(byte* character) {} int __attribute__((naked)) m2_jump_to_offset(byte* character) {}
byte* __attribute__((naked)) m2_malloc(int size) {} byte* __attribute__((naked)) m2_malloc(int size) {}
void __attribute__((naked)) m2_title_teardown() {}
void __attribute__((naked)) vblank() {}

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@ -34,5 +34,6 @@ extern byte *m2_items_strings;
extern unsigned short *name_header_tiles; extern unsigned short *name_header_tiles;
extern byte *character_general_data; extern byte *character_general_data;
extern PSIPrintInfo *psi_print_info; extern PSIPrintInfo *psi_print_info;
extern int *title_counter;
#endif #endif

36
src/c/title.c Normal file
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@ -0,0 +1,36 @@
#include "title.h"
void title_text_sequence(
TITLE_CONTROL *control,
TITLE_EXTENDED *ext,
TITLE_COORD_TABLE *coords)
{
int duration = 140; // approximate length of EB's animation,
// from the first frame that H is visible
// until all letters have stopped moving
int frame = control->frame;
if (frame > duration)
{
control->frame = -1;
ext->sequence++;
return;
}
for (int i = 0; i < 9; i++)
{
int x_start = coords->x_start[i];
int x_end = coords->x_end[i];
int x_delta = x_end - x_start;
int x_new = (m2_div((x_delta * frame) << 12, duration) >> 12) + x_start;
// X coordinate is only 9 bits signed, so clamp the values to a reasonable range
if (x_new < -250)
x_new = -250;
if (x_new > 250)
x_new = 250;
ext->sprites[i].x = x_new;
ext->sprites[i].y = coords->y_end[i]; // we're not translating the sprites vertically
}
}

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src/c/title.h Normal file
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@ -0,0 +1,48 @@
#ifndef HEADER_TITLE_INCLUDED
#define HEADER_TITLE_INCLUDED
#include "types.h"
typedef struct TITLE_COORD_TABLE {
int unknown_a[3];
int y_end[9];
int y_start[9];
int x_end[9];
int x_start[9];
} TITLE_COORD_TABLE;
typedef struct TITLE_SPRITE {
struct TITLE_SPRITE *prev;
void *anim_table;
void *oam_entry_table;
void *unknown_table;
int unknown_a[5];
int x;
int y;
int unknown_b[5];
} TITLE_SPRITE;
typedef struct TITLE_EXTENDED {
unsigned short *pal_buffer[5];
byte unknown_a[0x70];
int sequence;
TITLE_SPRITE sprites[9];
int unknown[0x16];
} TITLE_EXTENDED;
typedef struct TITLE_CONTROL {
int unknown_a;
int frame;
int unknown_b[3];
TITLE_EXTENDED *ext;
int unknown_c[2];
} TITLE_CONTROL;
void title_text_sequence(
TITLE_CONTROL *control,
TITLE_EXTENDED *ext,
TITLE_COORD_TABLE *coords);
extern int m2_div(int dividend, int divisor);
#endif

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src/data/m2-title-text.bin Normal file

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@ -1781,6 +1781,196 @@ nop
//Add an extra event for the "?" in "THE END..." //Add an extra event for the "?" in "THE END..."
