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StatusModule.asm
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537 lines (465 loc) · 10.9 KB
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Custom Action Names List [Eon]
HOOK @ $8077f474
{
.macro loadFileLoc(<reg>)
{
lis <reg>, 0x8054
ori <reg>, <reg>, 0x8400
}
.alias ActionNamesListOffset = 0x900
cmpwi r30, 0x116
bgt unknown
%loadFileLoc(3)
mulli r4, r30, 0x4
addi r4, r4, ActionNamesListOffset
lwzx r4, r3, r4
cmpwi r4, 0
beq unknown
add r3, r3, r4
b %end%
unknown:
addi r3, r31, 0
}
Get End Frame crash fixed [Eon]
HOOK @ $8071f714
{
lwzu r4, 0x3C(r3)
cmpwi r4, 0
bne %end%
stwu r1, -0xC(r1)
lis r0, 0xBF80
stw r0, 0x8(r1)
lfs f1, 0x8(r1)
addi r1, r1, 0xC
blr
}
#80B31FA0 = stOperatorInfo # might use this to render char info, is pointer list of stOperatorInfo = can use it to access each active char proper.
#try using loop found within setSlow (80817C48), iterates through every fighter in the match. maybe place this function call within stage module so it runs only once?
#still need text output
Write Fighter Data to screen
#getData/soStatusModuleImpl (mainIndex)
.macro callfunc(<addr>)
{
.alias temp_Hi = <addr> / 0x10000
.alias temp_Lo = <addr> & 0xFFFF
lis r12, temp_Hi
ori r12, r12, temp_Lo
mtctr r12
bctrl
}
HOOK @ $80541Fbc
{
.alias mainIndex = 31
.alias output = 30
#dataPointers
.alias actionID = 0x00
.alias previousActionID = 0x04
.alias subactionID = 0x08
.alias actionNamePointer = 0x0C
.alias subactionNamePointer = 0x10
.alias currentFrame = 0x14
.alias totalFrames = 0x18
.alias currentFSM = 0x1C
.alias outputSize = 0x20
stwu r1, -0x20(r1)
mflr r0
stw r0, 0x24(r1)
stw r31, 0x10(r1)
stw r30, 0x14(r1)
lwz mainIndex, 0x60(r3)
mr output, r4
#soMotionModule
#gets subaction id
lwz r3, 0xD8(mainIndex)
lwz r3, 0x8(r3)
lwz r12, 0x0(r3)
lwz r12, 0x5C(r12)
mtctr r12
bctrl #returns subaction id in r3
cmpwi r3, 0
bge 0x8
li r3, 0xFFF
stw r3, subactionID(output)
#gets subaction name
lwz r3, 0xD8(mainIndex)
lwz r3, 0x8(r3)
lwz r12, 0x0(r3)
lwz r12, 0x58(r12)
mtctr r12
bctrl #returns pointer to subaction name in r3
stw r3, subactionNamePointer(output)
#get Frame
lwz r3, 0xD8(mainIndex)
lwz r3, 0x8(r3)
lwz r12, 0x0(r3)
lwz r12, 0x38(r12)
mtctr r12
bctrl #returns frame number in f1
stfs f1, currentFrame(output)
lwz r3, 0xD8(mainIndex)
lwz r3, 0x8(r3)
lwz r12, 0x0(r3)
lwz r12, 0x20(r12)
mtctr r12
bctrl #returns fsm in f1
stfs f1, currentFSM(output)
lwz r3, 0xD8(mainIndex)
lwz r3, 0x8(r3)
lwz r12, 0x0(r3)
lwz r12, 0x44(r12)
mtctr r12
bctrl #returns animation length in f1
stfs f1, totalFrames(output)
#soStatusModule
#get current action ID
lwz r3, 0xD8(mainIndex)
lwz r3, 0x70(r3)
lwz r12, 0x0(r3)
lwz r12, 0x48(r12)
mtctr r12
bctrl
cmpwi r3, 0
bge 0x8
li r3, 0xFFF
stw r3, actionID(output)
#get current action name
mr r4, r3
lwz r3, 0xD8(mainIndex)
lwz r3, 0x70(r3)
lwz r12, 0x0(r3)
lwz r12, 0x80(r12)
mtctr r12
bctrl
stw r3, actionNamePointer(output)
#get previous action id
lwz r3, 0xD8(mainIndex)
lwz r3, 0x70(r3)
li r4, 0
lwz r12, 0x0(r3)
lwz r12, 0x88(r12)
mtctr r12
bctrl
cmpwi r3, 0
bge 0x8
li r3, 0xFFF
stw r3, previousActionID(output)
#isEnableTermGroup/[soTransitionModuleImpl]/so_transition_ will allow specific interupt checks, loop over every and output a bitmask?
