Difference between revisions of "Initialise FFT Game state"
Jump to navigation
Jump to search
m (Talcall moved page 00040a00 - 00040b84 to Start at chapter 4 (Deprecated)) |
m |
||
(8 intermediate revisions by the same user not shown) | |||
Line 16: | Line 16: | ||
00040a34: 8c425978 lw r2,0x5978(r2) #a loop counter maybe? | 00040a34: 8c425978 lw r2,0x5978(r2) #a loop counter maybe? | ||
00040a38: 00000000 nop | 00040a38: 00000000 nop | ||
− | 00040a3c: 10510004 beq r2,r17,0x00040a50 #branch if above equals 5 | + | 00040a3c: 10510004 beq r2,r17,0x00040a50 # branch if above equals 5 |
00040a40: 34040001 ori r4,r0,0x0001 | 00040a40: 34040001 ori r4,r0,0x0001 | ||
00040a44: 0c0109a4 jal 0x00042690 #[[00042690 - 000427a0]] | 00040a44: 0c0109a4 jal 0x00042690 #[[00042690 - 000427a0]] | ||
00040a48: 00000000 nop | 00040a48: 00000000 nop | ||
00040a4c: 00002021 addu r4,r0,r0 | 00040a4c: 00002021 addu r4,r0,r0 | ||
− | 00040a50: 0c01162e jal 0x000458b8 #[[ | + | 00040a50: 0c01162e jal 0x000458b8 #[[Get OPEN.BIN to RAM 1]] [[OPEN.BIN Routines]] |
00040a54: 00000000 nop | 00040a54: 00000000 nop | ||
− | 00040a58: 1440000b bne r2,r0,0x00040a88 # | + | 00040a58: 1440000b bne r2,r0,0x00040a88 # |
00040a5c: 34020001 ori r2,r0,0x0001 | 00040a5c: 34020001 ori r2,r0,0x0001 | ||
00040a60: 3c018004 lui r1,0x8004 | 00040a60: 3c018004 lui r1,0x8004 | ||
− | 00040a64: a02273a0 sb r2,0x73a0(r1) | + | 00040a64: a02273a0 sb r2,0x73a0(r1) # mark as file opened in this space |
00040a68: 3c018004 lui r1,0x8004 | 00040a68: 3c018004 lui r1,0x8004 | ||
− | 00040a6c: ac205978 sw r0,0x5978(r1) | + | 00040a6c: ac205978 sw r0,0x5978(r1) # ? |
00040a70: 080102a4 j 0x00040a90 | 00040a70: 080102a4 j 0x00040a90 | ||
00040a74: 00000000 nop | 00040a74: 00000000 nop | ||
− | 00040a78: 0c01024d jal 0x00040934 # | + | |
+ | 00040a78: 0c01024d jal 0x00040934 #[[Between Gamestates: turn off sound, quit SPU]] | ||
00040a7c: 00000000 nop | 00040a7c: 00000000 nop | ||
00040a80: 080102c0 j 0x00040b00 | 00040a80: 080102c0 j 0x00040b00 | ||
00040a84: 00000000 nop | 00040a84: 00000000 nop | ||
+ | |||
00040a88: 3c018004 lui r1,0x8004 | 00040a88: 3c018004 lui r1,0x8004 | ||
00040a8c: a02073a0 sb r0,0x73a0(r1) | 00040a8c: a02073a0 sb r0,0x73a0(r1) | ||
00040a90: 3c028004 lui r2,0x8004 | 00040a90: 3c028004 lui r2,0x8004 | ||
− | 00040a94: 904273a0 lbu r2,0x73a0(r2) | + | 00040a94: 904273a0 lbu r2,0x73a0(r2) # if open.bin is still open, don't open WORLD.BIN or WLDCORE.BIN |
00040a98: 00000000 nop | 00040a98: 00000000 nop | ||
− | 00040a9c: 14400005 bne r2,r0,0x00040ab4 | + | 00040a9c: 14400005 bne r2,r0,0x00040ab4 # |
00040aa0: 00000000 nop | 00040aa0: 00000000 nop | ||
− | 00040aa4: 0c011473 jal 0x000451cc #[[ | + | 00040aa4: 0c011473 jal 0x000451cc #[[Open WORLD.BIN & WLDCORE.BIN]] [[WORLD.BIN Routines]] |
00040aa8: 34040001 ori r4,r0,0x0001 | 00040aa8: 34040001 ori r4,r0,0x0001 | ||
