Composite frame loading for parameter sets
Jump to navigation
Jump to search
001aa1f8: 27bdff80 addiu r29,r29,0xff80 001aa1fc: afb40070 sw r20,0x0070(r29) 001aa200: 00a0a021 addu r20,r5,r0 # blue value 001aa204: afb50074 sw r21,0x0074(r29) 001aa208: 00c0a821 addu r21,r6,r0 # green value 001aa20c: afb60078 sw r22,0x0078(r29) 001aa210: afb10064 sw r17,0x0064(r29) 001aa214: 00808821 addu r17,r4,r0 effect current parameter data pointer 001aa218: afbf007c sw r31,0x007c(r29) 001aa21c: afb3006c sw r19,0x006c(r29) 001aa220: afb20068 sw r18,0x0068(r29) 001aa224: afb00060 sw r16,0x0060(r29) 001aa228: 96220016 lhu r2,0x0016(r17) load duration byte 001aa22c: 8e260020 lw r6,0x0020(r17) 001aa230: 2442fffe addiu r2,r2,0xfffe duration byte - 2 001aa234: a6220016 sh r2,0x0016(r17) store new 001aa238: 00021400 sll r2,r2,0x10 001aa23c: 1c40005a bgtz r2,0x001aa3a8 branch if still running parameter 001aa240: 00e0b021 addu r22,r7,r0 # Red value if getting new parameter 001aa244: 9622001c lhu r2,0x001c(r17) load counter 001aa248: 8e230018 lw r3,0x0018(r17) load address to parameter data 001aa24c: 00000000 nop 001aa250: 00622021 addu r4,r3,r2 001aa254: 90830000 lbu r3,0x0000(r4) load new frame byte 001aa258: 00000000 nop 001aa25c: 30620080 andi r2,r3,0x0080 001aa260: 1440001d bne r2,r0,0x001aa2d8 branch if special function 001aa264: 34020002 ori r2,r0,0x0002 001aa268: 9222001f lbu r2,0x001f(r17) load current frame byte 001aa26c: 00000000 nop 001aa270: 10430005 beq r2,r3,0x001aa288 branch if current frame = new frame? 001aa274: 00000000 nop 001aa278: 96220006 lhu r2,0x0006(r17) 001aa27c: a223001f sb r3,0x001f(r17) store new frame 001aa280: 34420001 ori r2,r2,0x0001 001aa284: a6220006 sh r2,0x0006(r17) set changing frame flag 001aa288: 9622001c lhu r2,0x001c(r17) counter? 001aa28c: 8e230018 lw r3,0x0018(r17) load current parameter address 001aa290: 00000000 nop 001aa294: 00431021 addu r2,r2,r3 add em 001aa298: 90440001 lbu r4,0x0001(r2) load duration byte 001aa29c: 9622001c lhu r2,0x001c(r17) load counter? 001aa2a0: 8e230018 lw r3,0x0018(r17) load parametric data pointer 001aa2a4: 00000000 nop 001aa2a8: 00431021 addu r2,r2,r3 001aa2ac: a6240016 sh r4,0x0016(r17) store duration byte 001aa2b0: 90420002 lbu r2,0x0002(r2) load 3rd byte (always 0x1 ?) 001aa2b4: 86230016 lh r3,0x0016(r17) load duration byte 001aa2b8: 00000000 nop 001aa2bc: 1060003a beq r3,r0,0x001aa3a8 branch if 0 001aa2c0: a2220014 sb r2,0x0014(r17) store 3rd byte 001aa2c4: 9622001c lhu r2,0x001c(r17) 001aa2c8: 00000000 nop 001aa2cc: 24420003 addiu r2,r2,0x0003 increment counter 001aa2d0: 0806a8ea j 0x001aa3a8 001aa2d4: a622001c sh r2,0x001c(r17) store new counter Special function 001aa2d8: 3063007f andi r3,r3,0x007f remove 0x80 byte 001aa2dc: 1062000e beq r3,r2,0x001aa318 branch if = 2 001aa2e0: 28620003 slti r2,r3,0x0003 001aa2e4: 10400005 beq r2,r0,0x001aa2fc branch if not 2, 1 or 0 001aa2e8: 34020001 ori r2,r0,0x0001 001aa2ec: 10620008 beq r3,r2,0x001aa310 branch if = 1 001aa2f0: 00000000 nop 001aa2f4: 0806a891 j 0x001aa244 if 0, loop above? 