.include "asm/macros.inc" .include "constants/constants.inc" .syntax unified .text thumb_func_start Farore Farore: @ 0x08064990 push {r4, lr} adds r4, r0, #0 ldrb r0, [r4, #0xc] cmp r0, #1 beq _080649C2 cmp r0, #1 bgt _080649A4 cmp r0, #0 beq _080649AA b _08064A24 _080649A4: cmp r0, #2 beq _08064A0A b _08064A24 _080649AA: movs r2, #1 movs r0, #1 strb r0, [r4, #0xc] ldrb r1, [r4, #0x18] subs r0, #5 ands r0, r1 orrs r0, r2 strb r0, [r4, #0x18] adds r0, r4, #0 bl sub_0807DD50 b _08064A24 _080649C2: adds r2, r4, #0 adds r2, #0x39 movs r1, #0 ldrsb r1, [r2, r1] cmp r1, #2 bne _08064A00 movs r0, #0 strb r1, [r4, #0xc] strb r0, [r2] adds r0, r4, #0 bl sub_0806F118 adds r0, r4, #0 adds r0, #0x58 ldrb r1, [r0] adds r0, #0x10 strb r1, [r0] ldr r1, _080649FC @ =gLinkEntity adds r0, r4, #0 bl GetFacingDirection bl sub_0806F5A4 adds r1, r0, #0 adds r0, r4, #0 bl InitAnimationForceUpdate b _08064A24 .align 2, 0 _080649FC: .4byte gLinkEntity _08064A00: adds r0, r4, #0 movs r1, #0 bl sub_0807DD94 b _08064A24 _08064A0A: adds r0, r4, #0 bl UpdateFuseInteraction cmp r0, #0 beq _08064A24 movs r0, #1 strb r0, [r4, #0xc] adds r0, r4, #0 adds r0, #0x68 ldrb r1, [r0] adds r0, r4, #0 bl InitAnimationForceUpdate _08064A24: pop {r4, pc} .align 2, 0 thumb_func_start sub_08064A28 sub_08064A28: @ 0x08064A28 push {r4, r5, r6, lr} adds r4, r0, #0 bl sub_0801E99C adds r5, r0, #0 ldr r6, _08064A58 @ =gUnk_02002A40 adds r0, r4, #0 bl sub_08002632 ldr r2, _08064A5C @ =0x00000141 adds r1, r6, r2 adds r0, r0, r1 ldrb r0, [r0] cmp r0, #0 beq _08064A4E ldrb r0, [r6, #8] cmp r0, #6 bhi _08064A4E movs r5, #0 _08064A4E: adds r0, r4, #0 adds r1, r5, #0 bl sub_08078784 pop {r4, r5, r6, pc} .align 2, 0 _08064A58: .4byte gUnk_02002A40 _08064A5C: .4byte 0x00000141 thumb_func_start Farore_Fusion Farore_Fusion: @ 0x08064A60 push {lr} adds r2, r0, #0 ldrb r0, [r2, #0xc] cmp r0, #0 bne _08064A86 adds r0, #1 strb r0, [r2, #0xc] ldrb r1, [r2, #0x18] movs r0, #4 rsbs r0, r0, #0 ands r0, r1 movs r1, #1 orrs r0, r1 strb r0, [r2, #0x18] adds r0, r2, #0 movs r1, #6 bl InitAnimationForceUpdate b _08064A8C _08064A86: adds r0, r2, #0 bl UpdateAnimationSingleFrame _08064A8C: pop {pc} .align 2, 0