Mother2GbaTranslation/m2-hack.asm

587 lines
16 KiB
NASM

.gba
.open "m12.gba",0x8000000
//==============================================================================
// Relocation hacks
//==============================================================================
// Move the weird box font from 0xFCE6C
.org 0x80B3274 :: dw m2_font_relocate
//==============================================================================
// Font hacks
//==============================================================================
.org 0x8AFED84 :: .incbin "m2-mainfont1-empty.bin"
.org 0x8B0F424 :: .incbin "m2-mainfont2-empty.bin"
.org 0x8B13424 :: .incbin "m2-mainfont3-empty.bin"
.org 0x8B088A4 :: .incbin "m2-shifted-cursor.bin"
// Greek letters
.org 0x8B1B907 :: db 0x8B // alpha
.org 0x8B1B90A :: db 0x8C // beta
.org 0x8B1B90D :: db 0x8D // gamma
.org 0x8B1B910 :: db 0x8E // sigma
.org 0x8B1B913 :: db 0x8F // omega
//==============================================================================
// VWF hacks
//==============================================================================
// 32- to 16-bit access change for window flags
.org 0x80BE16A :: strh r2,[r4]
.org 0x80BE1FA :: strh r2,[r6]
.org 0x80BE222 :: strh r6,[r1]
// PSI class window size
.org 0x80B7820
mov r1,4
mov r2,1
mov r3,6
//---------------------------------------------------------
// C0A5C hacks (status window)
//---------------------------------------------------------
.include "m2-status-initial.asm"
.include "m2-status-switch.asm"
//---------------------------------------------------------
// BAC18 hacks (status window switching)
//---------------------------------------------------------
.org 0x80BACFC :: bl bac18_redraw_status
.org 0x80BADE6 :: bl bac18_redraw_status
.org 0x80BACEE :: bl bac18_clear_psi
.org 0x80BADC8
bl bac18_check_button
b 0x80BADD8
//---------------------------------------------------------
// BAEF8 hacks (equip window)
//---------------------------------------------------------
// Erase offense change
.macro erase_offense
mov r0,0xC
mov r1,0xB
mov r2,4
bl print_blankstr
.endmacro
.macro erase_defense
mov r0,0xC
mov r1,0xD
mov r2,4
bl print_blankstr
.endmacro
.org 0x80BB216 :: erase_offense
.org 0x80BB38C :: erase_offense
.org 0x80BB4C6 :: erase_offense
.org 0x80BB5FC :: erase_offense
.org 0x80BBAAE :: erase_offense
.org 0x80BBBF6 :: erase_offense
.org 0x80BBD54 :: erase_offense
// Erase defense change
.org 0x80BB226 :: erase_defense
.org 0x80BBABE :: erase_defense
.org 0x80BBC06 :: erase_defense
.org 0x80BBD64 :: erase_defense
// Erase offense/defense after changing equipment
.org 0x80BB3E2 :: bl baef8_reequip_erase
.org 0x80BB518 :: bl baef8_reequip_erase
.org 0x80BBB12 :: bl baef8_reequip_erase
.org 0x80BBC70 :: bl baef8_reequip_erase
//---------------------------------------------------------
// BF858 hacks (goods window)
//---------------------------------------------------------
// Skip the tile-by-tile nonsense and use existing string printing subs
.org 0x80BFB08 :: mov r4,r0 :: nop
.org 0x80BFB10 :: b 0x80BFB34
.org 0x80BFB34
// Only render on button press
ldr r0,=0x3002504 // for some reason 3002500 is already cleared when opening the window,
// but 3002504 seems to be a copy of what it used to be?