001aa2f8: 00000000 nop if not 2, 1 or 0 001aa2fc: 34020003 ori r2,r0,0x0003 001aa300: 10620016 beq r3,r2,0x001aa35c branch if = 3 001aa304: 00000000 nop 001aa308: 0806a891 j 0x001aa244 Loop above. endless? I don't see anywhere that increments the counter here. maybe get next parameter? ignore if not 80, 81, 82, or 83? 001aa30c: 00000000 nop if = 1 (end of parameter set - set counter to 0.) 001aa310: 0806a891 j 0x001aa244 get next parameter 001aa314: a620001c sh r0,0x001c(r17) store new counter = 0 if special function = 2 (start of new parameter set - get XX XX and YY YY displacements. then execute next SHP) 001aa318: 90830002 lbu r3,0x0002(r4) load XX 001aa31c: 90820001 lbu r2,0x0001(r4) load XX 001aa320: 9624001c lhu r4,0x001c(r17) load counter 001aa324: 8e250018 lw r5,0x0018(r17) load address 001aa328: 00031a00 sll r3,r3,0x08 XX in upper halfword 001aa32c: 00431021 addu r2,r2,r3 add to duration 001aa330: 00852021 addu r4,r4,r5 counter + address 001aa334: a6220008 sh r2,0x0008(r17) store Total XX XX 001aa338: 90850003 lbu r5,0x0003(r4) load YY 001aa33c: 9622001c lhu r2,0x001c(r17) load counter 001aa340: 90830004 lbu r3,0x0004(r4) load YY 001aa344: 24420005 addiu r2,r2,0x0005 counter+5 001aa348: 00031a00 sll r3,r3,0x08 001aa34c: 00a32821 addu r5,r5,r3 001aa350: a622001c sh r2,0x001c(r17) store new counter (next SHP) 001aa354: 0806a891 j 0x001aa244 get next parameter 001aa358: a625000a sh r5,0x000a(r17) Store total YY YY if special function = 3 001aa35c: 90820001 lbu r2,0x0001(r4) load input XX? 001aa360: 96230008 lhu r3,0x0008(r17) load last XX XX 001aa364: 9624001c lhu r4,0x001c(r17) load counter 001aa368: 8e250018 lw r5,0x0018(r17) load address 001aa36c: 00021600 sll r2,r2,0x18 001aa370: 00021603 sra r2,r2,0x18 obtain first byte of XX XX 001aa374: 00431021 addu r2,r2,r3 Obtain new XX XX 001aa378: 9623001c lhu r3,0x001c(r17) load counter 001aa37c: 00852021 addu r4,r4,r5 counter + address 001aa380: a6220008 sh r2,0x0008(r17) store new XX XX 001aa384: 90820002 lbu r2,0x0002(r4) load input YY? 001aa388: 24630003 addiu r3,r3,0x0003 counter+3 001aa38c: 00021600 sll r2,r2,0x18 001aa390: a623001c sh r3,0x001c(r17) store new counter 001aa394: 9623000a lhu r3,0x000a(r17) load last YY YY 001aa398: 00021603 sra r2,r2,0x18 obtain first byte of YY YY 001aa39c: 00431021 addu r2,r2,r3 obtain new YY YY 001aa3a0: 0806a891 j 0x001aa244 get next parameter 001aa3a4: a622000a sh r2,0x000a(r17) store new YY YY Continue