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