.org 0x80A5F5C :: bl extra_event_end_question_mark .org 0x80A5F5C :: bl extra_event_end_question_mark
//==============================================================================
// M2 Title hacks
//==============================================================================
.definelabel m2_title_sequence_00, 0x80117E0
.definelabel m2_title_sequence_01, 0x8011802
.definelabel m2_title_sequence_02, 0x801182A
.definelabel m2_title_sequence_03, 0x8011858
.definelabel m2_title_sequence_04, 0x80118FA
.definelabel m2_title_sequence_05, 0x80118FE
.definelabel m2_title_sequence_06, 0x801195C
.definelabel m2_title_sequence_07, 0x8011972
.definelabel m2_title_sequence_08, 0x80119BA
.definelabel m2_title_sequence_09, 0x80119DE
.definelabel m2_title_sequence_0A, 0x8011A02
.definelabel m2_title_sequence_0B, 0x8011A1A
.definelabel m2_title_sequence_0C, 0x8011A80
.definelabel m2_title_sequence_0D, 0x8011A8A
.definelabel m2_title_sequence_0E, 0x8011AAA
.definelabel m2_title_sequence_0F, 0x8011B58
.definelabel m2_title_sequence_10, 0x8011B66
.definelabel m2_title_sequence_11, 0x8011B76
// m2_title_background_pal_copyright: File has two palettes separated by six palettes
// worth of nullspace. First palette is the copyright palette,
// last palette is a placeholder for the glow palette
// m2_title_background_pal_glow: 20 frames, glow effect
// m2_title_text_pal_animated: 14 frames, white horizontal line scrolling top to bottom
// m2_title_text_pal_static: 1 frame, white text on black background
// BG0 will be used for the B, the glow, and copyright info
// OAM will be used for the other letters
// Background palette RAM layout:
// [0]: copyright
// [1-6]: (blank)
// [7]: glow
// [8]: B
// [9-15]: (blank)
// Frame states (BG0), from EarthBound:
// Start Duration State
// --------------------------
// 0 g Black
// g 1 1/32 grey B
// g+1 2 2/32 grey B
// g+3 2 3/32 grey B
// g+5 2 4/32 grey B
// g+7 2 5/32 grey B
// g+9 2 6/32 grey B
// g+11 2 7/32 grey B
// g+13 2 8/32 grey B
// g+15 2 9/32 grey B
// g+17 2 10/32 grey B
// g+19 2 11/32 grey B
// g+21 2 12/32 grey B
// g+23 2 13/32 grey B
// g+25 2 14/32 grey B
// g+27 2 15/32 grey B
// g+29 1 16/32 grey B
// g+30 2 17/32 grey B
// --- Animation 3 (full title screen) ---
.org 0x82D6B64 :: dh 0x008A // Enable 8-bit BG0
// Initializer hacks:
// Point to new compressed palettes
.org 0x801147C
dw m2_title_text_pal_animated + 4
dw m2_title_text_pal_static + 4
dw m2_title_background_pal_copyright + 4
dw m2_title_background_pal_glow + 4
// The new palettes have different sizes (8, 20, 14, 1 palettes respectively), so encode the proper buffer pointers
.org 0x801146C
dw 0x2011500
dw 0x2011780
dw 0x2011940
dw 0x2011960
// Expand the null area after the fifth palette buffer (gives us 0x2A0 bytes of nullspace
// starting at 0x2011B60)
.org 0x8011490 :: dw 0x85000128
// Define the proper expected uncompressed sizes
.org 0x801141E :: mov r5,4 :: neg r5,r5
.org 0x8011422 :: ldr r2,[r0,r5]
.org 0x801142C :: ldr r2,[r0,r5]
.org 0x8011436 :: ldr r2,[r0,r5]
.org 0x8011440 :: ldr r2,[r0,r5]
// Point to custom initializer routine
.org 0x82D6B78 :: dw title_initializer + 1
// Setup hacks:
// Fade BG0 instead of OBJ
.org 0x80117E6 :: mov r0,0xC1
// Point to sequence hacks
.org 0x8011798 :: dw title_sequence_00
.org 0x801179C :: dw title_sequence_01
.org 0x80117A4 :: dw title_sequence_03
.org 0x80117A8 :: dw title_sequence_04
.org 0x80117AC :: dw title_sequence_05
.org 0x80117B4 :: dw title_sequence_07
.org 0x80117B8 :: dw title_sequence_08
.org 0x80117BC :: dw title_sequence_09