00040aac: 3c018004 lui r1,0x8004 | 00040aac: 3c018004 lui r1,0x8004 | ||
− | 00040ab0: ac225978 sw r2,0x5978(r1) #store return to counter thing | + | 00040ab0: ac225978 sw r2,0x5978(r1) # store return to counter thing |
00040ab4: 3c028004 lui r2,0x8004 | 00040ab4: 3c028004 lui r2,0x8004 | ||
00040ab8: 8c425978 lw r2,0x5978(r2) | 00040ab8: 8c425978 lw r2,0x5978(r2) | ||
Line 51: | Line 53: | ||
00040ac0: 1051000f beq r2,r17,0x00040b00 #branch if counter thing is 5 | 00040ac0: 1051000f beq r2,r17,0x00040b00 #branch if counter thing is 5 | ||
00040ac4: 00000000 nop | 00040ac4: 00000000 nop | ||
− | 00040ac8: 0c010271 jal 0x000409c4 #[[ | + | 00040ac8: 0c010271 jal 0x000409c4 #[[Get BATTLE.BIN]] Contains jump to space of nops - Worth investigation? anyway, [[BATTLE.BIN Routines]] |
00040acc: 00000000 nop | 00040acc: 00000000 nop | ||
00040ad0: 0c01e6a6 jal 0x00079a98 #[[Game Flow Control routine]] | 00040ad0: 0c01e6a6 jal 0x00079a98 #[[Game Flow Control routine]] | ||
Line 61: | Line 63: | ||
00040ae8: 3c018004 lui r1,0x8004 | 00040ae8: 3c018004 lui r1,0x8004 | ||
00040aec: a02073a0 sb r0,0x73a0(r1) | 00040aec: a02073a0 sb r0,0x73a0(r1) | ||
− | 00040af0: 1052ffe1 beq r2,r18,0x00040a78 #loop backward if 0x800a778c is 2 | + | 00040af0: 1052ffe1 beq r2,r18,0x00040a78 #loop backward if 0x800a778c is 2 |
00040af4: 00000000 nop | 00040af4: 00000000 nop | ||
− | 00040af8: 1450ffe5 bne r2,r16,0x00040a90 #loop back if | + | 00040af8: 1450ffe5 bne r2,r16,0x00040a90 #loop back if not credits scene |
00040afc: 00000000 nop | 00040afc: 00000000 nop | ||
+ | |||
00040b00: 3c02800a lui r2,0x800a | 00040b00: 3c02800a lui r2,0x800a | ||
00040b04: 8c42778c lw r2,0x778c(r2) | 00040b04: 8c42778c lw r2,0x778c(r2) | ||
00040b08: 00000000 nop | 00040b08: 00000000 nop | ||
− | 00040b0c: 1450ffc6 bne r2,r16,0x00040a28 # | + | 00040b0c: 1450ffc6 bne r2,r16,0x00040a28 # |
00040b10: 00000000 nop | 00040b10: 00000000 nop | ||
− | 00040b14: 0c011033 jal 0x000440cc | + | 00040b14: 0c011033 jal 0x000440cc #[[000440cc - 000440f0]] |
00040b18: 00000000 nop | 00040b18: 00000000 nop | ||
− | 00040b1c: 0c010fc0 jal 0x00043f00 | + | 00040b1c: 0c010fc0 jal 0x00043f00 #[[00043f00 - 00043f34]] |
00040b20: 00000000 nop | 00040b20: 00000000 nop | ||
+ | |||
+ | Credits and post credits scene | ||
00040b24: 34040064 ori r4,r0,0x0064 | 00040b24: 34040064 ori r4,r0,0x0064 | ||
00040b28: 0c04ed91 jal 0x0013b644 #[[Set r5 as New Variable Value]] set variable 0x64 to 1 (next scenario? new game?) | 00040b28: 0c04ed91 jal 0x0013b644 #[[Set r5 as New Variable Value]] set variable 0x64 to 1 (next scenario? new game?) | ||
00040b2c: 34050001 ori r5,r0,0x0001 | 00040b2c: 34050001 ori r5,r0,0x0001 | ||
00040b30: 34040027 ori r4,r0,0x0027 | 00040b30: 34040027 ori r4,r0,0x0027 | ||