ldrb r0,[r0]
cmp r0,0
beq 0x80BFB84
// Check for equip
ldrh r0,[r7,0x3C]
add r0,r8
add r0,1
lsl r0,r0,0x18
lsr r0,r0,0x18
bl 0x80BC670
mov r3,0
lsl r0,r0,0x18
lsr r0,r0,0x18
cmp r0,1
bne @@noequip
mov r3,1
@@noequip:
lsl r2,r5,15
lsr r2,r2,31
mov r0,11
mul r2,r0
add r2,1
add r2,r2,r3 // r2 = X tile, 1 or 12 depending on the column (+1 if equipped)
lsr r3,r5,17 // r3 = Y tile
add sp,-4 // Need to push a 0 for the call to m2_printstr
mov r0,0
str r0,[sp]
mov r0,r7 // Window pointer
mov r1,r4 // String pointer
bl 0x80C9634 // m2_printstr
add sp,4
b 0x80BFB84 // Skip the remaining nonsense
.pool
// Skip the blank tile drawing after item names
.org 0x80BFBDA :: b 0x80BFBFA
//---------------------------------------------------------
// C5500 hacks (equip window switching)
//---------------------------------------------------------
// Clear offense/defense changes when moving cursor
.org 0x80C5AA2 :: bl c5500_clear_up
.org 0x80C5B12 :: bl c5500_clear_down
// Don't draw equip icon
.org 0x80C5A1A :: nop
.org 0x80C5A28 :: nop
//---------------------------------------------------------
// C1FBC hacks (PSI window)
//---------------------------------------------------------
.org 0x80C203E :: mov r1,0x14 // new PSI name entry length
.org 0x80C21B4 :: mov r1,0x14
.org 0x80C224A :: mov r1,0x14
.org 0x80C229E :: mov r1,0x14
// Draw PSI Rockin
.org 0x80C2192
mov r2,r8
str r2,[sp]
mov r2,0xFD
lsl r2,r2,1
add r0,r6,r2
mov r1,0x71
mov r2,8
bl print_string
//---------------------------------------------------------
// C239C hacks (print PSI name)
//---------------------------------------------------------
.org 0x80C23AA :: lsr r2,r2,0xD // tiles-to-pixels
.org 0x80C23AE :: lsr r6,r3,0xD // tiles-to-pixels
.org 0x80C23CE :: bl c239c_print_psi :: nop :: nop :: nop
.org 0x80C23DA :: add r4,17 // pixel width of "PSI "
.org 0x80C23F0 :: bl print_string_hlight_pixels // print rockin'
.org 0x80C2402 :: mov r0,3 :: lsl r0,r0,0x10 // pixel width of space
.org 0x80C242E :: mov r0,0x14 // new PSI name entry length
.org 0x80C2448
bl print_string_hlight_pixels // print PSI name
mov r2,r1 // record X width
add r2,3 // add a space
.org 0x80C2468 :: bl print_string_hlight_pixels
//---------------------------------------------------------
// C438C hacks (PSI window cursor movement)
//---------------------------------------------------------
.org 0x80C4580 :: bl c438c_moveup
.org 0x80C4642 :: bl c438c_movedown
.org 0x80C4768 :: bl c438c_moveright
.org 0x80C48B2 :: bl c438c_moveleft
//---------------------------------------------------------
// PSI target window hacks
//---------------------------------------------------------
// PSI target length hack
.org 0x80B8B12 :: mov r0,0x14
.org 0x80C24EE :: mov r1,0x14
// Fix PSI target offset calculation
.org 0x80B8B08
mov r1,100
mul r1,r2
nop
nop
// Make PP cost use correct number values
.org 0x80CA732
add r1,0x60
// Make PP cost use the correct space value if there's only one digit
.org 0x80CA712
mov r0,0x50
//---------------------------------------------------------
// B8BBC hacks (PSI window)
//---------------------------------------------------------
// Redraw main menu when exiting PSI target window
.org 0x80B8E3A :: bl b8bbc_redraw_menu_2to1
// Redraw main menu when entering PSI target window
.org 0x80B8CF8 :: bl b8bbc_redraw_menu_13to2 // 1 to 2
.org 0x80B920C :: bl b8bbc_redraw_menu_13to2 // 3 to 2
//---------------------------------------------------------
// C4B2C hacks (Equip window render)
//---------------------------------------------------------
// Start equipment at the 6th tile instead of 5th
.org 0x80C4C96 :: mov r2,6 // Weapon
.org 0x80C4D1C :: mov r2,6 // Body
.org 0x80C4DA4 :: mov r2,6 // Arms
.org 0x80C4E2C :: mov r2,6 // Other
// Only render (None) if necessary
.org 0x80C4C0C
bl c4b2c_skip_nones
b 0x80C4C58
// Don't render equip symbols
.org 0x80C4CD0 :: nop
.org 0x80C4CDE :: nop
.org 0x80C4D58 :: nop
.org 0x80C4D66 :: nop
.org 0x80C4DE0 :: nop
.org 0x80C4DEE :: nop
.org 0x80C4E68 :: nop
.org 0x80C4E76 :: nop
//---------------------------------------------------------
// C4B2C hacks (Equip window loop)
//---------------------------------------------------------
.org 0x80C4F80 :: bl c4b2c_clear_left
.org 0x80C4F84 :: bl c4b2c_clear_right
//---------------------------------------------------------
// C980C hacks (main character printing)
//---------------------------------------------------------
// Reset pixel X during scroll
.org 0x80C9858 :: bl c980c_resetx_newline
.org 0x80C9BF0 :: bl c980c_resetx_scroll
.org 0x80C9D18 :: bl c980c_resetx_newline
.org 0x80CA336 :: bl c980c_resetx_newline
// Reset pixel X during a newline
.org 0x80C9CC4
bl c980c_resetx_newline
// Other reset X
.org 0x80C9D62 :: bl c980c_resetx_other
.org 0x80C9D76 :: bl c980c_resetx_other2
.org 0x80C9EEC :: bl c980c_resetx_other3
