objectA2.c: ok

This commit is contained in:
Ibot02 2020-11-17 17:14:36 +01:00
parent 98c0495304
commit 22a04e5f0e
3 changed files with 109 additions and 245 deletions

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@ -1,244 +0,0 @@
.include "asm/macros.inc"
.include "constants/constants.inc"
.syntax unified
.text
thumb_func_start ObjectA2
ObjectA2: @ 0x0809F2F8
push {r4, lr}
adds r4, r0, #0
ldr r1, _0809F314 @ =gUnk_081246F4
ldrb r0, [r4, #0xc]
lsls r0, r0, #2
adds r0, r0, r1
ldr r1, [r0]
adds r0, r4, #0
bl _call_via_r1
adds r0, r4, #0
bl GetNextFrame
pop {r4, pc}
.align 2, 0
_0809F314: .4byte gUnk_081246F4
thumb_func_start sub_0809F318
sub_0809F318: @ 0x0809F318
push {r4, lr}
adds r4, r0, #0
movs r1, #0
bl InitializeAnimation
bl Random
movs r1, #0x10
ands r1, r0
cmp r1, #0
beq _0809F336
ldrb r0, [r4, #0x18]
movs r1, #0x40
orrs r0, r1
strb r0, [r4, #0x18]
_0809F336:
movs r0, #0x28
strh r0, [r4, #0x2e]
movs r0, #0x48
strh r0, [r4, #0x32]
ldr r0, _0809F36C @ =0x0000FFB0
strh r0, [r4, #0x36]
ldrb r1, [r4, #0x1b]
movs r0, #0x3f
ands r0, r1
movs r1, #0x80
orrs r0, r1
strb r0, [r4, #0x1b]
movs r0, #1
strb r0, [r4, #0xc]
ldr r1, _0809F370 @ =gUnk_08124704
ldrb r0, [r4, #0xa]
adds r0, r0, r1
ldrb r1, [r0]
adds r0, r4, #0
bl sub_0801D2B4
adds r0, r4, #0
movs r1, #7
bl sub_0805E3A0
pop {r4, pc}
.align 2, 0
_0809F36C: .4byte 0x0000FFB0
_0809F370: .4byte gUnk_08124704
thumb_func_start sub_0809F374
sub_0809F374: @ 0x0809F374
push {r4, lr}
adds r4, r0, #0
bl sub_0806F69C
movs r0, #0x80
lsls r0, r0, #0x12
ldrb r0, [r0, #7]
cmp r0, #1
bhi _0809F3AE
movs r1, #0x80
lsls r1, r1, #6
adds r0, r4, #0
bl sub_080044EC
cmp r0, #1
bhi _0809F3C0
movs r0, #0
str r0, [r4, #0x34]
movs r0, #2
strb r0, [r4, #0xc]
adds r0, r4, #0
movs r1, #1
bl InitializeAnimation
movs r0, #0xc3
lsls r0, r0, #1
bl PlaySFX
b _0809F3E6
_0809F3AE:
movs r1, #0x80
lsls r1, r1, #6
adds r0, r4, #0
bl sub_080044EC
cmp r0, #0
beq _0809F3C8
cmp r0, #1
beq _0809F3D4
_0809F3C0:
ldrb r0, [r4, #0xe]
adds r0, #1
strb r0, [r4, #0xe]
b _0809F3E6
_0809F3C8:
movs r0, #2
strb r0, [r4, #0xc]
adds r0, r4, #0
movs r1, #1
bl InitializeAnimation
_0809F3D4:
movs r0, #0
strb r0, [r4, #0xe]
adds r0, r4, #0
bl sub_0809F448
movs r0, #0xc3
lsls r0, r0, #1
bl PlaySFX
_0809F3E6:
pop {r4, pc}
thumb_func_start sub_0809F3E8
sub_0809F3E8: @ 0x0809F3E8
push {lr}
adds r2, r0, #0
adds r0, #0x5a
ldrb r1, [r0]
movs r0, #0x80
ands r0, r1
cmp r0, #0
beq _0809F404
movs r0, #3
strb r0, [r2, #0xc]
adds r0, r2, #0
movs r1, #2
bl InitializeAnimation
_0809F404:
pop {pc}
.align 2, 0
thumb_func_start sub_0809F408
sub_0809F408: @ 0x0809F408
push {lr}
adds r2, r0, #0
adds r1, r2, #0
adds r1, #0x5a
ldrb r0, [r1]
cmp r0, #9
beq _0809F41C
cmp r0, #0x80
beq _0809F438
b _0809F442
_0809F41C:
movs r0, #0
strb r0, [r1]
adds r0, r2, #0
movs r1, #0x43
movs r2, #0
bl CreateFx
ldr r1, _0809F434 @ =gMenu
movs r0, #1
strb r0, [r1]
b _0809F442
.align 2, 0
_0809F434: .4byte gMenu
_0809F438:
ldr r1, _0809F444 @ =gMenu
movs r0, #1
strb r0, [r1, #4]
bl DeleteThisEntity
_0809F442:
pop {pc}
.align 2, 0
_0809F444: .4byte gMenu
thumb_func_start sub_0809F448
sub_0809F448: @ 0x0809F448
push {r4, r5, r6, r7, lr}
adds r6, r0, #0
bl Random
adds r5, r0, #0
ldrb r0, [r6, #0xf]
lsls r2, r0, #1
ldr r1, _0809F474 @ =gUnk_08124708
adds r7, r2, r1
adds r0, #1
strb r0, [r6, #0xf]
ldr r1, [r6, #0x2c]
movs r0, #0xa0
lsls r0, r0, #0xe
subs r4, r0, r1
ldrb r0, [r7]
cmp r0, #0
beq _0809F478
cmp r0, #1
beq _0809F492
b _0809F49C
.align 2, 0
_0809F474: .4byte gUnk_08124708
_0809F478:
movs r1, #0xc0
lsls r1, r1, #0xd
adds r0, r5, #0
bl __modsi3
adds r4, r0, #0
movs r0, #0x80
lsls r0, r0, #0x11
ands r0, r5
cmp r0, #0
beq _0809F49C
rsbs r4, r4, #0
b _0809F49C
_0809F492:
ldr r0, _0809F4BC @ =0xFFF80000
adds r1, r4, r0
ldr r0, _0809F4C0 @ =0x000FFFFF
ands r0, r5
adds r4, r1, r0
_0809F49C:
adds r0, r4, #0
cmp r4, #0
bge _0809F4A4
rsbs r0, r4, #0
_0809F4A4:
ldrb r1, [r7, #1]
lsls r1, r1, #8
bl __divsi3
strh r0, [r6, #0x24]
adds r0, r4, #0
movs r1, #0
bl sub_080045DA
lsrs r0, r0, #3
strb r0, [r6, #0x15]
pop {r4, r5, r6, r7, pc}
.align 2, 0
_0809F4BC: .4byte 0xFFF80000
_0809F4C0: .4byte 0x000FFFFF

