mirror of https://github.com/zeldaret/tmc.git
parent
ae7968e006
commit
46dc6bb37e
204
asm/manager30.s
204
asm/manager30.s
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@ -1,204 +0,0 @@
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.include "asm/macros.inc"
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.include "constants/constants.inc"
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.syntax unified
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.text
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thumb_func_start sub_0805D4AC
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sub_0805D4AC: @ 0x0805D4AC
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push {r4, r5, r6, r7, lr}
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mov r7, sb
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mov r6, r8
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push {r6, r7}
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adds r6, r0, #0
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ldrb r0, [r6, #0xc]
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cmp r0, #1
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beq _0805D520
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cmp r0, #1
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bgt _0805D4C6
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cmp r0, #0
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beq _0805D4D2
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b _0805D628
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_0805D4C6:
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cmp r0, #2
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beq _0805D5A4
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cmp r0, #3
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bne _0805D4D0
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b _0805D604
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_0805D4D0:
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b _0805D628
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_0805D4D2:
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movs r0, #1
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strb r0, [r6, #0xc]
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ldrb r0, [r6, #0xe]
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strb r0, [r6, #0xf]
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ldrh r1, [r6, #0x38]
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lsls r1, r1, #0x10
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asrs r1, r1, #0x14
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movs r3, #0x3f
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ands r1, r3
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ldrh r0, [r6, #0x3a]
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lsls r0, r0, #0x10
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asrs r0, r0, #0x14
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ands r0, r3
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lsls r0, r0, #6
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orrs r1, r0
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strh r1, [r6, #0x28]
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ldr r4, _0805D518 @ =gPlayerEntity
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movs r0, #0x2e
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ldrsh r1, [r4, r0]
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ldr r2, _0805D51C @ =gRoomControls
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ldrh r0, [r2, #6]
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subs r1, r1, r0
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asrs r1, r1, #4
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ands r1, r3
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movs r5, #0x32
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ldrsh r0, [r4, r5]
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ldrh r2, [r2, #8]
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subs r0, r0, r2
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asrs r0, r0, #4
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ands r0, r3
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lsls r0, r0, #6
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orrs r1, r0
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strh r1, [r6, #0x2e]
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strh r1, [r6, #0x2c]
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b _0805D628
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.align 2, 0
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_0805D518: .4byte gPlayerEntity
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_0805D51C: .4byte gRoomControls
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_0805D520:
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ldr r4, _0805D568 @ =gPlayerEntity
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movs r1, #0x2e
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ldrsh r0, [r4, r1]
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ldr r3, _0805D56C @ =gRoomControls
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ldrh r1, [r3, #6]
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subs r0, r0, r1
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asrs r5, r0, #4
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movs r2, #0x3f
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ands r5, r2
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movs r1, #0x32
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ldrsh r0, [r4, r1]
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ldrh r1, [r3, #8]
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subs r0, r0, r1
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asrs r0, r0, #4
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ands r0, r2
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lsls r0, r0, #6
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orrs r5, r0
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strh r5, [r6, #0x2e]
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ldrh r2, [r6, #0x2c]
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cmp r5, r2
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beq _0805D5A4
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strh r5, [r6, #0x2c]
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ldrh r0, [r6, #0x2e]
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ldrb r1, [r6, #0xb]
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bl GetTileType
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adds r1, r0, #0
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ldr r3, _0805D570 @ =0x00000317
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cmp r1, r3
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beq _0805D574
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movs r0, #0xc6
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lsls r0, r0, #2
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cmp r1, r0
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beq _0805D580
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b _0805D5A4
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.align 2, 0
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_0805D568: .4byte gPlayerEntity
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_0805D56C: .4byte gRoomControls
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_0805D570: .4byte 0x00000317
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_0805D574:
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movs r0, #2
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strb r0, [r6, #0xc]
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movs r0, #0x6d
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bl PlaySFX
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b _0805D5A4
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_0805D580:
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ldrh r1, [r6, #0x2e]
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ldrb r2, [r6, #0xb]
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adds r0, r3, #0
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bl sub_0807B7D8
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movs r0, #0x6b
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bl PlaySFX
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ldrb r0, [r6, #0xe]
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subs r0, #1
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strb r0, [r6, #0xe]
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lsls r0, r0, #0x18
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cmp r0, #0
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bne _0805D5A4
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movs r0, #3
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strb r0, [r6, #0xc]
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movs r0, #0x40
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strb r0, [r6, #0xe]
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_0805D5A4:
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ldrh r0, [r6, #0x3e]
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cmp r0, #0
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beq _0805D628
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bl CheckFlags
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cmp r0, #0
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beq _0805D628
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ldrh r0, [r6, #0x3e]
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bl ClearFlag
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movs r0, #1
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strb r0, [r6, #0xc]
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ldrb r0, [r6, #0xf]
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strb r0, [r6, #0xe]
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movs r1, #0
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adds r0, r6, #0
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adds r0, #0x37
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mov sb, r0
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ldrb r5, [r0]
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cmp r1, r5
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bhs _0805D628
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movs r0, #0x36
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adds r0, r0, r6
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mov r8, r0
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_0805D5D4:
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lsls r0, r1, #6
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ldrh r2, [r6, #0x28]
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adds r5, r0, r2
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movs r4, #0
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adds r7, r1, #1
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mov r0, r8
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ldrb r0, [r0]
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cmp r4, r0
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bhs _0805D5F8
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_0805D5E6:
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adds r0, r5, r4
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ldrb r1, [r6, #0xb]
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bl sub_0807BA8C
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adds r4, #1
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mov r1, r8
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ldrb r1, [r1]