.org 0x80C9F34 :: bl c980c_resetx_other3
.org 0x80CA204 :: bl c980c_resetx_other4
.org 0x80CA274 :: bl c980c_resetx_other4
.org 0x80CA30E :: bl c980c_resetx_newline
// Disable newline if the text overflows
.org 0x80CA2FA :: nop
// Custom codes check
.org 0x80CA2BC
bl c980c_custom_codes
// Reset pixel X when redrawing the window
.org 0x80CA2E6
bl c980c_resetx
// Welding entry
.org 0x80CA448
bl c980c_weld_entry
b 0x80CA46C
// Disable X coordinate incrementing
.org 0x80CA48E
nop
//---------------------------------------------------------
// C8FFC hacks (main string printing)
//---------------------------------------------------------
// Custom codes check
.org 0x80C90A2
bl c8ffc_custom_codes
// Welding entry
.org 0x80C9114
bl c8ffc_weld_entry
b 0x80C9144
// Integer-to-char changes
.org 0x80CA67C :: mov r3,0x50 // space
.org 0x80CA69C :: mov r2,0x60 // zero
.org 0x80CA78A :: mov r0,0x60 // zero
.org 0x80CA7AC :: mov r2,0x69 // nine
.org 0x80CA7EC :: sub r1,0xA0
//---------------------------------------------------------
// C87D0 hacks (draw blank window)
//---------------------------------------------------------
.org 0x80C87DC
bl c87d0_clear_entry
//---------------------------------------------------------
// C9634 hacks (string printing)
//---------------------------------------------------------
.org 0x80C967E
bl c9634_resetx
//---------------------------------------------------------
// C96F0 hacks (string printing with highlight)
//---------------------------------------------------------
.org 0x80C9714
lsl r3,r3,1 // change from row coords to tile coords
ldrh r1,[r0,0x22]
add r1,r1,r2
lsl r1,r1,3 // r1 = tile_x * 8
ldrh r2,[r0,0x24]
add r2,r2,r3
lsl r2,r2,3 // r2 = tile_y * 8
mov r0,r6
bl print_string
mov r7,r0
b 0x80C9788
//---------------------------------------------------------
// CA4BC hacks (scroll text)
//---------------------------------------------------------
.org 0x80CA55E :: bl ca4bc_erase_tile_short
.org 0x80CA60E :: bl ca4bc_copy_tile_up
.org 0x80CA626 :: bl ca4bc_erase_tile
//---------------------------------------------------------
// D2E94 hacks (print party character name)
//---------------------------------------------------------
.org 0x80D2F24
mov r1,r6
mov r2,r7
mov r0,r4
bl weld_entry
b 0x80D2F52
// Disable X increment
.org 0x80D2F5A :: nop
//---------------------------------------------------------
// D2FA0 hacks (print item)
//---------------------------------------------------------
.org 0x80D3044
mov r0,r4
mov r1,r6
bl weld_entry
b 0x80D3072
// Disable X increment
.org 0x80D307A :: nop
//---------------------------------------------------------
// D30C4 hacks (print number)
//---------------------------------------------------------
.org 0x80D314A
mov r0,r5
mov r1,r7
bl weld_entry
b 0x80D3178
// Disable X increment
.org 0x80D3180 :: nop
//---------------------------------------------------------
// D332C hacks (print name)
//---------------------------------------------------------
.org 0x80D34E8
mov r0,r5
mov r1,r4
bl weld_entry
b 0x80D3514
// Disable X increment
.org 0x80D351A :: nop
// Don't print [1E 20] after the name if there are multiple people
.org 0x80D3418 :: b 0x80D348C
//---------------------------------------------------------
// D3934 hacks (print PSI name)
//---------------------------------------------------------
.org 0x80D39BA :: mov r0,0x14 // PSI name length
// Weld entry
.org 0x80D39E2
mov r0,r4
mov r1,r5
bl weld_entry
b 0x80D3A14
// Print a space before the Greek letter
.org 0x80D39D4 :: bl d3934_print_space
// Battle command hacks
.org 0x8B1F4C8 :: db 0x11 // Extend command window width two tiles (Normal)
.org 0x8B1F4CC :: db 0x16 // Extend command window width two tiles (Paula paralyzed leader)
.org 0x80D7A56 :: mov r1,4 // Move PSI class window left one tile
.org 0x80D7A5A :: mov r3,6 // Extend PSI class window width one tile
.org 0x80DC038 :: add r5,0x30 // String address calculation
.org 0x80DC0A8 :: add r1,0x60 // String address calculation
.org 0x80DC27C :: lsl r1,r2,4 :: nop // String address calculation
.org 0x80DC2AC :: lsl r1,r2,4 :: nop // String address calculation
.org 0x80DCC36 :: mov r2,2 // "to X" position
.org 0x80DCCE0 :: mov r2,2 // "to the Front Row" position
.org 0x80E079E :: bl e06ec_clear_window
.org 0x80E0888 :: bl e06ec_redraw_psi
.org 0x80E0A16 :: bl e06ec_redraw_bash_psi
//---------------------------------------------------------
// BD918 hacks (battle setup)
//---------------------------------------------------------
// Longest enemy name is 24 letters + 2 for the end code, for 26 total
// We might have "The " later on, so make that 30
// " and its cohorts" makes that 46
// Let's round it to a nice 64: we need to allocate that many bytes for user
// and target strings on the heap. The game only allocates 16 each.
