Some sound effect prep
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001a10ec: 27bdffe8 addiu r29,r29,0xffe8 001a10f0: afb00010 sw r16,0x0010(r29) 001a10f4: 00808021 addu r16,r4,r0 ability effect ID 001a10f8: 3c04801c lui r4,0x801c 001a10fc: 8c84bf74 lw r4,-0x408c(r4) 001a1100: 00000000 nop 001a1104: 10800003 beq r4,r0,0x001a1114 001a1108: afbf0014 sw r31,0x0014(r29) 001a110c: 0c005fae jal 0x00017eb8 001a1110: 00000000 nop 001a1114: 00101400 sll r2,r16,0x10 001a1118: 00021383 sra r2,r2,0x0e ability ID*4 001a111c: 3c01801b lui r1,0x801b 001a1120: 00220821 addu r1,r1,r2 001a1124: 8c2448d0 lw r4,0x48d0(r1) load start of effect data 001a1128: 00000000 nop 001a112c: 8c820020 lw r2,0x0020(r4) load sound effect data address 001a1130: 00000000 nop 001a1134: 1040000f beq r2,r0,0x001a1174 branch if none? 001a1138: 00822021 addu r4,r4,r2 r4 = sound effect data start 001a113c: 3c01801c lui r1,0x801c 001a1140: ac24bf74 sw r4,-0x408c(r1) store sound effect data start address 001a1144: 0c005f9f jal 0x00017e7c store sound effect start address somewhere 001a1148: 00000000 nop 001a114c: 3c02801c lui r2,0x801c 001a1150: 8c42bf74 lw r2,-0x408c(r2) load sound effect data 001a1154: 00000000 nop 001a1158: 9442000a lhu r2,0x000a(r2) load some sound effect byte 001a115c: 00000000 nop 001a1160: 00021400 sll r2,r2,0x10 001a1164: 3c01801c lui r1,0x801c 001a1168: ac22c0dc sw r2,-0x3f24(r1) store some byte as word 001a116c: 08068461 j 0x001a1184 001a1170: 00000000 nop 001a1174: 3c01801c lui r1,0x801c 001a1178: ac20bf74 sw r0,-0x408c(r1) clear 0x801bbf74 (0x20 in effect data) 001a117c: 3c01801c lui r1,0x801c 001a1180: ac20c0dc sw r0,-0x3f24(r1) clear 0x801bc0dc 001a1184: 8fbf0014 lw r31,0x0014(r29) 001a1188: 8fb00010 lw r16,0x0010(r29) 001a118c: 27bd0018 addiu r29,r29,0x0018 001a1190: 03e00008 jr r31 001a1194: 00000000 nop