.org 0x80117C4 :: dw title_sequence_0B
.org 0x80117C8 :: dw title_sequence_0C
.org 0x80117CC :: dw title_sequence_0D
.org 0x80117D0 :: dw title_sequence_0D
.org 0x80117D4 :: dw title_sequence_0D
.org 0x80117D8 :: dw title_sequence_0D
// Clamp initial X values for text
.org 0x80116F0 :: bl title_setup_clamp
// Show all eight text sprites from the start
.org 0x8011B94 :: mov r6,8
.org 0x8011BAC :: b 0x8011BDC
// Allocate space for nine sprites
.org 0x80113F8 :: mov r0,0xC8
.org 0x80115B2 :: add sp,-0xA4
.org 0x8011BE6 :: add sp,0xA4
.org 0x80115CC
ldmia [r0]!,r2,r4,r7
stmia [r1]!,r2,r4,r7
add r6,sp,0x30
.org 0x80115DE
ldmia [r0]!,r2,r4,r7
stmia [r1]!,r2,r4,r7
add r5,sp,0x54
.org 0x80115F0
ldmia [r0]!,r2,r4,r7
stmia [r1]!,r2,r4,r7
add r4,sp,0x78
.org 0x8011602
ldmia [r0]!,r2,r3,r7
stmia [r1]!,r2,r3,r7
.org 0x8011646 :: ldr r1,[sp,0x5C]
.org 0x801166A :: add r1,0x60 :: str r1,[sp,0x9C]
.org 0x8011670 :: add r2,0x84 :: str r2,[sp,0xA0]
.org 0x8011686 :: ldr r0,[sp,0xA0]
.org 0x801168A :: str r0,[sp,0xA0] :: ldr r2,[sp,0x9C]
.org 0x8011690 :: str r2,[sp,0x9C]
.org 0x80116CC :: add r7,sp,0x30
.org 0x80116D0 :: add r7,sp,0x78
.org 0x8011704 :: cmp r6,8
// Relocate stuff from after the sprite data
.org 0x8011634 :: mov r1,0xB2
.org 0x8011640 :: mov r2,0xC2
.org 0x801164E :: mov r1,0xBE
.org 0x801165C :: mov r7,0xC2
.org 0x8011662 :: mov r5,0xC3
.org 0x8011674 :: mov r3,0xB2
.org 0x801167C :: mov r4,0xB3
.org 0x8011696 :: mov r0,0xBE
.org 0x8011838 :: mov r1,0xB6
// Commit hacks:
// Commit all things on every sequence
.org 0x8011500 :: b 0x8011516
// --- Animation 5 (quick title screen) ---
.org 0x82D6BD4 :: dh 0x008A // Enable 8-bit BG0
.org 0x82D6BE0 :: dh 0x1100 // Disable BG1
.org 0x801170C :: dw m2_title_text_constants
.org 0x8011710 :: dw m2_title_text_constants + 12
.org 0x8011714 :: dw m2_title_text_constants + 12 + 36
.org 0x8011718 :: dw m2_title_text_constants + 12 + 36 + 36
.org 0x801171C :: dw m2_title_text_constants + 12 + 36 + 36 + 36
.org 0x870F580 :: .incbin "data/m2-title-background.bin"
.org 0x8711280 :: .incbin "data/m2-title-text.bin"
.org 0x87126CC :: .incbin "data/m2-title-background-pal-empty.bin"
.org 0x87128EC :: .incbin "data/m2-title-background-map.bin"
.org 0x8712E68 :: .incbin "data/m2-title-text-oam.bin"
.org 0x8712F10 :: .incbin "data/m2-title-text-oam-entries.bin"
.org 0x8712FB0 :: dw m2_title_text_params, m2_title_text_params + 0x6C
//============================================================================== //==============================================================================
// Move stuff around in order to make space for the code // Move stuff around in order to make space for the code
//============================================================================== //==============================================================================
@ -2044,6 +2234,43 @@ optimized_byte_4bpp_to_1bpp_table:
m12_cartridge_palettes_dimmed: m12_cartridge_palettes_dimmed:
.incbin "data/m12-cartridge-palettes-dimmed.bin" .incbin "data/m12-cartridge-palettes-dimmed.bin"
.align 4
m2_title_background_pal_copyright:
dw 0x100 :: .incbin "data/m2-title-background-pal-copyright.c.bin"
.align 4
m2_title_background_pal_glow:
dw 0x280 :: .incbin "data/m2-title-background-pal-glow.c.bin"
.align 4
m2_title_text_pal_animated:
dw 0x1C0 :: .incbin "data/m2-title-text-pal-animated.c.bin"
.align 4
m2_title_text_pal_static:
dw 0x20 :: .incbin "data/m2-title-text-pal-static.c.bin"
.align 4
m2_title_text_constants:
.incbin "data/m2-title-text-constants.bin"
