oops forgot that
Former-commit-id: 51b7d68a6dc95736271f84b0fc77ebf6d47e52cd [formerly 2c85d1c72fdc9bb1fbf167e646bdeb09ef3ab61e] [formerly a13e518d540596eb3f572666e7dc1f0e9fc23735 [formerly 5a1125980db68c93b676d756a1735174827465c8]] Former-commit-id: 32929e424314258696aadd1fa822cc97697c1f87 [formerly 40f3f2bb14e103445d97e3a8956926eda59e5f73] Former-commit-id: 6124ae5e2340b83c14e40668868ecacb9f4d1fa3
@@ -1 +0,0 @@
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33dcfc1d6700a83ef9dbd72f2525dd70b40815d0
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@@ -1 +0,0 @@
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47eedda88463aa2aa6a6ae860e4412678c2c5d72
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@@ -0,0 +1,278 @@
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Used to set 09 actors. A1 is a pointer to 09 characters
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7F02370C: ADDIU SP, SP, 0xFFA0
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7F023710: SW RA, 0x0024 (SP)
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7F023714: SW S0, 0x0020 (SP)
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7F023718: SW A0, 0x0060 (SP)
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7F02371C: SW A2, 0x0068 (SP)
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7F023720: LHU T6, 0x0006 (A1) //T6=preset position
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7F023724: LUI T8, 0x8007
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7F023728: LW T8, 0x5D18 (T8) //T8=0xxx preset pointer base
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7F02372C: SLL T7, T6, 0x2
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7F023730: SUBU T7, T7, T6
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7F023734: SLL T7, T7, 0x2
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7F023738: SUBU T7, T7, T6
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7F02373C: SLL T7, T7, 0x2
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7F023740: OR S0, A1, R0 //S0=A1 (guard OBJ pointer)
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7F023744: ADDU A0, T7, T8 //A0=pointer to preset data
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7F023748: LW A1, 0x0028 (A0) //A1=tile pointer
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7F02374C: ADDIU T9, SP, 0x0054
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7F023750: SW T9, 0x0010 (SP)
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7F023754: SW A0, 0x005C (SP) //save preset pointer
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7F023758: LUI A2, 0x41A0
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7F02375C: JAL 0x0F056850
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7F023760: ADDIU A3, SP, 0x0048
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7F023764: BEQ V0, R0, 0x7F0238FC //if V0 invalid, abort!
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7F023768: ADDIU T0, R0, 0xFFFF //T0=-1
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7F02376C: SW T0, 0x0030 (SP)
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7F023770: LHU V0, 0x0008 (S0) //V0=body [S0=pointer to 09 actor data]
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7F023774: ORI AT, R0, 0xFFFF //AT=-1
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7F023778: BNEL V0,AT,7F023794 //branch if valid and save to stack
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7F02377C: SW V0, 0x0034 (SP)
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7F023780: JAL 0x0F023590 //returns V0=current random body
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7F023784: NOP
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7F023788: BEQ R0, R0, 0x7F023794
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7F02378C: SW V0, 0x0034 (SP)
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7F023790: SW V0, 0x0034 (SP)
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7F023794: LW T1, 0x0034 (SP) //? grab voice flag ?
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7F023798: LUI T3, 0x8004
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7F02379C: SLL T2, T1, 0x2
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7F0237A0: ADDU T2, T2, T1
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7F0237A4: SLL T2, T2, 0x2 //T2=T1*0x14
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7F0237A8: ADDU T3, T3, T2
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7F0237AC: LBU T3, 0xDE21 (T3) //T3=embedded head?
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7F0237B0: BNEL T3,R0,7F0237DC
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7F0237B4: LW A0, 0x0034 (SP)
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7F0237B8: LH V0, 0x0016 (S0)
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7F0237BC: BLTZ V0, 0x7F0237CC
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7F0237C0: NOP
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7F0237C4: BEQ R0, R0, 0x7F0237D8
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7F0237C8: SW V0, 0x0030 (SP)
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7F0237CC: JAL 0x0F0235AC //returns V0=norm random head
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7F0237D0: LW A0, 0x0034 (SP)
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7F0237D4: SW V0, 0x0030 (SP)
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7F0237D8: LW A0, 0x0034 (SP)
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7F0237DC: LW A1, 0x0030 (SP)
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7F0237E0: JAL 0x0F0234D0
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7F0237E4: LHU A2, 0x0014 (S0)
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7F0237E8: BEQ V0, R0, 0x7F0238FC
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7F0237EC: SW V0, 0x0038 (SP)
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7F0237F0: LW V0, 0x005C (SP)
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7F0237F4: LWC1 F12,0018 (V0)
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7F0237F8: JAL 0x0F05AA30
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7F0237FC: LWC1 F14,0020 (V0)
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7F023800: SWC1 F0,003C (SP)
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7F023804: JAL 0x0F035398
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7F023808: LHU A0, 0x000A (S0)
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7F02380C: LW A0, 0x0038 (SP)
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7F023810: ADDIU A1, SP, 0x0048
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7F023814: LW A2, 0x003C (SP)
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7F023818: LW A3, 0x0054 (SP)
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7F02381C: JAL 0x0F0203B8
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7F023820: SW V0, 0x0010 (SP)
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7F023824: BEQ V0, R0, 0x7F0238FC
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7F023828: OR A0, V0, R0
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7F02382C: JAL 0x0F03A4A4
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7F023830: SW V0, 0x0044 (SP)
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7F023834: JAL 0x0F03A404
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7F023838: LW A0, 0x0044 (SP)
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7F02383C: LW T4, 0x0044 (SP)
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7F023840: LHU T5, 0x0004 (S0)
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7F023844: LUI AT, 0x4F80
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7F023848: LW V0, 0x0004 (T4)
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7F02384C: SH T5, 0x0000 (V0)
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7F023850: LHU T6, 0x0010 (S0)
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7F023854: MTC1 T6,F4
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7F023858: BGEZ T6, 0x7F02386C
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7F02385C: CVT.S.W F6,F4
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7F023860: MTC1 AT,F8
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7F023864: NOP
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7F023868: ADD.S F6,F6,F8
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7F02386C: LUI AT, 0x447A
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7F023870: MTC1 AT,F10
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7F023874: LUI AT, 0x4F80
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7F023878: DIV.S F16,F6,F10
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7F02387C: SWC1 F16,00EC (V0)
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7F023880: LHU T7, 0x0012 (S0)
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7F023884: MTC1 T7,F18
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7F023888: BGEZ T7, 0x7F02389C
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7F02388C: CVT.S.W F4,F18
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7F023890: MTC1 AT,F8
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7F023894: NOP
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7F023898: ADD.S F4,F4,F8
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7F02389C: SWC1 F4,00D0 (V0)
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7F0238A0: LHU T8, 0x000C (S0)
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7F0238A4: SH T8, 0x0114 (V0)
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7F0238A8: LHU T9, 0x000E (S0)
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7F0238AC: SH T9, 0x0116 (V0)
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7F0238B0: LW T0, 0x0030 (SP)
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7F0238B4: SB T0, 0x0006 (V0)
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7F0238B8: LW T1, 0x0034 (SP)
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7F0238BC: SB T1, 0x000F (V0)
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7F0238C0: LHU V1, 0x0014 (S0)
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7F0238C4: ANDI T2, V1, 0x0004
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7F0238C8: BEQL T2,R0,7F0238E4
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7F0238CC: ANDI T5, V1, 0x0008
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7F0238D0: LW T3, 0x0014 (V0)
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7F0238D4: ORI T4, T3, 0x0002
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7F0238D8: SW T4, 0x0014 (V0)
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7F0238DC: LHU V1, 0x0014 (S0)
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7F0238E0: ANDI T5, V1, 0x0008
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7F0238E4: BEQL T5,R0,7F0238FC
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7F0238E8: SW V0, 0x0018 (S0)
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7F0238EC: LW T6, 0x0014 (V0)
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7F0238F0: ORI T7, T6, 0x0010
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7F0238F4: SW T7, 0x0014 (V0)
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7F0238F8: SW V0, 0x0018 (S0)
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7F0238FC: LW RA, 0x0024 (SP)
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7F023900: LW S0, 0x0020 (SP)
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7F023904: ADDIU SP, SP, 0x0060
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7F023908: JR RA
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7F02390C: NOP
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---------
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7F023724: LUI T8, 0x8007
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7F023730: SLTI A0,T6,2710
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BNEZ A0,[general]
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7F02372C: ORI T7,R0,002C
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//2710
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7F023734: ADDI T6,T6,D8F0 //correction for -2710
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7F023738: ADDIU T8,T8,0004
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7F02373C: ORI T7,R0,0044
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//general
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MULTU T6,T7
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7F023728: LW T8, 0x5D18 (T8) //T8=0xxx preset pointer base
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MFLO T7
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7F023744: ADDU A0, T7, T8 //A0=pointer to preset data
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[rewrite]
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7F02370C: ADDIU SP, SP, 0xFFA0
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7F023710: SW RA, 0x0024 (SP)
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7F023714: SW S0, 0x0020 (SP)
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7F023718: SW A0, 0x0060 (SP)
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7F02371C: SW A2, 0x0068 (SP)
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7F023720: LHU T6, 0x0006 (A1) //T6=preset position
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7F023724: LUI T8, 0x8007
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//start editting!
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7F023728: 2DC42710 SLTI A0,T6,2710
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7F02372C: 14800004 BNEZ A0,[general] +4
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7F023730: 340F002C ORI T7,R0,002C
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7F023734: 21CED8F0 ADDI T6,T6,D8F0 //correction for -2710
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7F023738: 27180004 ADDIU T8,T8,0004
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7F02373C: 340F0044 ORI T7,R0,0044
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7F023740: 01CF0019 MULTU T6,T7 [general]
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7F023744: 00A08025 OR S0, A1, R0 //S0=A1 (guard OBJ pointer)
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7F023748: 8F185D18 LW T8, 0x5D18 (T8) //T8=0xxx preset pointer base
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7F02374C: 00007812 MFLO T7
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7F023750: 01F82021 ADDU A0, T7, T8 //A0=pointer to preset data
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7F023754: 8C850028 LW A1, 0x0028 (A0) //A1=tile pointer
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7F023758: 27B90054 ADDIU T9, SP, 0x0054
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7F02375C: AFB90010 SW T9, 0x0010 (SP)
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7F023760: AFA4005C SW A0, 0x005C (SP) //save preset pointer
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7F023764: 3C0641A0 LUI A2, 0x41A0
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7F023768: 0FC15A14 JAL 0x0F056850 //PROXIMITY TEST FOR PRESET
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7F02376C: 27A70048 ADDIU A3, SP, 0x0048
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7F023770: 10400062* BEQ V0, R0, 0x7F0238FC //1 if okay to spawn there
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7F023774: 2408FFFF ADDIU T0, R0, 0xFFFF //T0=-1
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7F023778: 86020008 *LH V0, 0x0008 (S0) //V0=body
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7F02377C: 04430003 *BGEZ V0,+4 //branch < 0
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7F023780: AFA80030 SW T0, 0x0030 (SP)
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7F023784: 0FC08D88 JAL 0x0F023620 //returns V0=random body
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7F023788: 00000000 NOP
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7F02378C: 00000000 NOP
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//end editting - unless need more space!
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7F023790: SW V0, 0x0034 (SP) +3
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7F023794: LW T1, 0x0034 (SP) //? grab voice flag ?
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7F023798: LUI T3, 0x8004
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7F02379C: SLL T2, T1, 0x2
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7F0237A0: ADDU T2, T2, T1
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7F0237A4: SLL T2, T2, 0x2 //T2=T1*0x14
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7F0237A8: ADDU T3, T3, T2
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7F0237AC: LBU T3, 0xDE21 (T3) //T3=embedded head?
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7F0237B0: BNEL T3,R0,7F0237DC
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7F0237B4: LW A0, 0x0034 (SP)
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7F0237B8: LH V0, 0x0016 (S0)
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7F0237BC: BLTZ V0, 0x7F0237CC
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7F0237C0: NOP
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7F0237C4: BEQ R0, R0, 0x7F0237D8
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7F0237C8: SW V0, 0x0030 (SP)
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7F0237CC: JAL 0x0F0235AC //returns V0=norm random head
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7F0237D0: LW A0, 0x0034 (SP)
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7F0237D4: SW V0, 0x0030 (SP)
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7F0237D8: LW A0, 0x0034 (SP)
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7F0237DC: LW A1, 0x0030 (SP)
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7F0237E0: JAL 0x0F0234D0
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7F0237E4: LHU A2, 0x0014 (S0)
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7F0237E8: BEQ V0, R0, 0x7F0238FC
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7F0237EC: SW V0, 0x0038 (SP)
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7F0237F0: LW V0, 0x005C (SP)
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7F0237F4: LWC1 F12,0018 (V0)
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7F0237F8: JAL 0x0F05AA30
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7F0237FC: LWC1 F14,0020 (V0)
|
||||
7F023800: SWC1 F0,003C (SP)
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7F023804: JAL 0x0F035398
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7F023808: LHU A0, 0x000A (S0)
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7F02380C: LW A0, 0x0038 (SP)
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7F023810: ADDIU A1, SP, 0x0048
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7F023814: LW A2, 0x003C (SP)
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7F023818: LW A3, 0x0054 (SP)
|
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7F02381C: JAL 0x0F0203B8
|
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7F023820: SW V0, 0x0010 (SP)
|
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7F023824: BEQ V0, R0, 0x7F0238FC
|
||||
7F023828: OR A0, V0, R0
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7F02382C: JAL 0x0F03A4A4
|
||||
7F023830: SW V0, 0x0044 (SP)
|
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7F023834: JAL 0x0F03A404
|
||||
7F023838: LW A0, 0x0044 (SP)
|
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7F02383C: LW T4, 0x0044 (SP)
|
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7F023840: LHU T5, 0x0004 (S0)
|
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7F023844: LUI AT, 0x4F80
|
||||
7F023848: LW V0, 0x0004 (T4)
|
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7F02384C: SH T5, 0x0000 (V0)
|
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7F023850: LHU T6, 0x0010 (S0)
|
||||
7F023854: MTC1 T6,F4
|
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7F023858: BGEZ T6, 0x7F02386C
|
||||
7F02385C: CVT.S.W F6,F4
|
||||
7F023860: MTC1 AT,F8
|
||||
7F023864: NOP
|
||||
7F023868: ADD.S F6,F6,F8
|
||||
7F02386C: LUI AT, 0x447A
|
||||
7F023870: MTC1 AT,F10
|
||||
7F023874: LUI AT, 0x4F80
|
||||
7F023878: DIV.S F16,F6,F10
|
||||
7F02387C: SWC1 F16,00EC (V0)
|
||||
7F023880: LHU T7, 0x0012 (S0)
|
||||
7F023884: MTC1 T7,F18
|
||||
7F023888: BGEZ T7, 0x7F02389C
|
||||
7F02388C: CVT.S.W F4,F18
|
||||
7F023890: MTC1 AT,F8
|
||||
7F023894: NOP
|
||||
7F023898: ADD.S F4,F4,F8
|
||||
7F02389C: SWC1 F4,00D0 (V0)
|
||||
7F0238A0: LHU T8, 0x000C (S0)
|
||||
7F0238A4: SH T8, 0x0114 (V0)
|
||||
7F0238A8: LHU T9, 0x000E (S0)
|
||||
7F0238AC: SH T9, 0x0116 (V0)
|
||||
7F0238B0: LW T0, 0x0030 (SP)
|
||||
7F0238B4: SB T0, 0x0006 (V0)
|
||||
7F0238B8: LW T1, 0x0034 (SP)
|
||||
7F0238BC: SB T1, 0x000F (V0)
|
||||
7F0238C0: LHU V1, 0x0014 (S0)
|
||||
7F0238C4: ANDI T2, V1, 0x0004
|
||||
7F0238C8: *BEQ T2,R0,+4
|
||||
7F0238D0: LW T3, 0x0014 (V0)
|
||||
7F0238D4: ORI T4, T3, 0x0002
|
||||
7F0238D8: SW T4, 0x0014 (V0)
|
||||
7F0238DC: LHU V1, 0x0014 (S0)
|
||||
7F0238E0: ANDI T5, V1, 0x0008 +4
|
||||
7F0238E4: *BEQ T5,R0,+3
|
||||
7F0238EC: LW T6, 0x0014 (V0)
|
||||
7F0238F0: ORI T7, T6, 0x0010
|
||||
7F0238F4: SW T7, 0x0014 (V0)
|
||||
7F0238F8: SW V0, 0x0018 (S0) +3
|
||||
7F0238FC: LW RA, 0x0024 (SP)
|
||||
7F023900: LW S0, 0x0020 (SP)
|
||||
//don't move this one
|
||||
7F023908: JR RA
|
||||
7F023904: *ADDIU SP, SP, 0x0060
|
||||
@@ -1 +0,0 @@
|
||||
eade0dfdbd9e77305e7f86f8bef07f74f2ff0dcd
|
||||
@@ -0,0 +1,51 @@
|
||||
7F000A00 35530 expand animation table entries (animation source at ROM 0x124AC0)
|
||||
accepts: A0=p->list of animation table entries
|
||||
LW V1,0000 (A0)
|
||||
LUI A2,8007
|
||||
OR V0,A0,R0 ;V0=A0: p->
|
||||
BEQ V1,R0,7F000A6C
|
||||
ADDIU A2,A2,9538 ;A2=80069538
|
||||
LW V1,0000 (A0)
|
||||
ADDIU A1,R0,0001 ;A1=1: default animation value
|
||||
//7F000A1C:
|
||||
BEQL A1,V1,7F000A58 ;branch if entry 1
|
||||
LW V1,0004 (V0)
|
||||
LW T6,0000 (A2) ;T6=80069538: p->animation table
|
||||
ADDU T7,V1,T6
|
||||
SW T7,0000 (V0)
|
||||
LW T9,0000 (A2) ;T9=80069538: p->animation table
|
||||
LW T8,0008 (T7)
|
||||
ADDU T0,T8,T9
|
||||
SW T0,0008 (T7)
|
||||
LW V1,0000 (V0)
|
||||
LW T2,0000 (A2) ;T2=80069538: p->animation table
|
||||
LW T1,0010 (V1)
|
||||
ADDU T3,T1,T2
|
||||
SW T3,0010 (V1)
|
||||
//7F000A54:
|
||||
LW V1,0004 (V0)
|
||||
ADDIU V0,V0,0004 ;V0+=4: next entry
|
||||
BNE V1,R0,7F000A1C ;loop while more entries in table
|
||||
NOP
|
||||
OR V0,A0,R0 ;V0=A0: p->
|
||||
LW V1,0000 (A0)
|
||||
//7F000A6C:
|
||||
BEQ V1,R0,7F000AA4 ;return if end of table
|
||||
ADDIU A1,R0,0001 ;A1=1
|
||||
LUI A0,0012
|
||||
ADDIU A0,A0,4AC0 ;A0=0x124AC0
|
||||
LW V1,0000 (V0)
|
||||
//7F000A80: generate ROM offsets if not 1
|
||||
BEQL A1,V1,7F000A98 ;branch if 1
|
||||
LW V1,0004 (V0)
|
||||
LW T4,0000 (V1) ;T4=V0+0: offset
|
||||
ADDU T5,T4,A0 ;T5=T4+0x124AC0:
|
||||
SW T5,0000 (V1) ;@V1+=0x124AC0: offset->ROM address
|
||||
//7F000A94:
|
||||
LW V1,0004 (V0)
|
||||
ADDIU V0,V0,0004 ;V0+=4: next entry
|
||||
BNE V1,R0,7F000A80 ;loop while more data in table
|
||||
NOP
|
||||
//7F000AA4: return
|
||||
JR RA
|
||||
NOP
|
||||
@@ -1 +0,0 @@
|
||||
e8861f61f86e3d9040d88a95665e8deb329f8979
|
||||
@@ -0,0 +1,48 @@
|
||||
7F000AAC 355DC allocate, load, and expand animation tables
|
||||
ADDIU SP,SP,FFE0
|
||||
SW RA,0014 (SP)
|
||||
LUI A0,8007
|
||||
LUI A1,8007
|
||||
ADDIU A1,A1,9518 ;A1=80069518:
|
||||
ADDIU A0,A0,9440 ;A0=80069440:
|
||||
JAL 7000D6D0
|
||||
ADDIU A2,R0,0008
|
||||
//7F000ACC:
|
||||
LUI A0,8003
|
||||
LUI A1,8007
|
||||
LUI A2,8007
|
||||
ADDIU A2,A2,9458 ;A2-80069458:
|
||||
ADDIU A1,A1,9440 ;A1=80069440:
|
||||
JAL 7F0009E0
|
||||
ADDIU A0,A0,9D60 ;A0=80029D60
|
||||
//7F000AE8: allocate animation table
|
||||
LUI T6,0001
|
||||
LUI T7,0000
|
||||
ADDIU T7,T7,0000
|
||||
ADDIU T6,T6,E7E0
|
||||
SUBU A2,T6,T7 ;A2= E7E0 - 0
|
||||
OR A0,A2,R0 ;A0=size
|
||||
SW A2,0018 (SP)
|
||||
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
|
||||
ADDIU A1,R0,0006 ;A1=6
|
||||
//7F000B0C: load the animations to rdram
|
||||
LUI V1,8007
|
||||
ADDIU V1,V1,9538
|
||||
LUI A1,0029
|
||||
SW V0,0000 (V1) ;V0->80069538: p->animation table
|
||||
LW A2,0018 (SP) ;A2= E7E0: size
|
||||
ADDIU A1,A1,E980 ;A1= 28E980
|
||||
JAL 70005C1C ;read A2 bytes from hardware A1 to rdram A0
|
||||
OR A0,V0,R0 ;A0=p->animation table
|
||||
//7F000B2C: expand both animation tables
|
||||
LUI A0,8003
|
||||
JAL 7F000A00 ;expand animation table A0's entries
|
||||
ADDIU A0,A0,9D6C ;A0=80029D6C: offset table for animations
|
||||
LUI A0,8003
|
||||
JAL 7F000A00 ;expand animation table A0's entries
|
||||
ADDIU A0,A0,A04C ;A0=8002A04C: offset table for final animations
|
||||
//7F000B44: return
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0020
|
||||
JR RA
|
||||
NOP
|
||||
@@ -1 +0,0 @@
|
||||
c78f6a696eb5c84cbafe39a7e3f172d6d504e851
|
||||
@@ -1 +0,0 @@
|
||||
12fdf935a5b4506da5761a59b7d9b358d5598713
|
||||
@@ -0,0 +1,37 @@
|
||||
First 0x10 appears to be a sort of header
|
||||
|
||||
offsets 4018 4070 40D4 4144 4298 42C8
|
||||
size 58 64 70 154 30 BC
|
||||
0x0 1 [7] [8] [6] [7] [0] [8]
|
||||
0x1 1 [0] [0] [0] [0] [0] [0]
|
||||
0x2 2 [040A] [041C] [041F] [0415] [0000] [03DA]
|
||||
0x4 2 [C] [C] [A] [C] [0] [A]
|
||||
0x6 2 [0600] [0600] [0500] [0700] [0000] [0400]
|
||||
0x8 2 [AF] [73] [36] [1F] [0] [2]
|
||||
0xA 2 [12] [12] [F] [13] [0] [E]
|
||||
0xC 4 [0] [0] [0] [0] [0] [0]
|
||||
|
||||
|
||||
Last 0x1C appears to be a sort of tail
|
||||
offsets 4018 4070 40D4 4144 4298 42C8
|
||||
size 58 64 70 154 30 BC
|
||||
datasize 2B 36 42 126 4 90
|
||||
0x0 2 [5] [5] [5] [5] [5] [5]
|
||||
0x2 2 [3CE0] [41EC] [484C] [5198] [7788] [8278]
|
||||
0x4 2 [13] [18] [23] [7C] [3C] [52]
|
||||
0x6 2 [0C01] [0C01] [0C01] [0C00] [0C00] [0C00]
|
||||
0x8 2 [0] [0] [0] [0] [0] [0]
|
||||
0xA 2 [402C] [4084] [40E8] [4158] [42AC] [42DC]
|
||||
0xC 2 [12] [12] [F] [13] [0] [E]
|
||||
0xE 2 [0220] [0220] [0220] [0220] [0220] [0220]
|
||||
0x10 2 [0] [0] [0] [0] [0] [0]
|
||||
0x12 2 [4044] [409C] [4100] [4170] [42C4] [42F4]
|
||||
0x14 2 [0] [0] [0] [0] [0] [0]
|
||||
0x16 2 [0400] [0400] [0500] [0] [0200] [0500]
|
||||
0x18 2 [1] [1] [9] [0] [0] [-3]
|
||||
0x1A 2 [4] [4] [5] [0] [2] [5]
|
||||
|
||||
0xA 2 offset always data+14
|
||||
0x12 2 offset always data+14+18
|
||||
|
||||
NOTE: 4298 has NULL data.
|
||||
@@ -1 +0,0 @@
|
||||
a6bfdd114fa2851fa5b97b53d8d8630600bed49a
|
||||
@@ -0,0 +1,133 @@
|
||||
80036514 selected solo animation
|
||||
80036518 15788-15818 animations for intro block type 4 0x10 each
|
||||
|
||||
potential new format:
|
||||
0x0 2 anim
|
||||
0x2 2 start point
|
||||
0x4 2 run length
|
||||
0x6 2 rate, * 10000
|
||||
|
||||
42BE0000 95 005F
|
||||
42200000 40 0028
|
||||
40E00000 7 0007
|
||||
3CA3D70A 0.02 00C8 (2710) or 0014 (0064)
|
||||
3F000000 0.5 1388 (2710) or 01F4 (0064)
|
||||
|
||||
003D 00F4
|
||||
0042 0108
|
||||
0061 0184
|
||||
0062 0188
|
||||
0063 018C
|
||||
0064 0190
|
||||
0066 0198
|
||||
0067 019C
|
||||
00B0 02C0
|
||||
|
||||
|
||||
ani val1 val2 val3*10000
|
||||
003D 005F FFFF 00C8
|
||||
0042 0007 0028 1388
|
||||
0061 0000 FFFF 1388
|
||||
0062 0000 FFFF 1388
|
||||
0063 0000 FFFF 1388
|
||||
0064 0000 FFFF 1388
|
||||
0066 0000 FFFF 1388
|
||||
0067 0000 FFFF 1388
|
||||
00B0 0000 FFFF 1388
|
||||
|
||||
|
||||
|
||||
reset just prior to parsing the intro block commands:
|
||||
//7F005A10: SW R0,6514 (AT)
|
||||
|
||||
7F005C28: writes value set in intro block command to 80036514 register
|
||||
|
||||
|
||||
//7F07ABBC: 0x use, to load the animation!
|
||||
LUI T0,8003
|
||||
LW T0,6514 (T0) T0=80036514: animation register
|
||||
LUI T2,8003
|
||||
LUI S0,8008
|
||||
ADDIU T2,T2,6518 T2=80036518: base address for animations
|
||||
SLL T1,T0,0x4
|
||||
ADDIU S0,S0,A0B0 S0=8007A0B0
|
||||
ADDU V0,T1,T2 V0=address for chosen ani data
|
||||
LW T5,0000 (S0) T5=cur. playerdata
|
||||
LWC1 F0,0004 (V0) F0=val1
|
||||
LUI T4,8007
|
||||
LW T4,9538 (T4) T4=80069538: pointer to animation binaries
|
||||
LW T3,0000 (V0) T3=offset to ani
|
||||
LWC1 F12,0008 (V0) F12=val2
|
||||
LWC1 F2,000C (V0) F2=val3
|
||||
MTC1 R0,F10
|
||||
LW A0,00D4 (T5) A0=player's obj.instance
|
||||
MFC1 A3,F0 A3=val1
|
||||
OR A2,R0,R0 A2=0
|
||||
ADDU A1,T3,T4 A1=pointer to selected ani binary
|
||||
SWC1 F12,0078 (SP) save val2
|
||||
SWC1 F2,0010 (SP) save val3
|
||||
JAL 7F06FCA8
|
||||
SWC1 F10,0014 (SP) 0->SP+14
|
||||
|
||||
|
||||
+ +
|
||||
+
|
||||
+ +
|
||||
|
||||
Potential Rewrite
|
||||
//7F07AB84: 0xAF6B4
|
||||
14400039 -BNEZ V0,7F07AC6C
|
||||
3C018003 LUI AT,8003
|
||||
44806000 -MTC1 R0,F12 F12 must=0
|
||||
AC2064A4 SW R0,64A4 (AT)
|
||||
24190001 -ADDIU T9,R0,0001
|
||||
AC3964A8 SW T9,64A8 (AT)
|
||||
3C013F80 LUI AT,3F80
|
||||
0FC20284 JAL 7F080A10
|
||||
44817000 MTC1 AT,F14
|
||||
0FC1E73C JAL 7F079CF0 leaves AT at 80050000...
|
||||
00000000 NOP
|
||||
//7F07ABB0: 0xAF6E0 use, to load the animation!
|
||||
3C0A8003 LUI T2,8003
|
||||
8D496514 LW T1,6514 (T2) T0=80036514: animation register
|
||||
000948C0 SLL T1,T1,0x3 newsize
|
||||
012A1021 ADDU V0,T1,T2 V0=address for chosen ani data
|
||||
844B6518 LH T3,6518 (V0) T3=offset to ani
|
||||
000B5880 SLL T3,T3,0x2
|
||||
016A2821 ADDU A1,T3,T2
|
||||
8CA59D6C LW A1,9D6C (A1)
|
||||
3C108008 LUI S0,8008
|
||||
2610A0B0 ADDIU S0,S0,A0B0
|
||||
8E0D0000 LW T5,0000 (S0) T5=cur. playerdata
|
||||
8DA400D4 LW A0,00D4 (T5) A0=player's obj.instance
|
||||
//
|
||||
8446651E LH A2,651E (V0)
|
||||
44861000 MTC1 A2,F2 F2=val3 LH A2, MTC1, CVT, DIV, SWC1, and need divisor
|
||||
C4201A3C LWC1 F0,1A3C (AT) 10000, borrowed from main menu, used in scale division!
