Difference between revisions of "Initialize Status bubble sprite displays"

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  0007addc: 00801821 addu r3,r4,r0
 
  0007addc: 00801821 addu r3,r4,r0
 
  0007ade0: 34020080 ori r2,r0,0x0080 r2 = (0x80) 128
 
  0007ade0: 34020080 ori r2,r0,0x0080 r2 = (0x80) 128
  0007ade4: a0820002 sb r2,0x0002(r4) Store 80 (128) into 0x2
+
  0007ade4: a0820002 sb r2,0x0002(r4) set Blue hue to 0x80 (medium)
  0007ade8: a0820001 sb r2,0x0001(r4) Store 80 (128) into 0x1
+
  0007ade8: a0820001 sb r2,0x0001(r4) set green hue to 0x80 (medium)
  0007adec: a0820000 sb r2,0x0000(r4) Store 80 (128) into 0x0
+
  0007adec: a0820000 sb r2,0x0000(r4) set red hue to 0x80 (medium)
 
  0007adf0: 34021000 ori r2,r0,0x1000 r2 = (0x1000) 4096
 
  0007adf0: 34021000 ori r2,r0,0x1000 r2 = (0x1000) 4096
  0007adf4: a482000a sh r2,0x000a(r4) Store 1000 (4096) into 0xA
+
  0007adf4: a482000a sh r2,0x000a(r4) initialise Y stretch to 0x1000
  0007adf8: a4820008 sh r2,0x0008(r4) Store 1000 (4096) into 0x8
+
  0007adf8: a4820008 sh r2,0x0008(r4) initialise X stretch to 0x1000
  0007adfc: 3402001f ori r2,r0,0x001f r2 = (0x1F) 31
+
  0007adfc: 3402001f ori r2,r0,0x001f r2 = frame.bin VRAM spritesheet
  0007ae00: a4820004 sh r2,0x0004(r4) Store 1F (31) into 0x4
+
  0007ae00: a4820004 sh r2,0x0004(r4) Store frame.bin as spritesheet ID
 
  0007ae04: 34027887 ori r2,r0,0x7887 r2 = (0x7887) 30855
 
  0007ae04: 34027887 ori r2,r0,0x7887 r2 = (0x7887) 30855
  0007ae08: a4820006 sh r2,0x0006(r4) Store 7887 (30855) into 0x6
+
  0007ae08: a4820006 sh r2,0x0006(r4) Store 7887 (30855) as VRAM palette ID
 
  0007ae0c: 34020001 ori r2,r0,0x0001 r2 = (0x1) 1
 
  0007ae0c: 34020001 ori r2,r0,0x0001 r2 = (0x1) 1
  0007ae10: a480000c sh r0,0x000c(r4) Store 0x0 into 0xC
+
  0007ae10: a480000c sh r0,0x000c(r4) initialise graphic spin
  0007ae14: a0820003 sb r2,0x0003(r4) Store 1 (1) into 0x3
+
  0007ae14: a0820003 sb r2,0x0003(r4) Store sprite type as text
  0007ae18: a060000f sb r0,0x000f(r3) Store 0x0 into 0xF
+
  0007ae18: a060000f sb r0,0x000f(r3) initialise Y shift on screen
  0007ae1c: a060000e sb r0,0x000e(r3) Store 0x0 into 0xE
+
  0007ae1c: a060000e sb r0,0x000e(r3) initialise X shift on screen
  0007ae20: a0680010 sb r8,0x0010(r3) Store E (14) into 0x10
+
  0007ae20: a0680010 sb r8,0x0010(r3) Store 0xE into status bubble width
  0007ae24: a0670011 sb r7,0x0011(r3) Store C (12) into 0x11
+
  0007ae24: a0670011 sb r7,0x0011(r3) Store 0xC into status bubble height
  0007ae28: a0600012 sb r0,0x0012(r3) Store 0x0 into 0x12
+
  0007ae28: a0600012 sb r0,0x0012(r3) initialise status bubble X load location
  0007ae2c: a0660013 sb r6,0x0013(r3) Store B0 (176) into 0x13
+
  0007ae2c: a0660013 sb r6,0x0013(r3) Store 0xB0 (176) as status bubble Y load location (seems rather arbitrary. overwritten when needed for status bubbles anyway.)
  0007ae30: a0600014 sb r0,0x0014(r3) Store 0x0 into 0x14
+
  0007ae30: a0600014 sb r0,0x0014(r3) initialise special effects
 
