arch gba.thumb //============================================================================== // Relocation hacks //============================================================================== // Move the weird box font from 0xFCE6C org $80B3274; dd m2_font_relocate //============================================================================== // Font hacks //============================================================================== org $8AFED84; incbin m2-mainfont1-empty.bin org $8B0F424; incbin m2-mainfont2-empty.bin org $8B13424; incbin m2-mainfont3-empty.bin org $8B088A4; incbin m2-shifted-cursor.bin //============================================================================== // Control code hacks //============================================================================== org $80CA2BC; bl m2_customcodes.check_main org $80C90A2; bl m2_customcodes.check_status //============================================================================== // VWF hacks //============================================================================== org $80C96F0; push {lr}; bl m2_vwf.print_string_relative; pop {pc} // Main entry org $80CA448; push {lr}; bl m2_vwf.main; b $80CA46C // Status entry org $80C9116; push {lr}; bl m2_vwf.status; b $80C9144 // Goods entry org $80BFB3E; bl m2_goods.entry; b $80BFB78 // unfocused org $80BF0E2; bl m2_goods.entry2; b $80BF11A // focused org $80C0162; bl m2_goods.entry2; b $80C0192 // giving item org $80B999C; bl m2_goods.highlight // Goods -- skip drawing equip symbols org $80BFB98; b $80BFBCC org $80BF134; b $80BF15E org $80C01B2; b $80C01DC // Goods -- dirty flags org $80BF91E; bl m2_goods.dirty1 org $80BF8FC; bl m2_goods.dirty2 org $80B8540; bl m2_goods.dirty3 org $80BFC0E; bl m2_goods.clean org $80C01F2; bl m2_goods.clean org $80BF054; bl m2_goods.dirty4 org $80BFF34; bl m2_goods.dirty1 org $80BFF12; bl m2_goods.dirty2 org $80C00D4; bl m2_goods.dirty5 org $80C0260; bl m2_goods.dirty6 // Goods -- redrawing org $80BA688; bl m2_goods.redraw // pressing B from Give window; redraw old Goods window org $80B9CF8; bl m2_vwf.main_redraw // selecting the Use option; need to redraw the main menu // PSI -- dirty flags org $80B8CD2; bl m2_vwf.psi_menu_clear org $80B8CEA; bl m2_vwf.psi_menu_draw org $80B85F0; bl m2_vwf.psi_menu_dirty1 org $80C4048; bl m2_vwf.psi_menu_dirty2 org $80C4080; bl m2_vwf.psi_menu_dirty2 // Menu select entry org $80B7FC6; bl m2_vwf.print_string_relative // Selection menu entry org $80C1CE0 bl m2_customcodes.check_selection_menu b $80C1D10 bl m2_vwf.selection_menu b $80C1D0A org $80C1D18; bne $80C1CE6 // Disable coordinate incrementing org $80CA48E; nop // X // Disable menu redrawing org $80B7E4E; nop; nop // Talk org $80B81FA; nop; nop // Check // Save the current tilebase org $80BDA44; push {lr}; bl m2_vwf.save_tilebase // Pixel-X resets org $80BE4E0; bl m2_vwf.x_reset0 // Menu window org $80BE45E; bl m2_vwf.x_reset3 // Cash window org $80C9854; bl m2_vwf.x_reset1 org $80C9CBE; bl m2_vwf.x_reset2 org $80C9D5C; bl m2_vwf.x_reset2 org $80CA1FC; bl m2_vwf.x_reset2 org $80CA270; bl m2_vwf.x_reset1 org $80CA30A; bl m2_vwf.x_reset2 org $80CA332; bl m2_vwf.x_reset1 org $80C8F26; bl m2_vwf.x_reset4 // Newline after a menu selection org $80C888C; bl m2_vwf.x_resetall // Use goods menu org $80B9B34; bl m2_vwf.x_reset5 // Pressing Help! // Possible other places: 80BE370, 80BE436, // Erase a tile org $80CA560; bl m2_vwf.erase_tile_short // short, one-liner windows org $80CA8C4; bl m2_vwf.erase_tile_short2 org $80C8F2A; bl m2_vwf.erase_tile_main // main version // Copy a tile upwards org $80CA60E; bl m2_vwf.copy_tile // Re-draw the status screen after exiting the PSI sub-menu org $80BACFC; bl m2_formatting.status_redraw org $80BADE6; bl m2_formatting.status_redraw // PP cost: only print once org $80B8B56; bl m2_vwf.ppcost_once org $80B8B98; bl m2_vwf.ppcost_once2 // VWFs for printing character names org $80D2EF0; ldrb r0,[r6,#0] // allows for 5 letters! org $80D2F24 mov r1,r6 mov r2,r7 mov r0,r4 bl m2_vwf.weld_entry b $80D2F52 org $80D2F5A; nop //============================================================================== // Formatting hacks //============================================================================== // Cash window org $80B785C; mov r0,#0xC // allocate 3 extra bytes for our positioning code org $80B8A08; bl m2_formatting.format_cash org $80B8A24; b $80B8A2E // skip the game's adding the $ and double-zero to the cash window // Status window org $80CA78A; mov r0,#0x60 // integer-to-char change org $80CA7AC; mov r2,#0x69 // integer-to-char change org $80CA7EC; sub r1,#0xA0 // integer-to-char change incsrc m2-status-initial.asm incsrc m2-status-switch.asm // Make the PSI type window bigger org $80B7820; mov r1,#4 // X org $80B7824; mov r3,#6 // width // Greek letters org $8B1B907; db $8B // alpha org $8B1B90A; db $8C // beta org $8B1B90D; db $8D // gamma org $8B1B910; db $8E // sigma org $8B1B913; db $8F // omega // PSI stuff org $80C21E4; bl m2_vwf.print_string_relative org $80C21C4; bl m2_vwf.print_string_relative org $80C2258; bl m2_vwf.print_string_relative org $80C2270; bl m2_vwf.print_string_relative org $80C22AC; bl m2_vwf.print_string_relative org $80C22C4; bl m2_vwf.print_string_relative org $80C203E; mov r1,#0x14 // new entry length org $80C21B4; mov r1,#0x14 org $80C224A; mov r1,#0x14 org $80C229E; mov r1,#0x14 // PSI -- set clean/dirty flags org $80BAD1A; bl m2_vwf.psi_clear1 org $80BAD28; bl m2_vwf.psi_clean1 org $80BE658; bl m2_vwf.cursor_dirty1 org $80BE764; bl m2_vwf.cursor_dirty1 // PSI help -- set clean/dirty flags org $80BADCE; bl m2_vwf.psi_help_clear1 org $80BADD4; bl m2_vwf.psi_help_clean1 org $80C476A; bl m2_vwf.psi_help_dirty1 org $80C48B4; bl m2_vwf.psi_help_dirty1 org $80C4644; bl m2_vwf.psi_help_dirty2 org $80C4582; bl m2_vwf.psi_help_dirty2 // PSI target strings org $80B8B12; mov r0,#0x14 // PSI Rockin org $80C2192; mov r3,#8 // Y org $80C219E mov r2,#0x71 bl m2_formatting.status1 // Make PP cost use correct number values org $80CA732 add r1,#0x60 // Make PP cost use the correct space value if there's only one digit org $80CA712 mov r0,#0x50 // Fix PSI target offset calculation org $80B8B08 mov r1,#100 mul r1,r2 nop nop //============================================================================== // Data files //============================================================================== org $8B2C000 // Box font relocation m2_font_relocate: incbin m2-font-relocate.bin // Co-ordinate table m2_coord_table: incbin m2-coord-table.bin // EB fonts m2_font_table: dd m2_font_main dd m2_font_saturn m2_font_main: incbin m2-font-main.bin m2_font_saturn: incbin m2-font-saturn.bin // EB font heights m2_height_table: db $02, $02, $01, $00 // last byte for alignment // EB font widths m2_widths_table: dd m2_widths_main dd m2_widths_saturn m2_widths_main: incbin m2-widths-main.bin m2_widths_saturn: // tba //============================================================================== // Misc //============================================================================== org $2027FC0 m2_custom_wram: //============================================================================== // Code files //============================================================================== org $80FCE6C incsrc m2-vwf.asm incsrc m2-formatting.asm incsrc m2-customcodes.asm incsrc m2-goods.asm