524 lines
9.4 KiB
NASM
524 lines
9.4 KiB
NASM
m2_goods:
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//==============================================================================
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// void entry(char* chr, TILEDATA* tileData)
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// In:
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// r3: chr
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// r6: tileData
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//==============================================================================
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.entry:
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print "m2goods.entry: $",pc
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push {lr}
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//--------------------------------
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// Check if the item is equipped
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push {r1-r3}
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mov r0,r8
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add r0,r0,#1
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bl $80BC670
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pop {r1-r3}
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cmp r0,#0
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beq +
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// Write the equip symbol
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push {r2}
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mov r0,r10
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ldrh r0,[r0,#0] // tile offset (0x100)
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ldr r1,=#0x8B1B6AC // equip tile number (0x1DE)
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ldrh r1,[r1,#0]
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add r0,r0,r1
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mov r1,r9
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ldrh r2,[r1,#0] // mask (0xE000)
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mov r1,r2
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orr r1,r0
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strh r1,[r6,#0]
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mov r1,r6
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add r1,#0x40
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add r0,#0x20
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orr r0,r2
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strh r0,[r1,#0]
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add r6,r6,#2
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lsl r0,r4,#0x10
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ldr r4,=#0xFFFF0000
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add r0,r0,r4
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lsr r4,r0,#0x10
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pop {r2}
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+
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//--------------------------------
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// Check if the dirty flag is set
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mov r0,r7
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bl m2_vwf.get_dirty_flag
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cmp r0,#1
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bne +
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// Just get the string width instead (don't need to render)
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mov r0,r3
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mov r1,#0
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bl m2_vwf.string_width
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add r3,r3,r1
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b .entry_skip
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+
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//--------------------------------
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// Get x and y from tilebase
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mov r0,r6
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bl m2_vwf.get_coords
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//--------------------------------
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// Print string
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push {r6,r7}
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mov r6,#0
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mov r5,r3
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mov r3,#0
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-
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ldrb r2,[r5,#1]
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cmp r2,#0xFF
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beq +
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ldrb r2,[r5,#0]
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sub r2,#0x50
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mov r7,r0
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bl m2_vwf.print_character
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add r6,r0,r6
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add r0,r0,r7
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add r5,r5,#1
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b -
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+
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mov r3,r5
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mov r0,r6
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pop {r6,r7}
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//--------------------------------
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.entry_skip:
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// Advance r4 and r6
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sub r1,r0,#1
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asr r0,r0,#3
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add r1,r0,#1
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ldr r2,=#0xFFFF0000
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-
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cmp r1,#0
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beq +
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lsl r0,r4,#0x10
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add r0,r0,r2
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lsr r4,r0,#0x10
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add r6,r6,#2
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sub r1,r1,#1
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b -
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+
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pop {pc}
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//==============================================================================
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// void entry2(char* chr, TILEDATA* tileData)
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// In:
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// r3: chr
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// r6: tileData
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//==============================================================================
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.entry2:
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print "m2goods.entry2: $",pc
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push {r5,lr}
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//--------------------------------
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// Check if the item is equipped
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push {r1-r3}
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mov r0,r8
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add r0,r0,#1
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bl $80BC670
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pop {r1-r3}
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cmp r0,#0
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beq +
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// Write the equip symbol
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push {r2}
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ldr r0,=#0x30051EC
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ldrh r0,[r0,#0] // tile offset (0x100)
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ldr r1,=#0x8B1B6AC // equip tile number (0x1DE)
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ldrh r1,[r1,#0]
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add r0,r0,r1
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mov r1,r9
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ldrh r2,[r1,#0] // mask (0xE000)
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mov r1,r2
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orr r1,r0
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strh r1,[r6,#0]
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mov r1,r6
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add r1,#0x40
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add r0,#0x20
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orr r0,r2
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strh r0,[r1,#0]
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add r6,r6,#2
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pop {r2}
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+
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//--------------------------------
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// Check if the dirty flag is set
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mov r0,r7
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bl m2_vwf.get_dirty_flag
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cmp r0,#1
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bne +
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// Just get the string width instead (don't need to render)
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mov r0,r3
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mov r1,#0
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bl m2_vwf.string_width
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add r3,r3,r1
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b .entry2_skip
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+
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//--------------------------------
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// Get x and y from tilebase
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mov r0,r6
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bl m2_vwf.get_coords
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//--------------------------------
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// Print string
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push {r6,r7}
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mov r6,#0
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mov r5,r3
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mov r3,#0
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-
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ldrb r2,[r5,#1]
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cmp r2,#0xFF
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beq +
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ldrb r2,[r5,#0]
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sub r2,#0x50
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mov r7,r0
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bl m2_vwf.print_character
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add r6,r0,r6
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add r0,r0,r7
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add r5,r5,#1
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b -
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+
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mov r3,r5
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mov r0,r6
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pop {r6,r7}
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//--------------------------------
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.entry2_skip:
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// Advance r6
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sub r1,r0,#1
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asr r0,r0,#3
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add r1,r0,#1
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-
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cmp r1,#0
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beq +
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add r6,r6,#2
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sub r1,r1,#1
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b -
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+
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pop {r5,pc}
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//==============================================================================
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// void highlight(WINDOW* window, char* chr, int itemIndex)
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// In:
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// r0: window
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// r1: chr
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// r9: itemIndex (based at 0)
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// Out:
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// r2: new tile X
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//==============================================================================
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.highlight:
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print "m2goods.highlight: $",pc
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// Clobbered code
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str r1,[sp,#0]
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//--------------------------------
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push {r0,r4,lr}
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mov r4,r0
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mov r0,r9
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add r0,#1
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push {r1-r3}
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bl $80BC670
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pop {r1-r3}