− | 00040b34: 0c04ed91 jal 0x0013b644 #[[Set r5 as New Variable Value]] set variable 0x27 to 0x012a (set current event to Searching for Alma (end Chpt. 3)) | + | 00040b34: 0c04ed91 jal 0x0013b644 #[[Set r5 as New Variable Value]] set variable 0x27 to 0x012a (set current event to Searching for Alma (end Chpt. 3)) // "next scenario" flag ticks this over to "Things obtained" |
00040b38: 3405012a ori r5,r0,0x012a | 00040b38: 3405012a ori r5,r0,0x012a | ||
− | 00040b3c: 0c011640 jal 0x00045900 | + | 00040b3c: 0c011640 jal 0x00045900 #[[Get OPEN.BIN to RAM 2]] <- play credits sequence |
00040b40: 00000000 nop | 00040b40: 00000000 nop | ||
− | 00040b44: 0c010271 jal 0x000409c4 # | + | 00040b44: 0c010271 jal 0x000409c4 #[[Get BATTLE.BIN]] |
00040b48: 00000000 nop | 00040b48: 00000000 nop | ||
− | 00040b4c: 0c010942 jal 0x00042508 | + | 00040b4c: 0c010942 jal 0x00042508 #[[Open Zodiac.BIN and move to Frame buffer]] |
00040b50: 00000000 nop | 00040b50: 00000000 nop | ||
− | 00040b54: 0c01e6a6 jal 0x00079a98 #[[Game Flow Control routine]] | + | 00040b54: 0c01e6a6 jal 0x00079a98 #[[Game Flow Control routine]] <- play Things Obtained event |
00040b58: 00000000 nop | 00040b58: 00000000 nop | ||
− | 00040b5c: 0c01024d jal 0x00040934 | + | 00040b5c: 0c01024d jal 0x00040934 #[[Between Gamestates: turn off sound, quit SPU]] |
00040b60: 00000000 nop | 00040b60: 00000000 nop | ||
00040b64: 0801028a j 0x00040a28 #loop back to start of routine | 00040b64: 0801028a j 0x00040a28 #loop back to start of routine |
Latest revision as of 11:49, 15 December 2024
00040a00: 27bdffe0 addiu r29,r29,0xffe0 00040a04: afb10014 sw r17,0x0014(r29) 00040a08: 34110005 ori r17,r0,0x0005 #r17 = 5 00040a0c: afb20018 sw r18,0x0018(r29) 00040a10: 34120002 ori r18,r0,0x0002 #r18 = 2 00040a14: afb00010 sw r16,0x0010(r29) 00040a18: 34100003 ori r16,r0,0x0003 #r16 = 3 00040a1c: afbf001c sw r31,0x001c(r29) 00040a20: 3c018004 lui r1,0x8004 00040a24: ac205978 sw r0,0x5978(r1) 00040a28: 0c010a84 jal 0x00042a10 #Starting Inventory 00040a2c: 00000000 nop 00040a30: 3c028004 lui r2,0x8004 00040a34: 8c425978 lw r2,0x5978(r2) #a loop counter maybe? 00040a38: 00000000 nop 00040a3c: 10510004 beq r2,r17,0x00040a50 # branch if above equals 5 00040a40: 34040001 ori r4,r0,0x0001 00040a44: 0c0109a4 jal 0x00042690 #00042690 - 000427a0 00040a48: 00000000 nop 00040a4c: 00002021 addu r4,r0,r0 00040a50: 0c01162e jal 0x000458b8 #Get OPEN.BIN to RAM 1 OPEN.BIN Routines 00040a54: 00000000 nop 00040a58: 1440000b bne r2,r0,0x00040a88 # 00040a5c: 34020001 ori r2,r0,0x0001 00040a60: 3c018004 lui r1,0x8004 00040a64: a02273a0 sb r2,0x73a0(r1) # mark as file opened in this space 00040a68: 3c018004 lui r1,0x8004 00040a6c: ac205978 sw r0,0x5978(r1) # ? 00040a70: 080102a4 j 0x00040a90 00040a74: 00000000 nop
00040a78: 0c01024d jal 0x00040934 #Between Gamestates: turn off sound, quit SPU 00040a7c: 00000000 nop 00040a80: 080102c0 j 0x00040b00 00040a84: 00000000 nop
