; ; Persona 2 Innocent Sin (PSX) JAP / Custom Characters/Data Patch ; ; Author: Sergey Shemet 12/10/2021 .psx .definelabel SetDrawTPage, 0x800542cc .definelabel storeColor, 0x8001b0c8 .definelabel initCopyCharChain, 0x8001a070 .definelabel makeCharPixels, 0x8001a08f ;need custom routine with custom font .definelabel GenerateSmallChar, 0x8001a284 ;need custom routine .definelabel MakeShadowSmallChar, 0x8001a20c .definelabel PrintBigDMAText, 0x80019300 .definelabel MyAddr, 0x8009 .open "SLPS_021.00", 0x8000F800 .include "complex_strings_copy.asm" ;Make complex strings in battles ;;neeeeed to init 8008fff6 = min dma commands .org 0x80090000 ExternalPrint: ;;;;;;;text routing test routine move r3,s3 move s3,r4 lhu v0,0x0(s3) ;read half 2 bytes of text (r4, not s1+0c!!!!!) move s3,r3 srl v1,v0,0xD ;;;;Check 13th bit (1byte system !!!) bne v1,zero,MyPrintLineRoutine clear v1 j PrintBigDMAText nop ;;;;;;;;;;;;;;;;;MyPrintLineRoutine MyPrintLineRoutine: addiu sp,sp,-0x50 sw s6,0x40(sp) move s6,r4 ;textReadAddr sw s1,0x2c(sp) move s1,r5 sw s2,0x30(sp) move s2,r6 sw s3,0x34(sp) clear r25 ;CURRENT TEXT MODE ; NEW COMMAND OBRAB ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;lw v1,0x0(s6) ;nop ;v1/r3 - MyChars charcount andi v0,v0,0xff addiu s6,s6,0x2 ;Moving text read pointer +2bytes lui s3,MyAddr sw v0,-0x10(s3) ;store bytecounter @ 8008fff0 and clean charCounter (8008fff2) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; lui s3,0x1f80 ori s3,s3,0x3d0 ;s3 = 1f8003d0 - copysprite cmd in scratch lui t0,0xff ori t0,t0,0xffff ;t0 = 00FFFFFF sw s0, 0x28(sp) ;save s0 in stack andi s0,r7,0xff ;s0 - cut textMode (color & shadow) move r4,s0 ;r4 = s0 (cutted color) lui r7, 0x8008 ;r7 = 8008 0000 lui r6, 0xff00 ;r6 = FF000000 addiu t1,r7,-0x4930 ;t1 = 8007b6d0 - new free CHAIN Here lw v1, -0x4930(r7) ;r3/v1 = load freeChain lbu r5,0x60(sp) ;shadow flag from stack to r5 lui v0,0x8000 ;r2 = 8000 0000 sw ra,0x4c(sp) sw s8,0x48(sp) sw s7,0x44(sp) sw s5,0x3c(sp) ; push ra,r30,r23,31,r20 sw s4,0x38(sp) ;;init chains and r6,v1,r6 ;r6 = r3 & ff000000 = FF000000 andi r5,r5,0xff ;clean text mode (color/shadow) and v1,v1,t0 ;r3 & 00ffffff or r20,v1,v0 ;r20 - 80...