Trap & Unit graphic information loading
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80084214: 27bdffa8 addiu r29,r29,-0x0058 80084218: afb20038 sw r18,0x0038(r29) 8008421c: 00809021 addu r18,r4,r0 r18 = unit misc data pointer 80084220: afb00030 sw r16,0x0030(r29) 80084224: 00a08021 addu r16,r5,r0 r16 = unit sprite data 80084228: afb10034 sw r17,0x0034(r29) 8008422c: 30d1ffff andi r17,r6,0xffff r17 = load frame 80084230: 02203021 addu r6,r17,r0 r6 = load frame 80084234: afb3003c sw r19,0x003c(r29) 80084238: 30f3ffff andi r19,r7,0xffff r19 = animation 8008423c: 02603821 addu r7,r19,r0 r7 = " 80084240: afbf0054 sw r31,0x0054(r29) 80084244: afbe0050 sw r30,0x0050(r29) 80084248: afb7004c sw r23,0x004c(r29) 8008424c: afb60048 sw r22,0x0048(r29) 80084250: afb50044 sw r21,0x0044(r29) 80084254: afb40040 sw r20,0x0040(r29) 80084258: 965e007a lhu r30,0x007a(r18) loads chicken/frog/crystal/treasure graphic Y offset 8008425c: 27a20028 addiu r2,r29,0x0028 r2 = stack pointer + 0x28 (for some reason) 80084260: afa20010 sw r2,0x0010(r29) save stack pointer to stack 80084264: 27a2002c addiu r2,r29,0x002c stack pointer + 0x2c 80084268: 0c020fc6 jal 0x80083f18 --> Update Sprite display data 8008426c: afa20014 sw r2,0x0014(r29) save stack pointer to stack 80084270: 8fa3002c lw r3,0x002c(r29) load Frame ID's data pointer 80084274: 2402ffff addiu r2,r0,-0x0001 r2 = 0xffffffff 80084278: 14620003 bne r3,r2,0x80084288 #branch if pointer is not completely invalid 8008427c: 00000000 nop | 80084280: 0c011282 jal 0x80044a08 |--> 00044a08 - 00044a30 Clears information if above results in some kind of error 80084284: 34040008 ori r4,r0,0x0008 |r4 = 0x08 80084288: 8fa2002c lw r2,0x002c(r29) #load Frame ID's data pointer 8008428c: 00000000 nop 80084290: 90430000 lbu r3,0x0000(r2) Load Frame's first byte of data 80084294: 8e15002c lw r21,0x002c(r16) sprite display section pointer 80084298: 30630007 andi r3,r3,0x0007 filters out 0x4, 0x2, 0x1 bitflags (number of graphics to load - 1) 8008429c: 24630001 addiu r3,r3,0x0001 add 1 800842a0: a2a30003 sb r3,0x0003(r21) save number of graphics to display data 800842a4: 8fa2002c lw r2,0x002c(r29) load Frame ID's data pointer 800842a8: 00000000 nop 800842ac: 90420000 lbu r2,0x0000(r2) Load Frame's first byte of data 800842b0: 00000000 nop 800842b4: 000210c2 srl r2,r2,0x03 800842b8: 00021040 sll r2,r2,0x01 filters out 0xf8 for spin on Y axis pointer 800842bc: 3c018009 lui r1,0x8009 800842c0: 00220821 addu r1,r1,r2 800842c4: 94224508 lhu r2,0x4508(r1) load... spin on Y axis 800842c8: 307600ff andi r22,r3,0x00ff r22 = number of graphics (counter) 800842cc: a6a2000c sh r2,0x000c(r21) store spin on Y axis 800842d0: 2ec20009 sltiu r2,r22,0x0009 r2 = true if number of graphics < 0x9 800842d4: 14400004 bne r2,r0,0x800842e8 #branch if true (it can't exceed 8 but go off I guess) 800842d8: 00000000 nop | 800842dc: 34160008 ori r22,r0,0x0008 |cap number of graphics at 8 800842e0: 0c011282 jal 0x80044a08 |--> 00044a08 - 00044a30 it's the bug graphic link hype 800842e4: 3404000a ori r4,r0,0x000a |r4 = 0x0a 800842e8: 92420006 lbu r2,0x0006(r18) #load spritesheet ID 800842ec: 8fa6002c lw r6,0x002c(r29) load SHP frame