  0007ae34: 24a50001 addiu r5,r5,0x0001
 
  0007ae34: 24a50001 addiu r5,r5,0x0001
 
  0007ae38: 18a0fff7 blez r5,0x0007ae18
 
  0007ae38: 18a0fff7 blez r5,0x0007ae18

Latest revision as of 04:15, 9 May 2022

Initialize Status bubble sprite displays 7adb4: 0007adb4 - 0007ae44


0007adb4: 00002821 addu r5,r0,r0
0007adb8: 3408000e ori r8,r0,0x000e			r8 = (0xE) 14
0007adbc: 3407000c ori r7,r0,0x000c			r7 = (0xC) 12
0007adc0: 340600b0 ori r6,r0,0x00b0			r6 = (0xB0) 176
0007adc4: 00041100 sll r2,r4,0x04			Shift left 4 bits (*0x10) (*16)
0007adc8: 00441021 addu r2,r2,r4
0007adcc: 00021180 sll r2,r2,0x06			0x0* 0x440 (* 1088)
0007add0: 3c03800b lui r3,0x800b			
0007add4: 24637718 addiu r3,r3,0x7718
0007add8: 00432021 addu r4,r2,r3
0007addc: 00801821 addu r3,r4,r0
0007ade0: 34020080 ori r2,r0,0x0080			r2 = (0x80) 128
0007ade4: a0820002 sb r2,0x0002(r4)			set Blue hue to 0x80 (medium)
0007ade8: a0820001 sb r2,0x0001(r4)			set green hue to 0x80 (medium)
0007adec: a0820000 sb r2,0x0000(r4)			set red hue to 0x80 (medium)
0007adf0: 34021000 ori r2,r0,0x1000			r2 = (0x1000) 4096
0007adf4: a482000a sh r2,0x000a(r4)			initialise Y stretch to 0x1000
0007adf8: a4820008 sh r2,0x0008(r4)			initialise X stretch to 0x1000
0007adfc: 3402001f ori r2,r0,0x001f			r2 = frame.bin VRAM spritesheet
0007ae00: a4820004 sh r2,0x0004(r4)			Store frame.bin as spritesheet ID
0007ae04: 34027887 ori r2,r0,0x7887			r2 = (0x7887) 30855
0007ae08: a4820006 sh r2,0x0006(r4)			Store 7887 (30855) as VRAM palette ID
0007ae0c: 34020001 ori r2,r0,0x0001			r2 = (0x1) 1
0007ae10: a480000c sh r0,0x000c(r4)			initialise graphic spin
0007ae14: a0820003 sb r2,0x0003(r4)			Store sprite type as text
0007ae18: a060000f sb r0,0x000f(r3)			initialise Y shift on screen
0007ae1c: a060000e sb r0,0x000e(r3)			initialise X shift on screen
0007ae20: a0680010 sb r8,0x0010(r3)			Store 0xE into status bubble width
0007ae24: a0670011 sb r7,0x0011(r3)			Store 0xC into status bubble height
0007ae28: a0600012 sb r0,0x0012(r3)			initialise status bubble X load location
0007ae2c: a0660013 sb r6,0x0013(r3)			Store 0xB0 (176) as status bubble Y load location (seems rather arbitrary. overwritten when needed for status bubbles anyway.)
0007ae30: a0600014 sb r0,0x0014(r3)			initialise special effects
0007ae34: 24a50001 addiu r5,r5,0x0001
0007ae38: 18a0fff7 blez r5,0x0007ae18
0007ae3c: 24630007 addiu r3,r3,0x0007
0007ae40: 03e00008 jr r31			Jump to Address
0007ae44: 00801021 addu r2,r4,r0