+r3 = freeChain Main Addr lw v0,0x4(t1) ;Load DMA Counter lw v1,0x0(r20) ;r3 = next free Chain addiu v0,v0,-0x1 ;DMA Counter-1 and v1,v1,t0 ; r3 & r8 (00ffffff) cut f.byte or r6,r6,v1 ; r6 | r3 = ff+r3 = next free Chain (FF...) + sw v0,0x4(t1) ;save DMACounter jal storeColor sw r6,-0x4930(r7) ;SAVE next free Chain (FF...) to 7b6d0 move r4,r20 ;currentChainAddr sll r5,s1,0x10 ;r5 = X<<10h (003A0000) sra r5,r5,0x10 ; r5=r5>>10h 0000003A sll r6,s2,0x10 ; r6 = Y << 10h sra r6,r6,0x10 ;r6>>10h - 100% clean coords jal initCopyCharChain ;init line chains move r7,s0 ;store textMode _THIS IS FOR INIT ;;;;init ScratchPad ;;;;;;;;;;;;;;;;;; CPU TO VRAM lui r7,0x1f80 ori r7,r7,0x348 ;r7 = FIRST CHAR START ;lui r6,0x1f80 ;LOWER HALF OF CHAR - DONT NEED!!! ;ori r6,r6,0x38c li v0,0x2 sh v0,0x1c(sp) li v0,0xc lui r4,0xa000 ;r4 = a000 0000 sh v0,0x1e(sp) ; SAVE 000C0002 TO STACK+1c ; INIT CHAR li r5,0x10 ;cmd count 10 00 00 00 =>DAT_1f80034b sb r5,0x3(r7) ;SAVE 0d 00 00 00 =>DAT_1f80034c cmdcount\ sw r4,0x4(r7); SAVE a000000 TO DAT_1f80034c lhu t0,0xa0(gp) ;0310 ;Load x(0310) to r8 lhu v0,0xa2(gp) ;01f0 ;Load y(01F0)to r2 lui v1,0x100 ;0100 0000 flushcache lui at,0x1f80 ;scrathcpadStart sw v1,0x388(at) ;save 0x01 00 00 00 to end of 1st CHAR chain setY1: move s8,s2 ; r18 to r30 (y) !!!!!!!!!!!!!!!!!!! lh r5,0xa0(gp) ;for futher sprite X calc sh t0,0x18(sp) sh v0,0x1a(sp) ;SAVE CONCAT 013001f0 to stack lw r4,0x18(sp) ;LOAD 013001f0 from stack lw v0,0x1c(sp) ; r2 = 000c0002 from stack sw r4,0x8(r7) ;SAVE 013001f0 TO SCRATCH sw v0,0xc(r7) ;=>DAT_1f800354 r2 - 000c0002 to 1st char (to r7+0c) lui v0,0x8001 ;load 80010000 to r2 ;4bit table pattern .include "4bitPattern.asm" ; Copy Sprite DMA Command Forming li v0,0x4 sb v0,0x3(s3) ; 04 00 00 00 to 3d0 (sb 04 to 3d3) CHAIN LENGTH li v0,0x64 sb v0,0x7(s3) ;sb 64 to 3d7 (copySpriteCommand) li v0,0x80 sb v0,0x4(s3) sb v0,0x5(s3) sb v0,0x6(s3) ;make 80 80 80 64 (3d4,5,6,7) bgez r5,LAB_800194fc SetX1: sh s1,0x20(sp) ;store X half to sp+10 !!!!!!!!!!!!!!!!! addiu t0,r5,0x3f LAB_800194fc: ;decoding coords for source sprite sra v0,t0,0x6 ;r2 = r6 >> 6 = 4 sll v0,v0,0x6 ;r2 << 6 = 100 subu v0,r5,v0 ;r2 = r6 - r2 = 30 lh v1,0xa2(gp) ;r3 = load Y half from mem sll v0,v0,0x2 ;r2 << 2 sb v0,0xc(s3) ; >DAT_1f8003dc ;STORE RECT SRC CHAR SPRITE X BYTE bgez v1,LAB_80019520 ;if Y r3>=0 - branch & r2=r3 move v0,v1 addiu v0,v1,0xff ;else r2 = ff - r3 LAB_80019520: sra v0,v0,0x8 sll v0,v0,0x8 subu v0,v1,v0 sb v0,0xd(s3) ; >DAT_1f8003dd ;STORE RECT SRC CHAR SPRITE Y BYTE lhu v1,0xa8(gp) ;DIFF BETWEEN VERSs:::::::::::::::::::::: li v0,0x8 ; r2 = 8 Sprite WIDTH sh v0,0x10(s3) ; 3e0 - 0008 save sh v1,0xe(s3);=>DAT_1f8003de ; *3de = r3 = 7df3 CLUT of RECT li v0,0xc ; r2 = c Sprite HEIGTH sh v0,0x12(s3) ; 3e2 - 000c save ;TEXT READ START lbu r4,0x0(s6) ;MAIN READ CHAR COMMAND - Load Byte Unsigned nop addiu s6,s6,0x1 ;Shift