regularly loading SHP here: 001aa3a8: 96220006 lhu r2,0x0006(r17) 001aa3ac: 00000000 nop 001aa3b0: 30420001 andi r2,r2,0x0001 new frame flag? 001aa3b4: 10400030 beq r2,r0,0x001aa478 branch if not changing to new frame 001aa3b8: 00000000 nop 001aa3bc: 9223001e lbu r3,0x001e(r17) load 1e // the length of computational data before frame data pointers? lol 001aa3c0: 3c04801c lui r4,0x801c 001aa3c4: 8c84bf78 lw r4,-0x4088(r4) start of frame data address 001aa3c8: 9222001f lbu r2,0x001f(r17) load current frame byte 001aa3cc: 00831821 addu r3,r4,r3 frame data address + 0x1e 001aa3d0: 84630000 lh r3,0x0000(r3) load 2 001aa3d4: 00021040 sll r2,r2,0x01 current frame*2 001aa3d8: 00431021 addu r2,r2,r3 current frame*2 + 2 001aa3dc: 00821021 addu r2,r4,r2 start of frame data + frame address pointer 001aa3e0: 94420000 lhu r2,0x0000(r2) load address pointer 001aa3e4: 00000000 nop 001aa3e8: 00449821 addu r19,r2,r4 r19 = frame address 001aa3ec: 86700002 lh r16,0x0002(r19) load 0x02 of frame data // Number of graphics? 001aa3f0: 90c20003 lbu r2,0x0003(r6) load Num Graphics 001aa3f4: 00000000 nop 001aa3f8: 10500007 beq r2,r16,0x001aa418 branch if equal // Error check? below finds a new r6 pointer if there's an inequality 001aa3fc: 02009021 addu r18,r16,r0 001aa400: 0c0694ad jal 0x001a52b4 ??? 001aa404: 00c02021 addu r4,r6,r0 001aa408: 0c06948b jal 0x001a522c ??? 001aa40c: 324400ff andi r4,r18,0x00ff 001aa410: 00403021 addu r6,r2,r0 001aa414: ae260020 sw r6,0x0020(r17) store effect construction data pointer 001aa418: 1a000013 blez r16,0x001aa468 branch if 0x03 in frame data <= 0 001aa41c: 00002821 addu r5,r0,r0 r5 = counter 001aa420: 02003821 addu r7,r16,r0 001aa424: 00051c00 sll r3,r5,0x10 001aa428: 00031c03 sra r3,r3,0x10 001aa42c: 00032080 sll r4,r3,0x02 counter*4 001aa430: 00862021 addu r4,r4,r6 counter*4 + address 001aa434: 00031040 sll r2,r3,0x01 counter*2 001aa438: 00431021 addu r2,r2,r3 counter*3 001aa43c: 000210c0 sll r2,r2,0x03 counter*24 001aa440: 24420004 addiu r2,r2,0x0004 counter*24 + 04 001aa444: 02621021 addu r2,r19,r2 r2 = next frames address? 001aa448: ac820008 sw r2,0x0008(r4) store next frames address in counter*4 + address + 0x08 // sets pointers to each graphic's polygon construction data 001aa44c: 24a20001 addiu r2,r5,0x0001 counter++ 001aa450: 00402821 addu r5,r2,r0 001aa454: 00021400 sll r2,r2,0x10 001aa458: 00021403 sra r2,r2,0x10 001aa45c: 0047102a slt r2,r2,r7 001aa460: 1440fff1 bne r2,r0,0x001aa428 001aa464: 00051c00 sll r3,r5,0x10 001aa468: 96220006 lhu r2,0x0006(r17) function thing 001aa46c: 00000000 nop 001aa470: 3042fffe andi r2,r2,0xfffe remove changing to new frame byte 001aa474: a6220006 sh r2,0x0006(r17) if not changing frames 001aa478: a0d40000 sb r20,0x0000(r6) store blue 