Code formatting improvements
This commit is contained in:
parent
2c93c55560
commit
b4ea923a81
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@ -71,7 +71,7 @@ bne @@end
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// 01: load enemy plurality
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ldr r1,=0x2025038
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ldrb r1,[r1,0] // number of enemies at start of battle
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ldrb r1,[r1] // number of enemies at start of battle
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cmp r1,4
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blt @@small
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mov r1,3
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@ -31,9 +31,9 @@
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//==============================================================================
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// 32- to 16-bit access change for window flags
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.org 0x80BE16A :: strh r2,[r4,0]
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.org 0x80BE1FA :: strh r2,[r6,0]
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.org 0x80BE222 :: strh r6,[r1,0]
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.org 0x80BE16A :: strh r2,[r4]
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.org 0x80BE1FA :: strh r2,[r6]
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.org 0x80BE222 :: strh r6,[r1]
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// PSI class window size
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.org 0x80B7820
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@ -110,7 +110,7 @@ erase_defense equ mov r0,0xC :: mov r1,0xD :: mov r2,4 :: bl print_blankstr
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// Draw PSI Rockin
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.org 0x80C2192
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mov r2,r8
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str r2,[sp,0]
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str r2,[sp]
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mov r2,0xFD
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lsl r2,r2,1
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add r0,r6,r2
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@ -4,7 +4,7 @@ push {r1-r2,lr}
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mov r1,r7
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mov r2,r5
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bl customcodes_parse
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ldr r1,[r6,0]
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ldr r1,[r6]
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// If 0, return [r6]+2; otherwise, return [r6]+r0
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beq @@next
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@ -25,7 +25,7 @@ pop {r0-r1,pc}
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//==============================================================================
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c8ffc_custom_codes:
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push {r2,r5,lr}
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ldrb r0,[r2,0]
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ldrb r0,[r2]
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mov r5,r0
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mov r1,r2
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mov r2,r4
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@ -137,7 +137,7 @@ mov r4,0
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strh r4,[r6,2]
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// Clobbered code
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strh r5,[r1,0]
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strh r5,[r1]
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pop {pc}
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//==============================================================================
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@ -157,12 +157,12 @@ mov r5,r0
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// Check each equip slot
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ldr r6,=0x3001D40
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ldr r3,=0x3005264
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ldrh r0,[r3,0] // active party character
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ldrh r0,[r3] // active party character
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mov r1,0x6C
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mul r0,r1
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add r6,r0,r6
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add r6,0x75
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ldrb r0,[r6,0]
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ldrb r0,[r6]
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cmp r0,0
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bne @@next
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@ -171,7 +171,7 @@ mov r0,r8
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mov r1,r5
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mov r2,0x6
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mov r3,0
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str r7,[sp,0]
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str r7,[sp]
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bl 0x80C9634
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@@next:
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@ -184,7 +184,7 @@ mov r0,r8
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mov r1,r5
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mov r2,0x6
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mov r3,1
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str r7,[sp,0]
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str r7,[sp]
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bl 0x80C9634
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@@next2:
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@ -197,7 +197,7 @@ mov r0,r8
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mov r1,r5
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mov r2,0x6
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mov r3,2
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str r7,[sp,0]
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str r7,[sp]
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bl 0x80C9634
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@@next3:
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@ -210,7 +210,7 @@ mov r0,r8
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mov r1,r5
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mov r2,0x6
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mov r3,3
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str r7,[sp,0]
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str r7,[sp]
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bl 0x80C9634
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@@next4:
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@ -232,7 +232,7 @@ mov r0,sp
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ldrh r2,[r1,0x22] // window X
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add r2,6 // horizontal offset
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strh r2,[r0,0]
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strh r2,[r0]
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ldrh r2,[r1,0x24] // window Y
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strh r2,[r0,2]
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ldrh r2,[r1,0x26] // window width
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@ -244,7 +244,7 @@ strh r2,[r0,0xE]
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ldr r2,=0x44444444
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str r2,[r0,4]
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ldr r2,=0x30051EC
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ldrh r2,[r2,0]
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ldrh r2,[r2]
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strh r2,[r0,8]
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bl clear_rect
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@ -272,7 +272,7 @@ bl print_blankstr
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pop {r0-r2}
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// Clobbered code
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strh r1,[r3,0]
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strh r1,[r3]
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ldr r0,=0x80C4F3B
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bx r0
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@ -291,7 +291,7 @@ bl print_blankstr
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pop {r0-r2}
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// Clobbered code
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strh r1,[r3,0]
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strh r1,[r3]
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ldr r0,=0x80C4EFF
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bx r0
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.pool
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@ -412,7 +412,7 @@ pop {r4,pc}
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bac18_clear_psi:
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push {r0,lr}
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ldr r0,[r5,0x20] // PSI class window pointer
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ldrb r0,[r0,0]
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ldrb r0,[r0]
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mov r1,0x10