|
||||
468010A0 CVT.S.W F2,F2
|
||||
46001083 DIV.S F2,F2,F0
|
||||
//
|
||||
8447651A LH A3,651A (V0)
|
||||
44870000 MTC1 A3,F0
|
||||
E7A20010 SWC1 F2,0010 (SP) save val3
|
||||
46800020 CVT.S.W F0,F0 F0=val1
|
||||
44070000 MFC1 A3,F0 A3=val1
|
||||
//
|
||||
8446651C LH A2,651C (V0)
|
||||
44866000 MTC1 A2,F12
|
||||
00003025 OR A2,R0,R0 A2=0
|
||||
46806320 CVT.S.W F12,F12
|
||||
E7AC0078 SWC1 F12,0078 (SP) save val2
|
||||
//
|
||||
0FC1BF2A JAL 7F06FCA8
|
||||
AFA00014 SW R0,0014 (SP) 0->SP+14
|
||||
44808000 MTC1 R0,F16
|
||||
C7AC0078 LWC1 F12,0078 (SP)
|
||||
460C803C C.LT.S F16,F12
|
||||
00000000 NOP
|
||||
45000004 BC1F +4
|
||||
8E0F0000 LW T7,0000 (S0)
|
||||
//7F07AC3C: 0xAF76C
|
||||
44056000 -MFC1 A1,F12
|
||||
0FC1BF7A -JAL 7F06FDE8
|
||||
8DE400D4 LW A0,00D4 (T7)
|
||||
@@ -1 +0,0 @@
|
||||
3764ee079398ae14109d3331e5b29d1a7a295f52
|
||||
@@ -0,0 +1,43 @@
|
||||
7F000EB8 359E8 allocate and intialize A0 + 10 GUARDdata entries
|
||||
accepts: A0= #guards
|
||||
ADDIU T6,A0,000A
|
||||
SLL T7,T6,0x4
|
||||
SUBU T7,T7,T6
|
||||
SLL T7,T7,0x3
|
||||
SUBU T7,T7,T6
|
||||
SLL T7,T7,0x2 ;T7= 1DC(A0 + A): space for A0+10 guards
|
||||
ADDIU SP,SP,FFE8
|
||||
LUI A2,8003
|
||||
ADDIU A0,T7,000F
|
||||
ADDIU A2,A2,CC68
|
||||
SW RA,0014 (SP)
|
||||
ORI T8,A0,000F
|
||||
SW T6,0000 (A2) ;8002CC68 = A0+A: set #guards+10
|
||||
XORI A0,T8,000F ;A0->nearest quadword boundry
|
||||
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
|
||||
ADDIU A1,R0,0004 ;A1= bank 4
|
||||
//7F000EF8: set pointer to allocated block
|
||||
LUI A2,8003
|
||||
ADDIU A2,A2,CC68
|
||||
LW T0,0000 (A2) ;T0=8002CC68: #guards
|
||||
LUI A0,8003
|
||||
ADDIU A0,A0,CC64
|
||||
SW V0,0000 (A0) ;V0->8002CC64: p->GUARDdata block
|
||||
BLEZ T0,7F000F40 ;return if no entries, which isn't really possible
|
||||
OR V1,R0,R0 ;V1=0 init. count
|
||||
OR V0,R0,R0 ;V0=0 init. offset
|
||||
//7F000F1C: initialize each entry
|
||||
LW T1,0000 (A0) ;T1=p->GUARDdata
|
||||
ADDIU V1,V1,0001 ;V1+=1 count+=1
|
||||
ADDU T2,T1,V0
|
||||
SW R0,001C (T2) ;0->GUARDdata+1C: set NULL p->model
|
||||
LW T3,0000 (A2) ;T3= #guards
|
||||
ADDIU V0,V0,01DC ;V0+=1DC: next GUARDdata's offset
|
||||
SLT AT,V1,T3
|
||||
BNEL AT,R0,7F000F20 ;loop for each entry
|
||||
LW T1,0000 (A0)
|
||||
//7F000F40: return
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0018
|
||||
JR RA
|
||||
NOP
|
||||
@@ -1 +0,0 @@
|
||||
331f6609a906ff671edc871aec8ed8e79c4519eb
|
||||
@@ -0,0 +1,234 @@
|
||||
7F0050D0 39C00 initialize current player's BONDdata and statistics
|
||||
ADDIU SP,SP,FC30
|
||||
LUI T7,8003
|
||||
ADDIU T7,T7,A3D0
|
||||
SW RA,001C (SP)
|
||||
SW S0,0018 (SP)
|
||||
ADDIU T0,T7,03A8
|
||||
ADDIU T6,SP,0024
|
||||
//7F0050EC: copy 8002A3D0-8002A778 to stack
|
||||
LW AT,0000 (T7)
|
||||
ADDIU T7,T7,000C
|
||||
ADDIU T6,T6,000C
|
||||
SW AT,FFF4 (T6)
|
||||
LW AT,FFF8 (T7)
|
||||
SW AT,FFF8 (T6)
|
||||
LW AT,FFFC (T7)
|
||||
BNE T7,T0,7F0050EC
|
||||
SW AT,FFFC (T6)
|
||||
//7F005110: allocate a right item buffer
|
||||
LUI A0,8003
|
||||
LW A0,245C (A0) ;A0=8003245C: [14820]
|
||||
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
|
||||
ADDIU A1,R0,0004 ;A1= bank 4
|
||||
LUI S0,8008
|
||||
ADDIU S0,S0,A0B0
|
||||
LW T1,0000 (S0) ;T1=cur.BONDdata
|
||||
JAL 7F09A464 ;V0= # players
|
||||
SW V0,0808 (T1) ;V0->BONDdata+808: right weapon buffer
|
||||
ADDIU AT,R0,0001
|
||||
BNE V0,AT,7F005154 ;skip if multiplayer
|
||||
//7F00513C: allocate a left item buffer
|
||||
LUI A0,8003
|
||||
LW A0,2460 (A0) ;A0=80032460: [14820]
|
||||
JAL 70009720 ;V0=p->A0 bytes allocated in bank A1
|
||||
ADDIU A1,R0,0004 ;A1= bank 4
|
||||
LW T2,0000 (S0)
|
||||
SW V0,080C (T2) ;V0->BONDdata+80C: left weapon buffer
|
||||
//7F005154:
|
||||
LW T3,0000 (S0)
|
||||
ADDIU A1,R0,FFFF
|
||||
ADDIU V1,SP,0024
|
||||
SW R0,07F8 (T3) ; 0->BONDdata+7F8: 1st person right invisible
|
||||
LW T4,0000 (S0)
|
||||
ADDIU T3,V1,03A8
|
||||
OR V0,R0,R0
|
||||
SW R0,07FC (T4) ; 0->BONDdata+7FC: 1st person left invisible
|
||||
LW T5,0000 (S0)
|
||||
OR T4,V1,R0
|
||||
SW R0,0800 (T5) ;0->BONDdata+800: NULL item right #
|
||||
LW T9,0000 (S0)
|
||||
SW R0,0804 (T9) ;0->BONDdata+804: NULL item left #
|
||||
LW T8,0000 (S0)
|
||||
SW A1,2A44 (T8) ;-1->BONDdata+2A44:
|
||||
LW T0,0000 (S0)
|
||||
ADDIU T8,V1,03A8
|
||||
SW A1,2A48 (T0) ;-1->BONDdata+2A48:
|
||||
LW T7,0000 (S0)
|
||||
OR T0,V1,R0
|
||||
LUI V1,8008
|
||||
SW R0,2A50 (T7) ; 0->BONDdata+2A50: right item model unlocked
|
||||
LW T6,0000 (S0)
|
||||
ADDIU V1,V1,A0B4
|
||||
SW R0,2A54 (T6) ; 0->BONDdata+2A54: left item model unlocked
|
||||
LW T1,0000 (S0)
|
||||
//7F0051BC: copy right item controller initialization from buffer to BONDdata
|
||||
LW AT,0000 (T4)
|
||||
ADDIU T4,T4,000C
|
||||
ADDIU T1,T1,000C
|
||||
SW AT,0864 (T1)
|
||||
LW AT,FFF8 (T4)
|
||||
SW AT,0868 (T1)
|
||||
LW AT,FFFC (T4)
|
||||
BNE T4,T3,7F0051BC
|
||||
SW AT,086C (T1)
|
||||
LW T5,0000 (S0)
|
||||
//7F0051E4: copy left item controller initialization from buffer to BONDdata
|
||||
LW AT,0000 (T0)
|
||||
ADDIU T0,T0,000C
|
||||
ADDIU T5,T5,000C
|
||||
SW AT,0C0C (T5)
|
||||
LW AT,FFF8 (T0)
|
||||
SW AT,0C10 (T5)
|
||||
LW AT,FFFC (T0)
|
||||
BNE T0,T8,7F0051E4
|
||||
SW AT,0C14 (T5)
|
||||
//7F005208: initialize inventory
|
||||
LW T7,0000 (S0)
|
||||
ADDU T6,T7,V0
|
||||
ADDIU V0,V0,0004
|
||||
SLTI AT,V0,0078
|
||||
BNE AT,R0,7F005208
|
||||
SW R0,1130 (T6) ; 0->BONDdata+1130 - +11A8
|
||||
//7F005220: initialize statistics
|
||||
LW T2,0000 (V1)
|
||||
ADDIU A0,R0,0003
|
||||
SLL V0,A0,0x2
|
||||
SW R0,0000 (T2) ;0->cur.player.stats+0: reset shots fired
|
||||
LW T3,0000 (V1)
|
||||
LUI AT,3F80
|
||||
MTC1 AT,F2
|
||||
SW R0,0004 (T3) ;0->cur.player.stats+4: reset hits.head
|
||||
LW T4,0000 (V1)
|
||||
LUI AT,8005
|
||||
MTC1 R0,F0
|
||||
SW R0,0008 (T4) ;0->cur.player.stats+8: reset hits.body
|
||||
LW T1,0000 (V1)
|
||||
OR A0,R0,R0 ;A0= right hand
|
||||
ADDU T9,T1,V0
|
||||
SW R0,0000 (T9) ;0->cur.player.stats+C: reset hits.leg
|
||||
LW T8,0000 (V1)
|
||||
ADDU T0,T8,V0
|
||||
SW R0,0004 (T0) ;0->cur.player.stats+10: reset hits.weapon
|
||||
LW T5,0000 (V1)
|
||||
ADDU T7,T5,V0
|
||||
SW R0,0008 (T7) ;0->cur.player.stats+14: reset hits.hat
|
||||
LW T6,0000 (V1)
|
||||
ADDU T2,T6,V0
|
||||
SW R0,000C (T2) ;0->cur.player.stats+18: reset hits.objects
|
||||
LW T3,0000 (V1)
|
||||
LWC1 F12,F0E0 (AT) ;F12=8004F0E0: 0.9
|
||||
ADDIU V0,R0,00FF
|
||||
SW R0,006C (T3) ;0->cur.player.stats+6C: reset civilians killed
|
||||
LW T4,0000 (V1)
|
||||
LUI AT,8005
|
||||
SW R0,001C (T4) ;0->cur.player.stats+1C: reset kill count
|
||||
LW T1,0000 (V1)
|
||||
SW R0,0020 (T1) ;0->cur.player.stats+20: MwtGX kills
|
||||
//7F0052A8:
|
||||
LW T9,0000 (S0)
|
||||
SW R0,29D8 (T9) ; 0->BONDdata+29D8: reset #deaths
|
||||
LW T8,0000 (S0)
|
||||
SW R0,29DC (T8) ; 0->BONDdata+29DC: reset #suicides
|
||||
LW T0,0000 (S0)
|
||||
SWC1 F2,0FC0 (T0) ;1.0->BONDdata+FC0:
|
||||
LW T5,0000 (S0)
|
||||
SWC1 F2,0FC4 (T5) ;1.0->BONDdata+FC4:
|
||||
LW T7,0000 (S0)
|
||||
ADDIU T5,R0,0001
|
||||
SW R0,0FC8 (T7) ; 0->BONDdata+FC8:
|
||||
LW T6,0000 (S0)
|
||||
SW R0,0FCC (T6) ; 0->BONDdata+FCC:
|
||||
LW T2,0000 (S0)
|
||||
SW R0,0FD0 (T2) ; 0->BONDdata+FD0:
|
||||
LW T3,0000 (S0)
|
||||
SW R0,0FD4 (T3) ; 0->BONDdata+FD4:
|
||||
LW T4,0000 (S0)
|
||||
SW R0,0FD8 (T4) ; 0->BONDdata+FD8:
|
||||
LW T1,0000 (S0)
|
||||
SB V0,0FDC (T1) ;-1->BONDdata+FDC:
|
||||
LW T9,0000 (S0)
|
||||
SB V0,0FDD (T9) ;-1->BONDdata+FDD:
|
||||
LW T8,0000 (S0)
|
||||
SB V0,0FDE (T8) ;-1->BONDdata+FDE:
|
||||
LW T0,0000 (S0)
|
||||
SB R0,0FDF (T0) ; 0->BONDdata+FDF:
|
||||
LW T7,0000 (S0)
|
||||
SW T5,0FE0 (T7) ; 1->BONDdata+FE0:
|
||||
LW T6,0000 (S0)
|
||||
SW R0,0FE4 (T6) ; 0->BONDdata+FE4:
|
||||
LW T2,0000 (S0)
|
||||
SWC1 F0,0FE8 (T2) ;0.0->BONDdata+FE8:
|
||||
LW T3,0000 (S0)
|
||||
SWC1 F0,0FEC (T3) ;0.O->BONDdata+FEC:
|
||||
LW T4,0000 (S0)
|
||||
SWC1 F0,0FF0 (T4) ;0.0->BONDdata+FF0:
|
||||
LW T1,0000 (S0)
|
||||
SWC1 F0,0FF4 (T1) ;0.0->BONDdata+FF4:
|
||||
LW T9,0000 (S0)
|
||||
SWC1 F12,0FF8 (T9) ;0.9->BONDdata+FF8:
|
||||
LW T8,0000 (S0)
|
||||
SWC1 F0,0FFC (T8) ;0.0->BONDdata+FFC:
|
||||
LW T0,0000 (S0)
|
||||
SWC1 F0,1000 (T0) ;0.0->BONDdata+1000:
|
||||
LW T5,0000 (S0)
|
||||
SWC1 F0,1004 (T5) ;0.0->BONDdata+1004:
|
||||
LW T7,0000 (S0)
|
||||
SWC1 F0,1008 (T7) ;0.0->BONDdata+1008:
|
||||
LW T6,0000 (S0)
|
||||
SWC1 F12,100C (T6) ;0.9->BONDdata+100C:
|
||||
LW T2,0000 (S0)
|
||||
SWC1 F0,1010 (T2) ;0.0->BONDdata+1010:
|
||||
LW T3,0000 (S0)
|
||||
LWC1 F4,F0E4 (AT) ;F4=8004F0E4: -Pi
|
||||
SWC1 F4,1014 (T3) ;-Pi->BONDdata+1014:
|
||||
LW T4,0000 (S0)
|
||||
SWC1 F0,1018 (T4) ;0.0->BONDdata+1018:
|
||||
LW T1,0000 (S0)
|
||||
SW R0,1060 (T1) ; 0->BONDdata+1060: reset GEkey analyzed used flag
|
||||
LW T9,0000 (S0)
|
||||
SW A1,1270 (T9) ;-1->BONDdata+1270:
|
||||
LW T8,0000 (S0)
|
||||
SWC1 F0,106C (T8) ;0.0->BONDdata+106C:
|
||||
LW T0,0000 (S0)
|
||||
SWC1 F0,1070 (T0) ;0.0->BONDdata+1070:
|
||||
LW T5,0000 (S0)
|
||||
SWC1 F0,1074 (T5) ;0.0->BONDdata+1074:
|
||||
LW T7,0000 (S0)
|
||||
SW R0,1078 (T7) ; 0->BONDdata+1078:
|
||||
LW T6,0000 (S0)
|
||||
SWC1 F0,107C (T6) ;0.0->BONDdata+107C:
|
||||
LW T2,0000 (S0)
|
||||
//7F0053CC:
|
||||
JAL 7F05C980
|
||||
SWC1 F0,1080 (T2) ;0.0->BONDdata+1080:
|
||||
JAL 7F05C980
|
||||
OR A0,R0,R0 ;A0= right hand
|
||||
JAL 7F05C980
|
||||
OR A0,R0,R0 ;A0= right hand
|
||||
JAL 7F05C980
|
||||
ADDIU A0,R0,0001 ;A0= left hand
|
||||
JAL 7F05C980
|
||||
ADDIU A0,R0,0001 ;A0= left hand
|
||||
JAL 7F05C980
|
||||
ADDIU A0,R0,0001 ;A0= left hand
|
||||
//7F0053FC:
|
||||
LW T3,0000 (S0)
|
||||
ADDIU T4,R0,0002
|
||||
LUI AT,8003
|
||||
SW R0,1064 (T3) ; 0->BONDdata+1064: reset flags
|
||||
LW T1,0000 (S0)
|
||||
SW T4,1128 (T1) ; 2->BONDdata+1128: reset more flags
|
||||
LW T9,0000 (S0)
|
||||
LWC1 F6,2C38 (AT) ;F6=80032C38: item 11+34: sniper rifle zoom
|
||||
LUI AT,8003
|
||||
SWC1 F6,1084 (T9) ;zoom->BONDdata+1084: sniper zoom
|
||||
LW T8,0000 (S0)
|
||||
LWC1 F8,36B8 (AT) ;F8=800336B8: item 29+34: camera zoom
|
||||
SWC1 F8,1088 (T8) ;zoom->BONDdata+1088: camera zoom
|
||||
//7F005430: return
|
||||
LW RA,001C (SP)
|
||||
LW S0,0018 (SP)
|
||||
ADDIU SP,SP,03D0
|
||||
JR RA
|
||||
NOP
|
||||
@@ -1 +0,0 @@
|
||||
705f1e69461f028d8e4ea8e9a4545fda1bd1152d
|
||||
@@ -0,0 +1,346 @@
|
||||
7F0793EC ADF1C initialize playerdata
|
||||
ADDIU SP,SP,FFE8
|
||||
SW RA,0014 (SP)
|
||||
JAL 7F09A464 ;V0=#players
|
||||
NOP
|
||||
SLTI AT,V0,0002
|
||||
BNEZ AT,7F07943C ;branch if solo
|
||||
NOP
|
||||
//7F079408: multiplayer only...
|
||||
JAL 7F09B150 ;V0=cur.player#
|
||||
NOP
|
||||
JAL 7F0100BC ;V0= player A0's control style
|
||||
OR A0,V0,R0 ;A0=V0: player#
|
||||
LUI V1,8008
|
||||
ADDIU V1,V1,A0B0
|
||||
LW T6,0000 (V1) ;T6=8007A0B0: cur.player data pointer
|
||||
JAL 7F09B150 ;V0=cur.player#
|
||||
SW V0,0430 (T6) ;cur.player+430: control style
|
||||
JAL 7F0100BC ;V0= player A0's control style
|
||||
OR A0,V0,R0 ;A0=V0: player#
|
||||
JAL 7F0A4DD0 ;set control style A0 to current playerdata
|
||||
OR A0,V0,R0 ;A0=V0: control style
|
||||
//7F07943C:
|
||||
LUI V1,8008
|
||||
ADDIU V1,V1,A0B0
|
||||
MTC1 R0,F0 ;F0=0
|
||||
LW T7,0000 (V1) ;T7=8007A0B0: cur.BONDdata pointer
|
||||
LUI AT,3F80
|
||||
MTC1 AT,F2 ;F2=1.0 [3F800000]
|
||||
SWC1 F0,0038 (T7) ;BONDdata+38= 0.0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
ADDIU A3,R0,0002 ;A3=2
|
||||
ADDIU A1,R0,0001 ;A1=1
|
||||
SWC1 F0,003C (T8) ;BONDdata+3C= 0.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
ADDIU A2,R0,FFFF ;A2=-1
|
||||
LUI AT,C080
|
||||
SWC1 F0,0040 (T9) ;BONDdata+40= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
MTC1 AT,F4 ;F4=-4.0 [C0800000]
|
||||
LUI AT,43B4
|
||||
SWC1 F0,0044 (T0) ;BONDdata+44= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F0,0048 (T1) ;BONDdata+48= 0.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SWC1 F0,004C (T2) ;BONDdata+4C= 0.0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,0050 (T3) ;BONDdata+50= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SWC1 F0,0054 (T4) ;BONDdata+54= 0.0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SWC1 F0,0058 (T5) ;BONDdata+58= 0.0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SW R0,0000 (T6) ;BONDdata+0= 0
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SWC1 F0,0004 (T7) ;BONDdata+4= 0.0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SWC1 F0,0008 (T8) ;BONDdata+8= 0.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F0,000C (T9) ;BONDdata+C= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F0,0010 (T0) ;BONDdata+10= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F0,0014 (T1) ;BONDdata+14= 0.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SWC1 F2,0018 (T2) ;BONDdata+18= 1.0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,001C (T3) ;BONDdata+1C= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SWC1 F2,0020 (T4) ;BONDdata+20= 1.0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SWC1 F0,0024 (T5) ;BONDdata+24= 0.0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SWC1 F0,0028 (T6) ;BONDdata+28= 0.0
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SWC1 F0,002C (T7) ;BONDdata+2C= 0.0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SWC1 F0,0030 (T8) ;BONDdata+30= 0.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SW R0,0034 (T9) ;BONDdata+34= 0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F0,03C4 (T0) ;BONDdata+3C4= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F0,03C8 (T1) ;BONDdata+3C8= 0.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SWC1 F2,03CC (T2) ;BONDdata+3CC= 1.0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,0084 (T3) ;BONDdata+84= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SWC1 F0,0088 (T4) ;BONDdata+88= 0.0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SW R0,008C (T5) ;BONDdata+8C= 0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SWC1 F0,0090 (T6) ;BONDdata+90= 0.0
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SW R0,0094 (T7) ;BONDdata+94= 0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SWC1 F0,0098 (T8) ;BONDdata+98= 0.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F0,1274 (T9) ;BONDdata+1274= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F0,1278 (T0) ;BONDdata+1278= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F0,127C (T1) ;BONDdata+127C= 0.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SW A3,009C (T2) ;BONDdata+9C= 2
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SW A3,29FC (T3) ;BONDdata+29FC= 2
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SWC1 F0,00A0 (T4) ;BONDdata+A0= 0.0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SWC1 F0,00A4 (T5) ;BONDdata+A4= 0.0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SW A1,00AC (T6) ;BONDdata+AC= 1
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SW R0,00D0 (T7) ;BONDdata+D0= 0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SW R0,00D8 (T8) ;BONDdata+D8= 0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F2,00DC (T9) ;BONDdata+DC= 1.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F0,00E0 (T0) ;BONDdata+E0= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F2,00E4 (T1) ;BONDdata+E4= 1.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SWC1 F0,00E8 (T2) ;BONDdata+E8= 0.0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F2,00EC (T3) ;BONDdata+EC= 1.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SWC1 F0,00F0 (T4) ;BONDdata+F0= 0.0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SW A2,00F4 (T5) ;BONDdata+F4= -1
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SW A2,00F8 (T6) ;BONDdata+F8= -1
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SW R0,01C0 (T7) ;BONDdata+1C0= 0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SW R0,01C4 (T8) ;BONDdata+1C4= 0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SW R0,01C8 (T9) ;BONDdata+1C8= 0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SW A1,01CC (T0) ;BONDdata+1CC= 1
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SW R0,01D0 (T1) ;BONDdata+1D0= 0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SW R0,01A0 (T2) ;BONDdata+1A0= 0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,019C (T3) ;BONDdata+19C= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SWC1 F0,014C (T4) ;BONDdata+14C= 0,0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SWC1 F2,0150 (T5) ;BONDdata+150= 1.0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SWC1 F0,0154 (T6) ;BONDdata+154= 0.0
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SWC1 F4,0158 (T7) ;BONDdata+158= -4.0
|
||||
//7F079650:
|
||||
LW A0,0000 (V1) ;A0=p->cur.BONDdata
|
||||
LWC1 F6,0158 (A0) ;F6=-4.0
|
||||
SWC1 F6,015C (A0) ;BONDdata+15C= -4.0
|
||||
LW A0,0000 (V1) ;A0=p->cur.BONDdata
|
||||
LWC1 F12,015C (A0) ;F12= -4.0
|
||||
C.LT.S F12,F0
|
||||
NOP
|
||||
BC1FL 7F07968C ;branch if -4.0 >= 0.0, which it never will be...
|
||||
SWC1 F0,0160 (A0)
|
||||
MTC1 AT,F8 ;F8=360.0 [43B40000]
|
||||
NOP
|
||||
ADD.S F10,F12,F8 ;F10=-4.0 + 360.0: 356.0
|
||||
SWC1 F10,015C (A0) ;BONDdata+15C= 356.0 [43B20000]
|
||||
LW A0,0000 (V1) ;A0=p->cur.BONDdata
|
||||
//7F079688:
|
||||
SWC1 F0,0160 (A0) ;BONDdata+160=0.0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
ADDIU V0,R0,00FF ;V0=FF
|
||||
LUI AT,BF80
|
||||
SWC1 F2,0164 (T8) ;BONDdata+164= 1.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
MTC1 AT,F12 ;F12=-1 [BF800000]
|
||||
LUI AT,4170
|
||||
SWC1 F0,0168 (T9) ;BONDdata+168= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
MTC1 AT,F16 ;F16=15.0 [41700000]
|
||||
SWC1 F0,016C (T0) ;BONDdata+16C= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F0,0170 (T1) ;BONDdata+170= 0.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SWC1 F0,0174 (T2) ;BONDdata+174= 0.0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,2A4C (T3) ;BONDdata+2A4C= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SWC1 F2,0178 (T4) ;BONDdata+178= 1.0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SW R0,017C (T5) ;BONDdata+17C= 0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SWC1 F0,0180 (T6) ;BONDdata+180= 0.0
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SWC1 F0,0184 (T7) ;BONDdata+184= 0.0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SWC1 F0,0188 (T8) ;BONDdata+188= 0.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SW R0,0104 (T9) ;BONDdata+104= 0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SW R0,0108 (T0) ;BONDdata+108= 0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SW R0,010C (T1) ;BONDdata+10C= 0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SW R0,0110 (T2) ;BONDdata+110= 0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SW A1,0114 (T3) ;BONDdata+114= 1
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SW A1,0118 (T4) ;BONDdata+118= 1
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SW R0,011C (T5) ;BONDdata+11C= 0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SW A1,0120 (T6) ;BONDdata+120= 1
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SW R0,0124 (T7) ;BONDdata+124= 0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SW A1,0128 (T8) ;BONDdata+128= 1
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F0,012C (T9) ;BONDdata+12C= 0.O
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SW R0,0130 (T0) ;BONDdata+130= 0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SW A2,0134 (T1) ;BONDdata+134=-1
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SW A1,0138 (T2) ;BONDdata+138= 1
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,013C (T3) ;BONDdata+13C= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SW R0,0140 (T4) ;BONDdata+140= 0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SW A2,0144 (T5) ;BONDdata+144=-1
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SW V0,03D0 (T6) ;BONDdata+3D0= FF
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SW V0,03D4 (T7) ;BONDdata+3D4= FF
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SW V0,03D8 (T8) ;BONDdata+3D8= FF
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F0,03DC (T9) ;BONDdata+3DC= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F12,03E0 (T0) ;BONDdata+3E0=-1.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F12,03E4 (T1) ;BONDdata+3E4=-1.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SW V0,03E8 (T2) ;BONDdata+3E8= FF
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SW V0,03EC (T3) ;BONDdata+3EC= FF
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SW V0,03F0 (T4) ;BONDdata+3F0= FF
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SW V0,03F4 (T5) ;BONDdata+3F4= FF
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SW V0,03F8 (T6) ;BONDdata+3F8= FF
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SW V0,03FC (T7) ;BONDdata+3FC= FF
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SWC1 F0,0400 (T8) ;BONDdata+400= 0.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F0,0404 (T9) ;BONDdata+404= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F12,018C (T0) ;BONDdata+18C=-1.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SWC1 F12,0190 (T1) ;BONDdata+190=-1.0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SWC1 F0,0194 (T2) ;BONDdata+194= 0.0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,0198 (T3) ;BONDdata+198= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SW A3,042C (T4) ;BONDdata+42C= 2
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SW R0,0430 (T5) ;BONDdata+430= 0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SWC1 F0,0204 (T6) ;BONDdata+204= 0.0
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SWC1 F0,0208 (T7) ;BONDdata+208= 0.0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SWC1 F0,020C (T8) ;BONDdata+20C= 0.0
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F0,0210 (T9) ;BONDdata+210= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F0,0214 (T0) ;BONDdata+214= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SW R0,0218 (T1) ;BONDdata+218= 0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SW R0,0220 (T2) ;BONDdata+220= 0
|
||||
LW T3,0000 (V1) ;T3=p->cur.BONDdata
|
||||
SWC1 F0,0224 (T3) ;BONDdata+224= 0.0
|
||||
LW T4,0000 (V1) ;T4=p->cur.BONDdata
|
||||
SW R0,0200 (T4) ;BONDdata+200= 0
|
||||
LW T5,0000 (V1) ;T5=p->cur.BONDdata
|
||||
SH R0,03B4 (T5) ;BONDdata+3B4= 0
|
||||
LW T6,0000 (V1) ;T6=p->cur.BONDdata
|
||||
SH R0,03B6 (T6) ;BONDdata+3B6= 0
|
||||
LW T7,0000 (V1) ;T7=p->cur.BONDdata
|
||||
SWC1 F16,29C0 (T7) ;BONDdata+29C0= 15.0
|
||||
LW T8,0000 (V1) ;T8=p->cur.BONDdata
|
||||
SH A2,2A04 (T8) ;BONDdata+2A04=-1
|
||||
LW T9,0000 (V1) ;T9=p->cur.BONDdata
|
||||
SWC1 F0,2A08 (T9) ;BONDdata+2A08= 0.0
|
||||
LW T0,0000 (V1) ;T0=p->cur.BONDdata
|
||||
SWC1 F0,2A0C (T0) ;BONDdata+2A0C= 0.0
|
||||
LW T1,0000 (V1) ;T1=p->cur.BONDdata
|
||||
SW R0,2A6C (T1) ;BONDdata+2A6C= 0
|
||||
LW T2,0000 (V1) ;T2=p->cur.BONDdata
|
||||
SW R0,2A70 (T2) ;BONDdata+2A70= 0
|
||||
//7F0798A8: return
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0018
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
+_+
|
||||
|
||||
7F0A4DD0 D9900 set control style A0 to current playerdata
|
||||
accepts: A0=control style
|
||||
fries: V0,V1,T0,T1,T2,T3,T4,T6,T7,T8,T9,F4,F6
|
||||
LUI V1,8008
|
||||
ADDIU V1,V1,A0B0
|
||||
LW T6,0000 (V1) ;T6=cur.BONDdata
|
||||
MTC1 A0,F4
|
||||
LUI T9,8005
|
||||
SW A0,2A58 (T6) ;BONDdata+2A58= style
|
||||
LW T7,0000 (V1) ;T7=cur.BONDdata
|
||||
CVT.S.W F6,F4 ;F6=(float) style
|
||||
ADDIU V0,R0,000A
|
||||
SW A0,2A5C (T7) ;BONDdata+2A5C= style
|
||||
LW T8,0000 (V1) ;T8=cur.BONDdata
|
||||
SWC1 F6,2A60 (T8) ;BONDdata+2A60= (float) style
|
||||
LB T9,84D0 (T9) ;T9=800484D0: selected language
|
||||
BLEZ T9,+3 ;if english-ish, V0=A
|
||||
NOP
|
||||
BEQ R0,R0,+1 ;if japanese-ish, V0=E
|
||||
ADDIU V0,R0,000E
|
||||
//
|
||||
MULTU V0,A0
|
||||
LW T2,0000 (V1) ;T2=cur.BONDdata
|
||||
ADDIU T3,R0,0001
|
||||
MFLO T0 ;T0=style * language vertical spacing
|
||||
SUBU T1,R0,T0 ;T1=0-spacing
|
||||
SW T1,2A64 (T2) ;BONDdata+2A64= vertical spacing to entry
|
||||
LW T4,0000 (V1) ;T4=cur.BONDdata
|
||||
JR RA
|
||||
SW T3,2A68 (T4) ;BONDdata+2A68=1:
|
||||
@@ -1 +0,0 @@
|
||||
0e669349120160c06a03656f1b293213a032165a
|
||||
@@ -0,0 +1,225 @@
|
||||
800364D8 0x15748 12 longs, probably offsets
|
||||
|
||||
most likely death animations
|
||||
|
||||
//7F006160: determine number of entries, save to 8003650C
|
||||
LUI A0,8003
|
||||
ADDIU A0,A0,64D8
|
||||
SLL T0,R0,0x2
|
||||
ADDU T1,A0,T0
|
||||
LW T3,0000 (T1) ;T3=800364D8: 000030B8, first of values
|
||||
LUI V1,8003
|
||||
ADDIU V1,V1,650C
|
||||
SW R0,0000 (V1) ;0->8003650C: counter of values
|
||||
BEQ T3,R0,7F0061A8
|
||||
OR V0,R0,R0 ;V0=counter
|
||||
ADDIU T4,V0,0001
|
||||
//7F00618C:
|
||||
SLL T2,T4,0x2
|
||||
ADDU T9,A0,T2
|
||||
LW T5,0000 (T9) ;retrieve value
|
||||
SW T4,0000 (V1) ;save running total
|
||||
OR V0,T4,R0
|
||||
BNEL T5,R0,7F00618C ;keep indexing
|
||||
ADDIU T4,V0,0001
|
||||
//7F0061A8:
|
||||
|
||||
|
||||
Used here when blowing a player up in multiplayer. Recalls a random entry
|
||||
7F080B34: recall and use player death animation, or something like that
|
||||
...
|
||||
//7F080BC4:
|
||||
JAL 7000A450 ;ret. V0=rand
|
||||
SW V0,0044 (SP)
|
||||
LUI T9,8003
|
||||
LW T9,650C (T9) ;#entries
|
||||
LW T8,0044 (SP)
|
||||
LUI T2,8003
|
||||
LUI T3,8007
|
||||
DIVU T8,T9
|
||||
MFHI T0
|
||||
SLL T1,T0,0x2 ;T0=random entry in range
|
||||
ADDU T2,T2,T1
|
||||
LW T2,64D8 (T2) ;load the animation offset
|
||||
LW T3,9538 (T3) ;T3=80069538: p->animation binaries
|
||||
MFC1 A2,F20
|
||||
BNEZ T9,7F080C08
|
||||
NOP
|
||||
BREAK
|
||||
ANDI A1,V0,0001
|
||||
LUI A3,3F80
|
||||
JAL 7F08EA48
|
||||
ADDU A0,T2,T3 ;final animation value
|
||||
|
||||
//7F08B3AC:
|
||||
LUI A3,8003
|
||||
LW A3,650C (A3) ;A3=#ani
|
||||
OR A1,R0,R0
|
||||
OR S0,R0,R0
|
||||
BLEZ A3,7F08B400 ;skip if stupid
|
||||
LUI T9,8003
|
||||
ADDIU V0,T9,64D8 ;V0=800364D8: base for ani table
|
||||
LUI V1,8007
|
||||
SLL T1,A3,0x2 ;T1=entry -> offset
|
||||
ADDU A0,T1,V0 ;A0=entry
|
||||
LW V1,9538 (V1)
|
||||
LW A2,1284 (T0) ;A2=player's cur animation; T0=playerdata
|
||||
LW T2,0000 (V0)
|
||||
//7F08B3E0:
|
||||
ADDIU V0,V0,0004 ;span the list, looking for a hit
|
||||
SLTU AT,V0,A0
|
||||
ADDU T3,T2,V1
|
||||
BNE A2,T3,7F08B3F8
|
||||
NOP
|
||||
ADDIU A1,R0,0001
|
||||
//7F08B3F8:
|
||||
BNEL AT,R0,7F08B3E0
|
||||
LW T2,0000 (V0)
|
||||
//7F08B400:
|
||||
BEQ A1,R0,7F08B418
|
||||
LUI AT,3F00
|
||||
LW A2,1284 (T0)
|
||||
MTC1 AT,F12
|
||||
BEQ R0,R0,7F08B470
|
||||
SW A2,009C (SP)
|
||||
//7F08B418:
|
||||
JAL 7000A450
|
||||
SWC1 F2,0094 (SP)
|
||||
LUI T4,8003
|
||||
LW T4,650C (T4)
|
||||
LUI T7,8003
|
||||
LUI T8,8007
|
||||
DIVU V0,T4
|
||||
MFHI T5
|
||||
SLL T6,T5,0x2
|
||||
ADDU T7,T7,T6
|
||||
LW T7,64D8 (T7)
|
||||
LW T8,9538 (T8)
|
||||
LW T0,0000 (S1)
|
||||
LUI AT,3F00
|
||||
ADDU T1,T7,T8
|
||||
SW T1,009C (SP)
|
||||
MTC1 AT,F12
|
||||
LWC1 F2,0094 (SP)
|
||||
BNEZ T4,7F08B46C
|
||||
NOP
|
||||
BREAK
|
||||
LW A2,1284 (T0)
|
||||
MTC1 R0,F14
|
||||
NOP
|
||||
SWC1 F14,008C (SP)
|
||||
BEQ R0,R0,7F08B858
|
||||
SWC1 F14,0088 (SP)
|
||||
|
||||
|
||||
|
||||
|
||||
[minor edit so they use less and follow 0A method]
|
||||
000030B8 001A
|
||||
000031DC 001B
|
||||
000032C8 001C
|
||||
000033AC 001D
|
||||
000034D4 001E
|
||||
000035C8 001F
|
||||
000036D8 0020
|
||||
0000384C 0021
|
||||
000039C0 0022
|
||||
00003AF0 0023
|
||||
00003C10 0024
|
||||
00003D04 0025
|
||||
|
||||
!REVISED!