ID data pointer 800842f0: 2c42009b sltiu r2,r2,0x009b set true if spritesheet is < 0x9b (any unit) 800842f4: 90d40001 lbu r20,0x0001(r6) r20 = loads second byte of Frame's data 800842f8: 14400035 bne r2,r0,0x800843d0 #branch if spritesheet is not OTHER.BIN 800842fc: 32820060 andi r2,r20,0x0060 |r2 = 0x40 and 0x20 bit flags chicken/frog/crystal/chest 80084300: 3442000b ori r2,r2,0x000b |add 0xb bitflag set (0x8, 0x2, 0x1) 80084304: a6a20004 sh r2,0x0004(r21) |save VRAM spritesheet ID 80084308: 96420010 lhu r2,0x0010(r18) |VRAM palette ID 8008430c: 00008821 addu r17,r0,r0 |r17 = 0 (for counter purposes) 80084310: 12c000da beq r22,r0,0x8008467c $branch if number of graphics to load is 0 80084314: a6a20006 sh r2,0x0006(r21) |save VRAM palette to display data 80084318: 02a02021 addu r4,r21,r0 |r4 = unit display data 8008431c: 3225ffff andi r5,r17,0xffff |r5 = counter 80084320: 26310001 addiu r17,r17,0x0001 |increment counter by 1 80084324: 00051080 sll r2,r5,0x02 |r2 = counter * 4 80084328: 8fa3002c lw r3,0x002c(r29) |load SHP pointer from stack 8008432c: 24420002 addiu r2,r2,0x0002 |counter * 4 + 2 80084330: 00439821 addu r19,r2,r3 |r19 = SHP pointer + counter * 4 + 2 (position of graphic size and raw pixel offset) 80084334: 96700002 lhu r16,0x0002(r19) |woah look at that lmao 80084338: 82660000 lb r6,0x0000(r19) |load X shift 8008433c: 82670001 lb r7,0x0001(r19) |load Y shift 80084340: 32033c00 andi r3,r16,0x3c00 |obtain size reference 80084344: 000319c2 srl r3,r3,0x07 |size reference / 128 80084348: 320203ff andi r2,r16,0x03ff |total raw pixel offset 8008434c: 3048001f andi r8,r2,0x001f |raw x pixel offset 80084350: 000840c0 sll r8,r8,0x03 |raw x pixel offset * 0x8 80084354: 00021142 srl r2,r2,0x05 |raw Y pixel offset 80084358: 000210c0 sll r2,r2,0x03 |raw y pixel offset * 0x8 8008435c: 03c21021 addu r2,r30,r2 |raw Y pixel offset + OTHER Y graphic offset 80084360: 00021400 sll r2,r2,0x10 | 80084364: 00021403 sra r2,r2,0x10 | 80084368: 3c018009 lui r1,0x8009 | 8008436c: 00230821 addu r1,r1,r3 | 80084370: 8c2946c8 lw r9,0x46c8(r1) |load raw image width 80084374: 3c018009 lui r1,0x8009 | 80084378: 00230821 addu r1,r1,r3 | 8008437c: 8c2a46cc lw r10,0x46cc(r1) |load raw image height 80084380: 32830061 andi r3,r20,0x0061 |r3 = 0x40, 0x20, 0x1 bitflags (from. vram sprite. reverse and transparent flags?) 80084384: afa20014 sw r2,0x0014(r29) |save Y pixel offset 80084388: 3202c000 andi r2,r16,0xc000 |r2 = reverse bit flags 8008438c: 00021342 srl r2,r2,0x0d |move bit flags to lower byte thanks 80084390: 00621825 or r3,r3,r2 |combine bitflags 80084394: afa80010 sw r8,0x0010(r29) |save X pixel offset 80084398: afa30020 sw r3,0x0020(r29) |save reversal bytes 8008439c: 00094cc0 sll r9,r9,0x13 | 800843a0: 00094c03 sra r9,r9,0x10 |raw image width * 8 800843a4: 000a54c0 sll r10,r10,0x13 | 800843a8: 000a5403 sra r10,r10,0x10 |raw image height * 8 800843ac: afa90018 sw r9,0x0018(r29) |save image width 800843b0: 0c01ed3b jal 0x8007b4ec |--> Store Sprite Display Data 800843b4: afaa001c sw r10,0x001c(r29) |save image height 800843b8: 3222ffff andi r2,r17,0xffff |r2 = counter - 1 800843bc: 0056102b sltu r2,r2,r22 |r2 = true if counter - 