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@ -842,7 +842,7 @@ SECTIONS {
asm/fan.o(.text);
asm/objectA0.o(.text);
src/object/palaceArchway.o(.text);
asm/objectA2.o(.text);
src/object/objectA2.o(.text);
src/object/cloud.o(.text);
src/object/minishLight.o(.text);
asm/objectA5.o(.text);

108
src/object/objectA2.c Normal file
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@ -0,0 +1,108 @@
#include "global.h"
#include "object.h"
#include "menu.h"
#include "structures.h"
#include "functions.h"
extern void (* const gUnk_081246F4[])(Entity*);
extern const u8 gUnk_08124704[];
typedef struct {
u8 unk_0;
u8 unk_1;
} PACKED struct_08124708;
extern const struct_08124708 gUnk_08124708[];
void sub_0809F448(Entity*);
void ObjectA2(Entity* this) {
gUnk_081246F4[this->action](this);
GetNextFrame(this);
}
void sub_0809F318(Entity* this) {
InitializeAnimation(this, 0);
if (Random() & 0x10) {
this->spriteSettings.b.flipX = 1;
}
this->x.HALF.HI = 0x28;
this->y.HALF.HI = 0x48;
this->height.HALF.HI = 0xFFB0;
this->spriteOrientation.flipY = 2;
this->action = 1;
sub_0801D2B4(this, gUnk_08124704[this->entityType.form]);
sub_0805E3A0(this, 7);
}
void sub_0809F374(Entity* this) {
sub_0806F69C(this);
if (gUnk_02000000->gameLanguage < 2) {
if (sub_080044EC(this, 0x2000) < 2) {
this->height.WORD = 0;
this->action = 2;
InitializeAnimation(this, 1);
PlaySFX(0x186);
} else {
this->actionDelay++;
}
} else {
switch (sub_080044EC(this, 0x2000)) {
default:
this->actionDelay++;
break;
case 0:
this->action = 2;
InitializeAnimation(this, 1);
//fall through
case 1:
this->actionDelay = 0;
sub_0809F448(this);
PlaySFX(0x186);
}
}
}
void sub_0809F3E8(Entity* this) {
if (this->frames.b.f3) {
this->action = 3;
InitializeAnimation(this, 2);
}
}
void sub_0809F408(Entity* this) {
switch (this->frames.all) {
case 9:
this->frames.all = 0;
CreateFx(this, 0x43, 0);
gMenu.field_0x0 = 1;
break;
case 0x80:
gMenu.field_0x4 = 1;
DeleteThisEntity();
}
}
extern u32 sub_080045DA(s32, u32);
void sub_0809F448(Entity* this) {
s32 tmp;
int rand = Random();
const struct_08124708 *tmp2 = &gUnk_08124708[this->field_0xf];
this->field_0xf++;
tmp = 0x280000 - this->x.WORD;
switch (tmp2->unk_0) {
case 0:
tmp = rand % 0x180000;
if (rand & 0x1000000) {
tmp = -tmp;
}
break;
case 1:
tmp += -0x80000 + (rand & 0xFFFFF);
break;
}
this->nonPlanarMovement = (tmp > 0 ? tmp : -tmp) / (tmp2->unk_1 << 8);
this->direction = sub_080045DA(tmp, 0) >> 3;
}