|
||||
//7F006168: 0x3AC98
|
||||
00004040 *SLL T0,R0,0x1
|
||||
-
|
||||
852B0000 *LH T3,0000 (T1)
|
||||
|
||||
//7F00618C: 0x3ACBC
|
||||
000C5040 *SLL T2,T4,0x1
|
||||
-
|
||||
85EF0000 *LH T5,0000 (T9) ;retrieve value
|
||||
|
||||
//7F080BC4: 0xB56F4
|
||||
-JAL 7000A450 ;ret. V0=rand
|
||||
-SW V0,0044 (SP)
|
||||
-LUI T9,8003
|
||||
-LW T9,650C (T9) #entries
|
||||
-LW T8,0044 (SP)
|
||||
-LUI T2,8003
|
||||
3C0B8003 *LUI T3,8003
|
||||
53200003 BEQL T9,R0,+3
|
||||
00004025 OR T0,R0,R0
|
||||
0319001B DIVU T8,T9
|
||||
00004010 MFHI T0
|
||||
00084840 *SLL T1,T0,0x1 ;T0=random entry in range
|
||||
01495021 ADDU T2,T2,T1
|
||||
854A64D8 *LH T2,64D8 (T2) ;load the animation offset
|
||||
000A5080 +SLL T2,T2,0x2
|
||||
014B2021 ADDU A0,T2,T3 ;final animation value
|
||||
4406A000 MFC1 A2,F20
|
||||
-ANDI A1,V0,0001
|
||||
-LUI A3,3F80
|
||||
-JAL 7F08EA48
|
||||
8C849D6C LW A0,9D6C (A0) ;T3=table of animation binary pointers
|
||||
|
||||
|
||||
//7F08B3AC: 0xBFEDC
|
||||
LUI A3,8003
|
||||
LW A3,650C (A3) ;A3=8003650C+offset: #ani
|
||||
OR A1,R0,R0
|
||||
OR S0,R0,R0
|
||||
BLEZ A3,7F08B400 ;skip if stupid
|
||||
LUI T9,8003
|
||||
ADDIU V0,T9,64D8 ;V0=800364D8: base for ani table
|
||||
//7F08B3C8: 0xBFEF8
|
||||
00074840 *SLL T1,A3,0x1 ;T1=entry -> offset
|
||||
01222021 ADDU A0,T1,V0 ;A0=entry
|
||||
27239D6C *ADDIU V1,9D6C (T9) ;V1=80029D6C: pointers to animation binaries
|
||||
8D061284 LW A2,1284 (T0) ;T0=cur playerdata
|
||||
844A0000 *LH T2,0000 (V0) ;T2=ani #
|
||||
//7F08B3DC: 0xBFF0C
|
||||
000A5080 *SLL T2,T2,0x2
|
||||
*ADDIU V0,V0,0002
|
||||
-SLTU AT,V0,A0
|
||||
-ADDU T3,T2,V1
|
||||
8D6B0000 *LW T3,0000 (T3)
|
||||
50CB0001 *BEQL A2,T3,7F08B3F8
|
||||
-ADDIU A1,R0,0001
|
||||
//7F08B3F8: 0xBFF28
|
||||
5420FFF8 *BNEL AT,R0,7F08B3DC
|
||||
844A0000 *LH T2,0000 (V0)
|
||||
//7F08B400:
|
||||
BEQ A1,R0,7F08B418
|
||||
LUI AT,3F00
|
||||
LW A2,1284 (T0)
|
||||
MTC1 AT,F12
|
||||
BEQ R0,R0,7F08B470
|
||||
SW A2,009C (SP)
|
||||
//7F08B418: 0xBFF48
|
||||
JAL 7000A450
|
||||
SWC1 F2,0094 (SP)
|
||||
3C188003 *LUI T8,8003
|
||||
8F0C650C *LW T4,650C (T8)
|
||||
59800003 *BLEZL T4,+3
|
||||
00006825 *OR T5,R0,R0
|
||||
004C001B -DIVU V0,T4
|
||||
00006810 -MFHI T5
|
||||
000D7040 *SLL T6,T5,0x1 ;offset in table
|
||||
030E7821 *ADDU T7,T8,T6
|
||||
85EF64D8 *LH T7,64D8 (T7) ;T7=ani#
|
||||
000F7880 *SLL T7,T7,0x2
|
||||
8E280000 -LW T0,0000 (S1) ;T0=specific playerdata
|
||||
3C013F00 -LUI AT,3F00
|
||||
01F84821 -ADDU T1,T7,T8
|
||||
8D299D6C *LW T1,9D6C (T1) ;80029D6C+
|
||||
AFA9009C SW T1,009C (SP)
|
||||
44816000 MTC1 AT,F12
|
||||
C7A20094 LWC1 F2,0094 (SP)
|
||||
00000000 -NOP
|
||||
00000000 *NOP
|
||||
LW A2,1284 (T0)
|
||||
MTC1 R0,F14
|
||||
NOP
|
||||
SWC1 F14,008C (SP)
|
||||
BEQ R0,R0,7F08B858
|
||||
SWC1 F14,0088 (SP)
|
||||
@@ -1 +0,0 @@
|
||||
05f13cd5c4b83d1a12c6d8f0de40d5c4a8d66211
|
||||
@@ -0,0 +1,238 @@
|
||||
cuff value pulled from setup in 7F005C3C
|
||||
stored to player data +0x41C
|
||||
|
||||
summary of below.
|
||||
Note that the characters below were identified from the various hand models. The list should be accurate.
|
||||
Also, although model numbers differ, heads 4A, 4B, 4C are identical. 4D is unused
|
||||
Cuff 0 Blue suit (default values when not otherwise set)
|
||||
body: 0xAE8C7 default: 17
|
||||
head: 0xAE8CB default: 4B
|
||||
Cuff 1 Brosnan (mp)
|
||||
body: 0xAE957 default: 05
|
||||
head: 0xAEA3F default: 4E
|
||||
Cuff 2 Jungle camo
|
||||
body: 0xAE93F default: 18
|
||||
head: 0xAEA33 default: 4C
|
||||
Cuff 3 Boiler suit
|
||||
body: 0xAE933 default: 16
|
||||
head: 0xAEA27 default: 4A
|
||||
Cuff 4 Snowsuit
|
||||
body: 0xAE94B default: 19
|
||||
head: 0xAE8CB default: 4B [shared with bluesuit]
|
||||
Cuff 5 Connery
|
||||
body: 0xAE963 default: 05
|
||||
head: 0xAEA4B default: 4E
|
||||
Cuff 6 Moore
|
||||
body: 0xAE96F default: 05
|
||||
head: 0xAEA57 default: 4E
|
||||
Cuff 7 Dalton
|
||||
body: 0xAE97B default: 05
|
||||
head: 0xAEA63 default: 4E
|
||||
Cuff 8 Variable Bonds
|
||||
body: 0xAE98B default: 05
|
||||
head: 0xAEA6F default: 4E
|
||||
|
||||
Patch to allow snowsuit it's own head entry:
|
||||
AEA24:
|
||||
100000xx BEQ R0,R0,
|
||||
240D004A ADDIU T5,R0,004A
|
||||
//+4 to normal address
|
||||
100000xx BEQ R0,R0,
|
||||
240D004C ADDIU T5,R0,004C
|
||||
//new snowsuit
|
||||
100000xx BEQ R0,R0,
|
||||
240D004B ADDIU T5,R0,004B
|
||||
|
||||
//change registers for entry only
|
||||
0xA3AED 0D
|
||||
0xAEA45
|
||||
AD
|
||||
|
||||
RESULT:
|
||||
AEA24 000E 10000006 240D004A 10000004 240D
|
||||
AEA37 0007 02240D00 4B240D
|
||||
AEA45 0001 AD
|
||||
|
||||
in 21990:
|
||||
change entry 2 to 7F079EFC, entry 4 to 7F079F04
|
||||
|
||||
34282
|
||||
0002 9EFC
|
||||
3428B 0001 04
|
||||
|
||||
|
||||
-----------
|
||||
note: bluesuit is default; values initilaized at 7F079D94 (body, head)
|
||||
|
||||
recalled @ 7F079DD4:
|
||||
LUI T7,8008
|
||||
LW T7,A0B0 (T7)
|
||||
LW V1,041C (T7) //cuff for player
|
||||
SLTIU AT,V1,0009 //must be 0-8
|
||||
BEQ AT,R0,7F079EA4 //skip recall when invalid
|
||||
SLL T3,V1,0x2 //T3=cuff->offset
|
||||
LUI AT,8005
|
||||
ADDU AT,AT,T3
|
||||
LW T3,4FE4 (AT) //80054FE4: pull TLB pointer for routine setting body model for each
|
||||
JR T3
|
||||
NOP
|
||||
|
||||
7F079E00: 3-boiler suit
|
||||
ADDIU T2,R0,0016
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
|
||||
7F079E0C: 2-jungle bond
|
||||
ADDIU T2,R0,0018
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
|
||||
7F079E18: 4-snowsuit bond
|
||||
ADDIU T2,R0,0019
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
|
||||
7F079E24: 1-Brosnan Tux (from multiplayer)
|
||||
ADDIU T2,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
|
||||
7F079E30: 5-Connery Tux (according to cuff images)
|
||||
ADDIU T2,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
|
||||
7F079E3C: 6-Moore Tux (according to cuff images)
|
||||
ADDIU T2,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
|
||||
7F079E48: 7-Dalton Tux (according to cuff images)
|
||||
ADDIU T2,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
|
||||
7F079E54: 8-variable bond heads, based off selection on folder screen; defaults to 05/4E
|
||||
BEQ V0,R0,7F079E88
|
||||
ADDIU T3,R0,0005
|
||||
ADDIU AT,R0,0001
|
||||
BEQ V0,AT,7F079E90 //V0=selected Bond
|
||||
ADDIU T2,R0,0005
|
||||
ADDIU AT,R0,0002
|
||||
BEQ V0,AT,70F79E98
|
||||
ADDIU T4,R0,0005
|
||||
ADDIU AT,R0,0003
|
||||
BEQ V0,AT,7F079EA0
|
||||
ADDIU T9,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
NOP
|
||||
//7F079E88:
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T3,0044 (SP)
|
||||
//7F079E90:
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
//7F079E98:
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T4,0044 (SP)
|
||||
SW T9,0044 (SP)
|
||||
|
||||
7F079EA4:
|
||||
BEQ V0,R0,7F079ED8 //take branch on solo, setting head
|
||||
SLTIU AT,V1,0009
|
||||
//7F079EAC: MP only routine retrieving head based on player number
|
||||
ADDIU AT,R0,0001
|
||||
BEQ V0,AT,7F079F48
|
||||
ADDIU T8,R0,004E //default head - Brosnan Tux
|
||||
ADDIU AT,R0,0002
|
||||
BEQ V0,AT,7F079F50
|
||||
ADDIU T5,R0,004E
|
||||
ADDIU AT,R0,0003
|
||||
BEQ V0,AT,7F079F58
|
||||
ADDIU T6,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
NOP
|
||||
//7F079ED8: pull head using cuff value
|
||||
BEQ AT,R0,7F079F84
|
||||
SLL T8,V1,0x2
|
||||
LUI AT,8005
|
||||
ADDU AT,AT,T8
|
||||
LW T8,5008 (AT)
|
||||
JR T8
|
||||
NOP
|
||||
|
||||
7F079EF4: 3-boiler bond head
|
||||
ADDIU T5,R0,004A
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T5,0040 (SP)
|
||||
|
||||
7F079F00: 2-jungle bond head
|
||||
ADDIU T6,R0,004C
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T6,0040 (SP)
|
||||
|
||||
7F079F0C: 1-Bronsnan Tux head (from multiplayer)
|
||||
ADDIU T7,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T7,0040 (SP)
|
||||
|
||||
7F079F18: 5-Connery Tux head (according to cuff images)
|
||||
ADDIU T3,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T3,0040 (SP)
|
||||
|
||||
7F079F24: 6-Moore Tux (according to cuff images)
|
||||
ADDIU T2,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T2,0040 (SP)
|
||||
|
||||
7F079F30: 7-Dalton Tux (according to cuff images)
|
||||
ADDIU T4,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T4,0040 (SP)
|
||||
|
||||
7F079F3C: 8-Variable Body
|
||||
ADDIU T9,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T9,0040 (SP)
|
||||
|
||||
7F079F48: mp player 2
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T8,0040 (SP)
|
||||
//7F079F50: mp player 3
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T5,0040 (SP)
|
||||
//7F079F58: mp player 4
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T6,0040 (SP)
|
||||
//7F079F60: this bugger looks like the routine that pulls specific MP character body/heads
|
||||
JAL 7F09B150
|
||||
NOP
|
||||
JAL 7F0102BC
|
||||
OR A0,V0,R0
|
||||
JAL 7F09B150
|
||||
SW V0,0040 (SP)
|
||||
JAL 7F01035C
|
||||
OR A0,V0,R0
|
||||
SW V0,0044 (SP)
|
||||
|
||||
7F079F84:
|
||||
LUI T7,8003
|
||||
LW T7,6494 (T7) //CURRENT MODE (intro camera, 1st person, etc)
|
||||
ADDIU AT,R0,0003 //testing for swirl
|
||||
BNE T7,AT,7F079FA0
|
||||
LUI T3,8008
|
||||
LW T3,99E0 (T3) //800799E0:
|
||||
SW T3,0048 (SP)
|
||||
//7F079FA0: think this disables 1st person display
|
||||
JAL 7F09A464 //V0=#players
|
||||
NOP
|
||||
ADDIU AT,R0,0001
|
||||
BNE V0,AT,7F07A1BC
|
||||
LW T7,0044 (SP)
|
||||
JAL 7F05CF5C //clear left gun
|
||||
ADDIU A0,R0,0001
|
||||
JAL 7F05CF5C //clear right gun
|
||||
OR A0,R0,R0
|
||||
//7F079FC4:
|
||||
etc...
|
||||
@@ -1 +0,0 @@
|
||||
b8f1890e039f733298879b5601424f234b01af59
|
||||
@@ -1 +0,0 @@
|
||||
dacd73a869546f68d2087362772172794ef6da13
|
||||
@@ -0,0 +1,564 @@
|
||||
7F079CF0-7F07A4A0 solo character load
|
||||
ADDIU SP,SP,FEE8
|
||||
SW RA,001C (SP)
|
||||
JAL 7F089EE4
|
||||
NOP
|
||||
LUI T6,8008
|
||||
LW T6,A0B0 (T6)
|
||||
SWC1 F0,0114 (SP)
|
||||
LW T7,00A8 (T6)
|
||||
LW V0,0004 (T7)
|
||||
BNEL V0,R0,7F07A440
|
||||
LW T7,001C (V0)
|
||||
JAL 7F05CF30
|
||||
OR A0,R0,R0
|
||||
SW V0,00F0 (SP)
|
||||
JAL 7F05CF30
|
||||
ADDIU A0,R0,0001
|
||||
SW V0,00EC (SP)
|
||||
SW R0,00E8 (SP)
|
||||
JAL 7F05CF48
|
||||
OR A0,R0,R0
|
||||
SW V0,00E4 (SP)
|
||||
JAL 7F05CF48
|
||||
ADIU A0,R0,0001
|
||||
//7F079D4C: copy a generic 08 PP7 to stack... this section extroneous
|
||||
LUI T9,8003
|
||||
ADDIU T9,T9,65AC ;T9=800265AC: a copy of a 08 PP7 object from the 21990 binary
|
||||
SW V0,00E0 (SP)
|
||||
ADDIU T4,T9,0084
|
||||
ADDIU T8,SP,0054
|
||||
//7F079D60: iterate to copy yo
|
||||
LW AT,0000 (T9)
|
||||
ADDIU T9,T9,000C
|
||||
ADDIU T8,T8,000C
|
||||
SW AT,FFF4 (T8)
|
||||
LW AT,FFF8 (T9)
|
||||
SW AT,FFF8 (T8)
|
||||
LW AT,FFFC (T9)
|
||||
BNE T9,T4,7F079D60
|
||||
SW AT,FFFC (T8)
|
||||
//7F079D84:
|
||||
LW AT,0000 (T9)
|
||||
OR A0,R0,R0 ;A0=right hand
|
||||
JAL 7F05DA44 ;ret. V0=ammo in wep.
|
||||
SW AT,0000 (T8)
|
||||
ADDIU T5,R0,0017 ;default body
|
||||
ADDIU T6,R0,004B ;default head
|
||||
LUI A0,8008
|
||||
SW V0,0048 (SP)
|
||||
SW T5,0044 (SP)
|
||||
SW T6,0040 (SP)
|
||||
SW R0,0038 (SP)
|
||||
JAL 7F07DE64
|
||||
LW A0,A0B0 (A0)
|
||||
JAL 7F09A464 ;returns V0=#players
|
||||
NOP
|
||||
ADDIU AT,R0,0001
|
||||
BNE V0,AT,7F079F60 ;branch if multi!
|
||||
NOP
|
||||
JAL 7F01D56C ;WOULD HAVE RETURNED V0=folder#
|
||||
ADDIU SP,SP,FFE8
|
||||
SW RA,0014 (SP)
|
||||
LUI A0,8003
|
||||
JAL 7F01EBC0
|
||||
SW A0,0000 (SP)
|
||||
JR RA
|
||||
OR V0,R0,R0
|
||||
LW A0,A8E8 (A0)
|
||||
LW RA,0014 (SP)
|
||||
JR RA
|
||||
NOP
|
||||
NOP
|
||||
//7F079DD4: solo bodies
|
||||
LUI T7,8008
|
||||
LW T7,A0B0 (T7)
|
||||
LW V1,041C (T7) ;V1=cuff
|
||||
SLTIU AT,V1,0009
|
||||
BEQ AT,R0,7F079EA4 ;skip if not a valid cuff
|
||||
SLL T3,V1,0x2
|
||||
LUI AT,8005
|
||||
ADDU AT,AT,T3
|
||||
LW T3,4FE4 (AT)
|
||||
JR T3
|
||||
NOP
|
||||
//7F079E00:
|
||||
ADDIU T2,R0,0016
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
//7F079E0C:
|
||||
ADDIU T4,R0,0018
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T4,0044 (SP)
|
||||
//7F079E18:
|
||||
ADDIU T9,R0,0019
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T9,0044 (SP)
|
||||
//7F079E24:
|
||||
ADDIU T8,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T8,0044 (SP)
|
||||
//7F079E30:
|
||||
ADDIU T5,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T5,0044 (SP)
|
||||
//7F079E3C:
|
||||
ADDIU T6,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T6,0044 (SP)
|
||||
//7F079E48:
|
||||
ADDIU T7,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T7,0044 (SP)
|
||||
//7F079E54: choose one of four bond models!
|
||||
BEQ V0,R0,7F079E88
|
||||
ADDIU T3,R0,0005
|
||||
ADDIU AT,R0,0001
|
||||
BEQ V0,AT,7F079E90
|
||||
ADDIU T2,R0,0005
|
||||
ADDIU AT,R0,0002
|
||||
BEQ V0,AT,7F079E98
|
||||
ADDIU T4,R0,0005
|
||||
ADDIU AT,R0,0003
|
||||
BEQ V0,AT,7F079EA0
|
||||
ADDIU T9,R0,0005
|
||||
BEQ R0,R0,7F079EA4
|
||||
NOP
|
||||
//7F079E88:
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T3,0044 (SP)
|
||||
//7F079E90:
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T2,0044 (SP)
|
||||
//7F079E98:
|
||||
BEQ R0,R0,7F079EA4
|
||||
SW T4,0044 (SP)
|
||||
//7F079EA0:
|
||||
SW T9,0044 (SP)
|
||||
//7F079EA4:
|
||||
BEQ V0,R0,7F079ED8
|
||||
SLTIU AT,V1,0009
|
||||
ADDIU AT,R0,0001
|
||||
BEQ V0,AT,7F079F48
|
||||
ADDIU T8,R0,004E
|
||||
ADDIU AT,R0,0002
|
||||
BEQ V0,AT,7F079F50
|
||||
ADDIU T5,R0,004E
|
||||
ADDIU AT,R0,0003
|
||||
BEQ V0,AT,7F079F58
|
||||
ADDIU T6,R0,004E
|
||||
BEQ R0,R0,F7079F84
|
||||
NOP
|
||||
//7F079ED8: solo heads
|
||||
BEQ AT,R0,7F079F84
|
||||
SLL T8,V1,0x2
|
||||
LUI AT,8005
|
||||
ADDU AT,AT,T8
|
||||
LW T8,5008 (AT)
|
||||
JR T8
|
||||
NOP
|
||||
//7F079EF4:
|
||||
ADDIU T5,R0,004A
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T5,0040 (SP)
|
||||
//7F079F00:
|
||||
ADDIU T6,R0,004C
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T6,0040 (SP)
|
||||
//7F079F0C:
|
||||
ADDIU T7,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T7,0040 (SP)
|
||||
//7F079F18:
|
||||
ADDIU T3,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T3,0040 (SP)
|
||||
//7F079F24:
|
||||
ADDIU T2,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T2,0040 (SP)
|
||||
//7F079F30:
|
||||
ADDIU T4,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T4,0040 (SP)
|
||||
//7F079F3C:
|
||||
ADDIU T9,R0,004E
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T9,0040 (SP)
|
||||
//7F079F48:
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T8,0040 (SP)
|
||||
//7F079F50:
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T5,0040 (SP)
|
||||
//7F079F58:
|
||||
BEQ R0,R0,7F079F84
|
||||
SW T6,0040 (SP)
|
||||
//7F079F60: multiplayer bodies/heads
|
||||
JAL 7F09B150
|
||||
NOP
|
||||
JAL 7F01035C
|
||||
OR A0,V0,R0
|
||||
JAL 7F09B150
|
||||
SW V0,0044 (SP)
|
||||
JAL 7F0102BC
|
||||
OR A0,V0,R0
|
||||
SW V0,0040 (SP)
|
||||
//7F079F84:
|
||||
LUI T7,8003
|
||||
LW T7,6494 (T7)
|
||||
ADDIU AT,R0,0003
|
||||
BNE T7,AT,7F079FA0
|
||||
LUI T3,8008
|
||||
LW T3,99E0 (T3)
|
||||
SW T3,0048 (SP)
|
||||
//7F079FA0: load and initialize solo character
|
||||
JAL 7F09A464 ;ret. V0=#players
|
||||
NOP
|
||||
ADDIU AT,R0,0001
|
||||
BNE V0,AT,7F07A1BC ;branch if multi
|
||||
LW T7,0044 (SP)
|
||||
JAL 7F05CF5C ;clear left hand
|
||||
ADDIU A0,R0,0001
|
||||
JAL 7F05CF5C ;clear right hand
|
||||
OR A0,R0,R0
|
||||
//7F079FC4: copy data for body to playerdata and obj. instance
|
||||
ADDIU A0,SP,0100
|
||||
LW A1,00EC (SP)
|
||||
JAL 7F0CBAF4
|
||||
ADDU V0,A1,A2
|
||||
SW A1,0000 (A0) ;??? POINTER
|
||||
SW V0,0004 (A0) ;??? pointer + 0x14820
|
||||
SW A1,0008 (A0)
|
||||
JR RA
|
||||
SW V0,000C (A0)
|
||||
LW A2,00E0 (SP)
|
||||
JAL 7F05CF18 ;returns V0=address of one of the obj.headers
|
||||
LUI T6,8008
|
||||
LW T6,A0B0 (T6)
|
||||
SLL T7,A0,0x5
|
||||
ADDU V0,T6,T7
|
||||
JR RA
|
||||
ADDIU V0,V0,0810
|
||||
OR A0,R0,R0
|
||||
LW T2,0044 (SP) ;T2=body
|
||||
//7F079FE0:
|
||||
LUI T9,8004
|
||||
ADDIU T9,T9,DE10
|
||||
SLL T4,T2,0x2 ;change to SLL, T4,T2,0x1 for mini table
|
||||
ADDU T4,T4,T2
|
||||
SLL T4,T4,0x2
|
||||
ADDU V1,T4,T9
|
||||
LW T8,0000 (V1) ;T8=body obj.header
|
||||
SW V0,00FC (SP)
|
||||
ADDIU T3,SP,0100
|
||||
LW AT,0000 (T8) ;copy obj.header to 0x810 in playerdata!
|
||||
OR A0,V0,R0
|
||||
SW AT,0000 (V0)
|
||||
LW T7,0004 (T8)
|
||||
SW T7,0004 (V0)
|
||||
LW AT,0008 (T8)
|
||||
SW AT,0008 (V0)
|
||||
LW T7,000C (T8)
|
||||
SW T7,000C (V0)
|
||||
LW AT,0010 (T8)
|
||||
SW AT,0010 (V0)
|
||||
LW T7,0014 (T8)
|
||||
SW T7,0014 (V0)
|
||||
LW AT,0018 (T8)
|
||||
SW AT,0018 (V0)
|
||||
LW T7,001C (T8)
|
||||
SW T7,001C (V0)
|
||||
SW V1,0028 (SP) ;save body's table entry pointer
|
||||
SW T3,0010 (SP) ;save SP+0x100
|
||||
//7F07A050: prep the object for load, filling header and such
|
||||
LW A3,00E4 (SP) ;0x14820, same as SP+0xE0. could be a memory total...
|
||||
LW A2,00F0 (SP) ;immediately after an object, so pointer to next, or instance?
|
||||
JAL 7F0764A4 ;loads object and fills in the header data
|
||||
LW A1,0004 (V1) ;A1=body's string pointer
|
||||
LW V1,0028 (SP) ;V1=body's table entry pointer
|
||||
JAL 7F0BD188 ;please pretty please tell me this isn't the decompressor...
|
||||
LW A0,0004 (V1) ;A0=body's string pointer
|
||||
//7F07A06C: copy data for body to playerdata and obj. instance
|
||||
LW T5,0040 (SP) ;T5=head#
|
||||
LUI T7,8004
|
||||
ADDIU T7,T7,DE10
|
||||
SLL T8,T5,0x2 ;for smaller table change to SLL T8,T5,0x1
|
||||
ADDU T8,T8,T5
|
||||
SLL T8,T8,0x2
|
||||
ADDU V1,T8,T7
|
||||
LW T3,0000 (V1) ;T3=head's obj.header
|
||||
ADDIU T0,V0,003F ;T0=V0+0x3F V0=size of last model+0x3F - here, body
|
||||
LW T1,00F0 (SP) ;T1=pointer to body's model in rdram
|
||||
ORI T2,T0,003F
|
||||
LW AT,0000 (T3) ;AT=offset to object table if already loaded...
|
||||
XORI T4,T2,003F ;T4=size pushed to the 0x40 boundry
|
||||
ADDIU T0,T4,005F
|
||||
ORI T9,T0,003F
|
||||
ADDU A0,T1,T4 ;A0=end of last object, start of next
|
||||
XORI T0,T9,003F ;T0=size + 0x40, pushed to 0x40 boundry (T4+0x40)
|
||||
SW AT,0000 (A0)
|
||||
LW T9,0004 (T3) ;copy obj.header to this crazy address
|
||||
ADDIU T5,SP,0100
|
||||
ADDU A2,T1,T0 ;A2=location for next model binary
|
||||
SW T9,0004 (A0)
|
||||
LW AT,0008 (T3)
|
||||
SW AT,0008 (A0)
|
||||
LW T9,000C (T3)
|
||||
SW T9,000C (A0)
|
||||
LW AT,0010 (T3)
|
||||
SW AT,0010 (A0)
|
||||
LW T9,0014 (T3)
|
||||
SW T9,0014 (A0)
|
||||
LW AT,0018 (T3)
|
||||
SW AT,0018 (A0)
|
||||
LW T9,001C (T3)
|
||||
SW T9,001C (A0)
|
||||
LW T6,00E4 (SP) ;T6=max size? 14820
|
||||
SW T0,00E8 (SP) ;T0=size of model in rdram
|
||||
SW A0,00F8 (SP)
|
||||
SW V1,0028 (SP)
|
||||
SW T5,0010 (SP)
|
||||
LW A1,0004 (V1) ;A1=pointer to head string [V1=head table entry]
|
||||
JAL 7F0764A4 ;loads object and fills in header data
|
||||
SUBU A3,T6,T0 ;A3=amount of available memory left (14820-body size)
|
||||
LW V1,0028 (SP) ;V1=head table entry
|
||||
JAL 7F0BD188 ;ret. V0=size of object in rdram expansion?
|
||||
LW A0,0004 (V1) ;A0=pointer to head string
|
||||
//7F07A120:
|
||||
LW V1,00E8 (SP) ;V1=body size
|
||||
LW T4,00F0 (SP) ;T4=pointer to body model in rdram
|
||||
LW A0,00FC (SP) ;A0=playerdata + 0x810
|
||||
ADDU V1,V0,V1 ;V1=update amount of memory already cluttered
|
||||
ADDIU V1,V1,003F
|
||||
ORI T8,V1,003F
|
||||
XORI T7,T8,003F
|
||||
ADDIU V1,T7,00FB
|
||||
ORI T3,V1,003F
|
||||
XORI T9,T3,003F ;T9=total used memory pushed to 0x40 boundry
|
||||
ADDU T2,T4,T7 ;T2=start of next model
|
||||
SW T2,0038 (SP) ;save next model location
|
||||
JAL 7F075CF4 ;prep body for use?
|
||||
SW T9,00E8 (SP) ;save total used memory
|
||||
JAL 7F075CF4 ;prep head for use; set use flag, compute group numbers
|
||||
LW A0,00F8 (SP) ;A0=pointer to a copy of head's header in model data area
|
||||
//7F07A160:
|
||||
LW A1,00FC (SP) ;A1=body header in playerdata
|
||||
LW T7,00F8 (SP) ;T7=copy of head's header in model data
|
||||
LW V1,00E8 (SP) ;V1=total used memory
|
||||
LH T8,0014 (A1) ;T8=body's group # (61 if head not present)
|
||||
LH T4,0014 (T7) ;T4=head's group # (2 if head)
|
||||
LW T6,00F0 (SP) ;T6=body model in rdram
|
||||
LW A0,0038 (SP) ;A0=next object!
|
||||
ADDU V0,T8,T4 ;V0=sum of groupcodes (should be 63 for characters)
|
||||
ADDIU V0,V0,000A ;offset for the space made to copy header, etc
|
||||
SLL T2,V0,0x2 ;multiply by 4...
|
||||
ADDU A2,T6,V1 ;A2=next object's address
|
||||
ADDU V1,T2,V1 ;total memory used + group codes->offset
|
||||
ADDIU V1,V1,003F
|
||||
ORI T3,V1,003F
|
||||
XORI T9,T3,003F ;total ushed to 0x40 boundry
|
||||
SW T9,00E8 (SP) ;save it yo
|
||||
JAL 7F075FAC
|
||||
SW V0,0030 (SP) ;save group# + A
|
||||
LW V0,0030 (SP)
|
||||
LW T6,0038 (SP) ;save object instance pointer
|
||||
SH V0,0002 (T6)
|
||||
BEQ R0,R0,7F07A234
|
||||
LW A3,00F8 (SP) ;A3=head's header copied to model area in rdram
|
||||
//7F07A1BC: load and initialize multi character
|
||||
SLL T8,T7,0x2 ;for smaller table use SLL T8,T7,0x1
|
||||
ADDU T8,T8,T7
|
||||
LUI T4,8004
|
||||
ADDIU T4,T4,DE10
|
||||
SLL T8,T8,0x2
|
||||
ADDU V1,T8,T4
|
||||
LW T2,0000 (V1)
|
||||
SW T2,00FC (SP)
|
||||
LW T9,0000 (T2)
|
||||
OR A0,T2,R0
|
||||
BNEL T9,R0,7F07A1F8
|
||||
LW T5,0040 (SP)
|
||||
JAL 7F07654C
|
||||
LW A1,0004 (V1)
|
||||
LW T5,0040 (SP)
|
||||
LUI T7,8004
|
||||
ADDIU T7,T7,DE10
|
||||
SLL T6,T5,0x2 ;for smaller table use SLL T6,T5,0x1
|
||||
ADDU T6,T6,T5
|
||||
SLL T6,T6,0x2
|
||||
ADDU V1,T6,T7
|
||||
LW A3,0000 (V1)
|
||||
LW T8,0000 (A3)
|
||||
OR A0,A3,R0
|
||||
BNEL T8,R0,7F07A238
|
||||
LW T4,0038 (SP)
|
||||
LW A1,0004 (V1)
|
||||
JAL 7F07654C
|
||||
SW A3,00F8 (SP)
|
||||
LW A3,00F8 (SP) ;A3=head's header copied to model area in rdram
|
||||
//7F07A234:
|
||||
LW T4,0038 (SP) ;T4=object instance pointer!