1 < graphics to load 800843c0: 1440ffd6 bne r2,r0,0x8008431c |branch to repeat this if result is true. 800843c4: 02a02021 addu r4,r21,r0 |r4 = unit display data 800843c8: 0802119f j 0x8008467c $♠jump to end if finished 800843cc: 00000000 nop | all unit types (including human, monster, and lucavi) 800843d0: 8e02001c lw r2,0x001c(r16) #load SHP Data pointer 800843d4: 00000000 nop | 800843d8: 8c420000 lw r2,0x0000(r2) |loads the start of SPR2 frames 800843dc: 00000000 nop | 800843e0: 0222102b sltu r2,r17,r2 | 800843e4: 10400088 beq r2,r0,0x80084608 #branch if loading from SPR2
SPR1: 800843e8: 32830060 andi r3,r20,0x0060 |r3 = VRAM 0x40 and 0x20 bitflags 800843ec: 9642000e lhu r2,0x000e(r18) |load VRAM spritesheet ID 800843f0: 00000000 nop | 800843f4: 00431025 or r2,r2,r3 |add 0x40 and 0x20 bit flags 800843f8: a6a20004 sh r2,0x0004(r21) |save new VRAM spritesheet ID 800843fc: 96420010 lhu r2,0x0010(r18) |load VRAM palette 80084400: 00008821 addu r17,r0,r0 |reset r17 counter 80084404: 12c0009d beq r22,r0,0x8008467c ♠branch if number of graphics to load is 0 80084408: a6a20006 sh r2,0x0006(r21) |Store VRAM palette in display data 8008440c: 32820061 andi r2,r20,0x0061 |check 0x40, 0x20, 0x1 VRAM(?) flags 80084410: 305700ff andi r23,r2,0x00ff |move to r23 80084414: 3234ffff andi r20,r17,0xffff |move counter to r20 80084418: 00141080 sll r2,r20,0x02 |counter * 4 8008441c: 8fa3002c lw r3,0x002c(r29) |load frame ID's SHP data pointer 80084420: 24420002 addiu r2,r2,0x0002 |counter * 4 + 2 80084424: 00439821 addu r19,r2,r3 |Frame data + counter * 4 + 2 80084428: 96700002 lhu r16,0x0002(r19) |size pointer + X and Y tile offset of counter 8008442c: 00000000 nop | 80084430: 32023c00 andi r2,r16,0x3c00 |size reference 80084434: 00023282 srl r6,r2,0x0a | 80084438: 3402000e ori r2,r0,0x000e |e 8008443c: 14c2004c bne r6,r2,0x80084570 |branch if size reference != 0xe? (original: 0x3800) 80084440: 02a02021 addu r4,r21,r0 |r4 = sprite data pointer 80084444: 92430006 lbu r3,0x0006(r18) |load spritesheet ID 80084448: 34020049 ori r2,r0,0x0049 8008444c: 10620003 beq r3,r2,0x8008445c |branch if spritesheet is Altima 2nd form 80084450: 34020041 ori r2,r0,0x0041 80084454: 1462001d bne r3,r2,0x800844cc |branch if spritesheet is not altima 1st form 80084458: 02802821 addu r5,r20,r0 8008445c: 02802821 addu r5,r20,r0 |if spritesheet is altima: r5 = current graphic# counter 80084460: 320203ff andi r2,r16,0x03ff |x and y tile pointers 80084464: 3043001f andi r3,r2,0x001f |x tile pointer 80084468: 00021142 srl r2,r2,0x05 |y tile pointer 8008446c: 000210c0 sll r2,r2,0x03 |y tile * 8 80084470: 03c21021 addu r2,r30,r2 |y tile offset + ???? 80084474: 00021400 sll r2,r2,0x10 80084478: 82660000 lb r6,0x0000(r19) |load x shift 8008447c: 82670001 lb r7,0x0001(r19) |load y shift 80084480: 00021403 sra r2,r2,0x10 80084484: afa20014 sw r2,0x0014(r29) |store y tile offset to stack 80084488: 3202c000 andi r2,r16,0xc000 |altima x/y reverse bitflags (not?) 8008448c: 00021342 srl r2,r2,0x0d 80084490: 02e21025 or r2,r23,r2 |altima x/y reverse bitflags and 0x40/20/1 bit flags 80084494: afa20020 sw r2,0x0020(r29) |store, that, to stack 80084498: 3c028009 lui r2,0x8009 