read address +1 byte ;;;;;;;;;;;;;;;;;;;;;;;;;CHAR CHECK CUTTED! lui s1,0x8008 ;load 80080000 to r17 addiu s5,s1,-0x4930 ;r21 = r17-4930= 7b6d0 (tempDMA) lui s0,0xff ori s0,s0,0xffff ;s0 = 00 ff ff ff lui s7,0x8000 ;r3 = 8000 0000 NextChar: addiu r4,r4,-0x20 ;Shift unprintable symbols li t2, 0xa0 ; минимальное значение оптимизированного кода (a0+20 = 192 (Русская А)) sltu v0,r4,t2 bne v0, zero, NotOptimized ; проверяем на русский текст и перепрыгиваем на старый режим, если нет. nop .include "main_spritecopy.asm" NotOptimized: ;ОБРАБОТКА ПРОБЕЛОВ bne r4,zero,SpaceCheckBranch ;Если не пробел - перепрыгиваем сразу nop lui t2,MyAddr lh v0,-0xE(t2) ;Load my temp CHAR COUNTER for check nop lh t3,-0x10(t2) addiu v0,v0,1 ;overall chars+1 beq v0,t3,SpaceCheckBranch ;is last char - пробел не проверяем! nop sh v0,-0xE(t2) ;Save charcount += 1 lbu r4,0x0(s6) ;LOAD NEXT CHAR nop j NextChar addiu s6,s6,0x1 ;Shift read address +1 byte SpaceCheckBranch: jal makeCharPixelsCustom ;MAKE SMALL CHAR IN SCRATCH ___ CUSTOM ROUTINE clear r18 ; Coords XY init lw v0,0xb0(gp); =>DAT_8007b240_parms load r2 from r28+0b0 (7b240)(Xoffs) lui t2,MyAddr lh v1,-0xE(t2) ;Load my temp CHAR COUNTER for check ; lhu v1,0x4(r20) ; current char = r3 = half *DMAAddr + 4 addiu v0,v0,0x6 ; 0x06 * 6px btw letters! mult v1,v0 ; r3*r2 = xOffs*charNum lui t2,0xff00 ; r10 = ld upper ff00 = ff000000 move t4,r20 ; r12 = r20 (params) addiu t3,sp,0x10 ; r11 = sp + 10 = 807ffe50 move t1,r20 ; r12 = r20 (params again) GetY: sh s8,0xa(s3) ; DAT_1f8003da *r19(1st scr DMA)+0a = r30 (Y??) !!!!!!!!!!!!!!!! GetX: lhu t5,0x20(sp) ; r13 = ld half (sp+20) = 003A ---X from sp+20 !! mflo t6 ; r14 = lo addu v0,t5,t6 ; r2 = r13 + r14 = X + Offset sh v0,0x8(s3) ;DAT_1f8003d8 save r2 half to 1f8003d8 = X (3A) !!!!!!!!!!!!!!!! ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IF Mode is not 0 = load 2 to page counter PageLoop: ;MAKING COPYSPRITE CHAIN lw v0,-0x4930(s1); r2 = *freeChainAddr nop and r4,v0,t2 ; r4 = r2 & ff00.. and v0,v0,s0 ; r2 & 00FFFFFF or r5,v0,s7 ; r5 = r2 or r23 (80000000) = 801ADF10 lw v0,0x4(s5) ; CmdCounter r2 = *7b6d0+4 = 705 lw v1,0x0(r5) ; r3 = New Free ChainAddr addiu v0,v0,-0x1 ; r2 -= 1 Counter Down and v1,v1,s0 ; r3 & 00FFFFFF cut begin byte or r4,r4,v1 ; r4 & r3 = ff...... sw v0,0x4(s5) ; CmdCounter save DMA Counter sw r4,-0x4930(s1); freeChain save new freeChain CopyCmdFromScratch: ; CopyScriptChain copy from scratch contStandartDMA: lui t6,0x500 ; set 4 commands in next chain nop sw t6,0x0(r5) ; set 5 commands nop lui