Порядок в каталогах
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88
3_CD_EXTRA/cd_extra_charload.asm
Normal file
88
3_CD_EXTRA/cd_extra_charload.asm
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; LOADING CHAR FROM CUSTOM FONT
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makeCharPixelsCustom:
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addiu sp,sp,-0x18
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move a1,a0
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lui a0,0x1f80
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ori a0,a0,0x358
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sw ra,0x10(sp)
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li a2,1
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lbu t2,0xa8(gp) ;a8(gp) -- color
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move t0,r4
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lui v1,0x801f ; ;load font addr to r3 (801ef480)
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ori v1,v1,0xaa00 ;
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sll v0,a1,0x1 ; r2 = r5 << 1 (*2)
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addu v0,v0,a1 ; r2 += r5 (it. *3)
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sll v0,v0,0x2 ; r2 << 2 (*4) (r2 = r5 *12)
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addu t1,v0,v1 ;t1 = char addr ; r9 = r2(offs) + r3 (start)
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li r6,0x6 ; r6 = byteslength = 6
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move v0,r6 ; r2 = r6 (counter)
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beq v0,zero,charLoaded ; if counter=0 then branch
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addiu r6,r6,-0x1 ; dec r6
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lui a3,0x1f80
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ori a3,a3,0x2e0 ; set scratch convert addr r7 = 1f8002e0
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CharLoop:
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lhu v1,0x0(t1) ;load upperhalf of char to r3
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nop
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andi r4,v1,0xf ; r4 = r3 & 0f - cutting left semibyte
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srl v1,v1,0x4 ; r3 >> 4
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andi v0,v1,0xf ; r2 = r3 & 0f
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sll v0,v0,0x1 ; r2 << 1
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addu v0,v0,a3 ; r2 = r2 + to4bitConvertTableAddr (r7)
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lhu v0,0x0(v0);>DAT_1f8002e0 r2 = *r2(half) pixel pattern
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nop
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mult v0,t2 ; r2*r10. make Color
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sll r4,r4,0x1 ; r4 << 1
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addu r4,r4,a3 ; r4 += r6 counter
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mflo a1 ; load lo to r5
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lhu v0,0x0(r4);>DAT_1f8002e0 load table+r4
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nop
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mult v0,t2 ; r2 * colorIndex r10
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srl v1,v1,0x4 ; r3 >> 4, right 4 bits
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andi r4,v1,0xf ; r4 = r3 & f0 (cut right semibyte)
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srl v1,v1,0x4 ; r3 >> 4
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sll v1,v1,0x1 ; r3 << 1 = *2
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addu v1,v1,a3 ; r3=r3+Table r7
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sll v0,a1,0x10 ; r2 = r5 << 10 bits
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mflo t4 ; load r12,low
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or v0,t4,v0 ; r2 = r12 | r2
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sw v0,0x0(t0) ; load *r8(current Scratch) from r2(result)
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lhu v0,0x0(v1);>DAT_1f8002e0 ; load r2 from TablePattern Half from r3
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nop
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mult v0,t2 ; r2*color r10
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sll r4,r4,0x1 ; r4 << 1
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addu r4,r4,a3 ; r4 = r4 + TableStart
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mflo a1 ; ld r5,lo
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lhu v0,0x0(r4);>DAT_1f8002e0 ; ld half r2 from *r4
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nop
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mult v0,t2 ; r2*col
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addiu t1,t1,0x2 ; move charFont + +2
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move v1,a2 ; r3 = byteCount (r6)
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addiu a2,a2,-0x1 ; r6 -= 1
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addiu t0,t0,0x4 ; scrathAddr r8 += 4
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sll v0,a1,0x10 ; r2 = r5 << 10 bits (move to hi)
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mflo t4 ; ld r12,lo (result)
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or v0,t4,v0 ; combine r2 & r 12 (0001 x 1111)
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sw v0,0x0(t0) ; store result to scratch r2 to *r8
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bne v1,zero,charLoop ; if r3 counter<>0 goto loop
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addiu t0,t0,0x4 ; r8 scrath += 4
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charLoaded:
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lbu v1, 0xa9(gp) ; a9(gp) -- shadow
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li v0, 0x1
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bne v1, v0, NotShadow ;Shadow character check
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nop
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lui a0,0x1f80
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jal MakeShadowSmallChar ;Make shadow in Scratch DMA
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ori a0,a0,0x358
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NotShadow:
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lw ra,0x10(sp) ;Restore stack and exit
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nop
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jr ra
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addiu sp, sp, 0x18
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