m2_title_text_params:
.incbin "data/m2-title-text-params.bin"
.org m2_title_text_params + 0x6C :: dw m2_title_text_params + 0x48
.org m2_title_text_params + 0x74 :: dw m2_title_text_params + 0x4C
.org m2_title_text_params + 0x7C :: dw m2_title_text_params + 0x50
.org m2_title_text_params + 0x84 :: dw m2_title_text_params + 0x54
.org m2_title_text_params + 0x8C :: dw m2_title_text_params + 0x58
.org m2_title_text_params + 0x94 :: dw m2_title_text_params + 0x5C
.org m2_title_text_params + 0x9C :: dw m2_title_text_params + 0x60
.org m2_title_text_params + 0xA4 :: dw m2_title_text_params + 0x64
.org m2_title_text_params + 0xAC :: dw m2_title_text_params + 0x68
.org 0x8FEE000 .org 0x8FEE000
disclaimer_palette: disclaimer_palette:
.incbin "data/intro-screen-pal.bin" .incbin "data/intro-screen-pal.bin"
@ -2054,7 +2281,6 @@ disclaimer_graphics:
disclaimer_map: disclaimer_map:
.incbin "data/intro-screen-map.bin" .incbin "data/intro-screen-map.bin"
//============================================================================== //==============================================================================
// Existing subroutines/data // Existing subroutines/data
//============================================================================== //==============================================================================
@ -2126,6 +2352,7 @@ disclaimer_map:
.definelabel m2_sub_d6844 ,0x80D6844 .definelabel m2_sub_d6844 ,0x80D6844
.definelabel m2_setupbattlename ,0x80DCD00 .definelabel m2_setupbattlename ,0x80DCD00
.definelabel m2_stat_symb_checker ,0x8B0EDA4 .definelabel m2_stat_symb_checker ,0x8B0EDA4
.definelabel vblank ,0x80F47E4
.definelabel m2_div ,0x80F49D8 .definelabel m2_div ,0x80F49D8
.definelabel m2_remainder ,0x80F4A70 .definelabel m2_remainder ,0x80F4A70
.definelabel cpuset ,0x80F47C0 .definelabel cpuset ,0x80F47C0
@ -2133,6 +2360,7 @@ disclaimer_map:
.definelabel m2_items ,0x8B1D62C .definelabel m2_items ,0x8B1D62C
.definelabel m2_default_names ,0x82B9330 .definelabel m2_default_names ,0x82B9330
.definelabel m2_psi_print_table ,0x8B2A9C0 .definelabel m2_psi_print_table ,0x8B2A9C0
.definelabel m2_title_teardown ,0x8000C28
//============================================================================== //==============================================================================
// Code files // Code files
@ -2150,5 +2378,6 @@ disclaimer_map:
.include "m2-compiled.asm" .include "m2-compiled.asm"
.include "m2-flyover.asm" .include "m2-flyover.asm"
.include "m12-intro.asm" .include "m12-intro.asm"
.include "m2-title.asm"
.close .close

492
src/m2-title.asm Normal file
View File

@ -0,0 +1,492 @@
//---------------------------------------------------------
title_initializer:
push {r1}
ldr r0,=0x3001B20
mov r1,8 // BG0 X offset
strh r1,[r0]
ldr r0,=0x30012DC
mov r1,8*6 // BG0 Y offset
strh r1,[r0]
pop {r1}
ldr r0,=0x80113F4
mov pc,r0 // Run the existing routine
//---------------------------------------------------------
title_setup_clamp:
mov r1,250
cmp r0,r1
bgt @@clamp
neg r1,r1
cmp r0,r1
blt @@clamp
b @@clamp_end
@@clamp:
mov r0,r1
@@clamp_end:
str r0,[r5,4]
mov r1,r8 // clobbered code
bx lr
//---------------------------------------------------------
// r3 has 2028008
// [r3+14] has 2028028
// [2028028+10] has pointer to our palette buffer, 0x200 bytes after which
// we have some free space to use for things
// Let's allocate some variables:
// +0x00: Sequence 01 -- initial delay flag
//---------------------------------------------------------
title_return:
ldr r0,=0x8011B8C
mov pc,r0
//---------------------------------------------------------
// In: r0 = pointer to pointer to little struct
// Out: r0 = pointer to our buffer area (0x2011B60)
title_get_buffer:
push {r1,lr}
ldr r0,[r0]
ldr r1,[r0,0x14]
ldr r0,[r1,0x10]
ldr r1,=0x200
add r0,r0,r1
pop {r1,pc}
//---------------------------------------------------------
title_sequence_00:
// Normally the game enables BG0 in sequence 8, but we want
// it enabled from the start so copy that code to here
push {r3}
mov r1,r9
add r1,0x78
mov r0,0x88
lsl r0,r0,5
strh r0,[r1]
// Copy static palette to BG pal 8
ldr r3,[r3]
ldr r3,[r3,0x14]
ldr r1,=0x40000D4
ldr r2,[r3,0xC] // m2_title_text_pal_static
str r2,[r1]
ldr r0,=0x5000100
str r0,[r1,4]
ldr r0,=0x84000008
str r0,[r1,8]
ldr r0,[r1,8]
// Copy to OBJ pal 0 as well for the text
str r2,[r1]
ldr r0,=0x5000200
str r0,[r1,4]
ldr r0,=0x84000008
str r0,[r1,8]
ldr r0,[r1,8]
pop {r3}
// Return to old sequence 0 code
ldr r0,=m2_title_sequence_00
mov pc,r0
//---------------------------------------------------------
title_sequence_01:
// EB has a 38 frame delay between starting the music
// and starting the fade-in
mov r0,r3
bl title_get_buffer
// Check if we've set our delay flag yet
ldr r1,[r0]
cmp r1,0
beq @@unset
@@set:
// Skip our code and return to the old sequence 1 code
ldr r0,=m2_title_sequence_01
mov pc,r0
@@unset:
// Count to 0x26 before starting the fade-in
ldr r3,[r3]
ldr r1,[r3,4]
cmp r1,0x26
bge @@unset_start_fade
b @@end
@@unset_start_fade:
mov r1,0
str r1,[r3,4]
mov r1,1
str r1,[r0]
@@end:
b title_return
//---------------------------------------------------------
title_sequence_03:
push {r0-r3}
mov r0,r2 // 0x2028008
mov r1,r9 // 0x2028028
mov r2,sp
add r2,0x10 // coord table on the stack
bl title_text_sequence
pop {r0-r3}
b title_return
//---------------------------------------------------------
title_sequence_04:
// Just need to reset the frame counter
ldr r2,[r3]
mov r0,1
neg r0,r0 // This gets incremented before calling the sequence subroutines,
// and we want it to be 0 on the first frame for sequence 5,
// so start it at -1
str r0,[r2,4]
ldr r0,=m2_title_sequence_04
mov pc,r0
//---------------------------------------------------------
title_sequence_05:
push {r4}
ldr r3,[r3]
mov r4,r3
ldr r0,[r4,4] // frame number
// Frame 0-1: inverted colours
cmp r0,1
bhi @@next1
// Only change the palette on frame 0
cmp r0,1
beq @@advance_frame
@@inverted:
// Load inverted BG palettes
// (all white for BG pal 0-7,
// all black for BG pal 8-F)
ldr r1,=0x40000D4
mov r2,1
neg r2,r2
push {r2}
mov r2,sp
str r2,[r1]
ldr r0,=0x5000000
str r0,[r1,4]
ldr r0,=0x85000040
str r0,[r1,8]
ldr r0,[r1,8]
mov r2,0
str r2,[sp]
mov r2,sp
str r2,[r1]
ldr r0,=0x5000100
str r0,[r1,4]
ldr r0,=0x85000040
str r0,[r1,8]
ldr r0,[r1,8]
// Black for OBJ pal 0
str r2,[r1]
ldr r0,=0x5000200
str r0,[r1,4]
ldr r0,=0x85000040
str r0,[r1,8]
ldr r0,[r1,8]
pop {r2}
b @@advance_frame
@@next1:
// Frame 2-29: animated text, 2 frames per palette change
cmp r0,29
bhi @@next2
// Only change palette on the even frames
sub r0,2
lsl r1,r0,0x1F
bmi @@advance_frame
// On frame 2, we need to reset BG pal 0-7 to black
cmp r0,0
bne @@skip_black_palettes
ldr r1,=0x40000D4
push {r0}
mov r2,sp
str r2,[r1]
ldr r2,=0x5000000
str r2,[r1,4]
ldr r2,=0x85000040
str r2,[r1,8]
ldr r2,[r1,8]
add sp,4
@@skip_black_palettes:
// Get source palette address
ldr r3,[r3,0x14]
ldr r1,[r3,8] // m2_title_text_pal_animated
lsl r0,r0,4
add r0,r0,r1
// Copy to BG pal 8
mov r4,r0
ldr r1,=0x40000D4
str r0,[r1]
ldr r0,=0x5000100
