True match sub_08068578

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KEKW555 2023-12-31 16:39:02 +05:30 committed by GitHub
parent bd1be092aa
commit 3369dfc8ae
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 33 additions and 122 deletions

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@ -15,7 +15,7 @@ typedef union {
struct {
u16 x;
u16 y;
u16 z;
s16 z;
u8 framestate;
u8 animationState : 6;
u8 collisionLayer : 2;
@ -41,7 +41,7 @@ typedef union {
void sub_08068318(ZeldaFollowerEntity*);
void sub_0806854C(ZeldaFollowerEntity*, u32*);
void sub_08068578(Entity* this);
void sub_08068578(ZeldaFollowerEntity* this);
void ZeldaFollower(ZeldaFollowerEntity* this) {
if (super->action == 0) {
@ -63,7 +63,6 @@ void ZeldaFollower(ZeldaFollowerEntity* this) {
void sub_08068318(ZeldaFollowerEntity* this) {
s32 dist;
s16 z;
u32 animIndex;
u32 animIndexTmp;
@ -100,9 +99,8 @@ void sub_08068318(ZeldaFollowerEntity* this) {
}
} else {
heapPtr += ZELDA_FOLLOWER_HEAP_LEN - 1;
z = heapPtr->FIELDS.z;
if (z < 0) {
if (heapPtr->FIELDS.z < 0) {
ZELDA_FOLLOWER_HEAP_SHIFT_RIGHT(super, heapPtr);
animIndex = 0x4;
} else {
@ -158,141 +156,54 @@ void sub_0806854C(ZeldaFollowerEntity* this, u32* none) {
}
}
void sub_08068578(Entity* this) {
ZeldaFollowerItem* item;
s32 index;
#ifdef REWRITE_CODE
u32 r0;
u32 r1;
u32 r2;
u32 r3;
u32 r5;
u32 r6;
u32 r8;
s32 y;
u32 r10;
s32 x;
#else
register u32 r5 asm("r5");
register u32 r6 asm("r6");
register u32 r0 asm("r0");
register u32 r1 asm("r1");
register u32 r2 asm("r2");
register u32 r3 asm("r3");
register s32 r8 asm("r8");
register s32 y asm("r9");
register s32 r10 asm("r10");
register s32 x asm("r12");
#endif
void sub_08068578(ZeldaFollowerEntity* this) {
s32 dx, dy;
s32 i;
// first u32 (r5)
#ifdef REWRITE_CODE
r0 = gPlayerEntity.base.x.HALF_U.HI | (r5 & 0xffff0000);
r5 = (gPlayerEntity.base.y.HALF_U.HI << 0x10) | (r0 & 0x0000ffff);
#else
r1 = gPlayerEntity.base.x.HALF_U.HI;
ZeldaFollowerItem* heapPtr, item;
r3 = 0xffff0000;
r0 = r3;
r0 &= r5;
r0 |= r1;
// Copy from the player's position/state.
item.FIELDS.x = gPlayerEntity.base.x.HALF_U.HI;
item.FIELDS.y = gPlayerEntity.base.y.HALF_U.HI;
item.FIELDS.z = gPlayerEntity.base.z.HALF_U.HI;
item.FIELDS.framestate = gPlayerState.framestate;
item.FIELDS.animationState = gPlayerEntity.base.animationState;
item.FIELDS.collisionLayer = gPlayerEntity.base.collisionLayer;
r1 = gPlayerEntity.base.y.HALF_U.HI;
r1 <<= 0x10;
r2 = 0xffff;
r0 &= r2;
r0 |= r1;
r5 = r0;
#endif
// Compute the distance between the kid and the player.
dx = gPlayerEntity.base.x.HALF.HI - super->x.HALF.HI;
dy = gPlayerEntity.base.y.HALF.HI - super->y.HALF.HI;
// second u32 (r6)
#ifdef REWRITE_CODE
r3 = gPlayerEntity.base.z.HALF_U.HI | (r6 & 0xffff0000);
r2 = (gPlayerState.framestate << 0x10) | (r3 & 0xff00ffff);
r0 = ((gPlayerEntity.base.animationState & 0x3f) << 0x18) | (r2 & 0xc0ffffff);
r6 = (gPlayerEntity.base.collisionLayer << 0x1e) | (r0 & 0x3fffffff);
#else
r0 = gPlayerEntity.base.z.HALF_U.HI;
r3 &= r6;
r3 |= r0;
// Divide it into KID_HEAP_COUNT increments.
