Code formatting improvements

This commit is contained in:
jeffman 2017-04-02 22:12:18 -04:00
parent 2c93c55560
commit b4ea923a81
4 changed files with 68 additions and 68 deletions

View File

@ -71,7 +71,7 @@ bne @@end
// 01: load enemy plurality
ldr r1,=0x2025038
ldrb r1,[r1,0] // number of enemies at start of battle
ldrb r1,[r1] // number of enemies at start of battle
cmp r1,4
blt @@small
mov r1,3

View File

@ -31,9 +31,9 @@
//==============================================================================
// 32- to 16-bit access change for window flags
.org 0x80BE16A :: strh r2,[r4,0]
.org 0x80BE1FA :: strh r2,[r6,0]
.org 0x80BE222 :: strh r6,[r1,0]
.org 0x80BE16A :: strh r2,[r4]
.org 0x80BE1FA :: strh r2,[r6]
.org 0x80BE222 :: strh r6,[r1]
// PSI class window size
.org 0x80B7820
@ -110,7 +110,7 @@ erase_defense equ mov r0,0xC :: mov r1,0xD :: mov r2,4 :: bl print_blankstr
// Draw PSI Rockin
.org 0x80C2192
mov r2,r8
str r2,[sp,0]
str r2,[sp]
mov r2,0xFD
lsl r2,r2,1
add r0,r6,r2