001aa47c: a0d50001 sb r21,0x0001(r6) store green 001aa480: a0d60002 sb r22,0x0002(r6) store Red 001aa484: 96220006 lhu r2,0x0006(r17) load function byte 001aa488: 00000000 nop 001aa48c: 30430006 andi r3,r2,0x0006 001aa490: 34020002 ori r2,r0,0x0002 001aa494: 1062004c beq r3,r2,0x001aa5c8 branch if 0x02 001aa498: 28620003 slti r2,r3,0x0003 001aa49c: 10400005 beq r2,r0,0x001aa4b4 branch if not 0x00 or 0x01 001aa4a0: 00000000 nop 001aa4a4: 1060000a beq r3,r0,0x001aa4d0 branch if 0 001aa4a8: 00000000 nop if changing frames (which means something :b:roke) 001aa4ac: 0806a9e6 j 0x001aa798 001aa4b0: 00000000 nop if not 2, 1, or 0 001aa4b4: 34020004 ori r2,r0,0x0004 001aa4b8: 10620065 beq r3,r2,0x001aa650 branch if 4 001aa4bc: 34020006 ori r2,r0,0x0006 001aa4c0: 10620098 beq r3,r2,0x001aa724 branch if 6 001aa4c4: 00000000 nop 001aa4c8: 0806a9e6 j 0x001aa798 001aa4cc: 00000000 nop if function bytes && 6 == 0 (Matrix * vector?) 001aa4d0: 3c10800a lui r16,0x800a 001aa4d4: 26108a24 addiu r16,r16,0x8a24 80098a24 (Camera elements) 001aa4d8: 0c00742a jal 0x0001d0a8 Store_Rotation_matrix_elements_to_GTE - puts camera rotation in MX 001aa4dc: 02002021 addu r4,r16,r0 001aa4e0: 0c00744e jal 0x0001d138 Store_Translation_Vectors_to_GTE - puts camera position in CV 001aa4e4: 02002021 addu r4,r16,r0 001aa4e8: 9622000c lhu r2,0x000c(r17) load ?? 001aa4ec: 96230008 lhu r3,0x0008(r17) load XX XX 001aa4f0: 27a40018 addiu r4,r29,0x0018 Vector pointer = stack + 0x18 (0x18 = x (h), 0x1a = y (h), 0x1c = z (w)) 001aa4f4: 00431021 addu r2,r2,r3 X = XX XX + ?? 001aa4f8: a7a20018 sh r2,0x0018(r29) store X into vector 001aa4fc: 9622000e lhu r2,0x000e(r17) load ?? 001aa500: 9623000a lhu r3,0x000a(r17) load YY YY 001aa504: 27a50028 addiu r5,r29,0x0028 store resultant vector to stack + 0x28 (0x28 = X coords, 0x2c = Y Coords, 0x30 = Z Coords) 001aa508: 00431021 addu r2,r2,r3 Y = YY YY + ? 001aa50c: a7a2001a sh r2,0x001a(r29) store Y into vector 001aa510: 96220010 lhu r2,0x0010(r17) load Z 001aa514: 27a60034 addiu r6,r29,0x0034 Store leading 1s or 0s in stack + 0x34 001aa518: 0c00755e jal 0x0001d578 Get vector*Matrix from GTE CV + V * MX 001aa51c: a7a2001c sh r2,0x001c(r29) store Z into vector 001aa520: 8fa20030 lw r2,0x0030(r29) load Z Coords 001aa524: 92230014 lbu r3,0x0014(r17) load current 3rd byte in parameter (always 0x1?) 001aa528: 00022083 sra r4,r2,0x02 Z / 4 001aa52c: 2463ffff addiu r3,r3,0xffff 0x1 - 0x1? 001aa530: 2c620005 sltiu r2,r3,0x0005 set if 3rd byte < 0x6? 001aa534: 10400010 beq r2,r0,0x001aa578 branch if not 001aa538: 00031080 sll r2,r3,0x02 3rd byte*4 (0?) 