|
||||
LW A0,0044 (SP) ;A0=body#
|
||||
LW A1,0040 (SP) ;A1=head#
|
||||
LW A2,00FC (SP) ;A2=copy of body header in playerdata (+0x810)
|
||||
SW R0,0010 (SP)
|
||||
JAL 7F0232E8 ;returns V0=obj. instance pointer, filled and everything
|
||||
SW T4,0014 (SP)
|
||||
LUI V1,8008
|
||||
ADDIU V1,V1,A0B0
|
||||
LW T2,0000 (V1) ;T2=playerdata
|
||||
LUI AT,8005
|
||||
SW V0,00D4 (T2) ;save obj. instance pointer!
|
||||
LW T9,0000 (V1) ;T9=playerdata
|
||||
LWC1 F6,502C (AT) ;F6=8005502C: ???
|
||||
LW A0,00D4 (T9) ;A0=obj. instance pointer
|
||||
LWC1 F4,0014 (A0) ;F4=object scale
|
||||
MUL.S F8,F4,F6
|
||||
MFC1 A1,F8
|
||||
JAL 7F06CE78 ;save converted scale
|
||||
NOP
|
||||
//7F07A284: handle player position
|
||||
LUI V1,8008
|
||||
LW V1,A0B0 (V1)
|
||||
LW A3,0114 (SP)
|
||||
LW A0,00A8 (V1) ;A0=obj. position pointer (8006)
|
||||
LW A1,00D4 (V1) ;A1=obj. instance pointer
|
||||
LW T3,0014 (A0) ;T3=room pointer
|
||||
SW R0,0014 (SP)
|
||||
ADDIU A2,A0,0008 ;A2=offset to xyz positions
|
||||
JAL 7F0200BC ;copies positions or adjusts them or something
|
||||
SW T3,0010 (SP)
|
||||
//7F07A2AC:
|
||||
LUI A3,8008
|
||||
ADDIU A3,A3,A0B0
|
||||
LW T6,0000 (A3) ;T6=playerdata
|
||||
ADDIU T5,R0,0006
|
||||
LW T7,00A8 (T6) ;T7=obj. position pointer (8006)
|
||||
SB T5,0000 (T7) ;type specify to 6 (character)
|
||||
LW T8,0000 (A3)
|
||||
LW T4,00A8 (T8) ;T4=p->obj. pos
|
||||
LW A2,0004 (T4) ;A2=p->guarddata
|
||||
LW T2,0014 (A2) ;T2='guard' bitflags
|
||||
ORI T9,T2,0001
|
||||
SW T9,0014 (A2) ;uhm, it can't have just set sunglasses on...
|
||||
LW V1,0000 (A3) ;V1=playerdata
|
||||
LW A1,00A8 (V1) ;A1=p->obj. pos
|
||||
LW A0,00D4 (V1) ;A0=obj. instance
|
||||
SW A2,0110 (SP) ;save guarddata pointer
|
||||
JAL 7F06CC0C
|
||||
ADDIU A1,A1,0008 ;A1=offset to xyz position
|
||||
//7F07A2F4:
|
||||
LUI T3,8008
|
||||
LW T3,A0B0 (T3)
|
||||
LW A1,0114 (SP)
|
||||
JAL 7F06CD3C
|
||||
LW A0,00D4 (T3) ;A0=obj. instance
|
||||
JAL 7F09B244 ;ret. V0=3rd person model based on the item# used
|
||||
LW A0,0048 (SP) ;weapon (1-0x20)
|
||||
BLTZ V0,7F07A428 ;returns model for selected weapon
|
||||
SW V0,004C (SP) ;save it yo
|
||||
JAL 7F09A464 ;returns # players
|
||||
NOP
|
||||
ADDIU AT,R0,0001
|
||||
BNE V0,AT,7F07A3FC ;branch if multiplayer
|
||||
LW T6,00F0 (SP) ;T6=body model
|
||||
//7F07A32C:
|
||||
LW V0,00E8 (SP) ;V0=memory consumed by the character+data
|
||||
ADDIU A0,R0,0001
|
||||
ADDU T5,T6,V0 ;T5=end of character data
|
||||
ADDIU V0,V0,00C7
|
||||
ORI T7,V0,003F
|
||||
XORI T8,T7,003F
|
||||
SW T5,00DC (SP) ;save endpoint
|
||||
JAL 7F05CF18 ;returns, in this case, playerdata + 0x830
|
||||
SW T8,00E8 (SP) ;effectively, size - 0x40
|
||||
LW T4,004C (SP) ;T4=3rd person object in hand
|
||||
LUI T9,8004
|
||||
ADDIU T9,T9,A228 ;object,header,&scale table
|
||||
SLL T2,T4,0x2
|
||||
SUBU T2,T2,T4
|
||||
SLL T2,T2,0x2
|
||||
ADDU V1,T2,T9
|
||||
LW T3,0000 (V1) ;header for object
|
||||
SW V0,00F4 (SP)
|
||||
ADDIU T5,SP,0100
|
||||
LW AT,0000 (T3) ;copy weapon header to playerdata
|
||||
OR A0,V0,R0
|
||||
SW AT,0000 (V0)
|
||||
LW T7,0004 (T3)
|
||||
SW T7,0004 (V0)
|
||||
LW AT,0008 (T3)
|
||||
SW AT,0008 (V0)
|
||||
LW T7,000C (T3)
|
||||
SW T7,000C (V0)
|
||||
LW AT,0010 (T3)
|
||||
SW AT,0010 (V0)
|
||||
LW T7,0014 (T3)
|
||||
SW T7,0014 (V0)
|
||||
LW AT,0018 (T3)
|
||||
SW AT,0018 (V0)
|
||||
LW T7,001C (T3)
|
||||
SW T7,001C (V0)
|
||||
LW T4,00E8 (SP) ;T4=memory consumed
|
||||
LW T2,00E4 (SP) ;T2=max memory
|
||||
LW T8,00F0 (SP) ;T8=body model (start of this clump)
|
||||
SW V1,0028 (SP) ;save p->weapon's table entry
|
||||
SW T5,0010 (SP) ;save SP+0x100
|
||||
LW A1,0004 (V1) ;A1=model's string
|
||||
SUBU A3,T2,T4 ;A3=room left
|
||||
JAL 7F0764A4 ;loads object and fills in header data
|
||||
ADDU A2,T8,T4 ;A2=address for next model data
|
||||
LW V1,0028 (SP) ;V1=p->weapon's table entry
|
||||
JAL 7F0BD188 ;load or expand or whatnot
|
||||
LW A0,0004 (V1) ;A0=model's string
|
||||
JAL 7F075CF4 ;set object in use
|
||||
LW A0,00F4 (SP)
|
||||
BEQ R0,R0,7F07A408
|
||||
LW T6,00DC (SP) ;T6=endpoint
|
||||
//7F07A3FC:
|
||||
SW R0,00DC (SP)
|
||||
SW R0,00F4 (SP)
|
||||
LW T6,00DC (SP)
|
||||
//7F07A408:
|
||||
LW T3,00F4 (SP) ;T3=weapon header in playerdata
|
||||
LW A0,0110 (SP) ;A0=guardata
|
||||
LW A1,004C (SP) ;A1=3rd person weapon#
|
||||
LW A2,0048 (SP) ;A2=weapon type (ie. 5=silpp7)
|
||||
OR A3,R0,R0
|
||||
SW T6,0010 (SP) ;save model endpoint
|
||||
JAL 7F052214 ;returns V0=obj. position entry for weapon
|
||||
SW T3,0014 (SP) ;save weapon header in playerdata
|
||||
//7F07A428:
|
||||
LW A0,0110 (SP) ;A0=guarddata
|
||||
JAL 7F023A94
|
||||
ADDIU A1,R0,0000
|
||||
BEQ R0,R0,7F07A494
|
||||
LW RA,001C (SP)
|
||||
//7F07A43C: Multi!
|
||||
LW T7,001C (V0)
|
||||
OR A0,V0,R0
|
||||
LW T8,0020 (T7)
|
||||
BNEL T8,R0,7F07A494
|
||||
LW RA,001C (SP)
|
||||
LW T4,0014 (V0)
|
||||
ADDIU A1,R0,0000
|
||||
ORI T2,T4,0001
|
||||
JAL 7F023A94
|
||||
SW T2,0014 (V0)
|
||||
LUI V1,8008
|
||||
LW V1,A0B0 (V1)
|
||||
LW A1,00A8 (V1)
|
||||
LW A0,00D4 (V1)
|
||||
JAL 7F06CC0C
|
||||
ADDIU A1,A1,0008
|
||||
LUI T9,8008
|
||||
LW T9,A0B0 (T9)
|
||||
LW A1,0114 (SP)
|
||||
JAL 7F06CD3C
|
||||
LW A0,00D4 (T9)
|
||||
LW RA,001C (SP)
|
||||
//7F07A494:
|
||||
ADDIU SP,SP,0118
|
||||
JR RA
|
||||
NOP
|
||||
@@ -1 +0,0 @@
|
||||
483f1e7bfcd461d53e901fee93bcc58d51d73a8d
|
||||
@@ -0,0 +1,39 @@
|
||||
7001385C: copy part of decompression
|
||||
|
||||
The tile advance offset address can be changed. The routine can be rewritten a bit, changing 7F0B2FB8:
|
||||
SLL T8,T6,0x3
|
||||
ADDIU T8,T8,0008
|
||||
000EC0C0
|
||||
27180008
|
||||
|
||||
ALSO DO 7F0B2ED4:
|
||||
SLL T5,T3,0x3
|
||||
ADDIU T5,T5,0008
|
||||
|
||||
Otherwise, you could just change the value on line 7F0B2F6C (0xE7A9C in rom) to '24C60F49', then change the values in 21990 @ 0x201BC to '20283038 40485058 60687078'. That would support up to 14 point tiles.
|
||||
|
||||
|
||||
|
||||
7F0B2FAC:
|
||||
LH V1,0006 (V0) //V1=tile's special
|
||||
SRA T5,V1,0xC //T5=#points
|
||||
ANDI T6,T5,000F //T6=#points (limit of 15)
|
||||
ADDU T7,A2,T6 //T7=80040F4C+#points
|
||||
LBU T8,0000 (T7) //T8=offset for given number of points
|
||||
ADDU V0,T8,V0 //V0=address for next tile
|
||||
LW T9,0000 (V0) //T9=p-for next tile
|
||||
BNEL T9,R0,7F0B2FAC
|
||||
SW V0,0000 (A1) //current tile address->80040F60
|
||||
JR RA
|
||||
SW A0,0000 (T0) //address for start of clipping file->8007B120
|
||||
|
||||
|
||||
7F0AF144:
|
||||
LH S0,0006 (A0) //S0=tile's special
|
||||
SLL T7,A2,0x2 //T7=room# * 4
|
||||
SUBU T7,T7,A2 //T7=room# * 3
|
||||
SRA T9,S0,0xC //T9=#points
|
||||
ANDI S0,T9,000F //S0=#points (limit of 15)
|
||||
BLEZ S0,7F0AF1D4
|
||||
OR S1,A0,R0 //S1=address of tile
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
4a366fa27e708af372135d8c840c1ad4fbc5dafc
|
||||
@@ -1 +0,0 @@
|
||||
0c929bbfa9abafe5f4182eae042dc50246216dc4
|
||||
@@ -0,0 +1,83 @@
|
||||
Clipping Files - 1172 (z-custom) compressed binaries
|
||||
--------------
|
||||
Clipping files outline the area players and objects can validly be located. In addition, they also set the spectral lighting for a given region. The clipping file is composed of tiles, each of which is a 3-10 sided polygon. The format supports up to 15-sided forms, but these can not be processed without patching the handling routine.
|
||||
|
||||
The start of the file itself consists of a series of offsets. The first is always NULL, technically linked to a removed TLB routine but of no use nowadays. The second always points to the first tile in the list, and must do so; it is used as the basis of all the connection values described below.
|
||||
Further offsets can be included if desired but are not used at runtime. Rare typically used these to indicate tiles belonging to removed rooms. One NULL offset indicates the end of the file offset section.
|
||||
|
||||
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|
||||
|
||||
Tile headers are the first 8 bytes of the tile data. They contain a specific 3-byte selection ID, the room ID that appears when a player or object is on the tile, the colour of the light on the tile, and other flags indicating the attributes of the polygon data.
|
||||
The first three bytes act as a unique tile ID. They are converted to a textual format in setup files and used to look up the tile in the list, linking object positions to unique areas in the stage. The text appears as:
|
||||
"P" + first two values of header as unsigned decimal value + third byte alpha-numeric value
|
||||
The first two bytes of the header are an unsigned short integer, converted to decimal form. The third byte is a alpha-numeric string based on this format:
|
||||
a 00
|
||||
a1 01
|
||||
a2 02
|
||||
a3 03
|
||||
a4 04
|
||||
a5 05
|
||||
a6 06
|
||||
a7 07
|
||||
b 08
|
||||
b1 09
|
||||
b2 0A
|
||||
b3 0B
|
||||
b4 0C
|
||||
b5 0D
|
||||
b6 0E
|
||||
b7 0F
|
||||
etc.
|
||||
The highest values used in the release game were "p#", 78-7F. The physical limit is "z#", C8-CF.
|
||||
As an example, here are some textual strings and their corresponding header values.
|
||||
Header string
|
||||
014E 02 "p334a2"
|
||||
0070 1A "p112d2"
|
||||
0494 0A "p1148b2"
|
||||
|
||||
The last three nibbles all indicate points in the tile. These three points are the three extremes of the tile. If you were to circumscribe the polygon, using these three points would contain either the entire form or the largest portion of it. They are actually used for radial triangle generation, which is beyond the scope of this document. Suffice it to say, this should make a triangle that encompasses most of the tile within it.
|
||||
These values will always be 012 for a triangle, as the first, second, and third points will invariably be at the furthest extremes. Most quads tend to be rectangular, so either 012 or 013 may be used.
|
||||
|
||||
---------------
|
||||
X, Y, and Z positions are signed short values relative to the center of the stage. Points in each tile are expected to be counter-clockwise. Each face, or series of two points, also has a connection value. If set to 0000, the player can not walk past that edge of the tile. If set to some other value, this creates a link to another tile in the file.
|
||||
|
||||
Connection values start at 0010, as the initial offset to clipping data is offset by 0x80. To determine the connection value of a given tile, take the current file offset of that tile's header, subtract the initial offset of the first tile, add an additional 0x80 to account for the offset, then divide the result by 8.
|
||||
This example retrieves the connection value to link to a tile at offset 0x20C, assuming the first tile starts at 0xC.
|
||||
*subtract initial from target:
|
||||
0x20C-0xC = 0x200
|
||||
*add 0x80, the initial offset for all tiles:
|
||||
0x200-0x80 = 0x280
|
||||
*divide by 8 for the final offset:
|
||||
0x280/8 = 0x0050
|
||||
|
||||
The final offset is 0x0050.
|
||||
|
||||
It is very important the Room # matches that of the room to be visualized. Otherwise, objects in the room will not appear unless that room is currently loaded, and players in the room will disappear until stepping on another tile. Since it affects the one room which should be visible, do not allow tiles to cross portals!
|
||||
|
||||
--------------
|
||||
Header Format:
|
||||
FFFFFF00 00000000 3-byte selection ID
|
||||
000000FF 00000000 Room # (1-FF)
|
||||
00000000 30000000 special attribute
|
||||
0 normal tile
|
||||
1 kneeling
|
||||
3 ladder
|
||||
00000000 0F000000 4-bit Red lighting component
|
||||
00000000 00F00000 4-bit Green lighting component
|
||||
00000000 000F0000 4-bit Blue lighting component
|
||||
00000000 0000F000 number points in tile (3-F)
|
||||
00000000 00000F00 extreme point 1
|
||||
00000000 000000F0 extreme point 2
|
||||
00000000 0000000F extreme point 3
|
||||
|
||||
Point Format:
|
||||
FFFF0000 00000000 X position
|
||||
0000FFFF 00000000 y position
|
||||
00000000 FFFF0000 Z position
|
||||
00000000 0000FFFF connection value
|
||||
|
||||
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|
||||
|
||||
The list of tiles ends with a NULL tile header. This is typically followed by the string "unstrict" and extended to 0x20 bytes. This ensures that the routine does not break on a read of 0 points, as all tiles 0-3 points are expected to contain 0x20 data total.
|
||||
|
||||
-Zoinkity
|
||||
@@ -1 +0,0 @@
|
||||
796ad9cba479bb721456b86669330a4ab4c7939f
|
||||
@@ -0,0 +1,50 @@
|
||||
7F0B2F2C: E7A5C determines endpoint of clipping file
|
||||
accepts: A0=p->clipping file, A1=?, A2=?
|
||||
LUI T0,8008
|
||||
ADDIU T0,T0,B120 ;T0=8007B120: table of pointers to room tiles
|
||||
SW A0,0000 (T0) ;A0->8007B120: save start of file
|
||||
LW T6,0004 (A0) ;T6=A0+4: p->first room
|
||||
SUBU V0,A2,A1
|
||||
LUI AT,8004
|
||||
ADDU T7,T6,V0
|
||||
ADDIU T8,T7,FF80 ;T8=T7-0x80: base pointer for connection values
|
||||
SW T8,0F58 (AT) ;T8->80040F58: save base pointer for all connection values
|
||||
LW T9,0004 (A0) ;T9=A0+4: p->first room
|
||||
LUI AT,8004
|
||||
LUI A2,8004
|
||||
ADDU T1,T9,V0
|
||||
SW T1,0F5C (AT) ;T1->80040F5C: p->first room (actual tile list start)
|
||||
LW T2,0004 (A0) ;T2=A0+4: p->first room
|
||||
ADDIU A3,A0,0004 ;A3=A0+4
|
||||
ADDIU A2,A2,0F4C ;A2=80040F4C: list of tile sizes
|
||||
BEQ T2,R0,7F0B2F94 ;branch if no stan exceptions present
|
||||
LUI A1,8004
|
||||
LW V1,0000 (A3) ;V1=p->first room
|
||||
ADDU T3,V1,V0
|
||||
//7F0B2F80: loop for each of the exception entries
|
||||
LW V1,0004 (A3)
|
||||
SW T3,0000 (A3)
|
||||
ADDIU A3,A3,0004
|
||||
BNEL V1,R0,7F0B2F80
|
||||
ADDU T3,V1,V0
|
||||
//7F0B2F94: grab first tile
|
||||
ADDIU V0,A3,0004 ;V0=p->tile
|
||||
LW T4,0000 (V0) ;T4=tile name and room
|
||||
ADDIU A1,A1,0F60 ;A1=80040F60: p->final tile
|
||||
BEQ T4,R0,7F0B2FD0 ;kill if "unstric"
|
||||
NOP
|
||||
//7F0B2FA8: loop for each tile
|
||||
SW V0,0000 (A1) ;V0->80040F60: save current tile as final
|
||||
LH V1,0006 (V0) ;V1=V0+6: side and division halfword
|
||||
SRA T5,V1,0xC ;T5=V1>>C: #sides
|
||||
ANDI T6,T5,000F ;T6=#sides
|
||||
ADDU T7,A2,T6 ;T7=80040F4C+#sides: p->offset for next tile
|
||||
LBU T8,0000 (T7) ;T8=offset to next tile
|
||||
ADDU V0,T8,V0 ;V0+=offset
|
||||
LW T9,0000 (V0) ;T9=next tile's name and room
|
||||
BNEL T9,R0,7F0B2FAC ;branch if not "unstric"
|
||||
SW V0,0000 (A1)
|
||||
//7F0B2FD0: return
|
||||
JR RA
|
||||
SW A0,0000 (T0) ;p->start of stan tile list -> 8007B120
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
abfb54e63170b9d3933f28e7dd0daaf886f6a14f
|
||||
@@ -0,0 +1,604 @@
|
||||
80044DC0 current sky
|
||||
80044E10 start of list
|
||||
|
||||
7F0BAA64: locate and copy enviroment values
|
||||
accepts: A0=stage#, A1=0 if MP?
|
||||
ADDIU SP,SP,FFD8
|
||||
SW RA,0014 (SP)
|
||||
SW A1,002C (SP) ;SP+2C=A1: ?
|
||||
SW R0,001C (SP)
|
||||
JAL 7F09A464 ;V0=#players
|
||||
SW A0,0028 (SP) ;SP+28=A0: stage#
|
||||
ADDIU AT,R0,0001
|
||||
LW A2,001C (SP) ;A2=0
|
||||
LW A3,0028 (SP) ;A3=stage#
|
||||
BNE V0,AT,7F0BAA94 ;branch if not 1 player
|
||||
OR T0,V0,R0 ;T0=#players
|
||||
OR T0,R0,R0 ;T0=0 if solo
|
||||
//7F0BAA94: set default enviroment
|
||||
LUI AT,8006
|
||||
LWC1 F4,8D70 (AT) ;F4=80058D70: 7F7FFFFF - default near fog
|
||||
LW T6,002C (SP) ;T6=SP+2C: ?
|
||||
LUI AT,8004
|
||||
MTC1 R0,F6
|
||||
SWC1 F4,4DC4 (AT) ;7F7FFFFF->80044DC4: near fog value
|
||||
LUI AT,8004
|
||||
BEQ T6,R0,7F0BAB1C ;skip cutscene env. tests if zero
|
||||
SWC1 F6,4DC8 (AT) ;0->80044DC8: near fog * intensity of zero
|
||||
//7F0BAAB8: cutscene env. testing
|
||||
LUI T1,8004
|
||||
ADDIU V1,T1,4E10 ;V1=80044E10: env.table 1
|
||||
LW T7,0000 (V1) ;T7=env.stage#
|
||||
LUI T8,8004
|
||||
ADDIU T8,T8,4E10 ;T8=80044E10: env.table 1
|
||||
BEQ T7,R0,7F0BAB1C ;branch if at end of list
|
||||
ADDIU A0,A3,0384 ;A0=stage#+0x384: cutscene env.set offset
|
||||
//7F0BAAD8: copy enviroment on hit
|
||||
LW V0,0000 (T8) ;V0=env.stage#
|
||||
BNE A0,V0,7F0BAB0C ;branch if env.# doesn't match cutscene#
|
||||
LUI V0,8008
|
||||
ADDIU V0,V0,25E8
|
||||
SW V1,0000 (V0) ;V1->800825E8: save env.table hit
|
||||
LUI AT,8008
|
||||
SW V1,25EC (AT) ;V1->800825EC: save env.table match start
|
||||
LUI AT,8008
|
||||
ADDIU T9,V1,005C ;T9=V1+0x5C: p->end of entry (next entry)
|
||||
SW T9,25F0 (AT) ;T9->800825F0: save env.table match endpoint
|
||||
JAL 7F0BA758 ;copy table 1 enviroment to current
|
||||
LW A0,0000 (V0) ;A0=p->env.tabel match
|
||||
BEQ R0,R0,7F0BAC9C
|
||||
LW RA,0014 (SP)
|
||||
//7F0BAB0C: loop for each entry
|
||||
LW V0,005C (V1) ;V0=next env.stage#
|
||||
ADDIU V1,V1,005C ;V1+=0x5C: p->next entry
|
||||
BNEZ V0,7F0BAAD8 ;branch if not at end of list
|
||||
NOP
|
||||
//7F0BAB1C: offset stage# to current # players
|
||||
LUI T1,8004
|
||||
ADDIU T1,T1,4E10 ;T1=80044E10: env.table 1
|
||||
LW A1,0000 (T1) ;A1=env.stage#
|
||||
LUI T2,8004
|
||||
ADDIU T2,T2,4E10 ;T2=80044E10: env.table 1
|
||||
BEQ A1,R0,7F0BAB98 ;branch if at end of list
|
||||
OR V1,T1,R0 ;V1=T1: env.table 1
|
||||
SLL T3,T0,0x2
|
||||
SUBU T3,T3,T0
|
||||
SLL T3,T3,0x3
|
||||
ADDU T3,T3,T0
|
||||
SLL T3,T3,0x2 ;T3=#players * 100 (0x64)
|
||||
ADDU A0,A3,T3 ;A0=MPstage#
|
||||
LW V0,0000 (T2) ;V0=env.stage#
|
||||
//7F0BAB54:
|
||||
BNE A0,V0,7F0BAB88 ;branch if no match
|
||||
LUI V0,8008
|
||||
ADDIU V0,V0,25E8
|
||||
SW V1,0000 (V0) ;V1->800825E8: save env.table hit
|
||||
LUI AT,8008
|
||||
SW V1,25EC (AT) ;V1->800825EC: save env.table match start
|
||||
LUI AT,8008
|
||||
ADDIU T4,V1,005C
|
||||
SW T4,25F0 (AT) ;T4->800825F0: save env.table match endpoint
|
||||
JAL 7F0BA758 ;copy table 1 enviroment to current
|
||||
LW A0,0000 (V0) ;A0=p->env.table match
|
||||
BEQ R0,R0,7F0BAC9C
|
||||
LW RA,0014 (SP)
|
||||
//7F0BAB88: loop for each entry
|
||||
LW V0,005C (V1) ;V0=next env.stage#
|
||||
ADDIU V1,V1,005C ;V1+=0x5C: p->next entry
|
||||
BNEZ V0,7F0BAB54 ;branch if not at end of list
|
||||
NOP
|
||||
//7F0BAB98: MP-specific enviroment test, although this was covered in previous segment...
