Порядок в каталогах
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76
2_EP/EP_TITLE_WINDOW_TEXT_PRINT.asm
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76
2_EP/EP_TITLE_WINDOW_TEXT_PRINT.asm
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;//////////////////////////////////////////////////////
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;// ETERNAL PUNISHMENT TITLE CODE PATCH
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.psx
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.open "2_EP/BIN/0681.BIN", 0x800AB000
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.org 0x800b5300
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.area 0xFC,0
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lhu v0,0x0(s0)
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move r4,s0 ;loading text addr to r4
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andi v0,0xff ;clear text length
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addu s0,s0,v0 ;move text addr + charLen
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addiu s0,2 ;move text addr +2 (code)
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andi v0,v0,1
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beq v0,zero,notAnd1
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nop
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addiu s0,s0,1 ; make text addr odd (next line/code)
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notAnd1:
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andi r5,s3,0xffff ;load X
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andi r6,s1,0xffff ;load Y
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li r7, 1 ;white color
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jal 0x80090000 ;call print text
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sw r7,0x10(sp) ;store shadow ON in stack+10
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lui v1,0x800c
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sw v0,-0x6f8c(v1) ;=>DAT_TITLE__800b9074 ;save DMAParams Addr???
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lhu v1,0x0(s0) ;load next codes
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li v0,0x1103 ;end text code
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beq v1,v0,textdone ;this is end of text
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addiu s0,s0,2 ;move en
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addiu s1,s1,0xe ; Y = Y + 14
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nextLine:
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lhu v0,0x0(s0)
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move r4,s0 ;loading text addr to r4
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andi v0,0xff ;clear text length
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addu s0,s0,v0 ;move text addr + charLen
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addiu s0,2 ;move text addr +2 (code)
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andi v0,v0,1
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beq v0,zero,notAnd1_2
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nop
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addiu s0,s0,1 ; make text addr odd (next line/code)
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notAnd1_2:
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andi r5,s3,0xffff ;load X
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andi r6,s1,0xffff ;load Y
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jal 0x80090000 ;call print text
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li r7, 1 ;white color
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lui v1,0x800c
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lw r4,-0x6f8c(v1) ;=>DAT_TITLE__800b9074 ;load DMAParams Addr???
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jal 0x8001b8d8 ; CloseTextDMA
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move r5,v0
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lhu v0,0x0(s0)
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li v1,0x1103 ;end text code
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addiu s0,2 ;move text addr +2 (code)
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bne v1,v0,nextLine ;this is end of text
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addiu s1,s1,0xe ; Y = Y + 14
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textdone:
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.endarea
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.close
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