t6, 0xe100;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ori t6,0x0234 ;;;;;;;make changepage command in every command to standart sw t6,0x4(r5) ;store it before all 6400000 command addiu r5,4 ;SHIFT DEST ADDR lw t7,0x4(s3) ;>DAT_1f8003d4 r15 = 64808080 - CopySpriteCmd lw t8,0x8(s3) ;>DAT_1f8003d8 r24 = 001500d1 - xy screen coords lw t5,0xc(s3); >DAT_1f8003dc r13 = 7fd3f0c0 (CLUT & tex coord page) sw t7,0x4(r5) ; *r5+4 = r15 sw t8,0x8(r5) ; *r5+8 = r24 sw t5,0xc(r5) ; *r5+c = r13 lw t6,0x10(s3);>DAT_1f8003e0 r14 = 000c0008 - spritesize after copy nop sw t6,0x10(r5) ; *r5+10 = r14 - LAST COMMAND SAVE addiu r5,-0x4 ;SHIFT DEST ADDR MINUS clear r25 ;clearing r25 (reset current chars status) lw v1,0x18(t1) ;r3 = *r9+18 (next param???) lw v0,0x0(r5) ; r2 = *cur New Chainaddr lw v1,0x0(v1) ; r3 = *r3 and v0,v0,t2 ; r2 & ff000000 and v1,v1,s0 ;r3 & 00FFFFFF or v0,v0,v1 ; r2 | r3 = 04FFFFFF - commands with FFFFFF sw v0,0x0(r5) ; *curChainAddr r5 = r2 (upd ..04 with ..FF04) lw r4,0x18(t1) ; r4 = *r8+18 (first chain addr?) nop lw v0,0x0(r4) ; r2 = *r4 FIRST CHAIN LINK TO NEXT?? and v1,r5,s0 ; r3 = r5 (cur chain) & 00FFFFFF and v0,v0,t2 ; r2 & FF000000 or v0,v0,v1 ; r2 | r3 = last chain adr w 10&.... sw v0,0x0(r4) ; *r4 = r2 FIRST CHAIN NEXT ADDR??? sw r5,0x18(t1) ;t0->t1 ; r5 = *r8+18 curChainAddr lhu v0,0x4(t4) ;t1->t4 r2 = half (DMA params)+4 (charCounter) nop bne v0,zero,NotFirstChar ; if CharCount<>0 then Goto... nop sw r5,0x28(t1) ;t0->t1 ;*curChain+28 = currentChainAddr sw t8,0xc(t4) ;t1->t4 ; Params+0c = save half X STORE COORDS clear v0 sb v0,0x3c(r20) ;store first char offset for moving string (is first in new type) ;sh v0,-0x8(t4) ;store first char offset for moving string (is first in new type) nop ;sh s2,0xe(t4) ;t1->t4 ;Params+0e = save half Y NotFirstChar: lui r5,0x1f80 ;;;;;;;;;;;;;;;;;;;;;;;ADDRESS OF CHAR HERe ---> SLL CHARNUM, 6 lw v0,-0x4930(s1);>8007b6d0_freeChain r2 = *nextFreeChain ori r5,r5,0x348 ; r5 | 1f800348 = Scratch CharData and r4,v0,t2 ; r4 = r2 & FF000000 and v0,v0,s0 ; r2 & 00FFFFFF or r7,v0,s7 ;t4->s7 (800...) ; r7 = r2 | r12 = nextChain & 80... move r6,r7 ; r6 = r7 (nextChain) lw v0,0x4(s5) ; CmdCounter r2 = DMA Counter lw v1,0x0(r7) ; r3 = New Free ChainAddr / currHeader Addr addiu v0,v0,-0x1 ; r2 -= 1 Counter Down and v1,v1,s0 ; r3 & 00FFFFFF cut commandCount / currHeader or r4,r4,v1 ; r4 & r3 = ff...... sw v0,0x4(s5);>DAT_8007b6d4_CmdCounter save DMA Counter andi v0,r7,0x3 ; r2 = r7 & 3 (check destAddr MOD 4) lui t3,0x1f80 ori t3,t3,0x388 ; Scratch