8008449c: 8c424738 lw r2,0x4738(r2) |arute/kanzen image width pointer 800844a0: 000318c0 sll r3,r3,0x03 |x tile pointer * x 800844a4: afa30010 sw r3,0x0010(r29) |store 800844a8: 3c038009 lui r3,0x8009 800844ac: 8c63473c lw r3,0x473c(r3) |arute/kanzen image height pointer 800844b0: 000214c0 sll r2,r2,0x13 800844b4: 00021403 sra r2,r2,0x10 |altima specific width * 8 800844b8: 00031cc0 sll r3,r3,0x13 800844bc: 00031c03 sra r3,r3,0x10 |altima specific height * 8 800844c0: afa20018 sw r2,0x0018(r29) 800844c4: 0802117a j 0x800845e8 |store sprite display data 800844c8: afa3001c sw r3,0x001c(r29) 800844cc: 321103ff andi r17,r16,0x03ff |total tile offset 800844d0: 3232001f andi r18,r17,0x001f |x tile offset 800844d4: 001290c0 sll r18,r18,0x03 |x tile * 8 800844d8: 00118942 srl r17,r17,0x05 |y tile offset 800844dc: 001110c0 sll r2,r17,0x03 |y tile * 8 800844e0: 24420018 addiu r2,r2,0x0018 |y tile * 8 + 0x18 800844e4: 82660000 lb r6,0x0000(r19) |x shift 800844e8: 92670001 lbu r7,0x0001(r19) |y shift 800844ec: 340b0030 ori r11,r0,0x0030 |width = 0x30 800844f0: afab0018 sw r11,0x0018(r29) |store 800844f4: 340b0018 ori r11,r0,0x0018 |height = 0x18 800844f8: 3210c000 andi r16,r16,0xc000 |x/y reverse bitflags (not? I don't think) 800844fc: 00108342 srl r16,r16,0x0d |moves 0x8000 and 0x4000 to 0x4 and 0x2 bitflags? (0x4??? that's used, for... something else?) 80084500: 02f08025 or r16,r23,r16 |combine with VRAM flags 80084504: afb20010 sw r18,0x0010(r29) 80084508: afa20014 sw r2,0x0014(r29) 8008450c: afab001c sw r11,0x001c(r29) |store height 80084510: afb00020 sw r16,0x0020(r29) |store x/y reverse + VRAM flags 80084514: 00073e00 sll r7,r7,0x18 80084518: 00073e03 sra r7,r7,0x18 8008451c: 0c01ed3b jal 0x8007b4ec |Store Sprite Display Data 80084520: 24e70018 addiu r7,r7,0x0018 |y shift + 0x18 80084524: 02a02021 addu r4,r21,r0 |r4 = sprite data 80084528: 26850001 addiu r5,r20,0x0001 |r5 = current graphic# count + 1 8008452c: 001188c0 sll r17,r17,0x03 |Y tile offset * 8 80084530: 82660000 lb r6,0x0000(r19) |x shift 80084534: 82670001 lb r7,0x0001(r19) |y shift 80084538: 340b0030 ori r11,r0,0x0030 |width = 0x30 8008453c: afab0018 sw r11,0x0018(r29) 80084540: 340b0018 ori r11,r0,0x0018 |height = 0x18 80084544: 36100080 ori r16,r16,0x0080 |VRAM flag 0x80 80084548: afb20010 sw r18,0x0010(r29) 8008454c: afb10014 sw r17,0x0014(r29) 80084550: afab001c sw r11,0x001c(r29) 80084554: 0c01ed3b jal 0x8007b4ec |Store Sprite Display Data 80084558: afb00020 sw r16,0x0020(r29) 8008455c: 92a20003 lbu r2,0x0003(r21) |load No. graphics 80084560: 00000000 nop 80084564: 24420001 addiu r2,r2,0x0001 |+1 80084568: 0802119f j 0x8008467c |end 8008456c: a2a20003 sb r2,0x0003(r21) |store 80084570: 02802821 addu r5,r20,r0 |Other size references (this probably handles all the stuff properly - see: Unit graphic information loading 80084574: 000630c0 sll r6,r6,0x03 80084578: 320203ff andi r2,r16,0x03ff 8008457c: 3043001f andi r3,r2,0x001f 80084580: 000318c0 sll r3,r3,0x03 80084584: 00021142 srl r2,r2,0x05 80084588: 000210c0 sll r2,r2,0x03 8008458c: 03c21021 addu r2,r30,r2 80084590: 00021400 sll r2,r2,0x10 80084594: 3c018009 lui r1,0x8009 80084598: 00260821 addu r1,r1,r6 