.include "asm/macros.inc" .include "constants/constants.inc" .syntax unified .text .macro hazard_tile tile:req, hazard_type:req .short \tile .short \hazard_type .endm thumb_func_start GetTileHazardType GetTileHazardType: @ 0x080043E8 push {r4, lr} ldrb r1, [r0, #0xc] cmp r1, #0 beq no_hazard // action == 0 adds r4, r0, #0 bl UpdateCollisionLayer movs r3, #0x36 ldrsh r2, [r4, r3] cmp r2, #0 bmi no_hazard // collisionLayer is negative cmp r0, #0 // are we on a tile? beq no_hazard adr r3, hazard_list-4 loop: adds r3, #4 ldrh r1, [r3] cmp r1, #0 beq no_hazard cmp r0, r1 bne loop ldrh r0, [r3, #2] pop {r4, pc} no_hazard: movs r0, #0 pop {r4, pc} hazard_list: hazard_tile 0xD, 0x1 hazard_tile 0x10, 0x2 hazard_tile 0x11, 0x2 hazard_tile 0x5A, 0x3 hazard_tile 0x13, 0x4 .short 0x0000 non_word_aligned_thumb_func_start sub_0800442E sub_0800442E: @ 0x0800442E push {r0, lr} bl GetTileHazardType cmp r0, #0 beq not_hazard lsls r0, #2 adr r1, _0800444C - 4 ldr r1, [r1, r0] pop {r0} bl _call_via_r1 movs r0, #1 pop {pc} not_hazard: movs r0, #0 pop {r1, pc} _0800444C: .4byte CreatePitFallFX _08004450: .4byte CreateDrownFX _08004454: .4byte CreateLavaDrownFX _08004458: .4byte CreateSwampDrownFX thumb_func_start sub_0800445C sub_0800445C: @ 0x0800445C push {r4, r5, lr} adds r4, r0, #0 bl PlayerCanBeMoved cmp r0, #0 beq _08004482 ldr r5, _080044D8 @ =gPlayerEntity adds r0, r4, #0 adds r1, r5, #0 bl CalcCollisionStaticEntity cmp r0, #0 beq _08004482 ldrb r0, [r5, #0xc] cmp r0, #2 bne _08004480 movs r0, #3 strb r0, [r5, #0xd] _08004480: movs r0, #1 _08004482: pop {r4, r5, pc} thumb_func_start CalcCollisionStaticEntity CalcCollisionStaticEntity: @ 0x08004484 ldr r2, _080044DC @ =ram_sub_080B227C bx r2 thumb_func_start EnqueueSFX EnqueueSFX: @ 0x08004488 ldr r1, _080044E0 @ =gUnk_02024048 ldrb r2, [r1] cmp r2, #8 bhs _0800449A adds r3, r2, #1 strb r3, [r1] ldr r1, _080044E4 @ =gUnk_02021F20 lsls r2, r2, #1 strh r0, [r1, r2] _0800449A: bx lr thumb_func_start SoundReqClipped SoundReqClipped: @ 0x0800449C push {r1, lr} bl CheckOnScreen cmp r0, #0 pop {r0} beq _080044AC bl SoundReq _080044AC: pop {pc} non_word_aligned_thumb_func_start sub_080044AE sub_080044AE: @ 0x080044AE push {lr} ldr r3, _080044E8 @ =gPlayerEntity cmp r0, r3 beq _080044CC push {r0, r1, r2} adds r1, r2, #0 movs r2, #2 bl CalculateEntityTileCollisions pop {r0, r1, r2} movs r3, #2 bl ProcessMovementInternal _080044C8: pop {r3} bx r3 _080044CC: adds r0, r1, #0 adds r1, r2, #0 bl sub_08079E58 b _080044C8 .align 2, 0 _080044D8: .4byte gPlayerEntity _080044DC: .4byte ram_sub_080B227C _080044E0: .4byte gUnk_02024048 _080044E4: .4byte gUnk_02021F20 _080044E8: .4byte gPlayerEntity // BounceUpdate // assumes initial velocity is set // r0: entity* // r1: acceleration thumb_func_start BounceUpdate BounceUpdate: @ 0x080044EC ldr r2, [r0, #0x34] ldr r3, [r0, #0x20] subs r2, r3 bpl grounded // if z is positive, entity is grounded str r2, [r0, #0x34] // entity.z = entity.z - entity.zVelocity subs r3, r1 str r3, [r0, #0x20] // entity.zVelocity = entity.zVelocity - acceleration movs r0, #2 // return 2 bx lr grounded: movs r2, #1 str r2, [r0, #0x34] // entity.z = 1 (note: player cant do certain actions at z!=0) subs r3, r1 negs r3, r3 lsrs r3, #1 lsrs r1, r3, #2 adds r3, r1 // calc next bounce velocity lsrs r1, r3, #0xc cmp r1, #0xc bhs _08004516 // return 1 if bouncing movs r2, #0 // return 0 if not bouncing movs r3, #0 // set velocity to 0 _08004516: str r3, [r0, #0x20] adds r0, r2, #0 bx lr // r0 = Entity* thumb_func_start sub_0800451C sub_0800451C: @ 0x0800451C push {r0, lr} bl GetActTile adds r1, r0, #0 pop {r0, r3} mov lr, r3 cmp r1, #0xc beq sub_08004542 cmp r1, #0xb beq sub_08004542 cmp r1, #0xa beq ResetCollisionLayer cmp r1, #9 beq ResetCollisionLayer cmp r1, #0x26 beq _0800457A cmp r1, #0x27 beq _0800457A bx lr non_word_aligned_thumb_func_start sub_08004542 sub_08004542: @ 0x08004542 movs r1, #0x38 movs r2, #2 strb r2, [r0, r1] // entity->collisionLayer = 2 movs r2, #0xc0 ldrb r1, [r0, #0x1b] bics r1, r2 adds r1, #0x40 strb r1, [r0, #0x1b] // update spriteOrientation movs r2, #0xc0 ldrb r1, [r0, #0x19] bics r1, r2 adds r1, #0x40 strb r1, [r0, #0x19] // update spriteRendering bx lr non_word_aligned_thumb_func_start ResetCollisionLayer ResetCollisionLayer: @ 0x0800455E movs r1, #0x38 movs r2, #1 strb r2, [r0, r1] movs r2, #0xc0 ldrb r1, [r0, #0x1b] bics r1, r2 adds r1, #0x80 strb r1, [r0, #0x1b] movs r2, #0xc0 ldrb r1, [r0, #0x19] bics r1, r2 adds r1, #0x80 strb r1, [r0, #0x19] bx lr _0800457A: movs r1, #0x38 movs r2, #3 strb r2, [r0, r1] movs r2, #0xc0 ldrb r1, [r0, #0x1b] bics r1, r2 adds r1, #0x40 strb r1, [r0, #0x1b] movs r2, #0xc0 ldrb r1, [r0, #0x19] bics r1, r2 adds r1, #0x40 strb r1, [r0, #0x19] bx lr non_word_aligned_thumb_func_start sub_08004596 sub_08004596: @ 0x08004596 movs r2, #0x1f ldrb r3, [r0, #0x15] cmp r3, #0x20 bhs _080045AE subs r1, r1, r3 beq _080045B2 ands r1, r2 cmp r1, #0x10 movs r1, #1 blo _080045AC rsbs r1, r1, #0 _080045AC: adds r1, r3, r1 _080045AE: ands r1, r2 strb r1, [r0, #0x15] _080045B2: bx lr thumb_func_start sub_080045B4 sub_080045B4: @ 0x080045B4 mov ip, r2 adds r2, r1, #0 movs r3, #0x32 ldrsh r1, [r0, r3] movs r3, #0x2e ldrsh r0, [r0, r3] ldr r3, _08004690 @ =ram_CalcCollisionDirection bx r3 thumb_func_start GetFacingDirection GetFacingDirection: @ 0x080045C4 push {r4, r5} movs r4, #0x32 movs r5, #0x2e ldrsh r3, [r1, r4] ldrsh r2, [r1, r5] ldrsh r1, [r0, r4] ldrsh r0, [r0, r5] pop {r4, r5} thumb_func_start CalculateDirectionTo CalculateDirectionTo: @ 0x080045D4 mov ip, r3 ldr r3, _08004694 @ =ram_CalcCollisionDirection bx r3 non_word_aligned_thumb_func_start sub_080045DA sub_080045DA: @ 0x080045DA push {r0, r1, r4, r5, r6, lr} movs r6, #0x40 cmp r0, #0 beq _08004632 ldr r5, _08004698 @ =gUnk_080C93E0 lsls r2, r1, #8 adds r1, r0, #0 adds r0, r2, #0 bl Div ldr r1, _0800469C @ =0x00000106 cmp r3, r1 bhs _08004608 movs r1, #0x6e cmp r3, r1 bhs _08004602 movs r6, #0 movs r1, #0 movs r2, #0x20 b _08004618 _08004602: movs r1, #0x20 movs r2, #0x40 b _08004618 _08004608: ldr r1, _080046A0 @ =0x00000280 cmp r3, r1 bhs _08004614 movs r1, #0x40 movs r2, #0x60 b _08004618 _08004614: movs r1, #0x60 movs r2, #0x7e _08004618: adds r0, r1, r5 ldrh r4, [r0] cmp r3, r4 blo _0800462C ldrh r4, [r0, #2] cmp r3, r4 bhs _0800462C lsrs r6, r1, #1 adds r6, #1 b _08004632 _0800462C: adds r1, #2 cmp r1, r2 blo _08004618 _08004632: adds r2, r6, #0 pop {r0, r1, r4, r5, r6} cmp r0, #0 bmi _08004644 movs r0, #0x40 cmp r1, #0 bmi _0800464A _08004640: adds r0, r0, r2 pop {pc} _08004644: movs r0, #0xc0 cmp r1, #0 bmi _08004640 _0800464A: subs r0, r0, r2 pop {pc} gUnk_0800464E:: .byte 0x00, 0x01 .byte 0x02, 0x03, 0x04, 0x00, 0x00, 0x00, 0x08, 0x07, 0x06, 0x05, 0x04, 0x00, 0x00, 0x00, 0x10, 0x0F .byte 0x0E, 0x0D, 0x0C, 0x00, 0x00, 0x00, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x1F .byte 0x1E, 0x1D, 0x1C, 0x00, 0x00, 0x00, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x00, 0x00, 0x00, 0x10, 0x11 .byte 0x12, 0x13, 0x14, 0x00, 0x00, 0x00, 0x18, 0x17, 0x16, 0x15, 0x14, 0x00, 0x00, 0x00, 0x00, 0x00 _08004690: .4byte ram_CalcCollisionDirection _08004694: .4byte ram_CalcCollisionDirection _08004698: .4byte gUnk_080C93E0 _0800469C: .4byte 0x00000106 _080046A0: .4byte 0x00000280 gUnk_080046A4:: @ 080046A4 .incbin "code_080043E8/gUnk_080046A4.bin" gUnk_080047F6:: @ 080047F6 .incbin "code_080043E8/gUnk_080047F6.bin" @ TODO PlayerMacros gUnk_080049D6:: @ 080049D6 .incbin "code_080043E8/gUnk_080049D6.bin" gUnk_080049F6:: @ 080049F6 .incbin "code_080043E8/gUnk_080049F6.bin" gUnk_080049FE:: @ gUnk_080049FE .incbin "code_080043E8/gUnk_080049FE.bin" gUnk_08004A0C:: @ 08004A0C .incbin "code_080043E8/gUnk_08004A0C.bin" gUnk_08004A16:: @ 08004A16 .incbin "code_080043E8/gUnk_08004A16.bin" gUnk_08004A24:: @ 08004A24 .incbin "code_080043E8/gUnk_08004A24.bin" gUnk_08004A32:: @ 08004A32 .incbin "code_080043E8/gUnk_08004A32.bin" gUnk_08004A48:: @ 08004A48 .incbin "code_080043E8/gUnk_08004A48.bin" gUnk_08004A72:: @ 08004A72 .incbin "code_080043E8/gUnk_08004A72.bin" gUnk_08004A8C:: @ 08004A8C .incbin "code_080043E8/gUnk_08004A8C.bin" gUnk_08004AA6:: @ 08004AA6 .incbin "code_080043E8/gUnk_08004AA6.bin"