001aa53c: 3c01801a lui r1,0x801a 001aa540: 00220821 addu r1,r1,r2 001aa544: 8c220e34 lw r2,0x0e34(r1) load return address 001aa548: 00000000 nop 001aa54c: 00400008 jr r2 001aa550: 00000000 nop I am not sure how many of these there could even be... but I've included everything that branches into this routine: 001a0e34: 801aa554 001a0e38: 801aa55c 001a0e3c: 801aa564 001a0e40: 801aa56c 001a0e44: 801aa574 001aa554: 0806a95e j 0x001aa578 001aa558: 2484fff8 addiu r4,r4,0xfff8 Z / 4 - 8 001aa55c: 0806a95e j 0x001aa578 001aa560: 34040008 ori r4,r0,0x0008 Z / 4 == 8 001aa564: 0806a95e j 0x001aa578 001aa568: 3404017e ori r4,r0,0x017e Z / 4 == 0x17e 001aa56c: 0806a95e j 0x001aa578 001aa570: 34040010 ori r4,r0,0x0010 Z / 4 == 0x10 001aa574: 2484fff0 addiu r4,r4,0xfff0 Z / 4 - 0x10 001aa578: 04800087 bltz r4,0x001aa798 END if Z / 4 < 0 001aa57c: 2882017f slti r2,r4,0x017f r2 = 1 if Z / 4 < 0x17f 001aa580: 14400002 bne r2,r0,0x001aa58c 001aa584: 27a50050 addiu r5,r29,0x0050 stack + 0x50 001aa588: 3404017e ori r4,r0,0x017e cap Z / 4 at 0x17e 001aa58c: 97a20028 lhu r2,0x0028(r29) Load X Vector 001aa590: 97a3002c lhu r3,0x002c(r29) Load other Y Vector 001aa594: a7a20050 sh r2,0x0050(r29) Store X Vector in 0x50 + stack 001aa598: 00041080 sll r2,r4,0x02 Z / 4 * 4 (rounding applies, to make this a pointer) 001aa59c: a7a30052 sh r3,0x0052(r29) store Y vector component 001aa5a0: 3c03801c lui r3,0x801c 001aa5a4: 8c63c088 lw r3,-0x3f78(r3) *801bc088 (points to a big math table. might vary? I got 0x80057118) 001aa5a8: 86260012 lh r6,0x0012(r17) Load Angle 001aa5ac: 00431021 addu r2,r2,r3 Z pointer + table pointer? 001aa5b0: afa20010 sw r2,0x0010(r29) store pointer to Z table in stack + 0x10 001aa5b4: 8e240020 lw r4,0x0020(r17) load pointer to some SHP data? 001aa5b8: 3c07800c lui r7,0x800c 001aa5bc: 24e77ca0 addiu r7,r7,0x7ca0 r7 = Camera zoom pointer 001aa5c0: 0806a9e4 j 0x001aa790 001aa5c4: 00000000 nop if function && 6 = 2 (pure vector translation?) 001aa5c8: 9622000c lhu r2,0x000c(r17) load X something 001aa5cc: 96230008 lhu r3,0x0008(r17) load XX XX 001aa5d0: 3c04800a lui r4,0x800a 001aa5d4: 94848a38 lhu r4,-0x75c8(r4) 0x80098a38 (Camera X shift) 001aa5d8: 00431021 addu r2,r2,r3 X total 001aa5dc: 00441021 addu r2,r2,r4 X total + ? 001aa5e0: a7a20050 sh r2,0x0050(r29) Store X vector component in 0x50 + stack 001aa5e4: 9622000e lhu r2,0x000e(r17) Load Y something 001aa5e8: 9623000a lhu r3,0x000a(r17) load YY YY 001aa5ec: 3c04800a lui r4,0x800a 001aa5f0: 94848a3c lhu r4,-0x75c4(r4) 0x80098a3c (Camera Y shift) 001aa5f4: 00431021 addu r2,r2,r3 Y total 001aa5f8: 00441021 addu r2,r2,r4 Y total + ? 