DMAChain CharEndAddr beq v0,zero,Copy16Bytes ; if r7 MOD 4 = 0 then Branch sw r4,-0x4930(s1);>8007b6d0_freeChain save new freeChain ;;;;;;;;;;;;;;;Copy from ScratchPad To Chain CopyBy2Bytes: lwl t6,0x3(r5) ; if r7 mod4 <> 0 - копируем по 2 байта lwr t6,0x0(r5);>DAT_1f800348 lwl t7,0x7(r5) lwr t7,0x4(r5);>DAT_1f80034c lwl t8,0xb(r5) lwr t8,0x8(r5);>DAT_1f800350 lwl t5,0xf(r5) lwr t5,0xc(r5);>DAT_1f800354 swl t6,0x3(r6) swr t6,0x0(r6) swl t7,0x7(r6) swr t7,0x4(r6) swl t8,0xb(r6) swr t8,0x8(r6) swl t5,0xf(r6) swr t5,0xc(r6) addiu r5,r5,0x10 bne r5,t3,CopyBy2Bytes addiu r6,r6,0x10 j last4BytesCopy nop Copy16Bytes: lw t6,0x0(r5);>DAT_1f800348 r5 - curScratchAddr,r6 -cur DMAAddr lw t7,0x4(r5) lw t8,0x8(r5) lw t5,0xc(r5) sw t6,0x0(r6) sw t7,0x4(r6) sw t8,0x8(r6) sw t5,0xc(r6) addiu r5,r5,0x10 bne r5,t3,Copy16Bytes addiu r6,r6,0x10 last4BytesCopy: lwl t6,0x3(r5) ; r14 left = 2 bytes from *r5+3 lwr t6,0x0(r5);>DAT_1f800358 r14 right = 2 bytes from *r5 nop swl t6,0x3(r6) ; *r6 = r14 left swr t6,0x0(r6) ; *r6+3 = r14 right ; linking DMA char+copysprite lw v1,0x18(t1) ; r3 = current DMACopySprite Chain lw v0,0x0(r7) ; r2 = current CharChainCommands lw v1,0x0(v1) ; r3 = *r3 (comNum+FFFFFF(nextLink)) and v0,v0,t2 ; r2 & FF..... and v1,v1,s0 ; r3 & 00FFFFFF or v0,v0,v1 ; r2 | r3 = 10FFFFFF(cmdNum&FF..) sw v0,0x0(r7) ; *r7 = r2 saveCurChainCmd lw r4,0x18(t1) ; r4 = r8+18h - cur CopySpriteCmd hdrAddr nop lw v0,0x0(r4) ; r2 = *r4 (04FFFFFF) and v1,r7,s0 ; r3 = r7 & 00FFFFFF (Copying Cur Char Chain) and v0,v0,t2 ; r2 & FF000000 (04000000) CmdCount or v0,v0,v1 ; R2 | R3 = 04(cmd)..+CharChainAddr sw v0,0x0(r4) ; *r4 = r2 = FullCommand With Link!!! ; (04..CharAddr) + SpriteCopyCommand sw r7,0x18(t1) ; *r8+18 = Last Char Chain! addiu t1,t1,0x4 ; r8 (params) += 4 (shift params for NextPage) addiu v0,t4,0x8 ; r2 = r9+8 (shift first chain param for Page) sltu v0,t1,v0 ; r2 = r8 < r2(r9+8) (first page pass) bne v0,zero,PageLoop ; if r2<>0 (r80 then Goto End Text (DMA OVERFLOW!!!!) nop ;lui t3,MyAddr lhu v0,-0xE(t3) ; r2 = charCount In string lhu v1,-0x10(t3) ; r3 = My charOverAll In string addiu v0,v0,0x1 ; a += 1 lbu r4,0x0(s6) ; load next Char to r4 (byte) sh v0,-0xE(t3) ; store myCharCounter to MyAddr-E addiu s6,s6,0x1 ;Shift CharAddr bne v0,v1,NextChar ; if currentChar<>OverallChar - branch nop TextEnd: clear r18 lui s3,0x8008 addiu s5,s3,-0x4930 ; r19 = 80080000, r21 = 7b6d0 lui s1,0xff ; r17 = 00ff0000 ori s1,s1,0xffff ; r17 & ffff = 00ff ffff move s0,r20 ; r16 = r20 (currentTLineParam) clear r5 clear r25 ;clearing r25 (reset current chars status) PageTLoop: ;ALMOST FINISH!!!! li r6,0x1 ; r6=1 addu r18,r18,r6 ; r18(Counter) += r6 lui v0,0x8000 ; r2 = 80000000 lui r4,0xff00 ; r4 = ff00 0000 lw v1,-0x4930(s3);>8007b6d0_freeChain r3 = next free Chain (*7b6d0) ;;;;;;;;;;;;;;;; lw r7,0xa4(gp);>DAT_8007b234 r7 = Texture page = 34 beq r25,zero, lastTextPageDefaul nop li r7,0x3f ;IF MODE<>0 then TexturePage = 23F ;;;;;;;;;;;;;;;'' lastTextPageDefaul: and v1,v1,s1 ; r3 & 00FFFFFF or v1,v1,v0 ; r3 | r2 = 80..... sw v1,0x30(s0) ; store last free ChAddr to DMAParams lw v0,-0x4930(s3);>8007b6d0_freeChain r2 = next free chain lw v1,0x0(v1) ; r3 = *r3 = last chain - made one more chain and v0,v0,r4 ; a2 & ff000000 and v1,v1,s1 ; r3 & 00FFFFFF lw r4,0x4(s5);>DAT_8007b6d4_CmdCounter r4 = DMA Counter or v0,v0,v1 ; r2 | r3 sw v0,-0x4930(s3);>8007b6d0_freeChain new free chain addr add to *7b6b0 addiu r4,r4,-0x1 ; DMA Cunter =- 1 sw r4,0x4(s5);>DAT_8007b6d4_CmdCounter Store DMA Count lw r4,0x30(s0) ; r4 = *DMA params + 30 = Start Of DMA Chain jal SetDrawTPage ; Set DRAW PAGE addiu s0,s0,0x4 ; r16 += 4 - Shgift DMAParams for next Page sltiu v0,r18,0x2 ; r2 = r18<2 bne v0,zero,PageTLoop ; if not r2 then goto Loop clear r5 ; r5 = 0 move v0,r20 ; r2 = DMAParamsMain lw ra,0x4c(sp) lw s8,0x48(sp) lw s7,0x44(sp) lw s6,0x40(sp) lw s5,0x3c(sp) ;restoring regs from Stack lw s4,0x38(sp) lw s3,0x34(sp) lw s2,0x30(sp) lw s1,0x2c(sp) lw s0,0x28(sp) jr ra addiu sp,sp,0x50 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Chars / 2 Return Func .include "charload.asm" .include "charCalcs.asm" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0x8001a7dc ;;;;;text patch for Text MOVING & OFFSET ;make branch videocomand reading chainSpriteCheck: lbu v1,0x7(r5) li r27, 0xe1 beq r27, v1, ShiftedCommandCheck nop j 0x8001a7e4 ;return nop ShiftedCommandCheck: lbu v1,0xb(r5) ;my new shifted sprite command li r27, 0x64 beq r27, v1, ShiftedCommandCheck2 nop lbu v1,0x7(r5) nop j 0x8001a7e4 ;return nop ShiftedCommandCheck2: lbu v1,0xb(r5) goingback: j 0x8001a7e4 ;return nop ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0x8001aa8c ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;text patch for Text MOVING & OFFSET getRightCoords: ; lw r5, 0x28(t1) ;get chain addr from params ;lhu r3, 0xc(t2) ;get X from params lbu r4,0x7(r5) li r2,0xe1 ;if my new 5 commands? bne r2,r4,oldStyleCommand nop addiu r5,4 oldStyleCommand: lhu r2, 0x8(r5) ;getting cur x (r5 is chain addr) --------! lhu r4, 0xe(t2) ;;getting Y from param subu