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cmp r4, r1
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blo _0805D5E6
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_0805D5F8:
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adds r1, r7, #0
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mov r2, sb
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ldrb r2, [r2]
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cmp r1, r2
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blo _0805D5D4
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b _0805D628
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_0805D604:
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ldrb r0, [r6, #0xe]
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cmp r0, #0
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beq _0805D628
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subs r0, #1
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strb r0, [r6, #0xe]
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lsls r0, r0, #0x18
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lsrs r0, r0, #0x18
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cmp r0, #0
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beq _0805D622
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cmp r0, #0x20
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bne _0805D628
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ldrh r0, [r6, #0x3c]
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bl SetFlag
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b _0805D628
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_0805D622:
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movs r0, #0x72
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bl PlaySFX
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_0805D628:
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pop {r3, r4}
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mov r8, r3
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mov sb, r4
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pop {r4, r5, r6, r7, pc}
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@ -32,6 +32,7 @@ extern u32 GetFacingDirection(Entity*, Entity*);
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extern Entity* CreatePlayerItem(u32, u32, u32, u32);
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extern Entity* GetEmptyEntity(void);
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extern u32 GetTileTypeByPos(s32 x, s32 y, u32 layer);
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extern u32 GetTileType(u32 pos, u32 layer);
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extern void _DmaZero(void* src, u32 count);
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extern void EraseAllEntities(void);
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extern void SetTile(u32, u32, u32);
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@ -518,7 +518,7 @@ SECTIONS {
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src/manager/manager2E.o(.text);
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asm/manager2E.o(.text);
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asm/manager2F.o(.text);
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asm/manager30.o(.text);
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src/manager/manager30.o(.text);
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asm/manager31.o(.text);
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asm/manager32.o(.text);
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asm/manager33.o(.text);
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@ -17,7 +17,6 @@ u32 sub_08020B6C(Entity*);
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extern void sub_080AE58C();
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extern void sub_080AE7E8();
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extern void sub_08078930();
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extern s32 GetTileType(s32 tilePosition, s32 layerIndex);
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void Rollobite(Entity* this) {
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EnemyFunctionHandler(this, gUnk_080CA66C);
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@ -0,0 +1,98 @@
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#include "global.h"
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#include "manager.h"
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#include "flags.h"
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#include "functions.h"
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typedef struct Manager30 {
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Manager manager;
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u8 unk_20[8];//unused
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u16 own_tile;
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u8 unk_2a[0x2];//unused
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u16 player_previous_tile;
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u16 player_current_tile;
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u8 unk_30[0x6];//unused
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u8 width;
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u8 height;
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s16 x;
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s16 y;
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u16 flag_succeeded;
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u16 flag_reset;
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} Manager30;
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extern void sub_0807B7D8(u32, u32, u32);
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enum {
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INIT,
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IN_PROGRESS,
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FAILED,
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SUCCEEDED
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};
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/*
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* Tile puzzles (step on all blue tiles exactly once).
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*
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* The Manager's field 0xe is used for the remaining number of tiles to be changed.
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* field 0xf is used for the total number of tiles to be changed.
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*/
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void Manager30_Main(Manager30* this) {
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u32 i, j, tmp, tmp2;
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switch (this->manager.action) {
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default:
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break;
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case INIT:
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this->manager.action = IN_PROGRESS;
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this->manager.unk_0f = this->manager.unk_0e;
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this->own_tile = (((this->x >> 4) & 0x3fU) |
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((this->y >> 4) & 0x3fU) << 6);
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this->player_previous_tile = this->player_current_tile = COORD_TO_TILE((&gPlayerEntity));
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break;
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case 1:
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this->player_current_tile = COORD_TO_TILE((&gPlayerEntity));
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if (this->player_current_tile != this->player_previous_tile) {
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this->player_previous_tile = this->player_current_tile;
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switch (GetTileType(this->player_current_tile, this->manager.unk_0b)) {
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case 0x317:
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//stepped on a red tile again
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this->manager.action = FAILED;
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PlaySFX(0x6d);
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break;
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case 0x318:
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//stepped on a blue tile
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//turn the tile into a red tile
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sub_0807B7D8(0x317, this->player_current_tile, this->manager.unk_0b);
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PlaySFX(0x6b);
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//decrease the number of remaining tiles and check if we're done
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if (--this->manager.unk_0e == 0) {
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this->manager.action = SUCCEEDED;
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//set up delay for setting the flag/playing the success sfx
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this->manager.unk_0e = 0x40;
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}
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break;
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}
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}
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//fall through, can be reset in-progress
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case FAILED:
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if (!this->flag_reset) return;//can't be reset
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if (!CheckFlags(this->flag_reset)) return;//wait for the flag telling it to reset
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ClearFlag(this->flag_reset);//make sure the puzzle can be reset again later
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this->manager.action = IN_PROGRESS;
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this->manager.unk_0e = this->manager.unk_0f;
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for (i = 0; i < this->height; i++) {
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tmp = this->own_tile + (i << 6);
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for (j = 0; j < this->width; j++) {
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sub_0807BA8C(tmp + j, this->manager.unk_0b);
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}
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}
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break;
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case SUCCEEDED:
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if (this->manager.unk_0e == 0) return;
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tmp2 = --this->manager.unk_0e;
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if (tmp2) {
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if (tmp2 == 0x20) {
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SetFlag(this->flag_succeeded);
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}
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} else {
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PlaySFX(0x72);
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}
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}
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}
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