View File

@ -4,7 +4,7 @@ push {r1-r2,lr}
mov r1,r7
mov r2,r5
bl customcodes_parse
ldr r1,[r6,0]
ldr r1,[r6]
// If 0, return [r6]+2; otherwise, return [r6]+r0
beq @@next
@ -25,7 +25,7 @@ pop {r0-r1,pc}
//==============================================================================
c8ffc_custom_codes:
push {r2,r5,lr}
ldrb r0,[r2,0]
ldrb r0,[r2]
mov r5,r0
mov r1,r2
mov r2,r4
@ -137,7 +137,7 @@ mov r4,0
strh r4,[r6,2]
// Clobbered code
strh r5,[r1,0]
strh r5,[r1]
pop {pc}
//==============================================================================
@ -157,12 +157,12 @@ mov r5,r0
// Check each equip slot
ldr r6,=0x3001D40
ldr r3,=0x3005264
ldrh r0,[r3,0] // active party character
ldrh r0,[r3] // active party character
mov r1,0x6C
mul r0,r1
add r6,r0,r6
add r6,0x75
ldrb r0,[r6,0]
ldrb r0,[r6]
cmp r0,0
bne @@next
@ -171,7 +171,7 @@ mov r0,r8
mov r1,r5
mov r2,0x6
mov r3,0
str r7,[sp,0]
str r7,[sp]
bl 0x80C9634
@@next:
@ -184,7 +184,7 @@ mov r0,r8
mov r1,r5
mov r2,0x6
mov r3,1
str r7,[sp,0]
str r7,[sp]
bl 0x80C9634
@@next2:
@ -197,7 +197,7 @@ mov r0,r8
mov r1,r5
mov r2,0x6
mov r3,2
str r7,[sp,0]
str r7,[sp]
bl 0x80C9634
@@next3:
@ -210,7 +210,7 @@ mov r0,r8
mov r1,r5
mov r2,0x6
mov r3,3
str r7,[sp,0]
str r7,[sp]
bl 0x80C9634
@@next4:
@ -232,7 +232,7 @@ mov r0,sp
ldrh r2,[r1,0x22] // window X
add r2,6 // horizontal offset
strh r2,[r0,0]
strh r2,[r0]
ldrh r2,[r1,0x24] // window Y
strh r2,[r0,2]
ldrh r2,[r1,0x26] // window width
@ -244,7 +244,7 @@ strh r2,[r0,0xE]
ldr r2,=0x44444444
str r2,[r0,4]
ldr r2,=0x30051EC
ldrh r2,[r2,0]
ldrh r2,[r2]
strh r2,[r0,8]
bl clear_rect
@ -272,7 +272,7 @@ bl print_blankstr
pop {r0-r2}
// Clobbered code
strh r1,[r3,0]
strh r1,[r3]
ldr r0,=0x80C4F3B
bx r0
@ -291,7 +291,7 @@ bl print_blankstr
pop {r0-r2}
// Clobbered code
strh r1,[r3,0]
strh r1,[r3]
ldr r0,=0x80C4EFF
bx r0
.pool
@ -412,7 +412,7 @@ pop {r4,pc}
bac18_clear_psi:
push {r0,lr}
ldr r0,[r5,0x20] // PSI class window pointer
ldrb r0,[r0,0]
ldrb r0,[r0]
mov r1,0x10
and r0,r1
cmp r0,0
@ -435,7 +435,7 @@ pop {pc}
bac18_check_button:
push {lr}
ldr r0,=0x3002500
ldrh r0,[r0,0]
ldrh r0,[r0]
cmp r0,0
beq @@next
@ -498,7 +498,7 @@ bl print_blankstr
// Clobbered code
pop {r1}
mov r0,2
strh r0,[r1,0]
strh r0,[r1]
pop {pc}
//==============================================================================
@ -509,9 +509,9 @@ add sp,-4
// Copied from 80B7A74
mov r0,0
str r0,[sp,0]
str r0,[sp]
ldr r0,=0x3005230
ldr r0,[r0,0] // main menu window pointer
ldr r0,[r0] // main menu window pointer
ldr r1,[r0,4] // text pointer
mov r2,5
mov r3,2
@ -536,9 +536,9 @@ add sp,-4
// Copied from 80B7A74
mov r0,0
str r0,[sp,0]
str r0,[sp]
ldr r0,=0x3005230
ldr r0,[r0,0] // main menu window pointer
ldr r0,[r0] // main menu window pointer
ldr r1,[r0,4] // text pointer
mov r2,5
mov r3,2
@ -594,8 +594,8 @@ push {r4-r7,lr}
// Check blank by comparing tilemap with 0xE2FF
// 0xE2FF is already stored to [sp+(# of regs pushed * 4)]
ldr r0,[sp,20]
ldrh r1,[r7,0]
ldrh r2,[r5,0]
ldrh r1,[r7]
ldrh r2,[r5]
cmp r1,r0
bne @@next
@ -627,18 +627,18 @@ bne @@nonblank_to_nonblank
mov r1,r4 // dest y
bl get_tile_number
ldr r1,=0x30051EC
ldrh r2,[r1,0]
ldrh r2,[r1]
add r0,r0,r2 // dest tile number
ldrh r1,[r1,0x3C] // 0xE000
orr r0,r1
strh r0,[r5,0]
strh r0,[r5]
b @@end
// Case 2: blank to non-blank
@@blank_to_nonblank:
// Set dest tilemap to 0xE2FF
strh r0,[r5,0]
strh r0,[r5]
// Case 4: non-blank to non-blank
@@nonblank_to_nonblank:
@ -671,7 +671,7 @@ add sp,-12
// Clobbered code
orr r0,r1 // 0xE2FF
strh r0,[r5,0] // dest tilemap
strh r0,[r5] // dest tilemap
// We need to erase the pixels
ca4bc_erase_tile_common:
@ -685,7 +685,7 @@ add r2,r2,r4
lsr r2,r2,16 // x
ldrh r1,[r6,0x24]
add r1,r8 // y
strh r2,[r0,0]
strh r2,[r0]
strh r1,[r0,2]
bl clear_tile_internal
@ -700,12 +700,12 @@ push {lr}