#isEnableCancel/[ftCancelModuleImpl] will allow catching an allow interupt?
mr r3, r31 #return data object
lwz r31, 0x10(r1)
lwz r30, 0x14(r1)
lwz r0, 0x24(r1)
mtlr r0
addi r1, r1, 0x20
blr
}
#writeAllFighterData(ftManager a) #ftManager = lis r3, 0x80b8
# lwz r3, 0x7C28(r3)
# #call this from within stage?
HOOK @ $80541FC0
{
#ints
.alias ftManager = 31
.alias FighterCount = 30
.alias count = 29
.alias totalCount = 28
.alias fighter = 27
.alias messageObjOffset = 0x87C
.alias initYOffset = 0x890
.alias yoffsetEach = 0x894
stwu r1, -0x60(r1)
mflr r0
stw r0, 0x64(r1)
stmw r27, 0x40(r1)
lis r3, 0x80b8
lwz r3, 0x7C28(r3)
mr ftManager, r3
lwz r3, 0x154(r3)
lwzu r12, 0x8(r3)
lwz r12, 0x14(r12)
mtctr r12
bctrl #getFighterCount
mr FighterCount, r3
lis r3, 0x8054
ori r3, r3, 0x8400
lwz r3, messageObjOffset(r3)
%callfunc(0x8006b674)
%callfunc(0x80541fcc)
li count, 0
li totalCount, 0
b checkContinue
loop:
lwz r3, 0x0154 (ftManager)
mr r4, count
lwzu r12, 0x8(r3)
lwz r12, 0xC(r12)
mtctr r12
bctrl
lwz fighter, 0 (r3) #gets entry
Fighters:
lbz r0, 0x000F (fighter)
cmplwi r0, 6
bne nextFighter
Entry1:
lbz r0, 0x000A (fighter)
rlwinm r0, r0, 3, 0, 28
add r3, r3, r0
lwz r3, 0x0034 (fighter)
mr r4, count
li r5, 0
mr r6, totalCount
%callfunc(0x80541FC4)
addi totalCount, totalCount, 1
Entry2: #nana
lbz r0, 0x000E (fighter)
rlwinm. r0, r0, 0, 30, 30
beq nextFighter
lwz r3, 0x003C (fighter)
mr r4, count
li r5, 1
mr r6, totalCount
%callfunc(0x80541FC4)
addi totalCount, totalCount, 1
nextFighter:
addi count, count, 1
checkContinue:
cmpw count, FighterCount
blt loop
end:
lmw r27, 0x40(r1)
lwz r0, 0x64(r1)
mtlr r0
addi r1, r1, 0x60
blr
}
HOOK @ $80541FC4
{
#(Entry char, int portNum, Bool nana, int totalCount) #call char.getData(this, dataBlock), format strings, print to screen
.alias char = 31
.alias portNum = 30
.alias nana = 29
.alias charData = 28
.alias data = 27
.alias messageObj = 26
.alias messageObjOffset = 0x87C
.alias portPos = 0x8A0
.alias actionPos = 0x8A4
.alias subactionPos = 0x8A8
.alias framePos = 0x8AC
.alias mainPortString = 0x8B0
.alias nanaPortString = 0x8B4
.alias actionString = 0x8B9
.alias subactionString = 0x8CD
.alias frameString = 0x8DB
.alias initYOffset = 0x890
.alias yoffsetEach = 0x894
#charData offsets
.alias charData.actionID = 0x00
.alias charData.previousActionID = 0x04
.alias charData.subactionID = 0x08
.alias charData.actionNamePointer = 0x0C
.alias charData.subactionNamePointer = 0x10
.alias charData.currentFrame = 0x14
.alias charData.totalFrames = 0x18
.alias charData.currentFSM = 0x1C
stwu r1, -0x80(r1)
mflr r0
stw r0, 0x84(r1)
stmw r26, 0x40(r1)
stfd f31, 0x78(r1)
mr char, r3
mr portNum, r4
mr nana, r5
addi charData, r1, 0x10
lis data, 0x8054
ori data, data, 0x8400
lwz messageObj, messageObjOffset(data)
mr r3, messageObj
lfs f1, initYOffset(data)
lfs f2, yoffsetEach(data)
offsetLoopStart:
cmpwi r6, 0
ble offsetLoopEnd
fadds f1, f1, f2
subi r6, r6, 1
b offsetLoopStart
offsetLoopEnd:
fmr f31, f1
%callfunc(0x80069A30)
mr r3, char
mr r4, charData
%callfunc(0x80541FBC)
mr r3, messageObj
lfs f1, portPos(data)
%callfunc(0x80069970) #setCursorX
cmpwi nana, 1
bne 0xC
addi r4, data, nanaPortString #"%db)"
b 0x8
addi r4, data, mainPortString #"%d)"
mr r3, messageObj
mr r5, portNum
crxor 6,6,6
%callfunc(0x80541fc8) #printf(message, "%db)", portNum)
mr r3, messageObj
lfs f1, actionPos(data)
