Unit graphic information loading
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Unit graphic loading thing. 00083e10: 27bdffb8 addiu r29,r29,0xffb8 00083e14: afb10034 sw r17,0x0034(r29) 00083e18: 00a08821 addu r17,r5,r0 r17 = sprite display section 00083e1c: afb3003c sw r19,0x003c(r29) 00083e20: 00c09821 addu r19,r6,r0 r19 = SHP data pointer(?) 00083e24: afbf0044 sw r31,0x0044(r29) 00083e28: afb40040 sw r20,0x0040(r29) 00083e2c: afb20038 sw r18,0x0038(r29) 00083e30: afb00030 sw r16,0x0030(r29) 00083e34: 92740001 lbu r20,0x0001(r19) Load rotation bytes? 00083e38: 92320003 lbu r18,0x0003(r17) Load number of graphics to display 00083e3c: 32820060 andi r2,r20,0x0060 checks for 0x20 and 0x40 bytes (WTF DO THESE EVEN DO???) 00083e40: 00471025 or r2,r2,r7 adds spritesheet bitflags? (0x4 if SPR2 or EVTCHR block 1, 0x4 + 0x1 if EVTCHR block 2) 00083e44: a6220004 sh r2,0x0004(r17) saves VRAM spritesheet ID 00083e48: 94820010 lhu r2,0x0010(r4) VRAM palette ID 00083e4c: 00008021 addu r16,r0,r0 r16 = 0 00083e50: 12400028 beq r18,r0,0x00083ef4 branch if # of graphics is 0 00083e54: a6220006 sh r2,0x0006(r17) saves VRAM palette ID 00083e58: 00101880 sll r3,r16,0x02 counter * 4 00083e5c: 24630002 addiu r3,r3,0x0002 counter * 4 + 2 00083e60: 02631821 addu r3,r19,r3 ...???????? (stores information about the graphic per frame) 00083e64: 02002821 addu r5,r16,r0 r5 = counter 00083e68: 26100001 addiu r16,r16,0x0001 increment counter 00083e6c: 94690002 lhu r9,0x0002(r3) load Graphic size (& tile offset) 00083e70: 80660000 lb r6,0x0000(r3) load X shift 00083e74: 80670001 lb r7,0x0001(r3) Load Y shift 00083e78: 31223c00 andi r2,r9,0x3c00 r2 = size reference 00083e7c: 000211c2 srl r2,r2,0x07 size reference / 128 00083e80: 312403ff andi r4,r9,0x03ff total tile offset 00083e84: 3088001f andi r8,r4,0x001f X tile offset 00083e88: 000840c0 sll r8,r8,0x03 X offset * 8 00083e8c: 00042142 srl r4,r4,0x05 00083e90: 000420c0 sll r4,r4,0x03 Y offset * 8 00083e94: 3c018009 lui r1,0x8009 00083e98: 00220821 addu r1,r1,r2 00083e9c: 8c2a46c8 lw r10,0x46c8(r1) Load Raw image width 00083ea0: 3c018009 lui r1,0x8009 00083ea4: 00220821 addu r1,r1,r2 00083ea8: 8c2b46cc lw r11,0x46cc(r1) Load Raw image height 00083eac: 32820061 andi r2,r20,0x0061 0x40, 0x20, 0x1 bit flags 00083eb0: 3129c000 andi r9,r9,0xc000 X/Y reverse (bit flags?) 00083eb4: 00094b42 srl r9,r9,0x0d 00083eb8: 00491025 or r2,r2,r9 stores bit flags on r2 00083ebc: afa40014 sw r4,0x0014(r29) save Y offset to stack 00083ec0: 02202021 addu r4,r17,r0 r4 = sprite display data section 00083ec4: afa80010 sw r8,0x0010(r29) saves X offset to stack 00083ec8: afa20020 sw r2,0x0020(r29) saves reverse flags to stack 00083ecc: 000a54c0 sll r10,r10,0x13 00083ed0: 000a5403 sra r10,r10,0x10 final Image width 00083ed4: 000b5cc0 sll r11,r11,0x13 00083ed8: 000b5c03 sra r11,r11,0x10 Final image height 00083edc: afaa0018 sw r10,0x0018(r29) store in stack 00083ee0: 0c01ed3b jal 0x0007b4ec Store Sprite Display Data 00083ee4: afab001c sw r11,0x001c(r29) store in stack 00083ee8: 0212102b sltu r2,r16,r18 r2 = true if counter != # graphics to load 00083eec: 1440ffdb bne r2,r0,0x00083e5c repeat 00083ef0: 00101880 sll r3,r16,0x02 r3 = counter * 4 00083ef4: 8fbf0044 lw r31,0x0044(r29) 00083ef8: 8fb40040 lw r20,0x0040(r29) 00083efc: 8fb3003c lw r19,0x003c(r29) 00083f00: 8fb20038 lw r18,0x0038(r29) 00083f04: 8fb10034 lw r17,0x0034(r29) 00083f08: 8fb00030 lw r16,0x0030(r29) 00083f0c: 27bd0048 addiu r29,r29,0x0048 00083f10: 03e00008 jr r31 00083f14: 00000000 nop