001aa5fc: a7a20052 sh r2,0x0052(r29) Store total Y vector in 0x52 + stack 001aa600: 86240010 lh r4,0x0010(r17) Z 001aa604: 00000000 nop 001aa608: 04810003 bgez r4,0x001aa618 branch if Z >= 0 001aa60c: 2882017f slti r2,r4,0x017f set if Z < 0x17f 001aa610: 00002021 addu r4,r0,r0 set Z to 0 if underneath bounds 001aa614: 2882017f slti r2,r4,0x017f and you feel the need to do this again. genius 001aa618: 14400002 bne r2,r0,0x001aa624 branch if 0 <= Z <= 0x17e 001aa61c: 27a50050 addiu r5,r29,0x0050 r5 = stack pointer + 0x50 001aa620: 3404017e ori r4,r0,0x017e cap Z at 0x17e 001aa624: 00041080 sll r2,r4,0x02 r2 = Z pointer 001aa628: 3c03801c lui r3,0x801c 001aa62c: 8c63c088 lw r3,-0x3f78(r3) pointer to current primative location 001aa630: 86260012 lh r6,0x0012(r17) Load angle 001aa634: 00431021 addu r2,r2,r3 GPU primative table 001aa638: afa20010 sw r2,0x0010(r29) store in 0x10 + stack 001aa63c: 8e240020 lw r4,0x0020(r17) load some SHP data pointer again 001aa640: 3c07800c lui r7,0x800c 001aa644: 24e77ca0 addiu r7,r7,0x7ca0 r7 = Camera zoom pointer 001aa648: 0806a9e4 j 0x001aa790 001aa64c: 00000000 nop if Function && 6 = 4 (Vector * Matrix) 001aa650: 3c10800a lui r16,0x800a 001aa654: 26108a24 addiu r16,r16,0x8a24 r16 = 0x80098a24 (Camera elements) 001aa658: 0c00742a jal 0x0001d0a8 Store Rotation matrix elements to GTE return camera rotation in MX 001aa65c: 02002021 addu r4,r16,r0 r4 = r16 001aa660: 0c00744e jal 0x0001d138 Store Translation Vectors to GTE return camera position in CV 001aa664: 02002021 addu r4,r16,r0 r4 = r16 001aa668: 9622000c lhu r2,0x000c(r17) X something 001aa66c: 96230008 lhu r3,0x0008(r17) load XX XX 001aa670: 27a40018 addiu r4,r29,0x0018 parse vector pointer to 0x18 stack 001aa674: 00431021 addu r2,r2,r3 001aa678: a7a20018 sh r2,0x0018(r29) Store total X Vector 001aa67c: 9622000e lhu r2,0x000e(r17) Y something 001aa680: 9623000a lhu r3,0x000a(r17) load YY YY 001aa684: 27a50028 addiu r5,r29,0x0028 return results to stack 0x28 001aa688: 00431021 addu r2,r2,r3 001aa68c: a7a2001a sh r2,0x001a(r29) store total Y vector 001aa690: 96220010 lhu r2,0x0010(r17) Load Z 001aa694: 27a60034 addiu r6,r29,0x0034 stack + 0x34 for leading 1s or 0s 001aa698: 0c00755e jal 0x0001d578 Get vector*matrix from GTE 001aa69c: a7a2001c sh r2,0x001c(r29) Store total Z vector 001aa6a0: 8fa20030 lw r2,0x0030(r29) Load Z 001aa6a4: 92230014 lbu r3,0x0014(r17) Load current 3rd byte of parameter 001aa6a8: 00022083 sra r4,r2,0x02 Z / 4 001aa6ac: 2463ffff addiu r3,r3,0xffff 0x03 - 1 001aa6b0: 2c620005 sltiu r2,r3,0x0005 set if *0x03 - 1 is less than 0x5 001aa6b4: 10400010 beq r2,r0,0x001aa6f8 branch if not 001aa6b8: 00031080 sll r2,r3,0x02 3rd byte word 001aa6bc: 3c01801a lui r1,0x801a 001aa6c0: 00220821 addu r1,r1,r2 001aa6c4: 8c220e4c lw r2,0x0e4c(r1) return word 001aa6c8: 00000000 nop 001aa6cc: 00400008 jr r2 001aa6d0: 00000000 nop