// Goal: allocate an extra 128 bytes and fix all the offsets to the user/target
// strings. We'll store the user string at +0x4C0 and the target string at +0x500.
.org 0x80BD97A :: mov r0,0xA8 // malloc an extra 128 bytes for longer user/target strings
// Fix user/target pointers
.org 0x80C9942 :: bl c980c_user_pointer
.org 0x80C9954 :: bl c980c_target_pointer
.org 0x80EBFDC :: bl ebfd4_user_pointer :: b 0x80EBFFA
.org 0x80EC004 :: push {lr} :: bl ec004_user_pointer
.org 0x80EC018 :: bl ec010_target_pointer :: b 0x80EC038
.org 0x80EC046 :: push {lr} :: bl ec046_target_pointer
// Length fixes
.org 0x80DAE02 :: add sp,-0x40
.org 0x80DAE08 :: mov r2,0x3E
.org 0x80DAE38 :: mov r2,0x3A
.org 0x80DAEA2 :: mov r1,0x3E
.org 0x80DAEDE :: add sp,0x40
.org 0x80DB04E :: add sp,-0x40
.org 0x80DB058 :: mov r2,0x3E
.org 0x80DB08C :: mov r2,0x3A
.org 0x80DB116 :: mov r1,0x3E
.org 0x80DB15A :: add sp,0x40
.org 0x80DCD02 :: add sp,-0x40
.org 0x80DCD0C :: mov r2,0x3C
.org 0x80DCD64 :: mov r2,0x3A
.org 0x80DCDA2 :: mov r1,0x3E
.org 0x80DCDA8 :: add sp,0x40
// Add a space between enemy name and letter
.org 0x80DCD94 :: bl dcd00_enemy_letter
.org 0x80DCD9A :: strb r0,[r5,2]
.org 0x80DCD9E :: strb r0,[r5,3]
.org 0x80DAE7E :: bl dae00_enemy_letter
.org 0x80DAE84 :: strb r0,[r4,2]
.org 0x80DAE88 :: strb r0,[r4,3]
.org 0x80DB0CE :: bl dae00_enemy_letter
.org 0x80DB0D2 :: strb r5,[r4,2]
.org 0x80DB0D6 :: strb r0,[r4,3]
// "The" flag checks
.org 0x80DB084 :: bl db04c_theflag :: nop :: nop
// Ignore the hard-coded Japanese "and cohorts"
.org 0x80DB0E6 :: b 0x80DB0FE
//==============================================================================
// Data files
//==============================================================================
.org 0x8B2C000
// 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:
dw m2_font_main
dw 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 0x02, 0x02, 0x01, 0x00 // last byte for alignment
// EB font widths
m2_widths_table:
dw m2_widths_main
dw m2_widths_saturn
m2_widths_main:
.incbin "m2-widths-main.bin"
m2_widths_saturn:
// tbd
m2_bits_to_nybbles:
.incbin "m2-bits-to-nybbles.bin"
m2_nybbles_to_bits:
.incbin "m2-nybbles-to-bits.bin"
m2_enemy_attributes:
.incbin "m2-enemy-attributes.bin"
//==============================================================================
// Code files
//==============================================================================
.org 0x80FCE6C
.include "m2-vwf.asm"
.include "m2-vwf-entries.asm"
.include "m2-formatting.asm"
.include "m2-customcodes.asm"
.close