Teleport distortion anim
Revision as of 09:41, 10 October 2022 by Talcall (talk | contribs) (Talcall moved page 00089638 - 00089744 to Teleport distortion anim)
Seems to be a distortion animation? stretches graphic based on an initial angle value, and gradually warps it over time before returning to 0.
if 0x87 in misc data is 0x0 (impossible to branch to anyway. skipped by hardcoding.) 00089638: 03e00008 jr r31 0008963c: 00000000 nop if 0x87 in misc data is 0x1: 00089640: 27bdffe0 addiu r29,r29,0xffe0 00089644: afb10014 sw r17,0x0014(r29) 00089648: 00808821 addu r17,r4,r0 r17 = Misc unit data pointer 0008964c: afbf0018 sw r31,0x0018(r29) 00089650: afb00010 sw r16,0x0010(r29) 00089654: 8e230088 lw r3,0x0088(r17) load distort-input (cleared by anim. instruction ffc1) 00089658: 34040001 ori r4,r0,0x0001 0008965c: 10640010 beq r3,r4,0x000896a0 branch if equals 1 00089660: 28620002 slti r2,r3,0x0002 00089664: 10400005 beq r2,r0,0x0008967c branch if greater than or equal to 2 00089668: 00000000 nop 0008966c: 10600008 beq r3,r0,0x00089690 branch if 0 00089670: 00000000 nop 00089674: 080225cc j 0x00089730 branch otherwise (there's a crippling error in the processing of math.) 00089678: 00000000 nop if => 2 0008967c: 34020002 ori r2,r0,0x0002 00089680: 10620025 beq r3,r2,0x00089718 branch if equals 2 00089684: 34031000 ori r3,r0,0x1000 00089688: 080225cc j 0x00089730 if > 2 don't do anything 0008968c: 00000000 nop if = 0 00089690: 34020300 ori r2,r0,0x0300 00089694: ae240088 sw r4,0x0088(r17) store distortion argument as 1 00089698: ae22008c sw r2,0x008c(r17) store 0x0300 (angle to...?) 0008969c: ae200090 sw r0,0x0090(r17) store 0x0000 if = 0 or = 1 000896a0: 8e24008c lw r4,0x008c(r17) load angle for sine 000896a4: 8e300090 lw r16,0x0090(r17) 000896a8: 0c006ed7 jal 0x0001bb5c Call Sin function 000896ac: 00000000 nop 000896b0: 8e230204 lw r3,0x0204(r17) Sprite display section pointer 000896b4: 02002021 addu r4,r16,r0 000896b8: 0c006ed7 jal 0x0001bb5c Call Sin function 000896bc: a4620008 sh r2,0x0008(r3) Store sin(0x8c) to graphic X stretch 000896c0: 00021fc2 srl r3,r2,0x1f accounting for negative values 000896c4: 00431821 addu r3,r2,r3 sin(0x90) 000896c8: 00031843 sra r3,r3,0x01 sin(0x90)/2 000896cc: 00431021 addu r2,r2,r3 sin(0x90)*1.5 000896d0: 8e230204 lw r3,0x0204(r17) 000896d4: 24421000 addiu r2,r2,0x1000 sin(0x90)*1.5 + 0x1000 000896d8: a462000a sh r2,0x000a(r3) Store sin(0x90) to graphic Y stretch 000896dc: 8e24008c lw r4,0x008c(r17) angle? 000896e0: 34020800 ori r2,r0,0x0800 000896e4: 30830fff andi r3,r4,0x0fff 000896e8: 10620006 beq r3,r2,0x00089704 branch if angle is 0x800 000896ec: 24830020 addiu r3,r4,0x0020 000896f0: 8e220090 lw r2,0x0090(r17) 000896f4: ae23008c sw r3,0x008c(r17) store X distort angle + 0x20 back 000896f8: 24420033 addiu r2,r2,0x0033 000896fc: 080225cc j 0x00089730 00089700: ae220090 sw r2,0x0090(r17) store Y distort angle + 0x33 back 00089704: 8e220088 lw r2,0x0088(r17) load distortion argument 00089708: 00000000 nop 0008970c: 24420001 addiu r2,r2,0x0001 increase by 1 00089710: 080225cc j 0x00089730 00089714: ae220088 sw r2,0x0088(r17) store distortion arg. if = 2 00089718: 8e220204 lw r2,0x0204(r17) 0008971c: a2200087 sb r0,0x0087(r17) clear 0x0087 (allows animation to continue) 00089720: a4430008 sh r3,0x0008(r2) store X distort is 0x1000 (reset) 00089724: 8e220204 lw r2,0x0204(r17) 00089728: 00000000 nop 0008972c: a443000a sh r3,0x000a(r2) store Y distort is 0x1000 (reset) return: 00089730: 8fbf0018 lw r31,0x0018(r29) 00089734: 8fb10014 lw r17,0x0014(r29) 00089738: 8fb00010 lw r16,0x0010(r29) 0008973c: 27bd0020 addiu r29,r29,0x0020 00089740: 03e00008 jr r31 00089744: 00000000 nop