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cmp r0,#0
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beq +
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// Advance the X coord by 1 tile
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add r2,#1
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+
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mov r0,r4
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//--------------------------------
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// Clobbered code
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mov r1,r6
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pop {r0,r4,pc}
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//==============================================================================
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// void clean()
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//==============================================================================
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.clean:
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print "m2goods.clean: $",pc
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push {lr}
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mov r0,r7
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mov r1,#1
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bl m2_vwf.set_dirty_flag
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ldr r0,=#0x3002504 // Clobbered code
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ldrh r1,[r0,#0]
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pop {pc}
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//==============================================================================
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// void dirty1()
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//==============================================================================
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.dirty1:
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print "m2goods.dirty1: $",pc
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push {r1,lr}
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// Set the dirty flag
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mov r0,r7
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mov r1,#0
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bl m2_vwf.set_dirty_flag
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// Clear the window
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mov r0,r7
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bl m2_vwf.clear_window
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// Clobbered code
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ldrh r0,[r4,#0]
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sub r0,#0x1
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pop {r1,pc}
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//==============================================================================
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// void dirty2()
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//==============================================================================
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.dirty2:
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print "m2goods.dirty2: $",pc
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push {r0,lr}
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// Set the dirty flag
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mov r0,r7
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mov r1,#0
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bl m2_vwf.set_dirty_flag
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// Clear the window
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mov r0,r7
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bl m2_vwf.clear_window
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// Clobbered code
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pop {r0}
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add r0,#0x1
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mov r1,r9
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pop {pc}
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//==============================================================================
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// void dirty3()
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//==============================================================================
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.dirty3:
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print "m2goods.dirty3: $",pc
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push {r2-r3,lr}
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mov r2,r0
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mov r3,r1
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// Set the dirty flag
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ldr r0,=#0x3005240
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ldr r0,[r0,#0]
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mov r2,r1
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mov r1,#0
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bl m2_vwf.set_dirty_flag
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mov r0,r2
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mov r1,r3
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// Clobbered code
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ldrb r0,[r0,#0]
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strh r0,[r1,#0]
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pop {r2-r3,pc}
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//==============================================================================
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// void dirty4()
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//==============================================================================
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.dirty4:
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print "m2goods.dirty4: $",pc
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push {r1,lr}
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// Set the dirty flag
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mov r0,r7
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mov r1,#0
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bl m2_vwf.set_dirty_flag
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// Clobbered code
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mov r6,#0
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mov r8,r6
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pop {r1,pc}
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//==============================================================================
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// void dirty5()
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//==============================================================================
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.dirty5:
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print "m2goods.dirty5: $",pc
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push {r0,lr}
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// Check the dirty flag
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bl m2_vwf.get_dirty_flag
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cmp r0,#0
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bne +
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// It's dirty, so erase the window
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pop {r0}
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bl $80CA834
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pop {pc}
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+
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pop {r0,pc}
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//==============================================================================
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// void dirty6()
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//==============================================================================
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.dirty6:
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print "m2goods.dirty6: $",pc
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push {r1,lr}
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// Set the dirty flag
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mov r0,r7
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mov r1,#0
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bl m2_vwf.set_dirty_flag
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// Clobbered code
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mov r0,#0
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strh r0,[r7,#0x32]
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pop {r1,pc}
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//==============================================================================
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// void redraw()
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//==============================================================================
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.redraw:
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print "m2goods.redraw: $",pc
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push {r0-r7,lr}
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//--------------------------------
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// Set the dirty flag
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ldr r0,=#0x3005240
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ldr r0,[r0,#0]
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ldr r2,=#m2_custom_wram
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add r2,#0x14
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mov r4,#0
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strb r4,[r2,r0]
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//--------------------------------
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// Clear window
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ldr r0,=#0x3005240
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ldr r0,[r0,#0]
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mov r5,r0
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bl m2_vwf.clear_window
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//--------------------------------
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// Redraw the goods window
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ldr r0,=#0x3005264
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ldrb r1,[r0,#0] // get character number
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mov r0,#0x6C
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mul r1,r0
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ldr r0,=#0x3001D54
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add r1,r0,r1 // inventory pointer
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mov r0,r5
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mov r5,r1
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mov r4,r0
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mov r2,#8
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strb r2,[r0,#1] // need to set this flag for some reason
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bl $80BEB6C
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//--------------------------------
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// Redraw the highlighted item
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// Get the item index from the cursor coords
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add r4,#0x34
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ldrh r1,[r4,#0] // X
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add r6,r1,#0
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cmp r1,#0xB
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bne +
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mov r1,#1
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+
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ldrh r0,[r4,#2] // Y
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mov r7,r0
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lsl r0,r0,#1
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add r0,r0,r1 // item index
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// Check if the item is equipped
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push {r0-r3}
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add r0,#1
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bl $80BC670
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cmp r0,#0
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pop {r0-r3}
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beq +
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add r6,#1
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+
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// Get the item number
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lsl r2,r0,#1
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ldrh r2,[r5,r2] // item number
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// Get the item's text address
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ldr r0,=#0x8B1AF94
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ldr r1,=#0x8B1A694
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bl $80BE260 // r0 = address
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// Draw the text
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add sp,#-4
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mov r1,#1
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str r1,[sp,#0]
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mov r1,r0
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sub r4,#0x34
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mov r0,r4
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add r2,r6,#1
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mov r3,r7
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bl $80C9634
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add sp,#4
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//--------------------------------
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// Clobbered code
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pop {r0-r7}
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bl $80C8BE4
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pop {pc} |