00040a88: 3c018004 lui r1,0x8004 00040a8c: a02073a0 sb r0,0x73a0(r1) 00040a90: 3c028004 lui r2,0x8004 00040a94: 904273a0 lbu r2,0x73a0(r2) # if open.bin is still open, don't open WORLD.BIN or WLDCORE.BIN 00040a98: 00000000 nop 00040a9c: 14400005 bne r2,r0,0x00040ab4 # 00040aa0: 00000000 nop 00040aa4: 0c011473 jal 0x000451cc #Open WORLD.BIN & WLDCORE.BIN WORLD.BIN Routines 00040aa8: 34040001 ori r4,r0,0x0001 00040aac: 3c018004 lui r1,0x8004 00040ab0: ac225978 sw r2,0x5978(r1) # store return to counter thing 00040ab4: 3c028004 lui r2,0x8004 00040ab8: 8c425978 lw r2,0x5978(r2) 00040abc: 00000000 nop 00040ac0: 1051000f beq r2,r17,0x00040b00 #branch if counter thing is 5 00040ac4: 00000000 nop 00040ac8: 0c010271 jal 0x000409c4 #Get BATTLE.BIN Contains jump to space of nops - Worth investigation? anyway, BATTLE.BIN Routines 00040acc: 00000000 nop 00040ad0: 0c01e6a6 jal 0x00079a98 #Game Flow Control routine 00040ad4: 00000000 nop 00040ad8: 0c011033 jal 0x000440cc #000440cc - 000440f0 00040adc: 00000000 nop 00040ae0: 3c02800a lui r2,0x800a 00040ae4: 8c42778c lw r2,0x778c(r2) 00040ae8: 3c018004 lui r1,0x8004 00040aec: a02073a0 sb r0,0x73a0(r1) 00040af0: 1052ffe1 beq r2,r18,0x00040a78 #loop backward if 0x800a778c is 2 00040af4: 00000000 nop 00040af8: 1450ffe5 bne r2,r16,0x00040a90 #loop back if not credits scene 00040afc: 00000000 nop
00040b00: 3c02800a lui r2,0x800a 00040b04: 8c42778c lw r2,0x778c(r2) 00040b08: 00000000 nop 00040b0c: 1450ffc6 bne r2,r16,0x00040a28 # 00040b10: 00000000 nop 00040b14: 0c011033 jal 0x000440cc #000440cc - 000440f0 00040b18: 00000000 nop 00040b1c: 0c010fc0 jal 0x00043f00 #00043f00 - 00043f34 00040b20: 00000000 nop
Credits and post credits scene
00040b24: 34040064 ori r4,r0,0x0064 00040b28: 0c04ed91 jal 0x0013b644 #Set r5 as New Variable Value set variable 0x64 to 1 (next scenario? new game?) 00040b2c: 34050001 ori r5,r0,0x0001 00040b30: 34040027 ori r4,r0,0x0027 00040b34: 0c04ed91 jal 0x0013b644 #Set r5 as New Variable Value set variable 0x27 to 0x012a (set current event to Searching for Alma (end Chpt. 3)) // "next scenario" flag ticks this over to "Things obtained" 00040b38: 3405012a ori r5,r0,0x012a 00040b3c: 0c011640 jal 0x00045900 #Get OPEN.BIN to RAM 2 <- play credits sequence 00040b40: 00000000 nop 00040b44: 0c010271 jal 0x000409c4 #Get BATTLE.BIN 00040b48: 00000000 nop 00040b4c: 0c010942 jal 0x00042508 #Open Zodiac.BIN and move to Frame buffer 00040b50: 00000000 nop 00040b54: 0c01e6a6 jal 0x00079a98 #Game Flow Control routine <- play Things Obtained event 00040b58: 00000000 nop 00040b5c: 0c01024d jal 0x00040934 #Between Gamestates: turn off sound, quit SPU 00040b60: 00000000 nop 00040b64: 0801028a j 0x00040a28 #loop back to start of routine 00040b68: 00000000 nop 00040b6c: 8fbf001c lw r31,0x001c(r29) 00040b70: 8fb20018 lw r18,0x0018(r29) 00040b74: 8fb10014 lw r17,0x0014(r29) 00040b78: 8fb00010 lw r16,0x0010(r29) 00040b7c: 27bd0020 addiu r29,r29,0x0020 00040b80: 03e00008 jr r31 00040b84: 00000000 nop