|
||||
SLTI AT,T0,0002
|
||||
BNEL AT,R0,7F0BAC14 ;branch if solo
|
||||
LUI AT,4170
|
||||
BEQ A1,R0,7F0BAC10 ;branch if table 1 contains no entries
|
||||
OR V1,T1,R0 ;V1=T1: env.table 1
|
||||
SLL A0,T0,0x2
|
||||
SUBU A0,A0,T0
|
||||
SLL A0,A0,0x3
|
||||
LUI T5,8004
|
||||
ADDIU T5,T5,4E10 ;T5=80044E10: env.table 1
|
||||
ADDU A0,A0,T0
|
||||
SLL A0,A0,0x2 ;A0=#players * 100: offset to MPstage#
|
||||
LW V0,0000 (T5) ;V0=env.stage#
|
||||
//7F0BABCC:
|
||||
BNE A0,V0,7F0BAC00 ;branch if no match
|
||||
LUI V0,8008
|
||||
ADDIU V0,V0,25E8
|
||||
SW V1,0000 (V0) ;V1->800825E8: save env.table hit
|
||||
LUI AT,8008
|
||||
SW V1,25EC (AT) ;V1->800825EC: save env.table match start
|
||||
LUI AT,8008
|
||||
ADDIU T6,V1,005C
|
||||
SW T6,25F0 (AT) ;T6->800825F0: save env.table match endpoint
|
||||
JAL 7F0BA758 ;copy table 1 enviroment to current
|
||||
LW A0,0000 (V0) ;A0=p->env.table match
|
||||
BEQ R0,R0,7F0BAC9C
|
||||
LW RA,0014 (SP)
|
||||
//7F0BAC00: loop for each entry
|
||||
LW V0,005C (V1) ;V0=next env.stage#
|
||||
ADDIU V1,V1,005C ;V1+=0x5C: p->next entry
|
||||
BNEZ V0,7F0BABCC ;branch if not at end of list
|
||||
NOP
|
||||
//7F0BAC10:
|
||||
LUI AT,4170
|
||||
MTC1 AT,F12 ;F12=15.0
|
||||
LUI AT,8006
|
||||
LWC1 F14,8D74 (AT) ;F14=80058D74: 10000.0 [461C4000]
|
||||
SW A2,001C (SP) ;A2=SP+1C: 0
|
||||
JAL 70004650 ;set page height
|
||||
SW A3,0028 (SP) ;A3=SP+28: stage#
|
||||
LUI A0,8004
|
||||
LUI AT,8008
|
||||
ADDIU A0,A0,5F50 ;A0=80045F50: env.table 2
|
||||
SW R0,25C0 (AT) ;0->800825C0:
|
||||
LW T7,0000 (A0) ;T7=env.stage#
|
||||
LW A2,001C (SP) ;A2=SP+1C: 0
|
||||
LW A3,0028 (SP) ;A3=SP+28: stage#
|
||||
BEQ T7,R0,7F0BAC78 ;branch if no entries in list
|
||||
OR V1,A0,R0 ;V1=80045F50: env.table 2
|
||||
LUI T8,8004
|
||||
ADDIU T8,T8,5F50 ;T8=80045F50: env.table 2
|
||||
LW V0,0000 (T8) ;V0=env.stage#
|
||||
//7F0BAC5C: save hits
|
||||
BNEL A3,V0,7F0BAC6C ;branch if no match
|
||||
LW V0,0038 (V1)
|
||||
OR A2,V1,R0 ;A2=V1: env.table hit
|
||||
//7F0BAC68: loop for all entries
|
||||
LW V0,0038 (V1) ;V0=next env.stage#
|
||||
ADDIU V1,V1,0038 ;V1+=0x38: p->env.entry
|
||||
BNEZ V0,7F0BAC5C ;branch if not at end of list
|
||||
NOP
|
||||
//7F0BAC78: set default otherwise
|
||||
BNEZ A2,7F0BAC84 ;branch if hit found
|
||||
NOP
|
||||
OR A2,A0,R0 ;A2=A0: p->default entry
|
||||
//7F0BAC84:
|
||||
JAL 7F0BA9D0 ;copy table 2 enviroment to current
|
||||
OR A0,A2,R0 ;A0=A2: p->env.data
|
||||
LUI V0,8008
|
||||
ADDIU V0,V0,25E8
|
||||
SW R0,0000 (V0) ;0->800825E8: fry env.table hit buffer
|
||||
//7F0BAC98:
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0028
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
7F0BA758: EF288 0FC2E9D6 copy large enviroment bank to current
|
||||
ADDIU SP,SP,FFC8
|
||||
SW RA,0014 (SP)
|
||||
LWC1 F14,0008 (A0) ;F14=far fog
|
||||
LWC1 F12,0004 (A0) ;F12=pervasiveness
|
||||
JAL 70004650 ;set page height
|
||||
SW A0,0038 (SP) ;SP+38=A0: p->env.data
|
||||
JAL 700046AC
|
||||
ADDIU A0,SP,0030 ;A0=SP+30:
|
||||
JAL 7F0B4878 ;ret F0=800413FC: 1.0
|
||||
NOP
|
||||
LWC1 F4,0030 (SP) ;F4=pervasiveness
|
||||
LWC1 F8,0034 (SP) ;F8=far fog
|
||||
LW A1,0038 (SP) ;A1=p->env.data
|
||||
DIV.S F6,F4,F0 ;F6=F4/1.0: pervasiveness
|
||||
LUI AT,447A
|
||||
LUI A0,8008
|
||||
ADDIU A0,A0,25E4 ;A0=800825E4:
|
||||
LUI A2,8008
|
||||
ADDIU A2,A2,25E0 ;A2=800825E0: buffer for far ambient light
|
||||
LUI V1,8008
|
||||
ADDIU V1,V1,25C8 ;V1=800825C8: buffer for pervasiveness
|
||||
LUI V0,8004
|
||||
ADDIU V0,V0,4DCC ;V0=80044DCC: p->current data, starting at BG light
|
||||
DIV.S F10,F8,F0 ;F10=F8/1.0: far fog
|
||||
SWC1 F6,0030 (SP) ;SP+30=F6: pervasiveness
|
||||
MTC1 AT,F8 ;F8= 1000.0 [447A0000]
|
||||
SWC1 F10,0034 (SP) ;SP+34=F10: far fog
|
||||
//7F0BA7C4:
|
||||
LW T6,0020 (A1) ;T6=BG dif.in light
|
||||
MTC1 T6,F4
|
||||
NOP
|
||||
CVT.S.W F6,F4 ;F6=(float) BG dif.in light
|
||||
DIV.S F10,F6,F8 ;F10=BG dif.light / 1000.0
|
||||
MTC1 AT,F8
|
||||
LUI AT,8004
|
||||
SWC1 F10,0000 (A0) ;BG dif.light->800825E4
|
||||
//7F0BA7E4:
|
||||
LW T7,0024 (A1) ;T7=far ambient light
|
||||
MTC1 T7,F4
|
||||
ADDIU T7,A1,000C ;T7=p->near fog in env.data
|
||||
CVT.S.W F6,F4 ;F6=(float) far ambient light
|
||||
LWC1 F4,0034 (SP) ;F4=far fog
|
||||
DIV.S F10,F6,F8 ;F10=far ambient light / 1000.0
|
||||
LWC1 F6,0030 (SP) ;F6=pervasiveness
|
||||
SUB.S F14,F4,F6 ;F14=far fog - pervasiveness
|
||||
SWC1 F10,0000 (A2) ;F10->800825E0: buffer for far ambient light
|
||||
//7F0BA808: finalize near fog value
|
||||
LWC1 F16,0000 (A2) ;F16=far ambient light %%
|
||||
MUL.S F8,F14,F16 ;F8=F14*F16: (far fog - pervasiveness) * far ambient light%%
|
||||
ADD.S F10,F6,F8 ;F10=F6+F8: pervasiveness + ""
|
||||
SWC1 F10,4DC4 (AT) ;F10->80044DC4: near fog value
|
||||
//7F0BA818: finalize intensity
|
||||
LWC1 F2,0000 (A0) ;F2=BG dif.light
|
||||
LUI AT,8004
|
||||
MUL.S F4,F14,F2 ;F4=F14*F2: (far fog - pervasiveness) * BG dif.light
|
||||
ADD.S F8,F6,F4 ;F8=F6+F4: pervasiveness + ""
|
||||
SWC1 F8,4DC8 (AT) ;F8->80044DC8: intensity
|
||||
//7F0BA82C:
|
||||
LWC1 F10,0004 (A1) ;F10=pervasiveness
|
||||
LUI AT,4300
|
||||
DIV.S F6,F10,F0 ;F6=F10/F0: pervasiveness / 1.0
|
||||
SUB.S F10,F16,F2 ;F10=far ambient light - BG dif.light
|
||||
SWC1 F6,0000 (V1) ;pervasiveness->800825C8: buffer for pervasiveness
|
||||
//7F0BA840:
|
||||
LWC1 F4,0008 (A1) ;F4=far fog
|
||||
SWC1 F10,0018 (SP) ;SP+18=(far ambient light - BG dif.light)
|
||||
MTC1 AT,F6 ;F6= 128.0 [43000000]
|
||||
DIV.S F8,F4,F0 ;F8=F4/F0: far fog / 1.0
|
||||
LWC1 F4,0018 (SP) ;F4=(far ambient light - BG dif.light)
|
||||
LUI AT,3F00
|
||||
MTC1 AT,F10 ;F10=0.5 [3F000000]
|
||||
LUI AT,4380
|
||||
LWC1 F18,0000 (V1) ;F18=pervasiveness
|
||||
SWC1 F8,0004 (V1) ;far fog->800825CC
|
||||
//7F0BA868:
|
||||
DIV.S F8,F6,F4 ;F8=F6/F4: 128.0 / (far ambient light - BG dif.light)
|
||||
LWC1 F12,0004 (V1) ;F12=far fog
|
||||
SUB.S F6,F10,F2 ;F6=F10-F2: 0.5 - BG dif.light
|
||||
SWC1 F8,0020 (SP) ;SP+20=128.0 / (far ambient light - BG dif.light)
|
||||
//7F0BA878:
|
||||
MTC1 AT,F8 ;F8=256.0 [43800000]
|
||||
LUI AT,3F80
|
||||
MUL.S F10,F6,F8 ;F10=F6*F8: (0.5 - BG dif.light) * 256.0
|
||||
SUB.S F8,F12,F18 ;F8=F12-F18: far fog - pervasiveness
|
||||
SWC1 F8,0018 (SP) ;SP+18=F8: far fog - pervasiveness
|
||||
//7F0BA88C:
|
||||
MTC1 AT,F8 ;F8=1.0 [3F800000]
|
||||
DIV.S F6,F10,F4 ;F6=F10-F4: 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
|
||||
LWC1 F10,0020 (SP) ;F10=128.0 / (far ambient light - BG dif.light)
|
||||
LUI AT,437F
|
||||
NEG.S F4,F10 ;F4=-128.0 / (far ambient light - BG dif.light)
|
||||
ADD.S F10,F18,F8 ;F10=F18+F8: pervasiveness++
|
||||
LWC1 F8,0018 (SP) ;F8=far fog - pervasiveness
|
||||
SWC1 F6,001C (SP) ;SP+1C=F6= 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
|
||||
//7F0BA8AC:
|
||||
MUL.S F6,F4,F12 ;F6=F4*F12: -128.0*far fog / (far ambient light - BG dif.light)
|
||||
NOP
|
||||
MUL.S F4,F6,F10 ;F4=F6*F10: -128.0*far fog*pervasiveness++ / (far ambient light - BG dif.light)
|
||||
MTC1 AT,F10 ;F10=255.0 [437F0000]
|
||||
LUI AT,3F80
|
||||
DIV.S F6,F4,F8 ;F6=F4/F8: (-128.0*far fog*pervasiveness++) / (far ambient light - BG dif.light)(far fog - pervasiveness)
|
||||
MTC1 AT,F8 ;F8=1.0 [3F800000]
|
||||
LUI AT,437F
|
||||
DIV.S F4,F6,F10 ;F4=F6/F10: (-128.0*far fog*pervasiveness++) / 255(far ambient light - BG dif.light)(far fog - pervasiveness)
|
||||
LWC1 F10,0020 (SP) ;F10=128.0 / (far ambient light - BG dif.light)
|
||||
ADD.S F6,F12,F8 ;F6=F12+F8: far fog++
|
||||
LWC1 F8,0018 (SP) ;F8=far fog - pervasiveness
|
||||
SWC1 F4,0010 (V1) ;F4->800825D8
|
||||
//7F0BA8E0:
|
||||
MUL.S F4,F6,F10 ;F4= F6*F10: 128(far fog++) / (far ambient light - BG dif.light)
|
||||
LWC1 F10,001C (SP) ;F10= 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
|
||||
DIV.S F6,F4,F8 ;F6=F4/F8: 128(far fog++) / (far ambient light - BG dif.light)(far fog - pervasiveness)
|
||||
MTC1 AT,F8 ;F8=255.0 [437F0000]
|
||||
LUI AT,8008
|
||||
ADD.S F4,F6,F10 ;F4=F6+F10: 128(far fog++) / (far ambient light - BG dif.light)(far fog - pervasiveness) + 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)
|
||||
DIV.S F6,F4,F8 ;F6=F4/F8: (128(far fog++) / (far ambient light - BG dif.light)(far fog - pervasiveness) + 256(0.5 - BG dif.light) / (far ambient light - BG dif.light)) / 255.0
|
||||
SWC1 F6,0014 (V1) ;F6=800825DC
|
||||
//7F0BA900: light values
|
||||
LW T8,0020 (A1) ;T8=env.+20: BG dif.in light
|
||||
SW T8,0000 (V0) ;T8->80044DCC
|
||||
LW T9,0024 (A1) ;T8=far ambient light
|
||||
ADDIU T8,R0,0001
|
||||
SW T9,0004 (V0) ;T9->80044DD0
|
||||
//7F0BA914: fog values
|
||||
LBU T0,0028 (A1) ;T0=fog red component
|
||||
SB T0,0008 (V0) ;T0->80044DD4
|
||||
LBU T1,0029 (A1) ;T1=fog green component
|
||||
SB T1,0009 (V0) ;T1->80044DD5
|
||||
LBU T2,002A (A1) ;T2=fog blue component
|
||||
SB T2,000A (V0) ;T2->80044DD6
|
||||
//7F0BA92C: cloud values
|
||||
LBU T3,002B (A1) ;T3=cloud flag
|
||||
SB T3,000B (V0) ;T3->80044DD7
|
||||
LWC1 F10,002C (A1) ;F10=cloud repeat value
|
||||
SWC1 F10,000C (V0) ;F10->80044DD8
|
||||
LH T4,0030 (A1) ;T4=cloud image offset
|
||||
SH T4,0010 (V0) ;T4->80044DDC
|
||||
LWC1 F4,0034 (A1) ;F4=cloud red channel
|
||||
SWC1 F4,0014 (V0) ;F4->80044DE0
|
||||
LWC1 F8,0038 (A1) ;F8=cloud green channel
|
||||
SWC1 F8,0018 (V0) ;F8->80044DE4
|
||||
LWC1 F6,003C (A1) ;F6=cloud blue channel
|
||||
SWC1 F6,001C (V0) ;F6->80044DE8
|
||||
//7F0BA95C: water values
|
||||
LBU T5,0040 (A1) ;T5=water flag
|
||||
SB T5,0020 (V0) ;T5->80044DEC
|
||||
LWC1 F10,0044 (A1) ;F10=water repeat value
|
||||
SWC1 F10,0024 (V0) ;F10->80044DF0
|
||||
LH T6,0048 (A1) ;T6=water image offset
|
||||
SH T6,0028 (V0) ;T6->80044DF4
|
||||
LWC1 F4,004C (A1) ;F4=water red channel
|
||||
SWC1 F4,002C (V0) ;F4->80044DF8
|
||||
LWC1 F8,0050 (A1) ;F8=water green channel
|
||||
MTC1 R0,F4
|
||||
SWC1 F8,0030 (V0) ;F8->80044DFC
|
||||
LWC1 F6,0054 (A1) ;F6=water blue channel
|
||||
SWC1 F6,0034 (V0) ;F6->80044E00
|
||||
//7F0BA990: concavity distort
|
||||
LWC1 F10,0058 (A1) ;F10=world concavity distort
|
||||
SWC1 F10,0038 (V0) ;F10->80044E04
|
||||
//7F0BA998:
|
||||
LWC1 F8,000C (A1) ;F8=near fog
|
||||
C.EQ.S F4,F8
|
||||
NOP
|
||||
BC1F 7F0BA9B8 ;branch if 0!=near fog
|
||||
NOP
|
||||
LUI AT,8008
|
||||
BEQ R0,R0,7F0BA9BC
|
||||
SW R0,25C4 (AT) ;0->800825C4: NULL near fog pointer
|
||||
//7F0BA9B8:
|
||||
SW T7,25C4 (AT) ;save p->near fog
|
||||
//7F0BA9BC:
|
||||
LW RA,0014 (SP)
|
||||
LUI AT,8008
|
||||
SW T8,25C0 (AT) ;1->800825C0: enviroment table 1 entry in use
|
||||
JR RA
|
||||
ADDIU SP,SP,0038
|
||||
|
||||
7F0BA9D0: 0FC2EA74 copy short enviroment bank to current
|
||||
accepts: A0=p->enviroment data
|
||||
LBU T6,0004 (A0) ;T6=fog red component
|
||||
LUI V0,8004
|
||||
ADDIU V0,V0,4DCC ;V0=80044DCC: current env.data
|
||||
SB T6,0008 (V0) ;T6->80044DD4
|
||||
LBU T7,0005 (A0) ;T7=fog green component
|
||||
SB T7,0009 (V0) ;T7->80044DD5
|
||||
LBU T8,0006 (A0) ;T8=fog blue component
|
||||
SB T8,000A (V0) ;T8->80044DD6
|
||||
LBU T9,0007 (A0) ;T9=cloud flag
|
||||
SB T9,000B (V0) ;T9->80044DD7
|
||||
//7F0BA9F8: clouds
|
||||
LWC1 F4,0008 (A0) ;F4=cloud image repeat
|
||||
SWC1 F4,000C (V0) ;F4->80044DD8
|
||||
LH T0,000C (A0) ;T0=cloud image index
|
||||
SH T0,0010 (V0) ;T0->80044DDC
|
||||
LWC1 F6,0010 (A0) ;F6=cloud red component
|
||||
SWC1 F6,0014 (V0) ;F6->80044DE0
|
||||
LWC1 F8,0014 (A0) ;F8=cloud green component
|
||||
SWC1 F8,0018 (V0) ;F8->80044DE4
|
||||
LWC1 F10,0018 (A0) ;F10=cloud blue component
|
||||
SWC1 F10,001C (V0) ;F10->80044DE8
|
||||
//7F0BAA20: water
|
||||
LBU T1,001C (A0) ;T1=water flag
|
||||
SB T1,0020 (V0) ;T1->80044DEC
|
||||
LWC1 F16,0020 (A0) ;F16=water image repeat
|
||||
SWC1 F16,0024 (V0) ;F16->80044DF0
|
||||
LH T2,0024 (A0) ;T2=water image index
|
||||
SH T2,0028 (V0) ;T2->80044DF4
|
||||
LWC1 F18,0028 (A0) ;F18=water red component
|
||||
SWC1 F18,002C (V0) ;F18->80044DF8
|
||||
LWC1 F4,002C (A0) ;F4=water green component
|
||||
SWC1 F4,0030 (V0) ;F4->80044DFC
|
||||
LWC1 F6,0030 (A0) ;F6=water blue component
|
||||
SWC1 F6,0034 (V0) ;F6->80044E00
|
||||
LWC1 F8,0034 (A0) ;F8=world concavity distort
|
||||
JR RA
|
||||
SWC1 F8,0038 (V0) ;F8->80044E04
|
||||
|
||||
|
||||
70004650 set page height
|
||||
accepts: F12=?, F14=?
|
||||
ADDIU SP,SP,FFE8
|
||||
LUI V1,8002
|
||||
ADDIU V1,V1,32A8
|
||||
SWC1 F12,0018 (SP) ;SP+18=F12:
|
||||
LWC1 F4,0018 (SP) ;F4=F12
|
||||
LW T6,0000 (V1) ;T6=800232A8: p->?
|
||||
SW RA,0014 (SP)
|
||||
SWC1 F14,001C (SP) ;SP+1C=F14:
|
||||
SWC1 F4,0010 (T6) ;F12-> p+0x10
|
||||
LW T7,0000 (V1) ;T7=800232A8: p->?
|
||||
LWC1 F6,001C (SP) ;F6=F14
|
||||
SWC1 F6,0014 (T7) ;F14-> p+0x14
|
||||
LW V0,0000 (V1) ;V0=800232A8: p->?
|
||||
LWC1 F12,0010 (V0) ;F12=F12
|
||||
LWC1 F14,0008 (V0) ;F14=?
|
||||
JAL 7F077C30
|
||||
LW A2,000C (V0) ;A2=?
|
||||
JAL 7F077C5C
|
||||
NOP
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0018
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
700046AC: ???
|
||||
accepts: A0=p->target
|
||||
LUI V0,8002
|
||||
ADDIU V0,V0,32A8
|
||||
LW T6,0000 (V0) ;T6=800232A8: p->?
|
||||
LWC1 F4,0010 (T6)
|
||||
SWC1 F4,0000 (A0) ;F4->target+0
|
||||
LW T7,0000 (V0) ;T6=800232A8: p->?
|
||||
LWC1 F6,0014 (T7)
|
||||
JR RA
|
||||
SWC1 F6,0004 (A0) ;F6->target+4
|
||||
|
||||
|
||||
7F077C30: ??? copies floats to BONDdata
|
||||
accepts: A2=?, F12=?, F14=?
|
||||
LUI V0,8008
|
||||
ADDIU V0,V0,A0B0
|
||||
LW T6,0000 (V0)
|
||||
SW A2,0008 (SP)
|
||||
SWC1 F12,10A0 (T6)
|
||||
LW T7,0000 (V0)
|
||||
SWC1 F14,10A4 (T7)
|
||||
LW T8,0000 (V0)
|
||||
LWC1 F4,0008 (SP)
|
||||
JR RA
|
||||
SWC1 F4,10A8 (T8)
|
||||
|
||||
7F054B80:
|
||||
ADDIU SP,SP,FFE0
|
||||
LUI AT,3F80
|
||||
MTC1 AT,F16 ;F16=1.0
|
||||
SW RA,0014 (SP)
|
||||
SW A0,0020 (SP) ;SP+20=A0:
|
||||
SW A1,0024 (SP) ;SP+24=A1:
|
||||
JAL 7F0BB398 ;V0=p->fog values [800825C4]
|
||||
SWC1 F16,001C (SP) ;SP+1C=1.0
|
||||
BEQ V0,R0,7F054C44 ;branch if not present
|
||||
LWC1 F16,001C (SP) ;F16=1.0
|
||||
//7F054BA8:
|
||||
LW T6,0020 (SP)
|
||||
LWC1 F4,0008 (V0) ;F4=obj.obfuscation range
|
||||
LWC1 F6,0018 (T6) ;F6=T6+18:
|
||||
C.LT.S F4,F6
|
||||
NOP
|
||||
BC1FL 7F054C48 ;branch if obj.obfuscation range >= F6
|
||||
LW RA,0014 (SP)
|
||||
SW V0,0018 (SP) ;SP+18=V0: p->fog values
|
||||
JAL 7F078484 ;F0= BONDdata+10F8
|
||||
SWC1 F16,001C (SP) ;SP+1C=1.0
|
||||
//7F054BD0:
|
||||
LW V1,0018 (SP) ;V1=p->fog values
|
||||
LW T7,0020 (SP)
|
||||
LUI AT,42C8
|
||||
LWC1 F2,0008 (V1) ;F2=obj.obfuscation range
|
||||
LWC1 F8,0018 (T7)
|
||||
MTC1 AT,F18 ;F18=100.0
|
||||
LWC1 F6,0024 (SP)
|
||||
SUB.S F10,F8,F2 ;F10=F8-obj.obfuscation range
|
||||
LWC1 F14,0004 (V1) ;F14=max obj vis. range
|
||||
LWC1 F16,001C (SP) ;F16=SP+1C: 1.0
|
||||
MUL.S F4,F10,F18 ;F4=100.0(F8-obj.obfuscation range)
|
||||
DIV.S F8,F4,F6 ;F8=100.0(F8-obj.obfuscation range)/F6
|
||||
ADD.S F10,F8,F2 ;F10=100.0(F8-obj.obfuscation range)/F6 + obj.obfuscation range
|
||||
MUL.S F12,F10,F0 ;F12=(BONDdata+10F8) * (100.0(F8-obj.obfuscation range)/F6 + obj.obfuscation range)
|
||||
C.LE.S F14,F12
|
||||
NOP
|
||||
BC1FL 7F054C28 ;branch if max obj vis. range > F12
|
||||
LWC1 F0,0000 (V1)
|
||||
MTC1 R0,F16 ;F16=0
|
||||
BEQ R0,R0,7F054C48
|
||||
LW RA,0014 (SP)
|
||||
//7F054C24:
|
||||
LWC1 F0,0000 (V1) ;F0=near fog value
|
||||
C.LT.S F0,F12
|
||||
NOP
|
||||
BC1FL 7F054C48 ;branch if near fog value >= F12
|
||||
LW RA,0014 (SP)
|
||||
SUB.S F10,F14,F12 ;F10=max obj vis. range - F12
|
||||
SUB.S F4,F14,F0 ;F4=max obj vis. range - near fog value
|
||||
DIV.S F16,F18,F4 ;F16=100/(max obj vis. range - near fog value)
|
||||
//7F054C44: return
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0020
|
||||
MOV.S F0,F16 ;F0=F16: percentage visibility?
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
7F054C58:
|
||||
ADDIU SP,SP,FFC8
|
||||
SW RA,0014 (SP)
|
||||
ADDIU T6,R0,0001
|
||||
SW A0,0038 (SP) ;SP=38=A0:
|
||||
SW A1,003C (SP) ;SP+3C=A1:
|
||||
JAL 7F0BB398 ;V0=p->fog values [800825C4]
|
||||
SW T6,0034 (SP) ;SP+34=1: true return
|
||||
BEQL V0,R0,7F054D5C ;branch if 0
|
||||
LW RA,0014 (SP)
|
||||
//7F054C7C:
|
||||
JAL 7F089FD4 ;V0=p->position
|
||||
SW V0,0030 (SP) ;SP+30=p->fog values
|
||||
JAL 7F0783C4 ;V0= BONDdata+0x10CC
|
||||
SW V0,001C (SP) ;SP+1C=p->position
|
||||
//7F054C8C:
|
||||
LW V1,001C (SP) ;V1=p->position
|
||||
LW A1,0038 (SP)
|
||||
LW A0,0030 (SP) ;A0=p->fog values
|
||||
LWC1 F6,0000 (V1) ;F6=x position
|
||||
LWC1 F4,0000 (A1)
|
||||
SUB.S F8,F4,F6
|
||||
SWC1 F8,0024 (SP) ;SP+24=?-xpos
|
||||
LWC1 F16,0004 (V1) ;F16=y position
|
||||
LWC1 F10,0004 (A1)
|
||||
SUB.S F18,F10,F16
|
||||
LWC1 F10,0024 (SP) ;F10=F8
|
||||
SWC1 F18,0028 (SP) ;SP+28=?-ypos
|
||||
LWC1 F6,0008 (V1) ;F6=z position
|
||||
LWC1 F4,0008 (A1)
|
||||
SUB.S F8,F4,F6
|
||||
LWC1 F4,0028 (SP) ;F4=F18
|
||||
SWC1 F8,002C (SP) ;SP+2C=?-zpos
|
||||
LWC1 F16,0000 (V0) ;F16=BONDdata+10CC
|
||||
LWC1 F6,0004 (V0) ;F6=BONDdata+10D0
|
||||
MUL.S F18,F10,F16 ;F18=(?-xpos)*(BONDdata+10CC)
|
||||
LWC1 F16,0008 (V0) ;F16=BONDdata+10D4
|
||||
MUL.S F8,F4,F6 ;F8=(?-ypos)*(BONDdata+10D0)
|
||||
LWC1 F4,002C (SP) ;F4=(?-zpos)
|
||||
MUL.S F6,F16,F8 ;F6=(BONDdata+10D4)*(?-ypos)*(BONDdata+10D0)
|
||||
LWC1 F18,0008 (A0) ;F18=obj.obfuscation range
|
||||
ADD.S F12,F6,F10 ;F12=(BONDdata+10D4)*(?-ypos)*(BONDdata+10D0) + (?-xpos)
|
||||
C.LT.S F18,F12
|
||||
NOP
|
||||
BC1FL 7F054D5C ;branch if obj.obfuscation range >= F12
|
||||
LW RA,0014 (SP)
|
||||
//7F054D08:
|
||||
SW A0,0030 (SP) ;SP+30=A0: same as before
|
||||
JAL 7F078484 ;F0= BONDdata+10F8
|
||||
SWC1 F12,0020 (SP) ;SP+20=F12
|
||||
LW A0,0030 (SP) ;A0=SP+30: p->fog values
|
||||
LWC1 F12,0020 (SP) ;F12=SP+20
|
||||
LUI AT,42C8
|
||||
LWC1 F2,0008 (A0) ;F2=A0+8: obj.obfuscation range
|
||||
MTC1 AT,F16 ;F16=100.0
|
||||
LWC1 F6,003C (SP) ;F6=SP+3C:
|
||||
SUB.S F8,F12,F2 ;F8=F12-obj.obfuscation range
|
||||
MUL.S F4,F8,F16 ;F4=100.0(F12-obj.obfuscation range)
|
||||
LWC1 F8,0004 (A0) ;F8=max.obj.vis.range
|
||||
DIV.S F10,F4,F6 ;F10=100.0(F12-obj.obfuscation range) / F6
|
||||
ADD.S F18,F10,F2 ;F18=100.0(F12-obj.obfuscation range) / F6 + obj.obfuscation range
|
||||
MUL.S F12,F18,F0 ;F12=(100.0(F12-obj.obfuscation range) / F6 + obj.obfuscation range) * F0
|
||||
C.LE.S F8,F12
|
||||
NOP
|
||||
BC1FL 7F054D5C ;branch if max.obj.vis.range > F12
|
||||
LW RA,0014 (SP)
|
||||
SW R0,0034 (SP) ;SP+34=0: false return
|
||||
//7F054D58:
|
||||
LW RA,0014 (SP)
|
||||
LW V0,0034 (SP) ;V0=SP+34: return value
|
||||
ADDIU SP,SP,0038
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
+_+
|
||||
|
||||
for the record, the sky is constructed here:
|
||||
//7F096E2C:
|
||||
|
||||
|
||||
here's a sample 'cloud' mapping:
|
||||
//at 7F096E2C
|
||||
E7000000 00000000
|
||||
E7000000 00000000
|
||||
BA001402 00000000
|
||||
B900031D 00552048
|
||||
BB000001 FFFFFFFF
|
||||
BA001001 00000000
|
||||
FC121824 FF33FFFF
|
||||
FD700000 0015DE78
|
||||
F5700000 07000000
|
||||
E6000000 00000000
|
||||
F3000000 077FF100
|
||||
E7000000 00000000
|
||||
BA000E02 00000000
|
||||
F5681000 00018060
|
||||
F2002002 000FE0FE
|
||||
//at 7F096E7C
|
||||
FB000000 280000FF
|
||||
//at 7F006EDC:
|
||||
FC40FE81 55FEF97C
|
||||
//at 7F098E84
|
||||
B4000000 CE8002A1 ;
|
||||
B2000000 0
|
||||
@@ -1 +0,0 @@
|
||||
75eb0121520d34ab92d3756114ee63ccf7c57abb
|
||||
@@ -0,0 +1,470 @@
|
||||
These dASMs are from PAL, not NTSC, to explain how the conversion will work
|
||||
Do NOT index these TLB commands
|
||||
|
||||
7F0B9E34: copy fog values to current sky
|
||||
ADDIU SP,SP,FFD8
|
||||
SW RA,0014 (SP)
|
||||
SW A1,002C (SP)
|
||||
SW R0,001C (SP)
|
||||
JAL 7F0999A4 ;V0=#players
|
||||
SW A0,0028 (SP)
|
||||
//7F0B9E4C:
|
||||
ADDIU AT,R0,0001
|
||||
LW A2,001C (SP)
|
||||
LW A3,0028 (SP) ;A3=search stage#
|
||||
BNE V0,AT,7F0B9E64 ;if solo, set T0=0
|
||||
OR T0,V0,R0 ;T0=#players
|
||||
OR T0,R0,R0
|
||||
//7F0B9E64: set default values
|
||||
LUI AT,8005
|
||||
LWC1 F4,D7C0 (AT) ;F4=7F7FFFFF
|
||||
LW T6,002C (SP)
|
||||
LUI AT,8004
|
||||
MTC1 R0,F6
|
||||
SWC1 F4,E2B4 (AT) ;8003E2B4=7F7FFFFF: near fog value
|
||||
LUI AT,8004
|
||||
BEQ T6,R0,7F089EEC ;branches over solo sky tests
|
||||
SWC1 F6,E2B8 (AT) ;8003E2B8=0: near fog * (intensity/far intensity)
|
||||
//7F0B9E88:
|
||||
LUI T1,8004
|
||||
ADDIU V1,T1,E300 ;V1=8003E300: start of fog table 1
|
||||
LH T7,0000 (V1) ;T7=stage#
|
||||
LUI T8,8004
|
||||
ADDIU T8,T8,E300 ;T8=8003E300
|
||||
BEQ T7,R0,7F0B9EEC ;if stage=0, end of list 1 found
|
||||
ADDIU A0,A3,0384 ;A0=A3+0x384: search stage# + set 9 offset - cutscene sky
|
||||
LH V0,0000 (T8) ;V0=stage#
|
||||
//7F0B9EA8: loop until a match is found
|
||||
BNE A0,V0,7F0B9EDC ;branch if stage# doesn't match stage+set9
|
||||
LUI V0,8007
|
||||
//7F0B9EB0: sky match
|
||||
ADDIU V0,V0,CF88 ;V0=8006CF88: p->sky
|
||||
SW V1,0000 (V0) ;V1->8006CF88: save p->sky
|
||||
LUI AT,8007
|
||||
SW V1,CF8C (AT) ;V1->8006CF8C: save p->sky
|
||||
LUI AT,8007
|
||||
ADDIU T9,V1,0024 ;T9=V1+0x24: p->next sky
|
||||
SW T9,CF90 (AT) ;T9->8006CF90: save p->end of sky data
|
||||
JAL 7F0B99F8
|
||||
LW A0,0000 (V0) ;A0=p->sky
|
||||
BEQ R0,R0,7F0BA06C ;since you got a match, end this bugger
|
||||
LW RA,0014 (SP)
|
||||
//7F0B9EDC: loopus
|
||||
LH V0,0024 (V1) ;V0=stage#
|
||||
ADDIU V1,V1,0024 ;V1+=0x24: next sky
|
||||
BNEZ V0,7F0B9EA8 ;branch if not at end of list
|
||||
NOP
|
||||
//7F0B9EEC: look for MP sky
|
||||
LUI T1,8004
|
||||
ADDIU T1,T1,E300 ;T1=8003E300: start of sky list 1
|
||||
LH A1,0000 (T1) ;A1=stage#
|
||||
LUI T2,8004
|
||||
ADDIU T2,T2,E300 ;T2=8003E300: start of sky list 1
|
||||
BEQ A1,R0,7F0B9F68 ;branch if at EOL
|
||||
OR V1,T1,R0 ;V1=T1=8003E300: start of sky list 1
|
||||
SLL T3,T0,0x2
|
||||
SUBU T3,T3,T0
|
||||
SLL T3,T3,0x3
|
||||
ADDU T3,T3,T0
|
||||
SLL T3,T3,0x2 ;T3=#players * 0x64
|
||||
ADDU A0,A3,T3 ;A0=stage+MPoffset
|
||||
LH V0,0000 (T2)
|
||||
BNE A0,V0,7F0B9F58
|
||||
LUI V0,8007
|
||||
//7F0B9F2C:
|
||||
ADDIU V0,V0,CF88
|
||||
SW V1,0000 (V0)
|
||||
LUI AT,8007
|
||||
SW V1,CF8C (AT)
|
||||
LUI AT,8007
|
||||
ADDIU T4,V1,0024
|
||||
SW T4,CF90 (AT)
|
||||
JAL 7F0B99F8
|
||||
LW A0,0000 (V0)
|
||||
BEQ R0,R0,7F0BA06C
|
||||
LW RA,0014 (SP)
|
||||
//7F0B9F58:
|
||||
LH V0,0024 (V1)
|
||||
ADDIU V1,V1,0024
|
||||
BNEZ V0,7F0B9F24
|
||||
NOP
|
||||
//7F0B9F68:
|
||||
SLTI AT,T0,0002
|
||||
BNEL AT,R0,7F0B9FE4
|
||||
LUI AT,4170
|
||||
BEQ A1,R0,7F0B9FE0
|
||||
OR V1,T1,R0
|
||||
SLL A0,T0,0x2
|
||||
SUBU A0,A0,T0
|
||||
SLL A0,A0,0x3
|
||||
LUI T5,8004
|
||||
ADDIU T5,T5,E300
|
||||
ADDU A0,A0,T0
|
||||
SLL A0,A0,0x2
|
||||
LH V0,0000 (T5)
|
||||
//7F0B9F9C:
|
||||
BNE A0,V0,7F0B9FD0
|
||||
LUI V0,8007
|
||||
//7F0B9FA4:
|
||||
ADDIU V0,V0,CF88
|
||||
SW V1,0000 (V0)
|
||||
LUI AT,8007
|
||||
ADDIU T6,V1,0024
|
||||
SW T6,CF90 (AT)
|
||||
JAL 7F0B99F8
|
||||
LW A0,0000 (V0)
|
||||
BEQ R0,R0,7F0BA06C
|
||||
LW RA,0014 (SP)
|
||||
//7F0B9FD0:
|
||||
LH V0,0024 (V1)
|
||||
ADDIU V1,V1,0024
|
||||
BNEZ V0,7F0B9F9C
|
||||
NOP
|
||||
//7F0B9FE0:
|
||||
LUI AT,4170
|
||||
MTC1 AT,F12
|
||||
LUI AT,8005
|
||||
LWC1 F14,D7C4 (AT)
|
||||
SW A2,001C (SP)
|
||||
JAL 700040A0
|
||||
SW A3,0028 (SP) ;SP+28=A3: search stage#
|
||||
LUI A0,8004
|
||||
LUI AT,8007
|
||||
ADDIU A0,A0,E9C0 ;A0=8003E9C0: sky table 2
|
||||
SW R0,CF60 (AT) ;0->8006CF60:
|
||||
LW T7,0000 (A0) ;T7=stage#
|
||||
LW A2,001C (SP)
|
||||
LW A3,0028 (SP) ;A3=search stage#
|
||||
BEQ T7,R0,7F0BA048 ;branch if at end of table
|
||||
OR V1,A0,R0 ;V1=A0=8003E9C0: sky table 2
|
||||
//7F0BA020:
|
||||
LUI T8,8004
|
||||
ADDIU T8,T8,E9C0 ;T8=8003E9C0: sky table 2
|
||||
LW V0,0000 (T8) ;V0=stage#
|
||||
//7F0BA02C:
|
||||
BNEL A3,V0,7F0BA03C ;branch if not a match
|
||||
LW V0,0038 (V1)
|
||||
OR A2,V1,R0 ;A2=p->sky
|
||||
//7F0BA038:
|
||||
LW V0,0038 (V1) ;V0=next stage#
|
||||
ADDIU V1,V1,0038 ;V1+=0x38: next sky
|
||||
BNEZ V0,7F0BA02C ;loop for all entries
|
||||
NOP
|
||||
//7F0BA048:
|
||||
BNEZ A2,7F0BA054 ;branch if no table 2 hit found
|
||||
NOP
|
||||
OR A2,A0,R0 ;A2=A0: p->default sky
|
||||
//7F0BA054:
|
||||
JAL 7F0B9DA0 ;make table 2 sky active
|
||||
OR A0,A2,R0 ;A0=A2: p->sky
|
||||
LUI V0,8007
|
||||
ADDIU V0,V0,CF88
|
||||
SW R0,0000 (V0) ;0->8006CF88:
|
||||
//7F0BA068:
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0028
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
|
||||
|
||||
7F0B99F8: set sky values - table 1
|
||||
accepts: A0=p->sky
|
||||
ADDIU SP,SP,FFC8
|
||||
SW RA,0014 (SP)
|
||||
LH T7,0004 (A0) ;T7=sky+4: far fog
|
||||
LH T6,0002 (A0) ;T6=sky+2: near pervasiveness
|
||||
SW A0,0038 (SP) ;SP+38=A0: sky
|
||||
MTC1 T7,F6
|
||||
MTC1 T6,F4
|
||||
CVT.S.W F14,F6 ;F14=far fog
|
||||
JAL 700040A0
|
||||
CVT.S.W F12,F4 ;F12=near pervasiveness
|
||||
JAL 700040FC
|
||||
ADDIU A0,SP,0030 ;A0=SP+30: target for returned float (+0, +4)
|
||||
JAL 7F0B3BB4 ;F0=8003AC4C: 1.0 cutoff. set higher blackens portals and kills objects unless very close
|
||||
NOP
|
||||
//7F0B9A30:
|
||||
LWC1 F8,0030 (SP) ;F8=SP+30: probably near pervasiveness
|
||||
LWC1 F4,0034 (SP) ;F4=SP+34: probably far fog
|
||||
LW A1,0038 (SP) ;A1=sky
|
||||
DIV.S F10,F8,F0
|
||||
LUI AT,447A
|
||||
LUI A0,8007
|
||||
ADDIU A0,A0,CF84 ;A0=8006CF84
|
||||
LUI A2,8007
|
||||
ADDIU A2,A2,CF80 ;A2=8006CF80
|
||||
LUI V1,8007
|
||||
ADDIU V1,V1,CF68 ;V1=8006CF68
|
||||
LUI V0,8004
|
||||
ADDIU V0,V0,E2BC ;V0=8003E2BC: intensity
|
||||
DIV.S F6,F4,F0
|
||||
SWC1 F10,0030 (SP)
|
||||
MTC1 AT,F4
|
||||
SWC1 F6,0034 (SP)
|
||||
LH T8,000C (A1)
|
||||
MTC1 T8,F8
|
||||
NOP
|
||||
CVT.S.W F10,F8
|
||||
DIV.S F6,F10,F4
|
||||
MTC1 AT,F4
|
||||
//7F0B9A8C:
|
||||
LUI AT,8004
|
||||
SWC1 F6,0000 (A0)
|
||||
LH T9,000E (A1)
|
||||
MTC1 T9,F8
|
||||
NOP
|
||||
CVT.S.W F10,F8
|
||||
LWC1 F8,0034 (SP)
|
||||
DIV.S F6,F10,F4
|
||||
LWC1 F10,0030 (SP)
|
||||
SUB.S F14,F8,F10
|
||||
SWC1 F6,0000 (A2)
|
||||
LWC1 F16,0000 (A2)
|
||||
MUL.S F4,F14,F16
|
||||
ADD.S F6,F10,F4
|
||||
SWC1 F6,E2B4 (AT)
|
||||
//7F0B9AC8:
|
||||
LWC1 F2,0000 (A0)
|
||||
LUI AT,8004
|
||||
MUL.S F8,F14,F2
|
||||
ADD.S F4,F10,F8
|
||||
SWC1 F4,E2B8 (AT)
|
||||
//7F0B9ADC:
|
||||
LH T0,0002 (A1)
|
||||
LUI AT,4300
|
||||
MTC1 T0,F6
|
||||
NOP
|
||||
CVT.S.W F10,F6
|
||||
DIV.S F8,F10,F0
|
||||
SWC1 F8,0000 (V1)
|
||||
LH T1,0004 (A1)
|
||||
SUB.S F8,F16,F2
|
||||
LWC1 F18,0000 (V1)
|
||||
MTC1 T1,F4
|
||||
SWC1 F8,0018 (SP)
|
||||
CVT.S.W F6,F4
|
||||
MTC1 AT,F4
|
||||
LUI AT,3F00
|
||||
MTC1 AT,F8
|
||||
LUI AT,4380
|
||||
DIV.S F10,F6,F0
|
||||
LWC1 F6,0018 (SP)
|
||||
SWC1 F10,0004 (V1)
|
||||
//7F0B9B2C:
|
||||
DIV.S F10,F4,F6
|
||||
LWC1 F12,0004 (V1)
|
||||
SUB.S F4,F8,F2
|
||||
SWC1 F10,0020 (SP)
|
||||
MTC1 AT,F10
|
||||
LUI AT,3F80
|
||||
MUL.S F8,F4,F10
|
||||
SUB.S F10,F12,F18
|
||||
SWC1 F10,0018 (SP)
|
||||
MTC1 AT,F10
|
||||
DIV.S F4,F8,F6
|
||||
LWC1 F8,0020 (SP)
|
||||
LUI AT,437F
|
||||
NEG.S F6,F8
|
||||
ADD.S F8,F18,F10
|
||||
LWC1 F10,0018 (SP)
|
||||
SWC1 F4,001C (SP)
|
||||
MUL.S F4,F6,F12
|
||||
NOP
|
||||
MUL.S F6,F4,F8
|
||||
MTC1 AT,F8
|
||||
LUI AT,3F80
|
||||
DIV.S F4,F6,F10
|
||||
MTC1 AT,F10
|
||||
LUI AT,437F
|
||||
DIV.S F6,F4,F8
|
||||
LWC1 F8,0020 (SP)
|
||||
ADD.S F4,F12,F10
|
||||
LWC1 F10,0018 (SP)
|
||||
SWC1 F6,0010 (V1)
|
||||
//7F0B9BA4:
|
||||
MUL.S F6,F4,F8
|
||||
LWC1 F8,001C (SP)
|
||||
DIV.S F4,F6,F10
|
||||
MTC1 AT,F10
|
||||
LUI AT,4F80
|
||||
ADD.S F6,F4,F8
|
||||
DIV.S F4,F6,F10
|
||||
SWC1 F4,0014 (V1)
|
||||
//7F0B9BC4: light values
|
||||
LH T2,000C (A1) ;T2=BG dif.light
|
||||
SW T2,0000 (V0) ;T2->8003E2BC
|
||||
LW T3,000E (A1) ;T3=far ambient light
|
||||
SW T3,0004 (V0) ;T3->8003E2C0
|
||||
//7F0B9BD4: fog values
|
||||
LBU T4,0010 (A1) ;T4=fog red component
|
||||
SB T4,0008 (V0) ;T4->8003E2C4
|
||||
LBU T5,0011 (A1) ;T5=fog green component
|
||||
SB T5,0009 (V0) ;T5->8003E2C5
|
||||
LBU T6,0012 (A1) ;T6=fog blue component
|
||||
SB T6,000A (V0) ;T6->8003E2C6
|
||||
//7F0B9BEC: cloud values
|
||||
LBU T7,0013 (A1) ;T7=cloud flag
|
||||
SB T7,000B (V0) ;T7->8003E2C7
|
||||
LH T8,0014 (A1) ;T8=cloud image repeat
|
||||
MTC1 T8,F8
|
||||
NOP
|
||||
CVT.S.W F6,F8 ;F6=(float) cloud repeat
|
||||
SWC1 F6,000C (V0) ;F6->8003E2C8
|
||||
LBU T9,0016 (A1) ;T9=offset to sky image
|
||||
SH T9,0010 (V0) ;T9->8003E2CC
|
||||
LBU T0,0017 (A1) ;T0=cloud red component
|
||||
MTC1 T0,F10
|
||||
BGEZ T0,7F0B9C2C ;silly. always >= 0 because value is unsigned!