str r0,[r1,4]
ldr r0,=0x84000008
str r0,[r1,8]
ldr r0,[r1,8]
// Copy to OBJ pal 0
str r4,[r1]
ldr r0,=0x5000200
str r0,[r1,4]
ldr r0,=0x84000008
str r0,[r1,8]
ldr r0,[r1,8]
b @@advance_frame
@@next2:
// For now let's just go to the next sequence, not sure what to do next yet
mov r0,0
str r0,[r4,4]
mov r0,6
ldr r1,[r4,0x14]
add r1,0x84
str r0,[r1]
pop {r4}
b title_return
@@advance_frame:
pop {r4}
ldr r0,[r4,4]
add r0,1
str r0,[r4,4]
b title_return
//---------------------------------------------------------
title_sequence_07:
// We're not moving the text so just do a delay for this sequence
ldr r3,[r3]
ldr r0,[r3,4]
cmp r0,0x2C
bgt @@nextsequence
b title_return
@@nextsequence:
mov r0,8
mov r4,r10
str r0,[r4]
mov r0,0
str r0,[r3,4]
b title_return
//---------------------------------------------------------
title_sequence_08:
// We're not messing with the video registers so just do a delay for this sequence
ldr r3,[r3]
ldr r0,[r3,4]
cmp r0,0x2C
bgt @@nextsequence
b title_return
@@nextsequence:
mov r0,9
mov r4,r10
str r0,[r4]
mov r0,1
neg r0,r0 // want to start the next sequence on frame 0
str r0,[r3,4]
b title_return
//---------------------------------------------------------
title_sequence_09:
// Copyright palette fade in
push {r4-r7}
ldr r3,[r3]
mov r4,r3
ldr r0,[r3,4] // frame number
// Frame 0-215: re-calculate palette every frame
cmp r0,215
bgt @@nextsequence
add sp,-16
str r0,[sp]
ldr r1,=215
str r1,[sp,4]
ldr r5,[r4,0x14]
ldr r5,[r5] // copyright palette source
mov r6,5
lsl r6,r6,24 // copyright palette dest
mov r7,0
@@loop:
// Scale R
ldrh r1,[r5]
lsl r1,r1,27
lsr r1,r1,9
ldr r0,[sp]
mul r0,r1
ldr r1,[sp,4]
bl m2_div
lsr r0,r0,18
str r0,[sp,8]
// Scale G
ldrh r1,[r5]
lsr r1,r1,5
lsl r1,r1,27
lsr r1,r1,9
ldr r0,[sp]
mul r0,r1
ldr r1,[sp,4]
bl m2_div
lsr r0,r0,18
str r0,[sp,12]
// Scale B
ldrh r1,[r5]
lsr r1,r1,10
lsl r1,r1,27
lsr r1,r1,9
ldr r0,[sp]
mul r0,r1
ldr r1,[sp,4]
bl m2_div
lsr r0,r0,18
// Pack colours and store
lsl r0,r0,10
ldr r1,[sp,12]
lsl r1,r1,5
orr r0,r1
ldr r1,[sp,8]
orr r0,r1
strh r0,[r6]
// Copy background colour to the glow palette
cmp r7,0
bgt @@next
mov r1,0
add r6,0xE0
@@copyloop:
strh r0,[r6]
add r6,2
add r1,1
cmp r1,16
blt @@copyloop
sub r6,0xE0
sub r6,0x20
@@next:
add r5,2
add r6,2
add r7,1
cmp r7,16
blt @@loop
add sp,16
pop {r4-r7}
b title_return
@@nextsequence:
mov r0,0
str r0,[r4,4]
mov r0,0xA
mov r4,r10
str r0,[r4]
pop {r4-r7}
b title_return
//---------------------------------------------------------
title_sequence_0B:
// Background palette fade in
push {r4}
ldr r3,[r3]
mov r4,r3
ldr r0,[r3,4] // frame number
// Frame 0-159: change palette every 8 frames
lsl r3,r0,29
lsr r3,r3,29
cmp r3,0
bne @@end
lsr r0,r0,3 // source palete index
cmp r0,20
bge @@nextsequence
lsl r0,r0,5 // source palette offset
ldr r3,[r4,0x14]
ldr r3,[r3,4] // source palette buffer
add r0,r0,r3
// Copy palette
ldr r1,=0x40000D4
str r0,[r1]
ldr r0,=0x50000E0
str r0,[r1,4]
ldr r0,=0x84000008
str r0,[r1,8]
ldr r0,[r1,8]
b @@end
@@nextsequence:
mov r0,1
neg r0,r0 // want to start the next sequence on frame 0
str r0,[r4,4]
mov r0,0xC
mov r4,r10
str r0,[r4]
@@end:
pop {r4}
b title_return
//---------------------------------------------------------
title_sequence_0C:
ldr r3,[r3]
ldr r0,[r3,4]
cmp r0,0x2C
bgt @@nextsequence
b title_return
@@nextsequence:
mov r0,0xD
mov r4,r10
str r0,[r4]
mov r0,1
neg r0,r0
str r0,[r3,4]
b title_return
//---------------------------------------------------------
title_sequence_0D:
mov r4,r10
ldr r0,[r4]
add r0,1
str r0,[r4]
b title_return
.pool