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and r0,r1
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cmp r0,0
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@ -435,7 +435,7 @@ pop {pc}
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bac18_check_button:
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push {lr}
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ldr r0,=0x3002500
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ldrh r0,[r0,0]
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ldrh r0,[r0]
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cmp r0,0
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beq @@next
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@ -498,7 +498,7 @@ bl print_blankstr
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// Clobbered code
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pop {r1}
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mov r0,2
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strh r0,[r1,0]
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strh r0,[r1]
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pop {pc}
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//==============================================================================
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@ -509,9 +509,9 @@ add sp,-4
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// Copied from 80B7A74
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mov r0,0
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str r0,[sp,0]
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str r0,[sp]
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ldr r0,=0x3005230
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ldr r0,[r0,0] // main menu window pointer
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ldr r0,[r0] // main menu window pointer
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ldr r1,[r0,4] // text pointer
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mov r2,5
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mov r3,2
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@ -536,9 +536,9 @@ add sp,-4
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// Copied from 80B7A74
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mov r0,0
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str r0,[sp,0]
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str r0,[sp]
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ldr r0,=0x3005230
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ldr r0,[r0,0] // main menu window pointer
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ldr r0,[r0] // main menu window pointer
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ldr r1,[r0,4] // text pointer
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mov r2,5
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mov r3,2
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@ -594,8 +594,8 @@ push {r4-r7,lr}
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// Check blank by comparing tilemap with 0xE2FF
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// 0xE2FF is already stored to [sp+(# of regs pushed * 4)]
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ldr r0,[sp,20]
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ldrh r1,[r7,0]
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ldrh r2,[r5,0]
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ldrh r1,[r7]
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ldrh r2,[r5]
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cmp r1,r0
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bne @@next
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@ -627,18 +627,18 @@ bne @@nonblank_to_nonblank
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mov r1,r4 // dest y
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bl get_tile_number
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ldr r1,=0x30051EC
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ldrh r2,[r1,0]
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ldrh r2,[r1]
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add r0,r0,r2 // dest tile number
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ldrh r1,[r1,0x3C] // 0xE000
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orr r0,r1
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strh r0,[r5,0]
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strh r0,[r5]
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b @@end
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// Case 2: blank to non-blank
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@@blank_to_nonblank:
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// Set dest tilemap to 0xE2FF
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strh r0,[r5,0]
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strh r0,[r5]
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// Case 4: non-blank to non-blank
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@@nonblank_to_nonblank:
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@ -671,7 +671,7 @@ add sp,-12
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// Clobbered code
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orr r0,r1 // 0xE2FF
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strh r0,[r5,0] // dest tilemap
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strh r0,[r5] // dest tilemap
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// We need to erase the pixels
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ca4bc_erase_tile_common:
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@ -685,7 +685,7 @@ add r2,r2,r4
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lsr r2,r2,16 // x
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ldrh r1,[r6,0x24]
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add r1,r8 // y
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strh r2,[r0,0]
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strh r2,[r0]
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strh r1,[r0,2]
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bl clear_tile_internal
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@ -700,12 +700,12 @@ push {lr}
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add sp,-12
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// Clobbered code
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ldrh r1,[r1,0]
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strh r1,[r5,0]
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ldrh r1,[r1]
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strh r1,[r5]
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// We need to erase the pixels
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ldr r2,=0x30051EC
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ldrh r2,[r2,0]
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ldrh r2,[r2]
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b ca4bc_erase_tile_common
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.pool
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@ -714,7 +714,7 @@ b ca4bc_erase_tile_common
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e06ec_clear_window:
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push {r0-r1,lr}
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ldr r0,=0x3002500
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ldrh r0,[r0,0]
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ldrh r0,[r0]
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cmp r0,0
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beq @@next
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ldr r0,=0x3005230
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@ -745,11 +745,11 @@ bl print_blankstr
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// Render PSI string
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add sp,-4
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ldr r0,=0x80DC1EC // address of PSI string pointer
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ldr r1,[r0,0] // PSI string pointer
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ldr r1,[r0] // PSI string pointer
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ldr r0,=0x3005230
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ldr r0,[r0,0] // window pointer
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ldr r0,[r0] // window pointer
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mov r2,1 // highlight
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str r2,[sp,0]
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str r2,[sp]
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mov r2,1
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mov r3,1
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bl 0x80C96F0 // render string
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@ -779,7 +779,7 @@ bl print_blankstr
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// If [0x2025122] == 2, draw Do Nothing; else, draw Bash
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// We'll never draw Shoot because Jeff doesn't use PSI
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ldr r0,=0x2025122
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ldrh r0,[r0,0]
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ldrh r0,[r0]
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cmp r0,2
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beq @@donothing
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ldr r0,=0x80DBFB0
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@ -787,22 +787,22 @@ b @@next
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@@donothing:
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ldr r0,=0x80DC108
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@@next:
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ldr r1,[r0,0]
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ldr r1,[r0]