|
||||
CVT.S.W F4,F10 ;F4=(float) cloud red component
|
||||
//7F0B9C20: fix rollover that never occurs
|
||||
MTC1 AT,F8 ;F8=4294967296.0 [4F800000]
|
||||
NOP
|
||||
ADD.S F4,F4,F8 ;F4=0x100000000 + value, rolling it around to a positive number
|
||||
//7F0B9C2C:
|
||||
SWC1 F4,0014 (V0) ;F4->8003E2D0
|
||||
LBU T1,0018 (A1) ;T1=cloud green component
|
||||
LUI AT,4F80
|
||||
MTC1 T1,F6
|
||||
BGEZ T1,7F0B9C50 ;silly. always >= 0 because value is unsigned!
|
||||
CVT.S.W F10,F6
|
||||
//7F0B9C44: fix rollover that never occurs
|
||||
MTC1 AT,F8 ;F8=4294967296.0 [4F800000]
|
||||
NOP
|
||||
ADD.S F10,F10,F8 ;F10=0x100000000 + value, rolling it around to a positive number
|
||||
//7F0B9C50:
|
||||
SWC1 F10,0018 (V0) ;F10->8003E2D4
|
||||
LBU T2,0019 (A1) ;T2=cloud green component
|
||||
LUI AT,4F80
|
||||
MTC1 T2,F4
|
||||
BGEZ T2,7F0B9C74 ;silly. always >= 0 because value is unsigned!
|
||||
CVT.S.W F6,F4
|
||||
//7F0B9C68: fix rollover that never occurs
|
||||
MTC1 AT,F8 ;F8=4294967296.0 [4F800000]
|
||||
NOP
|
||||
ADD.S F6,F6,F8 ;F6=0x100000000 + value, rolling it around to a positive number
|
||||
//7F0B9C74: water values
|
||||
SWC1 F6,001C (V0) ;F6->8003E2D8
|
||||
LBU T3,001A (A1) ;T3=water flag
|
||||
LUI AT,4F80
|
||||
ADDIU T2,R0,0001 ;T2=1
|
||||
SB T3,0020 (V0) ;T3->8003E2DC
|
||||
LH T4,001C (A1) ;T4=water repeat value
|
||||
MTC1 T4,F10
|
||||
NOP
|
||||
CVT.S.W F4,F10 ;F4=(float) water repeat value
|
||||
SWC1 F4,0024 (V0) ;F4->8003E2E0
|
||||
//7F0B9C9C:
|
||||
LBU T5,001E (A1) ;T5=offset to water image
|
||||
SH T5,0028 (V0) ;T5->8003E2E4
|
||||
LBU T6,001F (A1) ;T6=water red component
|
||||
MTC1 T6,F8
|
||||
BGEZ T6,7F0B9CC0
|
||||
CVT.S.W F6,F8
|
||||
//7F0B9CB4:
|
||||
MTC1 AT,F10
|
||||
NOP
|
||||
ADD.S F6,F6,F10
|
||||
//7F0B9CC0:
|
||||
SWC1 F6,002C (V0)
|
||||
LBU T7,0020 (A1)
|
||||
LUI AT,4F80
|
||||
MTC1 T7,F4
|
||||
BGEZ T7,7F0B9CE4
|
||||
CVT.S.W F8,F4
|
||||
//7F0B9CD8:
|
||||
MTC1 AT,F10
|
||||
NOP
|
||||
ADD.S F8,F8,F10
|
||||
//7F0B9CE4:
|
||||
SWC1 F8,0030 (V0)
|
||||
LBU T8,0021 (A1)
|
||||
LUI AT,4F80
|
||||
MTC1 T8,F6
|
||||
BGEZ T8,7F0B9D08
|
||||
CVT.S.W F4,F6
|
||||
MTC1 AT,F10
|
||||
NOP
|
||||
ADD.S F4,F4,F10
|
||||
//7F0B9D08: world concavity
|
||||
SWC1 F4,0034 (V0)
|
||||
LBU T9,0022 (A1) ;T9=world concavity
|
||||
LUI AT,4F80
|
||||
MTC1 T9,F8
|
||||
BGEZ T9,7F0B9D2C
|
||||
CVT.S.W F6,F8
|
||||
MTC1 AT,F10
|
||||
NOP
|
||||
ADD.S F6,F6,F10
|
||||
//7F0B9D2C:
|
||||
SWC1 F6,0038 (V0)
|
||||
LH V1,0006 (A1) ;V1=near fog value
|
||||
LUI AT,8007
|
||||
BNEL V1,R0,7F0B9D4C ;branch if near fog value present
|
||||
MTC1 V1,F4
|
||||
BEQ R0,R0,7F0B9D8C
|
||||
SW R0,CF64 (AT) ;0->8006CF64
|
||||
//7F0B9D48:
|
||||
MTC1 V1,F4
|
||||
LUI V0,8007
|
||||
ADDIU V0,V0,CF98 ;V0=8006CF98
|
||||
CVT.S.W F8,F4 ;F8=(float) near fog value
|
||||
LUI AT,8007
|
||||
SWC1 F8,0000 (V0)
|
||||
LH T0,0008 (A1) ;T0=max obj vis. range
|
||||
MTC1 T0,F10
|
||||
NOP
|
||||
CVT.S.W F6,F10 ;F6=(float) max obj vis. range
|
||||
SWC1 F6,0004 (V0)
|
||||
LH T1,000A (A1) ;T1=obfuscation range
|
||||
MTC1 T1,F4
|
||||
NOP
|
||||
CVT.S.W F8,F4 ;F8=(float) obfuscation range
|
||||
SWC1 F8,0008 (V0)
|
||||
SW V0,CF64 (AT) ;8006CF98->8006CF64
|
||||
//7F0B9D8C:
|
||||
LW RA,0014 (SP)
|
||||
LUI AT,8007
|
||||
SW T2,CF60 (AT) ;1->8006CF60
|
||||
JR RA
|
||||
ADDIU SP,SP,0038
|
||||
|
||||
7F0B9DA0: set sky values - table 2
|
||||
accepts: A0=p->sky
|
||||
LBU T6,0004 (A0) ;T6=fog red component
|
||||
LUI V0,8004
|
||||
ADDIU V0,V0,E2BC ;V0=8003E2BC: current env.data
|
||||
SB T6,0008 (V0) ;T6->8003E2C4
|
||||
LBU T7,0005 (A0) ;T7=fog green component
|
||||
SB T7,0009 (V0) ;T7->8003E2C5
|
||||
LBU T8,0006 (A0) ;T8=fog blue component
|
||||
SB T8,000A (V0) ;T8->8003E2C6
|
||||
LBU T9,0007 (A0) ;T9=cloud flag
|
||||
SB T9,000B (V0) ;T9->8003E2C7
|
||||
LWC1 F4,0008 (A0) ;F4=cloud repeat value
|
||||
SWC1 F4,000C (V0) ;F4->8003E2C8
|
||||
LH T0,000C (A0) ;T0=cloud image offset
|
||||
SH T0,0010 (V0) ;T0->8003E2CC
|
||||
LWC1 F6,0010 (A0) ;F6=cloud red component
|
||||
SWC1 F6,0014 (V0) ;F6->8003E2D0
|
||||
LWC1 F8,0014 (A0) ;F8=cloud green component
|
||||
SWC1 F8,0018 (V0) ;F8->8003E2D4
|
||||
LWC1 F10,0018 (A0) ;F10=cloud blue component
|
||||
SWC1 F10,001C (V0) ;F10->8003E2D8
|
||||
LBU T1,001C (A0) ;T1=water flag
|
||||
SB T1,0020 (V0) ;T1->8003E2DC
|
||||
LWC1 F16,0020 (A0) ;F16=water repeat value
|
||||
SWC1 F16,0024 (V0) ;F16->8003E2E0
|
||||
LH T2,0024 (A0) ;T2=water image offset
|
||||
SH T2,0028 (V0) ;T2->8003E2E4
|
||||
LWC1 F18,0028 (A0) ;F18=water red component
|
||||
SWC1 F18,002C (V0) ;F18->8003E2E8
|
||||
LWC1 F4,002C (A0) ;F4=water green component
|
||||
SWC1 F4,0030 (V0) ;F4->8003E2EC
|
||||
LWC1 F6,0030 (A0) ;F6=water blue component
|
||||
SWC1 F6,0034 (V0) ;F6->8003E2F0
|
||||
LWC1 F8,0034 (A0) ;F8=world concavity distort
|
||||
JR RA
|
||||
SWC1 F8,0038 (V0) ;F8->8003E2F4
|
||||
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
d0923d44404d29ac040f55d01be79e0ad5ccf95b
|
||||
@@ -0,0 +1,58 @@
|
||||
PAL uses a reduced fog/sky/water block format.
|
||||
NOT ACCURATE except for size. Did this quickly just to start a document on the subject.
|
||||
Trust nothing you see
|
||||
|
||||
|
||||
entries 0x24 in size
|
||||
0x0 2 stage ID number (or multiple thereof)
|
||||
0x2 2 near pervasiveness of fog on rendered surfaces
|
||||
0x4 2 far fog value; beyond this is complete obscurity
|
||||
0x6 2 near fog value; distance from player to start of fog gradient
|
||||
0x8 2 max obj vis. range; furthest dist standard (non-door) obj and actors are visible at
|
||||
0xA 2 obj obfuscation range; objs start to 'fade' at this distance
|
||||
0xC 2 default 996 BG: dif. in light. smaller # = foggier near player
|
||||
0xE 2 default 1000 far ambient light value value. used with above two values
|
||||
I think this is when fog occurs, and above two are subtracted to create the near fog boundry.
|
||||
permillage. light/ambient=multiplier
|
||||
0x10 1 red component 0-FF
|
||||
0x11 1 green component 0-FF
|
||||
0x12 1 blue component 0-FF
|
||||
0x13 1 clouds 1-on/0-off
|
||||
/*cloud-specific*/
|
||||
0x14 2 default 5000; cloud image repeat value. larger = more repetitions (pushed to DL)
|
||||
0x16 1 default 00; offset from loaded sky image (8B6) to image entry used for sky.
|
||||
0x17 1 cloud red component 0-FF
|
||||
0x18 1 cloud green component 0-FF
|
||||
0x19 1 cloud blue component 0-FF
|
||||
0x1A 1 unsigned byte Nonzero='water'; also pulls the object ambient light value...
|
||||
0x1B 1 RESERVED
|
||||
/*water-specific*/
|
||||
0x1C 2 default -1000; water image repeat value. larger = more repetition (pushed to DL)
|
||||
0x1E 1 default 01 or 02; offset to loaded water image entry.
|
||||
0x1F 1 water highlight red component 0-FF
|
||||
0x20 1 water highlight green component 0-FF
|
||||
0x21 1 water highlight blue component 0-FF
|
||||
0x22 1 world concavity distort! positive makes world concave, negative world convex. distorts perspective
|
||||
0x23 1 RESERVED
|
||||
|
||||
|
||||
currently active sky 8003E2B0, first sky at 8003E300
|
||||
format is the same as NTSC, so that means it will be really easy to port it!
|
||||
8003E2B4 [float] near fog value
|
||||
8003E2B8 [float] near fog * (intensity/far intensity)
|
||||
8003E2BC intensity
|
||||
8003E2C0 far intensity
|
||||
8003E2C4 fog colour
|
||||
8003E2C8 [float] cloud repeat value
|
||||
8003E2CC offset to sky image
|
||||
8003E2D0 [float] red component
|
||||
8003E2D4 [float] green component
|
||||
8003E2D8 [float] blue component
|
||||
8003E2DC water flag
|
||||
8003E2E0 [float] water repeat value
|
||||
8003E2E4 offset to water image
|
||||
8003E2E8 [float] red component
|
||||
8003E2EC [float] green component
|
||||
8003E2F0 [float] blue component
|
||||
8003E2F4 [float] world distort
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
ee3c9a79a641376955c7004b8aaae35be52f314e
|
||||
@@ -0,0 +1,535 @@
|
||||
fog elements, typically 0x5C
|
||||
|
||||
@4d88
|
||||
80044928
|
||||
80044940
|
||||
80044c00
|
||||
80044c28
|
||||
80044c50
|
||||
800449c8
|
||||
80044ab0
|
||||
80044b58
|
||||
80044c68
|
||||
80044ca0
|
||||
|
||||
format: 0x5c per entry
|
||||
0x0 4 stage ID number (or multiple thereof)
|
||||
(these values are more dedicated to obscuring stage/object elements)
|
||||
0x4 4 (float) odd blend multiplier. pervasiveness of fog on rendered surfaces (ie. ground) closer than near fog value. Also affects the z index for the viewport to some degree but not on PAL.
|
||||
0x8 4 (float) far fog value; beyond this is complete obscurity
|
||||
0xC 4 (float) near fog value; distance from player to start of fog gradient
|
||||
0x10 4 (float) max obj vis. range; furthest dist standard (non-door) obj and actors are visible at
|
||||
0x14 4 (float) obj obfuscation range; objs start to 'fade' at this distance
|
||||
0x18 4 (float) default 0 min obj vis range; nearest stand. objs are visible at. Always set to zero!
|
||||
(note: these values are more dedicated to actual ambient fog lighting effect)
|
||||
0x1C 4 long default 999 All Objects: difference between near and far ambient light. Intensity, in other words
|
||||
0x20 4 long default 996 BG: dif. in light. smaller # = foggier near player
|
||||
0x24 4 long default 1000 far ambient light value value. used with above two values
|
||||
I think this is when fog occurs, and above two are subtracted to create the near fog boundry.
|
||||
0x28 1 red component 0-FF
|
||||
0x29 1 green component 0-FF
|
||||
0x2A 1 blue component 0-FF
|
||||
0x2B 1 clouds 1-on/0-off
|
||||
0x2C 4 (float) default 5000; cloud image repeat value. larger = more repetitions (pushed to DL)
|
||||
0x30 2 default 0000; offset from loaded sky image (8B6) to image entry used for sky.
|
||||
0x32 2 reserved (0)
|
||||
0x34 4 (float) cloud Red channel (alpha->red)
|
||||
0x38 4 (float) cloud Green channel
|
||||
0x3C 4 (float) cloud Blue channel
|
||||
0x40 1 unsigned byte Nonzero='water'; also pulls the object ambient light value...
|
||||
0x41 3 reserved (0)
|
||||
0x44 4 (float) default -1000; water image repeat value. larger = more repetition (pushed to DL)
|
||||
0x48 2 default 0001 or 0002; offset to loaded water image entry.
|
||||
0x4A 2 reserved
|
||||
0x4C 4 (float) water Red channel; these three values affect water highlight near the player only
|
||||
0x50 4 (float) water Green channel
|
||||
0x54 4 (float) water Blue channel
|
||||
0x58 4 (float) world concavity distort! positive makes world concave, negative world convex. distorts perspective
|
||||
|
||||
Note: stages 1A, 36, default omit fog data (0x4-0x24 above):
|
||||
0x0 stage ID
|
||||
0x4 fog colour
|
||||
0x8 cloud repeat value
|
||||
etc...
|
||||
|
||||
|
||||
currently active sky 4db0
|
||||
81044dd4 ????
|
||||
81044dd6 ????
|
||||
water tag 4dec
|
||||
01000000
|
||||
|
||||
|
||||
statue 81044E12 0016
|
||||
81044e38 0000
|
||||
81044e3a 0801
|
||||
-----------
|
||||
control 81044E6E 0017
|
||||
81044e94 0000
|
||||
81044e96 0000
|
||||
-----------
|
||||
Archives 81044ECA 0018
|
||||
81044EF0 0000
|
||||
81044EF2 0001
|
||||
-----------
|
||||
train 81044F26 0019
|
||||
81044f4c 0000
|
||||
81044f4e 0801
|
||||
part 2 81044F82 007D
|
||||
81044fa8 0000
|
||||
81044faa 0801
|
||||
-----------
|
||||
Streets 81044FDE 001D
|
||||
81045004 1018
|
||||
81045006 2001
|
||||
-----------
|
||||
depot 8104503A 001E
|
||||
81045060 0000
|
||||
81045062 0801
|
||||
-----------
|
||||
complex 81045096 001F
|
||||
810450bc 2800
|
||||
810450be 0001
|
||||
-----------
|
||||
Dam 810450F2 0021
|
||||
81045118 1030
|
||||
8104511A 6001
|
||||
sky part 2 8104514E 03A5
|
||||
81045174 1030
|
||||
81045176 6001
|
||||
-----------
|
||||
facility 810451AA 0022
|
||||
810451d0 1020
|
||||
810451d2 1000
|
||||
facility gas leak? 81045206 0086
|
||||
8104522c 4080
|
||||
8104522e 4000
|
||||
-----------
|
||||
Runway 81045262 0023
|
||||
81045288 1030
|
||||
8104528A 4001
|
||||
-----------
|
||||
Surface 1 810452BE 0024
|
||||
810452E4 6060
|
||||
810452E6 8001
|
||||
-----------
|
||||
jungle 8104531A 0025
|
||||
81045340 459c
|
||||
81045342 4000
|
||||
-----------
|
||||
temple 81045376 0026
|
||||
8104539c 1818
|
||||
8104539e 2801
|
||||
-----------
|
||||
Caverns 810453D2 0027
|
||||
810453F8 0800
|
||||
810453FA 0800
|
||||
-----------
|
||||
Cradle 8104542E 0029
|
||||
81045454 6080
|
||||
81045456 A001
|
||||
-----------
|
||||
Surface 2 8104548A 002B
|
||||
810454B0 2010
|
||||
810454B2 1001
|
||||
sky part 2 810454E6 03AF
|
||||
8104550C 2010
|
||||
8104550E 1001
|
||||
-----------
|
||||
Bunker 2 81045542 001B
|
||||
81045568 1000
|
||||
8104556A 0001
|
||||
-----------
|
||||
complex MULTI
|
||||
2pl 8104559E 00D1
|
||||
810455C4 8078
|
||||
810455C6 7000
|
||||
3pl 810455FA 0135
|
||||
81045620 8078
|
||||
81045622 7000
|
||||
4pl 81045656 0199
|
||||
8104567C 8078
|
||||
8104567E 7000
|
||||
-----------
|
||||
cradle MULTI
|
||||
2pl 810456B2 00F1
|
||||
810456D8 6080
|
||||
810456DA A001
|
||||
3pl 8104570E 0155
|
||||
81045734 6080
|
||||
81045736 A001
|
||||
4pl 8104576A 01B9
|
||||
81045790 6080
|
||||
81045792 A001
|
||||
-----------
|
||||
temple MULTI
|
||||
2pl 810457C6 00EE
|
||||
810457ec 1818
|
||||
810457ee 1801
|
||||
3pl 81045822 0152
|
||||
81045848 1818
|
||||
8104584a 1801
|
||||
4pl 8104587E 01B6
|
||||
810458a0 1818
|
||||
810458a2 1801
|
||||
-----------
|
||||
caverns MULTI
|
||||
2pl 810458DA 00EF
|
||||
81045900 0800
|
||||
81045902 0800
|
||||
3pl 81045936 0153
|
||||
8104595C 0800
|
||||
8104595E 0800
|
||||
4pl 81045992 01B7
|
||||
810459B8 0800
|
||||
810459BA 0800
|
||||
-----------
|
||||
default multiplayer
|
||||
statue, library/basement/stack, caves, bunker 2, facility, egyptian, archives
|
||||
2pl 810459EE 00C8
|
||||
81045A14 0000
|
||||
81045A16 0000
|
||||
3pl 81045A4A 012C
|
||||
81045A70 0000
|
||||
81045A72 0000
|
||||
4pl 81045AA6 0190
|
||||
81045ACC 0000
|
||||
81045ACE 0000
|
||||
-----------
|
||||
citadel 81045B02 0028
|
||||
81045B28 1850
|
||||
81045B2A 3801
|
||||
-----------
|
||||
citadel MULTI
|
||||
2pl 81045B5E 00F0
|
||||
81045B84 1850
|
||||
81045B86 3801
|
||||
3pl 81045BBA 0154
|
||||
81045BE0 1850
|
||||
81045BE2 3801
|
||||
4pl 81045C16 01B8
|
||||
81045C3C 1850
|
||||
81045C3E 3801
|
||||
-----------
|
||||
complex'S SECOND SKY! MULTI
|
||||
2pl 81045C72 00E7
|
||||
81045C98 2800
|
||||
81045C9C 0001
|
||||
3pl 81045CCE 014B
|
||||
81045CF4 2800
|
||||
81045CF6 0001
|
||||
4pl 81045D28 01AF
|
||||
81045D50 2800
|
||||
81045D52 0001
|
||||
-----------
|
||||
aztec 81045D86 001C
|
||||
81045dac 0000
|
||||
81045dae 0001
|
||||
second sky 81045DE2 0080
|
||||
81045E08 0000
|
||||
81045E0A 0001
|
||||
-----------
|
||||
egyptian 81045E3E 0020
|
||||
81045e64 1030
|
||||
81045e66 6001
|
||||
second sky 81045E9A 0084
|
||||
81045EC0 0000
|
||||
81045EC2 0001
|
||||
-----------
|
||||
blank entry at 5ef4
|
||||
followed by unusually different (yet valid) format
|
||||
-----------
|
||||
default/bunker 1 81045F50 FFFF + 81045F52 FFFF
|
||||
81045F54 0010
|
||||
81045F56 4000
|
||||
-----------
|
||||
frigate 81045F8A 001A
|
||||
81045F8C 1030
|
||||
81045F8E 6001
|
||||
-----------
|
||||
cuba 81045FC2 0036
|
||||
81045FC4 3040
|
||||
81045FC6 1000
|
||||
|
||||
--------------------------
|
||||
0x64 b/w skies. solo 1, solo 2, multi 2pl, multi 3pl, multi 4pl. (I think...)
|
||||
|
||||
FFFF 1pl default (bunker 1,silo)
|
||||
0009 {1pl bunker 1 beta}
|
||||
0014 {1pl silo beta}
|
||||
0016 1pl statue
|
||||
0017 1pl control
|
||||
0018 1pl archives
|
||||
0019 1pl train
|
||||
001A 1pl frigate
|
||||
001B 1pl Bunker 2
|
||||
001C 1pl aztec
|
||||
001D 1pl streets
|
||||
001E 1pl depot
|
||||
001F 1pl complex
|
||||
0020 1pl egypt
|
||||
0021 1pl dam
|
||||
0022 1pl facility
|
||||
0023 1pl runway
|
||||
0024 1pl surface 1
|
||||
0025 1pl jungle
|
||||
0026 1pl temple
|
||||
0027 1pl caverns
|
||||
0028 1pl citadel
|
||||
0029 1pl Cradle
|
||||
002B 1pl surface 2
|
||||
002D {1pl Basement beta}
|
||||
002E {1pl Stacks beta}
|
||||
0030 {1pl Library beta}
|
||||
0032 {1pl Caves beta}
|
||||
0036 1pl cuba
|
||||
|
||||
0064 {1pl #2 default sky}
|
||||
006D {1pl #2 bunker 1 beta}
|
||||
0078 {1pl #2 silo beta}
|
||||
007A {1pl #2 statue beta}
|
||||
007B {1pl #2 control beta}
|
||||
007C {1pl #2 archives beta}
|
||||
007D 1pl #2 train
|
||||
007E {1pl #2 frigate beta}
|
||||
007F {1pl #2 Bunker 2 beta}
|
||||
0080 1pl #2 aztec
|
||||
0081 {1pl #2 streets beta}
|
||||
0082 {1pl #2 depot beta}
|
||||
0083 {1pl #2 complex beta}
|
||||
0084 1pl #2 egypt
|
||||
0085 {1pl #2 dam beta}
|
||||
0086 1pl #2 facility
|
||||
0087 {1pl #2 runway beta}
|
||||
0088 {1pl #2 surface 1 beta}
|
||||
0089 {1pl #2 jungle beta}
|
||||
008A {1pl #2 temple beta}
|
||||
008B {1pl #2 caverns beta}
|
||||
008C {1pl #2 citadel beta}
|
||||
008D {1pl #2 cradle beta}
|
||||
008E {1pl #2 surface 2 beta}
|
||||
0094 {1pl #2 library}
|
||||
009A {1pl #2 cuba beta}
|
||||
|
||||
00C8 2pl default multi
|
||||
00D1 2pl complex (BETA BUNKER 1?)
|
||||
00DC {2pl silo beta}
|
||||
00DE {2pl statue beta}
|
||||
00DF {2pl control beta}
|
||||
00E0 {2pl archives beta}
|
||||
00E1 {2pl train beta}
|
||||
00E2 {2pl frigate beta}
|
||||
00E3 {2pl bunker 2 beta}
|
||||
00E4 {2pl aztec beta}
|
||||
00E5 {2pl streets beta}
|
||||
00E6 {2pl depot beta}
|
||||
00E7 2pl #2 complex
|
||||
00E8 {2pl egypt beta}
|
||||
00E9 {2pl dam beta}
|
||||
00EA {2pl facility beta}
|
||||
00EB {2pl runway beta}
|
||||
00EC {2pl surface 1 beta}
|
||||
00ED {2pl jungle beta}
|
||||
00EE 2pl Temple
|
||||
00EF 2pl caverns
|
||||
00F0 2pl citadel
|
||||
00F1 2pl cradle
|
||||
00F2 {2pl surface 2 beta}
|
||||
00F8 {2pl library}
|
||||
00FE {2pl cuba beta}
|
||||
|
||||
012C 3pl default multi
|
||||
0135 3pl complex {bunker 1?}
|
||||
0140 {3pl silo beta}
|
||||
0142 {3pl statue beta}
|
||||
0143 {3pl control beta}
|
||||
0144 {3pl archives beta}
|
||||
0145 {3pl train beta}
|
||||
0146 {3pl frigate beta}
|
||||
0147 {3pl bunker 2 beta}
|
||||
0148 {3pl aztec beta}
|
||||
0149 {3pl streets beta}
|
||||
014A {3pl depot beta}
|
||||
014B 3pl #2 complex
|
||||
014C {3pl egypt beta}
|
||||
014D {3pl dam beta}
|
||||
014E {3pl facility beta}
|
||||
014F {3pl runway beta}
|
||||
0150 {3pl surface 1 beta}
|
||||
0151 {3pl jungle beta}
|
||||
0152 3pl temple
|
||||
0153 3pl caverns
|
||||
0154 3pl citadel
|
||||
0155 3pl cradle
|
||||
0156 {3pl surface 2 beta}
|
||||
015C {3pl library}
|
||||
0162 {3pl cuba beta}
|
||||
|
||||
0190 4pl default multi
|
||||
0199 4pl complex {bunker 1?}
|
||||
01A4 {4pl silo beta}
|
||||
01A6 {4pl statue beta}
|
||||
01A7 {4pl control beta}
|
||||
01A8 {4pl archives beta}
|
||||
01A9 {4pl train beta}
|
||||
01AA {4pl frigate beta}
|
||||
01AB {4pl bunker 2 beta}
|
||||
01AC {4pl aztec beta}
|
||||
01AD {4pl streets beta}
|
||||
01AE {4pl depot beta}
|
||||
01AF 4pl #2 complex
|
||||
01B0 {4pl egypt beta}
|
||||
01B1 {4pl dam beta}
|
||||
01B2 {4pl facility beta}
|
||||
01B3 {4pl runway beta}
|
||||
01B4 {4pl surface 1 beta}
|
||||
01B5 {4pl jungle beta}
|
||||
01B6 4pl temple
|
||||
01B7 4pl caverns
|
||||
01B8 4pl citadel
|
||||
01B9 4pl cradle
|
||||
01BA {4pl surface 2 beta}
|
||||
01C0 {4pl library}
|
||||
01C6 {4pl cuba beta}
|
||||
|
||||
x9 cutscenes?