%callfunc(0x80069970) #setCursorX
mr r3, messageObj
fmr f1, f31
%callfunc(0x80069A30)
mr r3, messageObj
addi r4, data, actionString # "%s (0x%3X)"
lwz r5, charData.actionNamePointer(charData)
lwz r6, charData.previousActionID(charData)
lwz r7, charData.actionID(charData)
crxor 6,6,6
%callfunc(0x80541fc8) #printf(message, "%s (0x%3x->0x%3x)", actionName, previousActionID, actionID) and then print to screen
mr r3, messageObj
lfs f1, subactionPos(data)
%callfunc(0x80069970) #setCursorX
mr r3, messageObj
fmr f1, f31
%callfunc(0x80069A30)
mr r3, messageObj
addi r4, data, subactionString # ": %s (0x%03x)"
lwz r5, charData.subactionNamePointer(charData)
lwz r6, charData.subactionID(charData)
crxor 6,6,6
%callfunc(0x80541fc8) #printf(message, ": %s (0x%03x)", subactionName, subactionID)
mr r3, messageObj
lfs f1, framePos(data)
%callfunc(0x80069970) #setCursorX
mr r3, messageObj
fmr f1, f31
%callfunc(0x80069A30)
mr r3, messageObj
addi r4, data, frameString # ": %.2f/%.2f (%.2f"
lfs f1, charData.currentFrame(charData)
lfs f2, charData.totalFrames(charData)
lfs f3, charData.currentFSM(charData)
creqv 6,6,6
%callfunc(0x80541fc8) #printf(": %.2f/%.2f (%.2f", currentFrame, totalFrames, currentFSM);
lfd f31, 0x78(r1)
lmw r26, 0x40(r1)
lwz r0, 0x84(r1)
mtlr r0
addi r1, r1, 0x80
blr
}
printftoscreen
.macro callfunc(<addr>)
{
.alias temp_Hi = <addr> / 0x10000
.alias temp_Lo = <addr> & 0xFFFF
lis r12, temp_Hi
ori r12, r12, temp_Lo
mtctr r12
bctrl
}
HOOK @ $80541fc8
{
.alias messageObjOffset = 0x87C
stwu r1, -0x10(r1)
mflr r0
stw r0, 0x14(r1)
#printf(args*)
%callfunc(0x80069D40)
#std2DView
%callfunc(0x8006b360)
li r3, 0
%callfunc(0x801f4748);
li r3, 1
li r4, 3
li r5, 1
%callfunc(0x801F4774) #GXSetZmode(1,4,1)
li r3, 4
li r4, 0
li r5, 0
li r6, 4
li r7, 0
%callfunc(0x801f3fd8) #GXSetAlphaCompare(4,0,0,4,0)
#drawbackgroundSquare
#r3 = 4 positions, x1,y1, x2, y2, x3,y3, x4,y4
#r4 = colour
#r5 = Zmode
#f1 = z (probably originally line width but fuck them, this is now a full shape with no outline)
#%callfunc(0x800437dc)
lis r3, 0x8054
ori r3, r3, 0x8400
lwz r3, messageObjOffset(r3)
li r4, 9
%callfunc(0x8006AB48)
lis r3, 0x8054
ori r3, r3, 0x8400
lwz r3, messageObjOffset(r3)
%callfunc(0x8006b674)
%callfunc(0x80541fcc)
lwz r0, 0x14(r1)
mtlr r0
addi r1, r1, 0x10
blr
}
initialisePrinter
.macro callfunc(<addr>)
{
.alias temp_Hi = <addr> / 0x10000
.alias temp_Lo = <addr> & 0xFFFF
lis r12, temp_Hi
ori r12, r12, temp_Lo
mtctr r12
bctrl
}
.alias messageObj = 0x87C
.alias WriterX0 = 0x880
.alias WriterY0 = 0x884
.alias WriterX1 = 0x888
.alias WriterY1 = 0x88C
.alias scaleX = 0x898
.alias scaleY = 0x89C
.alias Data = 31
HOOK @ $80541fcc
{
stwu r1, -0x10(r1)
mflr r0
stw r0, 0x14(r1)
stw r31, 0xC(r1)
lis Data, 0x8054
ori Data, Data, 0x8400
#0x80069AF0
lfs f1, WriterX0(Data)
lfs f2, WriterY0(Data)
lfs f3, WriterX1(Data)
lfs f4, WriterY1(Data)
lwz r3, messageObj(Data)
lis r12, 0x8006
ori r12, r12, 0x9AF0
mtctr r12
bctrl
#0x8006A550
lwz r3, messageObj(Data)
li r4, 0x4
lis r12, 0x8006
ori r12, r12, 0xA550
mtctr r12
bctrl
#0x8006a600
lwz r3, messageObj(Data)
lfs f1, 0xC(Data) #-1
lis r12, 0x8006
ori r12, r12, 0xA600
mtctr r12
bctrl
#0x8006A018
lwz r3, messageObj(data)
lfs f1, scaleX(data)
lfs f2, scaleY(data)
lis r12, 0x8006
ori r12, r12, 0xA018
mtctr r12
bctrl
lwz r31, 0xC(r1)
lwz r0, 0x14(r1)
mtlr r0
addi r1, r1, 0x10
blr
}