8008459c: 8c2846c8 lw r8,0x46c8(r1) 800845a0: 3c018009 lui r1,0x8009 800845a4: 00260821 addu r1,r1,r6 800845a8: 8c2946cc lw r9,0x46cc(r1) 800845ac: 82660000 lb r6,0x0000(r19) 800845b0: 82670001 lb r7,0x0001(r19) 800845b4: 00021403 sra r2,r2,0x10 800845b8: afa20014 sw r2,0x0014(r29) 800845bc: 3202c000 andi r2,r16,0xc000 800845c0: 00021342 srl r2,r2,0x0d 800845c4: 02e21025 or r2,r23,r2 800845c8: afa30010 sw r3,0x0010(r29) 800845cc: afa20020 sw r2,0x0020(r29) 800845d0: 000844c0 sll r8,r8,0x13 800845d4: 00084403 sra r8,r8,0x10 800845d8: 00094cc0 sll r9,r9,0x13 800845dc: 00094c03 sra r9,r9,0x10 800845e0: afa80018 sw r8,0x0018(r29) 800845e4: afa9001c sw r9,0x001c(r29) 800845e8: 0c01ed3b jal 0x8007b4ec Store Sprite Display Data 800845ec: 26310001 addiu r17,r17,0x0001 |counter ++ 800845f0: 3222ffff andi r2,r17,0xffff 800845f4: 0056102b sltu r2,r2,r22 |set while still not all graphics 800845f8: 1440ff87 bne r2,r0,0x80084418 |loop 800845fc: 3234ffff andi r20,r17,0xffff |r20 = counter 80084600: 0802119f j 0x8008467c |end 80084604: 00000000 nop
EVTCHR1/2, SPR2/+? 80084608: 2e2200d2 sltiu r2,r17,0x00d2 #r2 = true if frame < 0xd2 (first EVTCHR frame) 8008460c: 10400012 beq r2,r0,0x80084658 branch if loading EVTCHR frame 80084610: 2e620258 sltiu r2,r19,0x0258 set true if animation < 0x258 (EVTCHR block 2) 80084614: 3c02800a lui r2,0x800a 80084618: 8c4277c4 lw r2,0x77c4(r2) misc. ID of VRAM slot 4 8008461c: 92430004 lbu r3,0x0004(r18) load Misc unit data 80084620: 3042001f andi r2,r2,0x001f misc Unit ID 80084624: 14430004 bne r2,r3,0x80084638 branch if misc unit ID is inconsistent 80084628: 02402021 addu r4,r18,r0 r4 = misc unit data pointer 8008462c: 02a02821 addu r5,r21,r0 r5 = sprite display section pointer 80084630: 0802119d j 0x80084674 unit graphic loading 80084634: 34070004 ori r7,r0,0x0004 this unit uses VRAM spritesheet 4 80084638: 3c02800b lui r2,0x800b 8008463c: 8c42ed28 lw r2,-0x12d8(r2) misc. ID of VRAM slot 5 80084640: 00000000 nop 80084644: 3042001f andi r2,r2,0x001f 80084648: 10430008 beq r2,r3,0x8008466c branch if unit uses VRAM spritesheet 5 8008464c: 00000000 nop 80084650: 0802119f j 0x8008467c end if cannot animate unit? 80084654: 00000000 nop 80084658: 10400004 beq r2,r0,0x8008466c branch if animating from EVTCHR block 2 8008465c: 02402021 addu r4,r18,r0 80084660: 02a02821 addu r5,r21,r0 80084664: 0802119d j 0x80084674 unit graphic loading 80084668: 34070004 ori r7,r0,0x0004 #VRAM spritesheet 4 if animating from EVTCHR block 1 8008466c: 02a02821 addu r5,r21,r0 80084670: 34070005 ori r7,r0,0x0005 VRAM spritesheet 5 if animating from EVTCHR block 2 80084674: 0c020f84 jal 0x80083e10 -->Unit graphic information loading 80084678: 00000000 nop
Return 8008467c: 8fbf0054 lw r31,0x0054(r29) ♠ 80084680: 8fbe0050 lw r30,0x0050(r29) 80084684: 8fb7004c lw r23,0x004c(r29) 80084688: 8fb60048 lw r22,0x0048(r29) 8008468c: 8fb50044 lw r21,0x0044(r29) 80084690: 8fb40040 lw r20,0x0040(r29) 80084694: 8fb3003c lw r19,0x003c(r29) 80084698: 8fb20038 lw r18,0x0038(r29) 8008469c: 8fb10034 lw r17,0x0034(r29) 800846a0: 8fb00030 lw r16,0x0030(r29) 800846a4: 27bd0058 addiu r29,r29,0x0058 800846a8: 03e00008 jr r31 800846ac: 00000000 nop