Teleport distortion anim
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Not actually used. looks funky, and befitting of a teleport animation, but ultimately unfitting given the art style.
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