001a0e4c: 801aa6d4 001a0e50: 801aa6dc 001a0e54: 801aa6e4 001a0e58: 801aa6ec 001a0e5c: 801aa6f4 001aa6d4: 0806a9be j 0x001aa6f8 001aa6d8: 2484fff8 addiu r4,r4,0xfff8 Z / 4 - 8 001aa6dc: 0806a9be j 0x001aa6f8 001aa6e0: 34040008 ori r4,r0,0x0008 Z / 4 = 8 001aa6e4: 0806a9be j 0x001aa6f8 001aa6e8: 3404017e ori r4,r0,0x017e Z / 4 = 0x017e 001aa6ec: 0806a9be j 0x001aa6f8 001aa6f0: 34040010 ori r4,r0,0x0010 Z / 4 = 0x10 001aa6f4: 2484fff0 addiu r4,r4,0xfff0 Z / 4 - 0x10 001aa6f8: 04800027 bltz r4,0x001aa798 END if Z / 4 < 0 001aa6fc: 2882017f slti r2,r4,0x017f 001aa700: 14400002 bne r2,r0,0x001aa70c Cap Z / 4 at 0x17e 001aa704: 27a50050 addiu r5,r29,0x0050 r5 points to 0x50 + stack (X and Y Vector components) 001aa708: 3404017e ori r4,r0,0x017e ^ 001aa70c: 97a20028 lhu r2,0x0028(r29) X vector 001aa710: 97a3002c lhu r3,0x002c(r29) Y vector 001aa714: a7a20050 sh r2,0x0050(r29) Store final X vector component 001aa718: 00041080 sll r2,r4,0x02 r2 = Z / 4 * 4 (rounding applies) 001aa71c: 0806a9dd j 0x001aa774 001aa720: a7a30052 sh r3,0x0052(r29) Store final Y vector component if function && 6 == 6 (no change?) 001aa724: 9622000c lhu r2,0x000c(r17) load X something? 001aa728: 96230008 lhu r3,0x0008(r17) Load XX XX 001aa72c: 00000000 nop 001aa730: 00431021 addu r2,r2,r3 total XX 001aa734: a7a20050 sh r2,0x0050(r29) Store total XX 001aa738: 9622000e lhu r2,0x000e(r17) Load Y something? 001aa73c: 9623000a lhu r3,0x000a(r17) Load YY YY 001aa740: 00000000 nop 001aa744: 00431021 addu r2,r2,r3 001aa748: a7a20052 sh r2,0x0052(r29) Store total YY 001aa74c: 86240010 lh r4,0x0010(r17) load Z 001aa750: 00000000 nop 001aa754: 04810003 bgez r4,0x001aa764 set z to 0 if less than 0, 001aa758: 2882017f slti r2,r4,0x017f 001aa75c: 00002021 addu r4,r0,r0 001aa760: 2882017f slti r2,r4,0x017f 001aa764: 14400002 bne r2,r0,0x001aa770 cap z at 0x17e if greater than -0x17e 001aa768: 27a50050 addiu r5,r29,0x0050 r5 = vector pointer 001aa76c: 3404017e ori r4,r0,0x017e 001aa770: 00041080 sll r2,r4,0x02 absolute depth Function 4 return: 001aa774: 3c03801c lui r3,0x801c 001aa778: 8c63c088 lw r3,-0x3f78(r3) gpu primative table 001aa77c: 86260012 lh r6,0x0012(r17) Load angle 001aa780: 00431021 addu r2,r2,r3 001aa784: afa20010 sw r2,0x0010(r29) Store Z pointer in stack 001aa788: 8e240020 lw r4,0x0020(r17) load pointer to graphic construction data 001aa78c: 00003821 addu r7,r0,r0 r7 = 0 Function 2 and Function 0 return: 001aa790: 0c0694e5 jal 0x001a5394 Construct Polygon Data For Effects 001aa794: 00000000 nop 001aa798: 8fbf007c lw r31,0x007c(r29) 001aa79c: 8fb60078 lw r22,0x0078(r29) 001aa7a0: 8fb50074 lw r21,0x0074(r29) 001aa7a4: 8fb40070 lw r20,0x0070(r29) 001aa7a8: 8fb3006c lw r19,0x006c(r29) 001aa7ac: 8fb20068 lw r18,0x0068(r29) 001aa7b0: 8fb10064 lw r17,0x0064(r29) 001aa7b4: 8fb00060 lw r16,0x0060(r29) 001aa7b8: 27bd0080 addiu r29,r29,0x0080 001aa7bc: 03e00008 jr r31 001aa7c0: 00000000 nop