|
||||
03A5 1pl #2 dam?
|
||||
03AF 1pl #2 surface 2?
|
||||
|
||||
one blank entry in the chart...plus room after it
|
||||
---------------------------
|
||||
statue multiplayer skies
|
||||
81044E12 00DE
|
||||
D002B523 0003
|
||||
81044E12 0142
|
||||
D002B523 0004
|
||||
81044E12 01A6
|
||||
|
||||
control multiplayer skies
|
||||
(not necessary)
|
||||
81044E6E 00DF
|
||||
D002B523 0003
|
||||
81044E6E 0143
|
||||
D002B523 0004
|
||||
81044E6E 01A7
|
||||
|
||||
archives multiplayer skies
|
||||
81044ECA 00E0
|
||||
D002B523 0003
|
||||
81044ECA 0144
|
||||
D002B523 0004
|
||||
81044ECA 01A8
|
||||
|
||||
train multiplayer skies
|
||||
81044F26 00E1
|
||||
D002B523 0003
|
||||
81044F26 0145
|
||||
D002B523 0004
|
||||
81044F26 01A9
|
||||
|
||||
frigate multiplayer skies
|
||||
(minus water...)
|
||||
81045F8A 00E2
|
||||
D002B523 0003
|
||||
81045F8A 0146
|
||||
D002B523 0004
|
||||
81045F8A 01AA
|
||||
|
||||
Bunker 2 multiplayer skies
|
||||
81045542 00E3
|
||||
D002B523 0003
|
||||
81045542 0147
|
||||
D002B523 0004
|
||||
81045542 01AB
|
||||
|
||||
aztec multiplayer skies
|
||||
81045D86 00E4
|
||||
D002B523 0003
|
||||
81045D86 0148
|
||||
D002B523 0004
|
||||
81045D86 01AC
|
||||
|
||||
streets multiplayer skies
|
||||
81044FDE 00E5
|
||||
D002B523 0003
|
||||
81044FDE 0149
|
||||
D002B523 0004
|
||||
81044FDE 01AD
|
||||
|
||||
depot multiplayer skies
|
||||
8104503A 00E6
|
||||
D002B523 0003
|
||||
8104503A 014A
|
||||
D002B523 0004
|
||||
8104503A 01AE
|
||||
|
||||
egyptian multiplayer skies
|
||||
81045E3E 00E8
|
||||
D002B523 0003
|
||||
81045E3E 014C
|
||||
D002B523 0004
|
||||
81045E3E 01B0
|
||||
|
||||
egyptian after dark multiplayer skies
|
||||
81045E9A 00E8
|
||||
D002B523 0003
|
||||
81045E9A 014C
|
||||
D002B523 0004
|
||||
81045E9A 01B0
|
||||
|
||||
dam multiplayer skies
|
||||
(minus the water...)
|
||||
810450F2 00E9
|
||||
D002B523 0003
|
||||
810450F2 014D
|
||||
D002B523 0004
|
||||
810450F2 01B1
|
||||
|
||||
facility multiplayer skies
|
||||
810451AA 00EA
|
||||
D002B523 0003
|
||||
810451AA 014E
|
||||
D002B523 0004
|
||||
810451AA 01B2
|
||||
|
||||
runway multiplayer skies
|
||||
81045262 00EB
|
||||
D002B523 0003
|
||||
81045262 014F
|
||||
D002B523 0004
|
||||
81045262 01B3
|
||||
|
||||
surface 1 multiplayer skies
|
||||
810452BE 00EC
|
||||
D002B523 0003
|
||||
810452BE 0150
|
||||
D002B523 0004
|
||||
810452BE 01B4
|
||||
|
||||
jungle multiplayer skies
|
||||
8104531A 00ED
|
||||
D002B523 0003
|
||||
8104531A 0151
|
||||
D002B523 0004
|
||||
8104531A 01B5
|
||||
|
||||
surface 2 multiplayer skies
|
||||
8104548A 00F2
|
||||
D002B523 0003
|
||||
8104548A 0156
|
||||
D002B523 0004
|
||||
8104548A 01BA
|
||||
|
||||
surface 2 sky in surface 1 multi
|
||||
8104548A 00EC
|
||||
D002B523 0003
|
||||
8104548A 0150
|
||||
D002B523 0004
|
||||
8104548A 01B4
|
||||
|
||||
cuba multiplayer skies
|
||||
81045FC2 00FE
|
||||
D002B523 0003
|
||||
81045FC2 0162
|
||||
D002B523 0004
|
||||
81045FC2 01C6
|
||||
@@ -1 +0,0 @@
|
||||
8d49638b96547c3f86cb1c10c2631aeea0024a2f
|
||||
@@ -0,0 +1,79 @@
|
||||
format:
|
||||
0x0 1 type
|
||||
0x1 1 #commands, 0x8 each
|
||||
0x2 2 RESERVED
|
||||
0x4 var data
|
||||
|
||||
for multi-command entries, 645 is a type identifier for portal offsets and 65 the identifier for room numbers.
|
||||
|
||||
type 00: end
|
||||
00.01.0000 00000000
|
||||
|
||||
type 01: push d to stack
|
||||
01.01.0000 dddddddd
|
||||
|
||||
type 02: pull off stack
|
||||
02.01.0000 00000000
|
||||
|
||||
type 03: AND and merge last two values on stack
|
||||
03.01.0000 00000000
|
||||
|
||||
type 04: OR and merge last two values on stack
|
||||
04.01.0000 00000000
|
||||
|
||||
type 05: ! last value on stack
|
||||
05.01.0000 00000000
|
||||
|
||||
type 06: XOR and merge last two values on stack
|
||||
06.01.0000 00000000
|
||||
|
||||
type 14: push TRUE/FALSE to stack if within range of rooms
|
||||
14.03.0000 00000000 65000000 000000rr 65000000 000000rr
|
||||
|
||||
type 1E: force visible
|
||||
1E.01.0000 00000000
|
||||
|
||||
type 1F: match visibility to that of portal
|
||||
1F.02.0000 00000000 64000000 pppppppp
|
||||
|
||||
type 20: add visible room
|
||||
20.02.0000 00000000 65000000 000000rr
|
||||
|
||||
type 21: initialize block; removes visibility
|
||||
21.01.0000 00000000
|
||||
|
||||
type 22: make visible if portal can view room
|
||||
22.02.0000 00000000 64000000 pppppppp
|
||||
|
||||
type 23: remove visibility if portal can not view room
|
||||
23.02.0000 00000000 64000000 pppppppp
|
||||
|
||||
type 24: disable room (1->room[r]+34)
|
||||
24.02.0000 00000000 65000000 000000rr
|
||||
|
||||
type 25: disable rooms (1->room[r1:r2]+34)
|
||||
24.03.0000 00000000 65000000 000000r1 65000000 000000r2
|
||||
|
||||
type 26: preload room
|
||||
26.02.0000 00000000 65000000 000000rr
|
||||
|
||||
type 27: preload range of rooms
|
||||
27.03.0000 00000000 65000000 000000rr 65000000 000000rr
|
||||
|
||||
type 50: IF statement (re-entrant)
|
||||
50.01.0000 00000000
|
||||
|
||||
type 51: disable reading commands; if reading disabled, also disables parent
|
||||
51.01.0000 00000000
|
||||
|
||||
type 52: ENDIF FALSE, command reading enabled
|
||||
52.01.0000 00000000
|
||||
|
||||
type 5A: IF(pulled condition) statement (re-entrant)
|
||||
5A.01.0000 00000000
|
||||
|
||||
type 5B: toggle reading/ignoring commands
|
||||
5B.01.0000 00000000
|
||||
|
||||
type 5C: ENDIF
|
||||
5C.01.0000 00000000
|
||||
@@ -1 +0,0 @@
|
||||
7954721c65c2ffafd086b809cf2648d57bbb93b4
|
||||
@@ -0,0 +1,620 @@
|
||||
S1=p->current command [801B68EC]
|
||||
command structure:
|
||||
0x0 1 type
|
||||
0x1 1 minimum number of commands expected in type
|
||||
0x2 2 reserved
|
||||
0x4 4 data
|
||||
|
||||
parsing through 7F0B8480
|
||||
processing uses commands @ 80058C80 (0xD) and 80058CB4 (0x28)
|
||||
|
||||
7F0B84D0 type 00 normal termination [set position to start and break]
|
||||
7F0B84D8 type 01 push to stack
|
||||
7F0B84F8 type 02 pull from stack
|
||||
7F0B8518 type 03 & and merge last two on stack
|
||||
7F0B8548 type 04 | and merge last two on stack
|
||||
7F0B8578 type 05 ! last on stack
|
||||
7F0B85A0 type 06 ^ last two on stack
|
||||
7F0B89F0 type 07 terminate (invalid type)
|
||||
7F0B89F0 type 08 terminate (invalid type)
|
||||
7F0B89F0 type 09 terminate (invalid type)
|
||||
7F0B89F0 type 0A terminate (invalid type)
|
||||
7F0B89F0 type 0B terminate (invalid type)
|
||||
7F0B89F0 type 0C terminate (invalid type)
|
||||
7F0B89F0 type 0D terminate (invalid type)
|
||||
7F0B89F0 type 0E terminate (invalid type)
|
||||
7F0B89F0 type 0F terminate (invalid type)
|
||||
7F0B89F0 type 10 terminate (invalid type)
|
||||
7F0B89F0 type 11 terminate (invalid type)
|
||||
7F0B89F0 type 12 terminate (invalid type)
|
||||
7F0B89F0 type 13 terminate (invalid type)
|
||||
7F0B85D0 type 14 push true/false if in range of rooms
|
||||
7F0B89F0 type 15 terminate (invalid type)
|
||||
7F0B89F0 type 16 terminate (invalid type)
|
||||
7F0B89F0 type 17 terminate (invalid type)
|
||||
7F0B89F0 type 18 terminate (invalid type)
|
||||
7F0B89F0 type 19 terminate (invalid type)
|
||||
7F0B89F0 type 1A terminate (invalid type)
|
||||
7F0B89F0 type 1B terminate (invalid type)
|
||||
7F0B89F0 type 1C terminate (invalid type)
|
||||
7F0B89F0 type 1D terminate (invalid type)
|
||||
7F0B8614 type 1E force visible
|
||||
7F0B8654 type 1F match portal visibility
|
||||
7F0B8788 type 20 add visible room
|
||||
7F0B8914 type 21 remove visibility [save S7->S4]
|
||||
7F0B86A8 type 22 visible if seen through portal
|
||||
7F0B8714 type 23 not visible if not seen through portal
|
||||
7F0B87F4 type 24 disable room
|
||||
7F0B8828 type 25 disable range of rooms
|
||||
7F0B8884 type 26 preload room
|
||||
7F0B88B8 type 27 preload range of rooms
|
||||
|
||||
7F0B8930 type 50 if statement
|
||||
7F0B896C type 51 don't execute commands even on return
|
||||
7F0B8954 type 52 endif and continue executing commands
|
||||
7F0B89F0 type 53 terminate (invalid type)
|
||||
7F0B89F0 type 54 terminate (invalid type)
|
||||
7F0B89F0 type 55 terminate (invalid type)
|
||||
7F0B89F0 type 56 terminate (invalid type)
|
||||
7F0B89F0 type 57 terminate (invalid type)
|
||||
7F0B89F0 type 58 terminate (invalid type)
|
||||
7F0B89F0 type 59 terminate (invalid type)
|
||||
7F0B8990 type 5A if(pull from stack) statement
|
||||
7F0B89C8 type 5B toggle execute vs read only
|
||||
7F0B89E0 type 5C endif
|
||||
|
||||
Actual execution is more complex than originaly deemed. There are multiple tables of entries, and entries can be toggled on-off during processing. Execution only occurs when breaks are intered, so table management is key. Aegh...
|
||||
|
||||
+-+ types in detail
|
||||
|
||||
7F0B8374 ECEA4 push A0 onto 800448A8 table; V0=value written
|
||||
accepts: A0=value to set onto table
|
||||
LUI A1,8004
|
||||
ADDIU A1,A1,48F8
|
||||
LW V1,0000 (A1) ;V1=800448F8: index.cur, or alternately total entries
|
||||
LUI AT,8004
|
||||
OR V0,A0,R0 ;V0=A0: value
|
||||
SLL T6,V1,0x2
|
||||
ADDU AT,AT,T6
|
||||
SW A0,48A8 (AT) ;A0->800448A8+offset: save value to final (current) entry
|
||||
ADDIU AT,R0,0014 ;AT=0x14
|
||||
ADDIU T7,V1,0001 ;T7=?+1 increment index
|
||||
DIV T7,AT
|
||||
MFHI T8 ;T8=T7%0x14
|
||||
SW T8,0000 (A1) ;save new index
|
||||
JR RA
|
||||
NOP
|
||||
|
||||
7F0B83B0 ECEE0 pull V0 from 800448A8 table
|
||||
LUI A0,8004
|
||||
ADDIU A0,A0,48F8
|
||||
LW T6,0000 (A0) ;T6=800448F8: index.cur
|
||||
ADDIU AT,R0,0014 ;AT=0x14
|
||||
LUI V1,8004
|
||||
ADDIU T7,T6,0013 ;previous
|
||||
DIV T7,AT
|
||||
MFHI T8
|
||||
SLL T0,T8,0x2 ;T0=previous index -> offset
|
||||
ADDU V1,V1,T0
|
||||
SW T8,0000 (A0) ;save new index value to 800448F8
|
||||
JR RA
|
||||
LW V0,48A8 (V1) ;V0=800448A8+offset: value pulled from table
|
||||
|
||||
7F0B83E4 ECF14 pull V0 from entry A0 in 800458A8 table
|
||||
accepts: A0=entry to pull
|
||||
LUI T6,8004
|
||||
LW T6,48F8 (T6) ;T6=800448F8: #entries
|
||||
ADDIU AT,R0,0014 ;AT=0x14
|
||||
LUI V0,8004
|
||||
SUBU T7,T6,A0 ;T7=index.cur-A0: nth entry from end to start
|
||||
ADDIU T8,T7,0013 ;T8=T7-1: previous entry
|
||||
DIV T8,AT
|
||||
MFHI T9 ;T9=T8%0x14
|
||||
SLL T0,T9,0x2 ;T0=T9->offset
|
||||
ADDU V0,V0,T0
|
||||
JR RA
|
||||
LW V0,48A8 (V0) ;V0->800448A8+offset: value pulled from table[A0]
|
||||
|
||||
+_+
|
||||
|
||||
7F0B8414 ECF44 parse global visibility command list
|
||||
accepts: A0=p->cmd, A1=mode
|
||||
ADDIU SP,SP,FF80
|
||||
SW S3,0024 (SP)
|
||||
SW S2,0020 (SP)
|
||||
SW S1,001C (SP)
|
||||
LUI AT,8008
|
||||
OR S1,A0,R0 ;S1=A0: p->cmd
|
||||
OR S2,A1,R0 ;S2=A1: mode
|
||||
SW RA,003C (SP)
|
||||
SW S8,0038 (SP)
|
||||
SW S7,0034 (SP)
|
||||
SW S6,0030 (SP)
|
||||
SW S5,002C (SP)
|
||||
SW S4,0028 (SP)
|
||||
SW S0,0018 (SP)
|
||||
ADDIU S3,R0,0001 ;S3=1
|
||||
BNEZ A0,7F0B8460 ;return if A0 NULL
|
||||
SW R0,1610 (AT) ;0->80081610: return value for 'conditional' types
|
||||
BEQ R0,R0,7F0B89F4
|
||||
OR V0,A0,R0
|
||||
//7F0B8460:
|
||||
LUI S8,8008
|
||||
LUI S6,8008
|
||||
LUI S4,8004
|
||||
ADDIU S4,S4,48FC ;S4= 800448FC
|
||||
ADDIU S6,S6,1600 ;S6= 80081600
|
||||
ADDIU S8,S8,A0B0 ;S8= 8007A0B0: p->BONDdata
|
||||
ADDIU S7,R0,0001 ;S7= 1
|
||||
ADDIU S5,R0,0001 ;S5= 1
|
||||
//7F0B8480: process command
|
||||
LBU A0,0000 (S1) ;A0=cmd.type
|
||||
SLTI AT,A0,0028
|
||||
BNEZ AT,7F0B84B0 ;skip if 0-27
|
||||
ADDIU T6,A0,FFB0
|
||||
//7F0B8490: commands 50-5C
|
||||
SLTIU AT,T6,000D
|
||||
BEQ AT,R0,7F0B89F0 ;return if invalid
|
||||
SLL T6,T6,0x2
|
||||
LUI AT,8006
|
||||
ADDU AT,AT,T6
|
||||
LW T6,8C80 (AT) ;T6=80058C80+offset: handler for types 50-5C
|
||||
JR T6
|
||||
NOP
|
||||
//7F0B84B0: commands 0-27
|
||||
SLTIU AT,A0,0028
|
||||
BEQ AT,R0,7F0B89F0 ;return if invalid
|
||||
SLL T7,A0,0x2
|
||||
LUI AT,8006
|
||||
ADDU AT,AT,T7
|
||||
LW T7,8CB4 (AT) ;T6=80058CB4+offset: handler for types 50-5C
|
||||
JR T7
|
||||
NOP
|
||||
|
||||
7F0B84D0 type 00 break
|
||||
BEQ R0,R0,7F0B89F4 ;return V0=p->cmd
|
||||
OR V0,S1,R0
|
||||
|
||||
7F0B84D8 type 01 ???; push DATA onto 800448A8 stack
|
||||
BEQL S2,R0,7F0B84EC ;if mode 0, ignore command
|
||||
LBU T8,0001 (S1)
|
||||
JAL 7F0B8374 ;push A0 onto table
|
||||
LW A0,0004 (S1) ;A0=data
|
||||
//7F0B84E8: advance
|
||||
LBU T8,0001 (S1) ;cmd.size
|
||||
SLL T9,T8,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T9 ;S1=next cmd
|
||||
|
||||
7F0B84F8 type 02 ???; pull V0 off 800448A8 stack
|
||||
BEQL S2,R0,7F0B850C ;if mode 0, ignore command
|
||||
LBU T0,0001 (S1)
|
||||
JAL 7F0B83B0 ;pull V0 from stack
|
||||
NOP
|
||||
//7F0B8508:
|
||||
LBU T0,0001 (S1) ;cmd.size
|
||||
SLL T1,T0,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T1 ;S1=next cmd
|
||||
|
||||
7F0B8518 type 03 ???; AND last two values on stack and replace
|
||||
BEQL S2,R0,7F0B853C ;if mode 0, ignore command
|
||||
LBU T2,0001 (S1)
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
NOP
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
OR S0,V0,R0 ;S0=V0: value 1
|
||||
JAL 7F0B8374 ;push A0 onto stack
|
||||
AND A0,V0,S0 ;A0=value2 & value1
|
||||
//7F0B8538:
|
||||
LBU T2,0001 (S1) ;cmd.size
|
||||
SLL T3,T2,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T3 ;S1=next cmd
|
||||
|
||||
7F0B8548 type 04 ??? OR last two values on stack and replace
|
||||
BEQL S2,R0,7F0B856C ;if mode 0, ignore command
|
||||
LBU T4,0001 (S1)
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
NOP
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
OR S0,V0,R0 ;S0=V0: value 1
|
||||
JAL 7F0B8374 ;push A0 onto stack
|
||||
OR A0,V0,S0 ;A0=V0 | S0
|
||||
//7F0B8568:
|
||||
LBU T4,0001 (S1) ;cmd.size
|
||||
SLL T5,T4,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T5 ;S1=next cmd
|
||||
|
||||
7F0B8578 type 05 ??? ! last value on stack
|
||||
BEQL S2,R0,7F0B8594 ;if mode 0, ignore command
|
||||
LBU T6,0001 (S1)
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
NOP
|
||||
JAL 7F0B8374 ;push A0 onto stack
|
||||
SLTIU A0,V0,0001 ;A0=!V0
|
||||
//7F0B8590:
|
||||
LBU T6,0001 (S1) ;cmd.size
|
||||
SLL T7,T6,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T7 ;S1=next cmd
|
||||
|
||||
7F0B85A0 type 06 ??? XOR last two values on stack
|
||||
BEQL S2,R0,7F0B85C4 ;if mode 0, ignore command
|
||||
LBU T8,0001 (S1)
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
NOP
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
OR S0,V0,R0 ;S0=V0: value 1
|
||||
JAL 7F0B8374 ;push A0 onto stack
|
||||
XOR A0,V0,S0 ;A0=value2^value1
|
||||
//7F0B85C0:
|
||||
LBU T8,0001 (S1) ;cmd.size
|
||||
SLL T9,T8,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T9 ;S1=next cmd
|
||||
|
||||
7F0B85D0 type 14 range of rooms capable of sight
|
||||
BEQ S2,R0,7F0B8604 ;if mode 0, ignore command
|
||||
LUI V0,8004
|
||||
LW V0,4838 (V0) ;V0=80044838: current room?
|
||||
LW T0,000C (S1) ;T0=room #1
|
||||
SLT A0,V0,T0
|
||||
XORI A0,A0,0001 ;A0=TRUE if ? >= room1
|
||||
BEQ A0,R0,7F0B85FC ;branch if included in range
|
||||
NOP
|
||||
LW T1,0014 (S1) ;T1=room #2
|
||||
SLT A0,T1,V0
|
||||
XORI A0,A0,0001 ;A0=TRUE if room2 >= ?
|
||||
//7F0B85FC: pushes 1 to stack if cur. within range
|
||||
JAL 7F0B8374 ;push A0 onto stack
|
||||
NOP
|
||||
//7F0B8604:
|
||||
LBU T2,0001 (S1) ;cmd.size
|
||||
SLL T3,T2,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T3 ;S1=next cmd
|
||||
|
||||
7F0B8614 type 1E force room visible without need of portals
|
||||
BEQL S2,R0,7F0B8648 ;if mode 0, ignore command
|
||||
LBU T4,0001 (S1)
|
||||
LW V0,0000 (S8) ;V0=p->BONDdata
|
||||
LWC1 F4,1118 (V0)
|
||||
SWC1 F4,0000 (S6) ;BONDdata+1118 -> 80081600+0
|
||||
LWC1 F6,111C (V0)
|
||||
SWC1 F6,0004 (S6) ;BONDdata+111C -> 80081600+4
|
||||
LWC1 F8,1120 (V0)
|
||||
SWC1 F8,0008 (S6) ;BONDdata+1120 -> 80081600+8
|
||||
LWC1 F10,1124 (V0)
|
||||
SW R0,0000 (S4) ;0->800448FC
|
||||
SWC1 F10,000C (S6) ;BONDdata+1124 -> 80081600+C
|
||||
//7F0B8644:
|
||||
LBU T4,0001 (S1) ;cmd.size
|
||||
SLL T5,T4,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T5 ;S1=next cmd
|
||||
|
||||
7F0B8654 type 1F match portal visibility
|
||||
BEQ S2,R0,7F0B8698 ;if mode 0, ignore command
|
||||
OR A1,S6,R0 ;A1= 80081600
|
||||
JAL 7F0B5864
|
||||
LW A0,000C (S1) ;A0=portal
|
||||
BNEL V0,R0,7F0B8678 ;disable unless referenced
|
||||
LW A1,0000 (S8)
|
||||
BEQ R0,R0,7F0B8698
|
||||
SW S7,0000 (S4) ;1->800448FC
|
||||
//7F0B8674: V0!=0
|
||||
LW A1,0000 (S8) ;A1=p->BONDdata
|
||||
OR A0,S6,R0 ;A0= 80081600
|
||||
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
|
||||
ADDIU A1,A1,1118 ;A1=BONDdata+1118
|
||||
BNEL V0,R0,7F0B8698 ;if set, make visible: 0->800448FC
|
||||
SW R0,0000 (S4)
|
||||
BEQ R0,R0,7F0B8698 ;else 1->800448FC
|
||||
SW S7,0000 (S4) ;1->800448FC
|
||||
//7F0B8694:
|
||||
SW R0,0000 (S4)
|
||||
//7F0B8698:
|
||||
LBU T6,0001 (S1) ;cmd.size
|
||||
SLL T7,T6,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T7 ;S1=next cmd
|
||||
|
||||
7F0B8788 type 20 add visible room
|
||||
BEQL S2,R0,7F0B87E8 ;if mode 0, ignore command
|
||||
LBU T7,0001 (S1)
|
||||
LW T4,0000 (S4)
|
||||
OR A1,S6,R0 ;A1=S6: 80081600
|
||||
BNEL T4,R0,7F0B87E8 ;ignore if 800448FC set: not visible
|
||||
LBU T7,0001 (S1)
|
||||
JAL 7F0B5208
|
||||
LW A0,000C (S1) ;A0=room#
|
||||
BEQ V0,R0,7F0B87E4 ;ignore if FALSE
|
||||
OR A1,R0,R0 ;A1=0
|
||||
LW A0,000C (S1) ;A0=room#
|
||||
OR A2,S6,R0 ;A2=S6: 80081600
|
||||
JAL 7F0B39BC
|
||||
OR A3,R0,R0 ;A3=0
|
||||
//7F0B87C0: add room to list and increment total
|
||||
LUI V1,8008
|
||||
LW V1,C038 (V1) ;V1=8007C038: number of visible rooms in list
|
||||
LW T5,000C (S1) ;T5=room#
|
||||
LUI AT,8008
|
||||
ADDU AT,AT,V1
|
||||
SB T5,BFA0 (AT) ;T5->8007BFA0+offset: save room# to list
|
||||
LUI AT,8008
|
||||
ADDIU T6,V1,0001 ;T6=V1+1
|
||||
SW T6,C038 (AT) ;T6->8007C038: save new count
|
||||
//7F0B87E4:
|
||||
LBU T7,0001 (S1) ;cmd.size
|
||||
SLL T8,T7,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T8 ;S1=next cmd
|
||||
|
||||
7F0B8914 type 21 begin new block; set not visible
|
||||
BEQL S2,R0,7F0B8924 ;if mode 0, ignore command
|
||||
LBU T5,0001 (S1)
|
||||
SW S7,0000 (S4) ;1->800448FC
|
||||
//7F0B8920:
|
||||
LBU T5,0001 (S1) ;cmd.size
|
||||
SLL T6,T5,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T6 ;S1=next cmd
|
||||
|
||||
7F0B86A8 type 22 make visible if portal can view room
|
||||
BEQ S2,R0,7F0B8704 ;if mode 0, ignore command
|
||||
ADDIU A1,SP,0068 ;A1=SP+68
|
||||
JAL 7F0B5864
|
||||
LW A0,000C (S1) ;A0=cmd+C: portal#
|
||||
BEQL V0,R0,7F0B8708 ;ignore if not referenced
|
||||
LBU T9,0001 (S1)
|
||||
LW A1,0000 (S8) ;A1=p->cur.BONDdata
|
||||
ADDIU A0,SP,0068 ;A0=SP+68
|
||||
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
|
||||
ADDIU A1,A1,1118 ;A1=p->cur.BONDdata+1118: unknown float use in no_portals_necessary
|
||||
BEQL V0,R0,7F0B8708 ;ignore if portal not visible
|
||||
LBU T9,0001 (S1)
|
||||
//7F0B86D8: copy perspective info or something like that
|
||||
LW T8,0000 (S4) ;T8=800448FC: current visibility setting
|
||||
ADDIU A1,SP,0068 ;A1=SP+68
|
||||
OR A0,S6,R0 ;A0=S6:
|
||||
BEQ T8,R0,7F0B86FC ;skip if room already set visible
|
||||
NOP
|
||||
JAL 7F0B5D58 ;copies 4 floats from A1->A0
|
||||
OR A0,S6,R0 ;A0=S6: 80081600
|
||||
BEQ R0,R0,7F0B8704
|
||||
SW R0,0000 (S4) ;0->800448FC: make visible
|
||||
//7F0B86FC:
|
||||
JAL 7F0B5CC0
|
||||
ADDIU A1,SP,0068 ;A1=SP+68
|
||||
//7F0B8704:
|
||||
LBU T9,0001 (S1) ;cmd.size
|
||||
SLL T0,T9,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T0 ;S1=next cmd
|
||||
|
||||
7F0B8714 type 23 remove visibility if portal can not view room
|
||||
BEQL S2,R0,7F0B877C ;if mode 0, ignore command
|
||||
LBU T2,0001 (S1)
|
||||
LW T1,0000 (S4) ;T1=800448FC
|
||||
ADDIU A1,SP,0058 ;A1=SP+58
|
||||
BNEL T1,R0,7F0B877C ;ignore command if T1!=0
|
||||
LBU T2,0001 (S1)
|
||||
JAL 7F0B5864
|
||||
LW A0,000C (S1) ;A0=portal#
|
||||
BNEL V0,R0,7F0B8748
|
||||
LW A1,0000 (S8)
|
||||
BEQ R0,R0,7F0B8778
|
||||
SW S7,0000 (S4) ;1->800448FC
|
||||
//7F0B8744: when V0!=0
|
||||
LW A1,0000 (S8)
|
||||
ADDIU A0,SP,0058 ;A0=SP+58
|
||||
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
|
||||
ADDIU A1,A1,1118 ;A1=cur.BONDdata+1118
|
||||
BNEZ V0,7F0B8764 ;if not in line-of-sight, kill visibility
|
||||
OR A0,S6,R0 ;A0=S6: 80081600
|
||||
BEQ R0,R0,7F0B8778
|
||||
SW S7,0000 (S4) ;1->800448FC
|
||||
//7F0B8764:
|
||||
JAL 7F0B5BDC ;V0=TRUE if A0 in line-of-sight with A1
|
||||
ADDIU A1,SP,0058 ;A1=SP+58
|
||||
BNEL V0,R0,7F0B877C ;if not within perspective also kill visibility
|
||||
LBU T2,0001 (S1)
|
||||
SW S7,0000 (S4) ;1->800448FC
|
||||
//7F0B8778:
|
||||
LBU T2,0001 (S1) ;cmd.size
|
||||
SLL T3,T2,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T3 ;S1=next cmd
|
||||
|
||||
7F0B87F4 type 24 save 1 to entry +34 in room table
|
||||
BEQL S2,R0,7F0B881C ;if mode 0, ignore command
|
||||
LBU T1,0001 (S1)
|
||||
LW T9,000C (S1) ;T9=room#
|
||||
LUI AT,8004
|
||||
SLL T0,T9,0x2
|
||||
ADDU T0,T0,T9
|
||||
SLL T0,T0,0x4 ;T0=T9*0x50
|
||||
ADDU AT,AT,T0
|
||||
SB S5,1448 (AT) ;1->80041414+34+offset:
|
||||
//7F0B8818:
|
||||
LBU T1,0001 (S1) ;cmd.size
|
||||
SLL T2,T1,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T2 ;S1=next cmd
|
||||
|
||||
7F0B8828 type 25 set flag for rooms between val1 and val2
|
||||
BEQL S2,R0,7F0B8878 ;if mode 0, ignore command
|
||||
LBU T7,0001 (S1)
|
||||
LW V0,000C (S1) ;V0=room.start
|
||||
LW T3,0014 (S1) ;T3=room.end
|
||||
LUI T5,8004
|
||||
SLL T4,V0,0x2
|
||||
SLT AT,T3,V0
|
||||
BNEZ AT,7F0B8874 ;end if room.end < room.start
|
||||
ADDU T4,T4,V0
|
||||
SLL T4,T4,0x4 ;T4=value1*0x50
|
||||
ADDIU T5,T5,1414
|
||||
ADDU V1,T4,T5 ;V1=80041414+offset: p->room
|
||||
SB S5,0034 (V1) ;1->V1+34: ?->80041414+val1offset+34
|
||||
//7F0B885C: loop while cur>=end
|
||||
LW T6,0014 (S1) ;T6=end
|
||||
ADDIU V0,V0,0001 ;V0++ next room
|
||||
ADDIU V1,V1,0050 ;V1+=50 next entry
|
||||
SLT AT,T6,V0
|
||||
BEQL AT,R0,7F0B885C
|
||||
SB S5,0034 (V1) ;1->room+34:
|
||||
//7F0B8874:
|
||||
LBU T7,0001 (S1) ;cmd.size
|
||||
SLL T8,T7,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T8 ;S1=next cmd
|
||||
|
||||
7F0B8884 type 26 preload room
|
||||
BEQL S2,R0,7F0B88AC ;if mode 0, ignore command
|
||||
LBU T0,0001 (S1)
|
||||
BEQL S3,R0,7F0B88AC ;skip if room.loaded flag not set
|
||||
LBU T0,0001 (S1)
|
||||
JAL 7F0B6314
|
||||
LW A0,000C (S1) ;A0=room#
|
||||
SLTIU S3,V0,0001 ;S3= !value: TRUE if room.loaded flag set
|
||||
ANDI T9,S3,00FF
|
||||
OR S3,T9,R0 ;(byte) S3
|
||||
//7F0B88A8:
|
||||
LBU T0,0001 (S1) ;cmd.size
|
||||
SLL T1,T0,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T1 ;S1=next cmd
|
||||
|
||||
7F0B88B8 type 27 preload range of rooms
|
||||
BEQL S2,R0,7F0B8908 ;if mode 0, ignore command
|
||||
LBU T3,0001 (S1)
|
||||
LW S0,000C (S1) ;S0=room.start
|
||||
LW V1,0014 (S1) ;V1=room.end
|
||||
SLT AT,V1,S0 ;TRUE if end<start
|
||||
BNEL AT,R0,7F0B8908
|
||||
LBU T3,0001 (S1)
|
||||
//7F0B88D4: while val2<val1
|
||||
BEQL S3,R0,7F0B88F8 ;skip if room.loaded flag not set
|
||||
ADDIU S0,S0,0001 ;S0++ val1++
|
||||
JAL 7F0B6314
|
||||
OR A0,S0,R0 ;A0=room#
|
||||
SLTIU S3,V0,0001 ;S3= !value: TRUE if room.loaded flag set
|
||||
ANDI T2,S3,00FF
|
||||
OR S3,T2,R0 ;(byte) S3
|
||||
LW V1,0014 (S1) ;V1=end
|
||||
ADDIU S0,S0,0001 ;S0++ room#++
|
||||
//7F0B88F8:
|
||||
SLT AT,V1,S0 ;TRUE if end<cur
|
||||
BEQ AT,R0,7F0B88D4
|
||||
NOP
|
||||
//7F0B8904:
|
||||
LBU T3,0001 (S1) ;cmd.size
|
||||
SLL T4,T3,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T4 ;S1=next cmd
|
||||
|
||||
7F0B8930 type 50 re-entrant: calls following command block as its own 'thread'
|
||||
LBU T7,0001 (S1) ;cmd.size
|
||||
OR A1,S2,R0 ;A1=S2: preserve mode
|
||||
SLL T8,T7,0x3
|
||||
JAL 7F0B8414 ;calls this command parser using next command as start!