add sp,-12
// Clobbered code
ldrh r1,[r1,0]
strh r1,[r5,0]
ldrh r1,[r1]
strh r1,[r5]
// We need to erase the pixels
ldr r2,=0x30051EC
ldrh r2,[r2,0]
ldrh r2,[r2]
b ca4bc_erase_tile_common
.pool
@ -714,7 +714,7 @@ b ca4bc_erase_tile_common
e06ec_clear_window:
push {r0-r1,lr}
ldr r0,=0x3002500
ldrh r0,[r0,0]
ldrh r0,[r0]
cmp r0,0
beq @@next
ldr r0,=0x3005230
@ -745,11 +745,11 @@ bl print_blankstr
// Render PSI string
add sp,-4
ldr r0,=0x80DC1EC // address of PSI string pointer
ldr r1,[r0,0] // PSI string pointer
ldr r1,[r0] // PSI string pointer
ldr r0,=0x3005230
ldr r0,[r0,0] // window pointer
ldr r0,[r0] // window pointer
mov r2,1 // highlight
str r2,[sp,0]
str r2,[sp]
mov r2,1
mov r3,1
bl 0x80C96F0 // render string
@ -779,7 +779,7 @@ bl print_blankstr
// If [0x2025122] == 2, draw Do Nothing; else, draw Bash
// We'll never draw Shoot because Jeff doesn't use PSI
ldr r0,=0x2025122
ldrh r0,[r0,0]
ldrh r0,[r0]
cmp r0,2
beq @@donothing
ldr r0,=0x80DBFB0
@ -787,22 +787,22 @@ b @@next
@@donothing:
ldr r0,=0x80DC108
@@next:
ldr r1,[r0,0]
ldr r1,[r0]
ldr r0,=0x3005230
ldr r0,[r0,0] // window pointer
ldr r0,[r0] // window pointer
mov r2,0 // no highlight
str r2,[sp,0]
str r2,[sp]
mov r2,1
mov r3,0
bl 0x80C96F0 // render string
// Render PSI string
ldr r0,=0x80DC1EC // address of PSI string pointer
ldr r1,[r0,0] // PSI string pointer
ldr r1,[r0] // PSI string pointer
ldr r0,=0x3005230
ldr r0,[r0,0] // window pointer
ldr r0,[r0] // window pointer
mov r2,1 // highlight
str r2,[sp,0]
str r2,[sp]
mov r2,1
mov r3,1
bl 0x80C96F0 // render string
@ -820,7 +820,7 @@ c239c_print_psi:
push {lr}
add sp,-4
mov r2,0
str r2,[sp,0]
str r2,[sp]
mov r2,r4
lsl r3,r3,3 // tiles-to-pixels
bl print_string_hlight_pixels
@ -842,7 +842,7 @@ mov r2,r4
bl 0x80F4C78
add r0,r4,r5
mov r1,0
strb r1,[r0,0]
strb r1,[r0]
mov r1,0xFF
strb r1,[r0,1]
pop {pc}
@ -854,7 +854,7 @@ mov lr,r1
pop {r1}
add sp,4
ldr r0,=0x3005220
ldr r0,[r0,0]
ldr r0,[r0]
mov r1,0x4C
lsl r1,r1,4
add r0,r0,r1
@ -873,7 +873,7 @@ mov r2,r4
bl 0x80F4C78
add r0,r4,r5
mov r1,0
strb r1,[r0,0]
strb r1,[r0]
mov r1,0xFF
strb r1,[r0,1]
pop {pc}
@ -884,14 +884,14 @@ ldr r1,[sp,4]
mov lr,r1
pop {r1}
add sp,4
ldr r0,[r0,0]
ldr r0,[r0]
mov r1,0x50
lsl r1,r1,4
add r0,r0,r1
bx lr
c980c_user_pointer:
ldr r1,[r0,0]
ldr r1,[r0]
mov r0,0x4C
lsl r0,r0,4
add r1,r0,r1
@ -899,7 +899,7 @@ ldr r0,[r5,0x1C]
bx lr
c980c_target_pointer:
ldr r0,[r0,0]
ldr r0,[r0]
mov r7,0x50
lsl r7,r7,4
add r0,r0,r7
@ -912,14 +912,14 @@ dcd00_enemy_letter:
sub r0,0x90
strb r0,[r5,1]
mov r0,0x50
strb r0,[r5,0]
strb r0,[r5]
bx lr
dae00_enemy_letter:
sub r0,0x90
strb r0,[r4,1]
mov r0,0x50
strb r0,[r4,0]
strb r0,[r4]
bx lr
//==============================================================================
@ -942,7 +942,7 @@ beq @@next
// Write "The " before the enemy name
ldr r2,=0x50959884
str r2,[r0,0]
str r2,[r0]
add r0,4
@@next:

View File

@ -242,7 +242,7 @@ mov r9,r1
add r2,r2,1
ldrb r0,[r0,r2] // Render width
cmp r0,0
beq @@next // Don't bother rendering a zero-width character
beq @@end // Don't bother rendering a zero-width character
ldr r2,=m2_height_table
ldrb r2,[r2,r5]
str r2,[sp,16] // No more registers, gotta store this on the stack
@ -305,7 +305,7 @@ str r1,[sp,20] // No more registers, gotta store this on the stack
ldrb r2,[r0,9] // Render width
add r2,r1,r2
cmp r2,8
bls @@next
bls @@end
// We still have more to render; figure out how much we already rendered
mov r3,8
@ -350,7 +350,7 @@ ldr r1,[sp,20] // Original pixel X offset
ldrb r2,[r0,9] // Render width
add r2,r1,r2 // Right side of glyph
cmp r2,16
bls @@next
bls @@end
// We have one more chunk to render; figure out how much we already rendered
mov r3,16
@ -388,7 +388,7 @@ bne @@prev4
add r7,r7,2
//----------------------------------------
@@next:
@@end:
mov r0,r9
add sp,24
pop {r4}