dx = FixedDiv(dx, ZELDA_FOLLOWER_HEAP_COUNT);
dy = FixedDiv(dy, ZELDA_FOLLOWER_HEAP_COUNT);
r0 = gPlayerState.framestate;
r0 <<= 0x10;
r2 = 0xff00ffff;
r2 &= r3;
r2 |= r0;
r1 = gPlayerEntity.base.animationState;
r0 = 0x3f;
r1 &= r0;
r1 <<= 0x18;
r0 = 0xc0ffffff;
r0 &= r2;
r0 |= r1;
// gPlayerEntity.base.is now at r1
r1 = gPlayerEntity.base.collisionLayer;
r1 <<= 0x1e;
r2 = 0x3fffffff;
r0 &= r2;
r0 |= r1;
r6 = r0;
#endif
#ifdef REWRITE_CODE
r10 = gPlayerEntity.base.x.HALF.HI - this->x.HALF.HI;
#else
r1 = gPlayerEntity.base.x.HALF.HI;
r0 = this->x.HALF.HI;
r0 = r1 - r0;
r10 = r0;
#endif
#ifdef REWRITE_CODE
r8 = gPlayerEntity.base.y.HALF.HI - this->y.HALF.HI;
#else
r1 = gPlayerEntity.base.y.HALF.HI;
r0 = this->y.HALF.HI;
r0 = r1 - r0;
r8 = r0;
#endif
r10 = FixedDiv(r10, 0x14);
r8 = FixedDiv(r8, 0x14);
item = this->myHeap;
y = 0;
x = 0;
// Down here the u32 are suddendly accessed correctly as u16 and bitfields?
// How are the results of above u32 calculations used?
for (index = 0x13; index >= 0; index--) {
item->FIELDS.x = r5 - (x >> 8);
item->FIELDS.y = (r5 >> 0x10) - (y >> 8);
item->FIELDS.z = r6;
item->FIELDS.framestate = r6 >> 0x10;
item->FIELDS.animationState = this->animationState & 0x3f;
item->FIELDS.collisionLayer = this->collisionLayer;
item++;
y = y + r8;
x = x + r10;
heapPtr = ZELDA_FOLLOWER_HEAP;
for (i = 0; i < ZELDA_FOLLOWER_HEAP_COUNT; i++) {
heapPtr->FIELDS.x = item.FIELDS.x - ((i * dx) >> 8);
heapPtr->FIELDS.y = item.FIELDS.y - ((i * dy) >> 8);
heapPtr->FIELDS.z = item.FIELDS.z;
heapPtr->FIELDS.framestate = item.FIELDS.framestate;
heapPtr->FIELDS.animationState = super->animationState;
heapPtr->FIELDS.collisionLayer = super->collisionLayer;
heapPtr++;
}
}
void ZeldaFollower_Hide(Entity* zelda, ZeldaFollowerEntity* follower) {
void ZeldaFollower_Hide(ZeldaFollowerEntity* zelda, ZeldaFollowerEntity* follower) {
follower->unk_68 = 0;
follower->base.spriteSettings.draw = 0;
}
void ZeldaFollower_Show(Entity* zelda, ZeldaFollowerEntity* follower) {
void ZeldaFollower_Show(ZeldaFollowerEntity* zelda, ZeldaFollowerEntity* follower) {
follower->unk_68 = 1;
follower->base.spriteSettings.draw = 1;
follower->base.animationState = zelda->animationState;
follower->base.animationState = super->animationState;
sub_08068578(&follower->base);
InitAnimationForceUpdate(&follower->base, follower->base.animationState / 2);
}
void sub_080686C4(Entity* zelda, Entity* follower) {
void sub_080686C4(ZeldaFollowerEntity* zelda, Entity* follower) {
follower->y.HALF.HI -= 0x10;
sub_08068578(follower);
}