r3,r3,r2 ; get X offset move r12,r3 ; Saving X offset in r12 lhu r2, 0xa(r5) ;getting cur y from chain ----------! sll r3,r3,0x10 ;Shift r3 <<< 10 bits ;add r2,r23 ;add subu r2,r4,r2 ;get Y offset ;clear r23 returnToInnocence: j 0x8001aaa8 ;continue! nop ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; 0x8001ab2c ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; movesprite: lbu r2,0x07(r4) nop beq r2, t7, simpleSpriteCmd ;if r2 == t7 = 64 nop beq r2, t6, simpleSpriteCmd ;if r2 == t6 = 66 --simple move nop li r3, 0xe1 beq r2, r3, IsThisMyChain ;ReallyMyChain nop j exitmovesprite nop ReallyMyChain: lbu r2,0x03(r4) li r3, 0x05 beq r2, r3, IsThisMyChain nop j exitmovesprite nop IsThisMyChain: lbu r2,0x0b(r4) nop beq r2, t7, notSimpleSpriteCommand ;is this my E1 + 64? nop j exitmovesprite nop notSimpleSpriteCommand: lbu r3,0x3c(t2) ;get offset X lhu r2,0x0c(r4) sra r3, r3, 0x4 ;shift 12 >> 4 = 1 pix (OR 0) addu r2,r2,t4 addu r2,r2,r3 ;adding myMainOffset X sh r2,0xC(r4) lbu r2,0x3c(t2) ;get offset Y lhu r3,0xE(r4) andi r2, r2, 0xF ;get Y offset addu r3,r3,t3 addu r3,r3,r2 ;adding myMainOffset ;addiu r3,r3,2 sh r3,0xE(r4) nop j exitmovesprite nop simpleSpriteCmd: lhu r2,0x8(r4) lhu r3,0xA(r4) addu r2,r2,t4 addu r3,r3,t3 sh r2,0x8(r4) sh r3,0xA(r4) nop exitmovesprite: j 0x8001ab5c ;EXIT TO MAIN routine ;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SET TEXT BRIGHTNESS setTextBrightness: lbu r2,0x07(v1) nop beq r2, t1, simpleBright ;if r2 == t7 = 64 nop beq r2, t0, simpleBright ;if r2 == t6 = 66 --simple move nop li r15, 0xe1 beq r2, r15, ItsMyBrigth1 ;ReallyMyChain nop j exitbrightsprite nop ItsMyBrigth1: lbu r2,0x0b(v1) nop beq r2, t1, ItsMyBrigthMake ;is this my E1 + 64? nop j exitbrightsprite nop ItsMyBrigthMake: sb s1,0x8(v1) sb s2,0x9(v1) sb s3,0xa(v1) j 0x8001ad6c nop simpleBright: sb s1,0x4(v1) sb s2,0x5(v1) sb s3,0x6(v1) exitbrightsprite: j 0x8001ad6c nop ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Patching main code .org 0x8001a7dc ;lbu v1,0x7(r5) ;- ORIGINAL load current command j chainSpriteCheck nop .org 0x8001aa8c ;lhu r2, 0x8(r5) ;getting cur x (r5 is chain addr) --------! ;lhu r4, 0xe(t2) ;;getting Y from prarm param j getRightCoords nop .org 0x8001ab2c ;lbu v0,0x07(a0) j movesprite ;movingsprite routine nop .org 0x8001ad48 ;lbu v0,0x07(a1) j setTextBrightness ;textbrightness routine nop .close ;;;;;;;;;;;;;;;;;;;;;;;;; BOSSNAMECOPY ;.include "battle_patch.asm" .include "txtpatches.asm" ;misc text patches ; COMPILE COMMAND: ./armips -temp 123 main.asm