Files
Persona2-PSX-asm-sources/3_CD_EXTRA/cd_extra_charload.asm
2025-11-04 23:06:09 +05:00

88 lines
4.4 KiB
NASM

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