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ldr r0,=0x3005230
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ldr r0,[r0,0] // window pointer
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ldr r0,[r0] // window pointer
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mov r2,0 // no highlight
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str r2,[sp,0]
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str r2,[sp]
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mov r2,1
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mov r3,0
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bl 0x80C96F0 // render string
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// Render PSI string
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ldr r0,=0x80DC1EC // address of PSI string pointer
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ldr r1,[r0,0] // PSI string pointer
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ldr r1,[r0] // PSI string pointer
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ldr r0,=0x3005230
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ldr r0,[r0,0] // window pointer
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ldr r0,[r0] // window pointer
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mov r2,1 // highlight
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str r2,[sp,0]
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str r2,[sp]
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mov r2,1
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mov r3,1
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bl 0x80C96F0 // render string
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@ -820,7 +820,7 @@ c239c_print_psi:
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push {lr}
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add sp,-4
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mov r2,0
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str r2,[sp,0]
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str r2,[sp]
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mov r2,r4
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lsl r3,r3,3 // tiles-to-pixels
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bl print_string_hlight_pixels
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@ -842,7 +842,7 @@ mov r2,r4
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bl 0x80F4C78
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add r0,r4,r5
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mov r1,0
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strb r1,[r0,0]
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strb r1,[r0]
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mov r1,0xFF
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strb r1,[r0,1]
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pop {pc}
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@ -854,7 +854,7 @@ mov lr,r1
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pop {r1}
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add sp,4
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ldr r0,=0x3005220
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ldr r0,[r0,0]
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ldr r0,[r0]
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mov r1,0x4C
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lsl r1,r1,4
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add r0,r0,r1
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@ -873,7 +873,7 @@ mov r2,r4
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bl 0x80F4C78
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add r0,r4,r5
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mov r1,0
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strb r1,[r0,0]
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strb r1,[r0]
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mov r1,0xFF
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strb r1,[r0,1]
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pop {pc}
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@ -884,14 +884,14 @@ ldr r1,[sp,4]
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mov lr,r1
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pop {r1}
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add sp,4
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ldr r0,[r0,0]
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ldr r0,[r0]
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mov r1,0x50
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lsl r1,r1,4
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add r0,r0,r1
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bx lr
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c980c_user_pointer:
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ldr r1,[r0,0]
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ldr r1,[r0]
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mov r0,0x4C
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lsl r0,r0,4
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add r1,r0,r1
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@ -899,7 +899,7 @@ ldr r0,[r5,0x1C]
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bx lr
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c980c_target_pointer:
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ldr r0,[r0,0]
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ldr r0,[r0]
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mov r7,0x50
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lsl r7,r7,4
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add r0,r0,r7
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@ -912,14 +912,14 @@ dcd00_enemy_letter:
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sub r0,0x90
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strb r0,[r5,1]
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mov r0,0x50
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strb r0,[r5,0]
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strb r0,[r5]
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bx lr
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dae00_enemy_letter:
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sub r0,0x90
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strb r0,[r4,1]
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mov r0,0x50
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strb r0,[r4,0]
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strb r0,[r4]
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bx lr
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//==============================================================================
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@ -942,7 +942,7 @@ beq @@next
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// Write "The " before the enemy name
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ldr r2,=0x50959884
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str r2,[r0,0]
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str r2,[r0]
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add r0,4
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@@next:
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@ -242,7 +242,7 @@ mov r9,r1
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add r2,r2,1
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ldrb r0,[r0,r2] // Render width
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cmp r0,0
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beq @@next // Don't bother rendering a zero-width character
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beq @@end // Don't bother rendering a zero-width character
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ldr r2,=m2_height_table
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ldrb r2,[r2,r5]
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str r2,[sp,16] // No more registers, gotta store this on the stack
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@ -305,7 +305,7 @@ str r1,[sp,20] // No more registers, gotta store this on the stack
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ldrb r2,[r0,9] // Render width
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add r2,r1,r2
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cmp r2,8
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bls @@next
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bls @@end
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// We still have more to render; figure out how much we already rendered
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mov r3,8
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@ -350,7 +350,7 @@ ldr r1,[sp,20] // Original pixel X offset
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ldrb r2,[r0,9] // Render width
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add r2,r1,r2 // Right side of glyph
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cmp r2,16
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bls @@next
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bls @@end
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// We have one more chunk to render; figure out how much we already rendered
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mov r3,16
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@ -388,7 +388,7 @@ bne @@prev4
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add r7,r7,2
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//----------------------------------------
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@@next:
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@@end:
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mov r0,r9
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add sp,24
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pop {r4}
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