|
||||
ADDU A0,T8,S1 ;A0=next command
|
||||
LBU T9,0001 (V0) ;cmd.size
|
||||
SLL T0,T9,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,V0,T0
|
||||
|
||||
7F0B896C type 51 ignore commands; disable reading commands on return if read org. enabled
|
||||
LBU T3,0001 (S1) ;cmd.size
|
||||
SLTU V0,R0,S2 ;TRUE if S2
|
||||
OR S2,R0,R0 ;S2=0 no longer read commands
|
||||
SLL T4,T3,0x3
|
||||
BEQ V0,R0,7F0B8480 ;set 80081610 if reading commands
|
||||
ADDU S1,S1,T4 ;S1=next cmd
|
||||
LUI AT,8008
|
||||
BEQ R0,R0,7F0B8480
|
||||
SW S7,1610 (AT) ;1->80081610
|
||||
|
||||
7F0B8954 type 52 return and permit reading commands
|
||||
LBU T1,0001 (S1) ;cmd.size
|
||||
LUI AT,8008
|
||||
SW R0,1610 (AT) ;0->80081610
|
||||
SLL T2,T1,0x3
|
||||
BEQ R0,R0,7F0B89F4 ;return V0=p->next command
|
||||
ADDU V0,S1,T2
|
||||
|
||||
7F0B8990 type 5A re-entrant: calls parser in previously set mode, setting mode on return
|
||||
JAL 7F0B83B0 ;pull V0 off stack
|
||||
NOP
|
||||
LBU T5,0001 (S1) ;cmd.size
|
||||
AND A1,V0,S2 ;A1= mode & result
|
||||
SLL T6,T5,0x3
|
||||
JAL 7F0B8414 ;calls this command parser using next command
|
||||
ADDU A0,T6,S1
|
||||
LUI T7,8008
|
||||
LW T7,1610 (T7) ;T7=80081610
|
||||
OR S1,V0,R0
|
||||
BEQL T7,R0,7F0B8484 ;if 80081610 set, set mode to 0 (ignore command)
|
||||
LBU A0,0000 (S1)
|
||||
BEQ R0,R0,7F0B8480
|
||||
OR S2,R0,R0
|
||||
|
||||
7F0B89C8 type 5B toggle S2 flag (read/ignore commands)
|
||||
LBU T9,0001 (S1) ;cmd.size
|
||||
XORI T8,S2,0001
|
||||
OR S2,T8,R0 ;untoggle S2 flag
|
||||
SLL T0,T9,0x3
|
||||
BEQ R0,R0,7F0B8480
|
||||
ADDU S1,S1,T0 ;S1=next cmd
|
||||
|
||||
7F0B89E0 type 5C return p->next command
|
||||
LBU T1,0001 (S1) ;cmd.size
|
||||
SLL T2,T1,0x3
|
||||
BEQ R0,R0,7F0B89F4
|
||||
ADDU V0,S1,T2 ;V0=p->next command
|
||||
|
||||
7F0B89F0 terminate
|
||||
OR V0,S1,R0 ;return V0=p->cmd
|
||||
//7F0B89F4: return
|
||||
LW RA,003C (SP)
|
||||
LW S0,0018 (SP)
|
||||
LW S1,001C (SP)
|
||||
LW S2,0020 (SP)
|
||||
LW S3,0024 (SP)
|
||||
LW S4,0028 (SP)
|
||||
LW S5,002C (SP)
|
||||
LW S6,0030 (SP)
|
||||
LW S7,0034 (SP)
|
||||
LW S8,0038 (SP)
|
||||
JR RA
|
||||
ADDIU SP,SP,0080
|
||||
|
||||
+_+
|
||||
|
||||
7F0B6314 EAE44
|
||||
accepts: A0=room#
|
||||
SLL T6,A0,0x2
|
||||
ADDU T6,T6,A0
|
||||
LUI T7,8004
|
||||
ADDIU T7,T7,1414
|
||||
SLL T6,T6,0x4 ;T6=A0*0x50
|
||||
ADDU V0,T6,T7
|
||||
LBU T9,0002 (V0) ;80041414+2+offset: rooms.loaded
|
||||
ADDIU SP,SP,FFE8
|
||||
ADDIU T8,R0,0001
|
||||
SW RA,0014 (SP)
|
||||
BNEZ T9,7F0B6354 ;return FALSE if models already loaded
|
||||
SB T8,0035 (V0) ;1->rooms+35:
|
||||
JAL 7F0B6368
|
||||
NOP
|
||||
BEQ 7F0B6358 ;return TRUE
|
||||
ADDIU V0,R0,0001
|
||||
//7F0B6354: return FALSE
|
||||
OR V0,R0,R0
|
||||
//7F0B6358: return
|
||||
LW RA,0014 (SP)
|
||||
ADDIU SP,SP,0018
|
||||
JR RA
|
||||
NOP
|
||||
@@ -1 +0,0 @@
|
||||
bbd0169d971c8c630875a5e21ec695a1a1c70205
|
||||
@@ -0,0 +1,169 @@
|
||||
Background Data
|
||||
---------------
|
||||
|
||||
Background data consists of three seperate orders of files. The primary background file is an uncompressed binary. This binary contains offsets to the 1172 (z-custom) compressed room data. Room data is partitioned into one or two display lists and a point table. The final file is an 1172 compressed clipping file that dictates the playable area. This will be covered in a seperate document.
|
||||
|
||||
The primary background file consists of several sections. First are a list of offsets to the room mapping and point binaries. Second is a list of special globalized visibility, triggering multiple rooms to be visible at once through pseudocode. Lastly are the room portals and a table relating what rooms are interlinked.
|
||||
|
||||
The background file's header indicates at what offset each of these is located at. All offsets are relative to the location of the primary background file in ROM and are preceeded by a value, indicating the scope of that offset. Only use the lower three bytes of each offset, and add it to the initial ROM location of the file.
|
||||
|
||||
0x0 4 reserved
|
||||
0x4 4 offset to room data table
|
||||
0x8 4 offset to portal data table
|
||||
0xC 4 offset to global visibility commands
|
||||
|
||||
---------------
|
||||
Room Data Table
|
||||
|
||||
The room data table contains a wide assortment of data. Each room is positioned within the level using the position data given here. It also contains pointers to each of the mapping and point table blocks used to construct the room. The beginning of the table is given at bg_file offset 0x4, starting with room 0. Room 0 is always invalid, so all the values in this struct will be set to zero. The last entry is also not a valid room. It exists for the sole purpose of demarking the filesizes of the previous room's entries.
|
||||
|
||||
Each rooms' x, y, and z positions are given as floating-point numbers. To ensure the model aligns with the possible clipping coordinates, these values will always translate to integer values. All values are relative to the stage centerpoint; 0,0,0.
|
||||
|
||||
The file offsets are offsets from the ROM location of the bg_file. The first byte of each offset should be masked to remove the value indicating scope, ie. 0x00FFFFFF & offset. The size of each binary can be determined by retrieving the next entry in the table.
|
||||
At no point are the total number of room entries given, though it can be calculated from the visibility offset or more simply determined by comparing the first room's primary mapping offset to the point table offset of the current room. If the two match, the current 'room' is the final dummy entry. Each struct is 0x18 bytes large, so you can divide the difference in the first and current offsets by this value to return the room number.
|
||||
|
||||
All room binaries are compressed with 1172 compression. The primary mapping is always present and is used to draw the majority of the room. Secondary mapping is optional; gunfire does not collide with polygons drawn by this block. For this reason, secondary mapping is used for overlays, railings, and other effects. Point tables are shared by both mapping types and contain a full list of the positions needed to draw the room.
|
||||
|
||||
0x0 4 (float) x position
|
||||
0x4 4 (float) y position
|
||||
0x8 4 (float) z position
|
||||
0xC 4 offset to point table binary
|
||||
0x10 4 offset to primary mapping binary
|
||||
0x14 4 offset to secondary mapping binary, when preset
|
||||
|
||||
There is a certain pattern to the room binaries. All the point tables are listed immediately after the primary bg_file. Following these are the primary, then secondary mapping for each room. To determine the size of a binary:
|
||||
|
||||
Point tables:
|
||||
Subtract offset for current binary from following room's point table offset
|
||||
|
||||
Primary Mapping Only:
|
||||
Subtract offset for current binary from following room's primary mapping offset
|
||||
|
||||
Primary + Secondary Mapping:
|
||||
Subtract offset of primary mapping from secondary mapping
|
||||
Subtract offset of secondary mapping from following room's primary mapping
|
||||
|
||||
---------------
|
||||
Portal Data Table
|
||||
|
||||
Portals allow rooms to be activated when within sight. Each acts as a window connecting one unique room to another. The portal table consists of offsets to actual portal polygonal data and a list of rooms interlinked. An offset to the portal table can be found at bg_file offset 0x8.
|
||||
|
||||
0x0 4 offset to portal address (mask offset with 0x0F000000)
|
||||
0x4 1 connected room 1
|
||||
0x5 1 connected room 2
|
||||
0x6 2 control bytes for special attributes, beyond the scope of file parsing
|
||||
|
||||
The table terminates with a NULL entry - all values equal to zero.
|
||||
|
||||
When a player enters a room, the room ID is searched for in the table. If the value matches either connected room ID, then the portal at the offset is activated. When the player is within sight of a portal, both rooms connected to that portal are activated. Technically, rooms connected directly to the current room are usually pre-loaded even when not within visible range to ensure smooth gameplay.
|
||||
|
||||
|
||||
Portals themselves are stored at the end of the bg_file, just before the compressed room data. They are a simple list of x, y, and z positions storeed as floating-point numbers. All points proceed clockwise around to form a polygon, and all points are relative to the centerpoint of the stage, 0,0,0. To properly integrate them with clipping, each float should be an integer value. The first byte of the first word indicates the number of points following, 1-n, and each portal can consist of as many points as desired.
|
||||
|
||||
0x0 1 number of points in portal
|
||||
0x1 3 filler bytes (000000)
|
||||
0x4 4 (float) first X position
|
||||
0x8 4 (float) first y position
|
||||
0xC 4 (float) first z position
|
||||
etc...
|
||||
|
||||
---------------
|
||||
Global Visibility Commands
|
||||
|
||||
Global visibility commands are used to activate and deactivate rooms and portals through triggered events. They are used, among other times, to render the cliff faces around the Dam, the roof in the lower storage area of Archives, and the gas containers in two of the bottling rooms of Facility.
|
||||
The pseudocode is built from 32bit values and begins at the offset given at 0xC in the bg_file. Commands are processed until a terminator is reached, command 00010000 00000000. Most commands are container classes that contain lists of other command types.
|
||||
|
||||
Basic Commands:
|
||||
00010000 00000000 terminator
|
||||
21010000 00000000 starts a block of visibility commands, ending any previous blocks
|
||||
|
||||
Containers:
|
||||
14030000 00000000 activated rooms are visible from every room between room #1 to room #2
|
||||
expects: 65000000 000000#1 65000000 000000#2 5A010000 00000000
|
||||
5A010000 00000000 end 14 list
|
||||
1E010000 00000000 activated rooms are visible without portals
|
||||
expects: 5C010000 00000000
|
||||
1F020000 00000000 activated rooms are visible through the following portals
|
||||
expects: 64000000 0F###### ...
|
||||
further entries 22020000 00000000 64000000 0F######
|
||||
end list 5C010000 00000000
|
||||
5C010000 00000000 end 1E or 1F list
|
||||
20020000 00000000 following rooms (65 commands) are activated
|
||||
expects: 65000000 000000#1
|
||||
24020000 00000000 following room (65 command) is ?
|
||||
expects: 65000000 000000#1
|
||||
25030000 00000000 following rooms (65 commands) are ?
|
||||
expects: 65000000 000000#1 65000000 000000#2 ?
|
||||
further entries 26020000 00000000 65000000 000000#n
|
||||
26020000 00000000 following room (65 command) is ?
|
||||
expects: 65000000 000000#1
|
||||
27030000 00000000 following rooms (65 commands) are ?
|
||||
expects: 65000000 000000#1 65000000 000000#2 ?
|
||||
|
||||
Sub-Commands (always within containers):
|
||||
22020000 00000000 AND statement linking multiple 64 commands when listed
|
||||
64000000 0Fxxxxxx offset within file, typically to portal data (0F relates scope)
|
||||
26020000 00000000 AND statement linking multiple 65 commands when listed
|
||||
65000000 000000xx room number. multiple entries do not require 2202 commands
|
||||
|
||||
This is not as complex as it seems. To make a single room visible when a player is within one of four sequential rooms, this code would apply.
|
||||
21010000 00000000 \\start block
|
||||
14030000 00000000 \\room is visible from following rooms
|
||||
65000000 0000001C \\from room 1C...
|
||||
65000000 0000001F \\...to room 1F
|
||||
5A010000 00000000 \\end list
|
||||
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
|
||||
5C010000 00000000 \\end command
|
||||
20020000 00000000 \\room to be activated
|
||||
65000000 00000010 \\room 10 is activated when in rooms 1C, 1D, 1E, or 1F
|
||||
00010000 00000000 \\end global visibility
|
||||
|
||||
Lets assume though you want to make the room visible not just when you are standing inside of rooms 18-1F, bt also when you look in the windows to the room. This just requires a 1F command.
|
||||
21010000 00000000 \\start block
|
||||
14030000 00000000 \\room is visible from following rooms
|
||||
65000000 00000018 \\from room 18...
|
||||
65000000 0000001F \\...to room 1F
|
||||
5A010000 00000000 \\end list
|
||||
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
|
||||
5C010000 00000000 \\end command
|
||||
1F020000 00000000 \\activate room when looking in the following portals
|
||||
64000000 0F00148C \\portal at offset 0x148C
|
||||
22020000 00000000 \\and...
|
||||
64000000 0F001374 \\portal at offset 0x1374
|
||||
22020000 00000000 \\and...
|
||||
64000000 0F0014C0 \\portal at offset 0x14C0
|
||||
22020000 00000000 \\and...
|
||||
64000000 0F0014F4 \\portal at offset 0x14FC
|
||||
5C010000 00000000 \\end list of portals
|
||||
20020000 00000000 \\rooms to be activated
|
||||
65000000 00000010 \\room 10 is activated in all the above
|
||||
00010000 00000000 \\end global visibility
|
||||
|
||||
Also, multiple rooms can be activated at one time by adding more 2002 commands...
|
||||
...
|
||||
20020000 00000000 \\rooms to be activated
|
||||
65000000 00000010 \\room 10
|
||||
20020000 00000000 \\rooms to be activated
|
||||
65000000 00000011 \\room 11
|
||||
|
||||
2101 commands end one list and start another. Only use the 0001 to end the entire global visibility block.
|
||||
21010000 00000000 \\start FIRST block
|
||||
14030000 00000000 \\room is visible from following rooms
|
||||
65000000 0000001C \\from room 1C...
|
||||
65000000 0000001F \\...to room 1F
|
||||
5A010000 00000000 \\end list
|
||||
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
|
||||
5C010000 00000000 \\end command
|
||||
20020000 00000000 \\room to be activated
|
||||
65000000 00000010 \\room 10 is activated when in rooms 1C, 1D, 1E, or 1F
|
||||
21010000 00000000 \\start SECOND block, ending FIRST
|
||||
14030000 00000000 \\room is visible from following rooms
|
||||
65000000 00000020 \\from room 20...
|
||||
65000000 00000023 \\...to room 23
|
||||
5A010000 00000000 \\end list
|
||||
1E010000 00000000 \\activated room doesn't need portals to any of the above rooms
|
||||
5C010000 00000000 \\end command
|
||||
20020000 00000000 \\room to be activated
|
||||
65000000 00000011 \\room 11 is activated when in rooms 20, 21, 22, or 23
|
||||
|
||||
-Zoinkity
|
||||
@@ -1 +0,0 @@
|
||||
d1555ab8081c10a7b6b03a1503bad5f19770d169
|
||||
@@ -1 +0,0 @@
|
||||
e3ae077ce51164982588b2a13f54a3750695206d
|
||||
@@ -0,0 +1,116 @@
|
||||
G-Z Models
|
||||
----------
|
||||
G-Z models are 1st person models, used either as weapons, gadgets, discharged shells, etc. These models are used in both the watch menu and when the object is in use in the first-person menu. Because they are only displayed, no collision information is stored.
|
||||
|
||||
The primary display list type used in 1st person objects is the 04 command. The breakdown is such:
|
||||
04 command:
|
||||
0x0 4 offset to primary mapping
|
||||
0x4 4 offset to secondary mapping
|
||||
0x8 4 reserved
|
||||
0xC 4 offset to point table
|
||||
0x10 2 number of points in point table
|
||||
0x12 2 0300 - unknown
|
||||
|
||||
Both primary and secondary mapping may be present - and usually are. Secondary tends to be used special effects or transparently mapped areas, just like with room models. In particular, one may point toward mapping while the other points toward nothing, allowing that part of the model to 'disappear' when need be. In this case, the mapping used is set at runtime using linked 12 commands.
|
||||
|
||||
09 commands are also common. They are used for more than placing hats on character's heads. What they do is set a placement for a seperate model that is loaded simulatiously with the current one. For instance, the character's arm appears when some weapons and items are in use. There are many different character arm models, and storing the each object with copies of each arm is ineffecient. Instead, 09 commands in the weapon load the arm's components and place them appropriately. Because each component is loaded specificly to a given location, this also eliminates hand/object misalignment.
|
||||
|
||||
Most models are used for player items, so they have a series of offsets used for fingers, gun attributes, and other items. Obviously not all the offsets will be used, depending on the item. Some objects that aren't used as items, such as discharged shells, do not follow this pattern.
|
||||
|
||||
(fill in with offset coorespondance here before sending it off)
|
||||
offsets: (28/36)
|
||||
watch laser autoshot SHOTGUN AK47-SOVIET golden gun GOLD PP7 G-LAUNCH HUNT-KNIFE R-LAUNCH taser throwknife sil PP7
|
||||
0x0 00000000 050001E0 0500049C 050003F0 0500012C 050001A4 00000000 00000000 00000000 00000000 00000000 050001B0 15 command
|
||||
0x4 00000000 05000168 05000124 05000180 05000144 0500012C 0500015C 00000000 00000000 00000000 00000000 05000138
|
||||
0x8 00000000 05000198 05000154 050001B0 05000174 0500015C 0500018C 00000000 00000000 00000000 00000000 05000168
|
||||
0xC 050001B0 05000180 0500013C 05000198 0500015C 05000144 05000174 00000000 05000120 00000000 00000000 05000150
|
||||
0x10 00000000 00000000 00000000 00000000 00000000 00000000 05000204 00000000 00000000 00000000 00000000 00000000
|
||||
0x14 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
|
||||
0x18 05000318 00000000 00000000 00000000 05000204 05000264 00000000 00000000 00000000 00000000 00000000 05000390
|
||||
0x1C 00000000 00000000 00000000 00000000 00000000 050003E4 00000000 00000000 00000000 00000000 00000000 050004E0
|
||||
0x20 00000000 00000000 00000000 00000000 050001EC 0500024C 00000000 0500018C 00000000 05000188 05000144 05000258
|
||||
0x24 00000000 00000000 00000000 00000000 05000234 050002AC 00000000 0500039C 00000000 050001E8 0500036C 05000498
|
||||
0x28 00000000 00000000 00000000 00000000 05000294 050002F4 00000000 050001D4 00000000 05000458 0500018C 05000450
|
||||
0x2C 00000000 00000000 00000000 00000000 00000000 0500039C 00000000 0500030C 00000000 05000428 050002C4 050002B8
|
||||
0x30 00000000 00000000 00000000 00000000 05000354 050004BC 00000000 00000000 00000000 00000000 00000000 05000378
|
||||
0x34 00000000 00000000 00000000 00000000 00000000 05000504 00000000 00000000 00000000 00000000 00000000 050003F0
|
||||
0x38 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0500039C 00000000 throwing knife 12
|
||||
0x3C 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0500033C 00000000 throwing knife blade 12
|
||||
0x40 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 05000410 00000000 00000000 taser placeholder for animation (18)
|
||||
0x44 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 050003F8 00000000 00000000 taser 12 for animation
|
||||
0x48 00000000 05000708 050003F4 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 1
|
||||
0x4C 00000000 05000498 05000394 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 2
|
||||
0x50 00000000 05000540 05000424 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 3
|
||||
0x54 00000000 05000678 05000454 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 4
|
||||
0x58 00000000 050005E8 0500031C 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 shotgun shell 5
|
||||
0x5C 00000000 050006C0 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
|
||||
0x60 00000000 05000450 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
|
||||
0x64 00000000 050004F8 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
|
||||
0x68 00000000 05000630 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
|
||||
0x6C 00000000 050005A0 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 autoshotgun shell
|
||||
[these eight offsets only present on weapons]
|
||||
[they do not appear on collectables (blueprints, black box, etc.)]
|
||||
0x70 05000348 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch 0F command
|
||||
0x74 050002A0 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch boiler cuff
|
||||
0x78 05000240 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch black tuxedo cuff
|
||||
0x7C 05000270 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch connery cuff
|
||||
0x80 050001E0 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch blue cuff
|
||||
0x84 05000210 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch jungle cuff
|
||||
0x88 050002D0 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 watch snowsuit cuff
|
||||
0x8C 00000000 00000000 not present 00000000 00000000 00000000 00000000 00000000 00000000 not present 00000000 050001E0 pp7 silencer
|
||||
|
||||
-------------------
|
||||
-------------------
|
||||
|
||||
Pchr-Z Item Models
|
||||
---------------
|
||||
Item pickups - especially weapons - differ slightly from other P-Z models insofar as different commands are used.
|
||||
|
||||
Most other objects use 02 commands to position pieces in the model. Most item pickups utilize the 15 position command instead. Just like the 02 commands, each command is relative to the last. The breakdown is such:
|
||||
15 command:
|
||||
0x0 4 (float) X Position
|
||||
0x4 4 (float) Y Position
|
||||
0x8 4 (float) Z Position
|
||||
0xC 2 command ID number
|
||||
0xE 2 unknown - probably piece ID number or reserved
|
||||
0x10 4 (float) unknown
|
||||
|
||||
Many use the 04 display type as the primary display list type, and commonly 12 commands are also used. 12 commands are little more than a pointer to other commands, allowing the piece to either be selected independant from the object or selectively deactivated when rendering the object as a whole. Rendering these pieces is optional in most cases.
|
||||
04 command:
|
||||
0x0 4 offset to primary mapping
|
||||
0x4 4 offset to secondary mapping
|
||||
0x8 4 reserved
|
||||
0xC 4 offset to point table
|
||||
0x10 2 number of points in point table
|
||||
0x12 2 0300 - unknown
|
||||
|
||||
12 command:
|
||||
0x0 4 offset to command in table
|
||||
0x4 4 reserved
|
||||
|
||||
Another command, used with most weapon pickups, is the 0C command. This sets the position and image used for the gunfire flare rendered when the player is using the weapon in 3rd person. The flare appears at the end of the firearm.
|
||||
0C Command:
|
||||
0x0 4 (float) X Position
|
||||
0x4 4 (float) Y Position
|
||||
0x8 4 (float) Z Position
|
||||
0xC 4 (float) Width
|
||||
0x10 4 (float) Height
|
||||
0x14 4 (float) Depth
|
||||
0x18 4 offset to image declaration for gunfire (0x847)
|
||||
0x1C 4 (float) unknown
|
||||
|
||||
Occationally type 16 display lists are used. They are a special animation type to build gunfire. These are incredibly simple, despite the animation.
|
||||
16 command: gunfire
|
||||
0x0 4 number of flares created (4 points each, 1 04+B1-mapping command for each)
|
||||
0x4 4 offset to point table
|
||||
0x8 4 offset to mapping
|
||||
It renders only one of the flares at a time, then switches to the next flare in the list. Notice this is different from the generic weapon flare when a weapon fires. It is probably the actual gunfire from the weapon. Note that most weapons use image 0x374, but the laser uses 0x851, colourshifted to 00B6FF (light blue). You probably will never render these commands, unless you are building objects or creating a port/clone.
|
||||
|
||||
|
||||
Weapon pickups also utilize three offsets at the beginning of the file, not all of which are set for every weapon.
|
||||
0x0 offset to 0C gunfire command in table
|
||||
0x4 offset to 15 position command for gunfire animation
|
||||
0x8 offset to 12 reference command for gunfire animation
|
||||
|
||||
Notice only weapons - and certain weapons at that - specify a special gunfire animation or flare when firing. When not present, these fields are left NULL (00000000).
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
f5beca60b52c97deeac9254efcb030ec12ef9dbd
|
||||
@@ -0,0 +1,93 @@
|
||||
Every object and room requires different kinds of data in order to be rendered. The bare minimum requirement is a list of points in the model and a display list that maps those points.
|
||||
|
||||
Goldeneye Point Table Structure
|
||||
Most N64 games follow this structure. It contains x, y, z data, as well as s/t coordinates to map textures to the surface and an RGBA value blended between the points composing the triangles.
|
||||
offset size data type usage
|
||||
0x0 2 signed short x coordinate
|
||||
0x2 2 signed short y coordinate
|
||||
0x4 2 signed short z coordinate
|
||||
0x6 2 signed short reserved (0000)
|
||||
0x8 2 signed short s value (x image mapping component)
|
||||
0xA 2 signed short t value (y image mapping value)
|
||||
0xC 1 unsigned byte Red Component, from 00-FF
|
||||
0xD 1 unsigned byte Green Component, from 00-FF
|
||||
0xE 1 unsigned byte Blue Component, from 00-FF
|
||||
0xF 1 unsigned byte Alpha Component, from 00 (invisible) to FF (opaque)
|
||||
|
||||
Sample: FFE0 0000 0020 0000 0020 0020 FFFFFFFF
|
||||
|
||||
S/t coordinates are used for texture mapping. Unfortunately, the values are intimately tied to the image's own dimentions. There are several common mapping modes, including mirrorred, clamped, and tiled.
|
||||
|
||||
First, lets build a 32x32 square from these four points...
|
||||
0000 0000 0020 0000 0000 0000 FF0000FF
|
||||
0020 0000 0020 0000 0020 0000 00FF00FF
|
||||
0020 0000 0000 0000 0020 FFE0 0000FFFF
|
||||
0000 0000 0000 0000 0000 FFE0 FFFF00FF
|
||||
Clockwise, from the upper left, the square is red, green, blue, and yellow. Notice the mapping coordinates already set. The s values match the x values for the square. However, the t values are negative. Negative s or t values naturally mirror the image on that axis. So, the image should appear inverted.
|
||||
|
||||
Now, to actually apply an image. Lets assume a greyscale image, 32x32 to match the square. When applied, it will fit precisely, albeit upside-down because of the t values. If the colour combining mode is active, the image will also be colourized to match the lighting of the square, red, blue, green, and yellow.
|
||||
However, if the image is 64x64, it doesn't fit precisely on the square. Ordinarily, you will only see the upper-left corner of the image. To fit precisely, the 0020 needs to be 0040, and FFE0 changed to FFC0.
|
||||
Lets try a 16x16 image now. For this example, the tile flag is assumed to be set. The image will repeat after being textured, so instead of seeing one image, four are mapped to the square! Without tiling set but with active clamps, it is more likely the image will be stretched to fit.
|
||||
|
||||
Imagine, for a minute, that you wish to draw four triangles, all meeting at a centerpoint, but still want the 32x32 texture to map perfectly to the surface. This is easy enough. The point list will look like so:
|
||||
0000 0000 0020 0000 0000 0000 FF0000FF //ul
|
||||
0020 0000 0020 0000 0020 0000 00FF00FF //ur
|
||||
0020 0000 0000 0000 0020 FFE0 0000FFFF //lr
|
||||
0000 0000 0000 0000 0000 FFE0 FFFF00FF //ll
|
||||
0010 0000 0010 0000 0010 FFF0 FFFFFFFF //center
|
||||
Notice the centerpoint chose mapping pins in the center of the image. Conforming to the image's properties ensures the image is rendered correctly.
|
||||
|
||||
|
||||
Image sizes and other properties can be found in SubDrag's image index.
|
||||
-------------
|
||||
|
||||
04 point table offset command
|
||||
The RSP 04 command is used to set the offset within a point table. At most, 16 points can be declared at one time. Functionally, rooms and objects will be concidered seperately.
|
||||
|
||||
Rooms are the simplest case. The offset command is a literal offset within the point data file. You can expect:
|
||||
04F00100 00000000
|
||||
to grab the first 16 entries at the beginning of the point table. The 0100 indicates, in bytes, how much data is being copied. If only 8 points are being pulled, the command would look like this:
|
||||
04700080 00000000
|
||||
The offset is a literal offset in the point data binary. For instance,
|
||||
04F00100 00000100
|
||||
grabs the next 0x100 bytes at file offset 0x100. To get the next 5 points, you would use this:
|
||||
04400050 00000200
|
||||
-and the next 10 points...
|
||||
049000A0 00000250
|
||||
|
||||
Objects are more difficult. Each offset is relative to the pointer set by the display list command. In other words-
|
||||
04F00100 04000000
|
||||
-would load the first 16 points and 0x100 bytes from the beginning of the display list's point table.
|
||||
05 offsets can also be used to specificly state the offset within the file to start pulling points from.
|
||||
|
||||
-------------
|
||||
|
||||
B1 4-triangle draw routine
|
||||
The primary triangle drawing routine draws up to four at once. This function is unique to Rare's games, so don't expect it to work with other ucodes.
|
||||
The format is a little unusual, refering to the points in the point table loaded perviously. The values are one nibble long, ranging from 0-F, or point 1 to 16. If all the points are set to 0, that triangle is not drawn. Below, the first point in the triangle is listed as x, the second y, and the third z.
|
||||
B100zzzz yxyxyxyx
|
||||
0000000z 000000yx first triangle
|
||||
000000z0 0000yx00 second triangle
|
||||
00000z00 00yx0000 third triangle
|
||||
0000z000 yx000000 fourth triangle
|
||||
|
||||
B1000002 00000010 Creates one triangle using points {0,1,2}
|
||||
B1000042 00003110 Creates two triangles, using points {0,1,2} and {1,3,4}
|
||||
B1000242 00413110 Creates three triangles; {0,1,2}, {1,3,4}, and {1,4,2}
|
||||
B1007242 65413110 Creates four triangles; {0,1,2}, {1,3,4}, {1,4,2}, and {5,6,7}
|
||||
|
||||
Remember, don't try to use points that were not previously called with the 04 command. If only five points were declared (0-4), then the last example, B1007242 65413110 would be invalid and cause an exception.
|
||||
|
||||
-------------
|
||||
|
||||
BF single triangle draw routine
|
||||
These are very infrequently used. They draw only one triangle at a time, again refering to the points in the point table loaded previously. Before each value can be used, they must be divided by 10 (0xA) to return the point index number.
|
||||
BF000000 00zzyyxx
|
||||
|
||||
BF000000 00140A00 Creates a triangle using points {0,1,2}, or 0/A=0, A/A=1, 14/A=2
|
||||
BF000000 00968C82 Creates a triangle using points {13,14,15}, or 82/A=D, 8C/A=E, 96/A=F
|
||||
|
||||
Again, you still can't use points that haven't been loaded with the 04 vertex command.
|
||||
|
||||
-------------
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
95a3827bfbdbe04372cf58cdf245546f4c6502e3
|
||||
@@ -0,0 +1,247 @@
|
||||
HEAD:
|
||||
0x0 sunglasses toggle
|
||||
0x4 distant head toggle
|
||||
|
||||
CAM: cctv cameras
|
||||
0x0 camera position
|
||||
0x4 glass
|
||||
0x8 glass dimentions
|
||||
0xC camera toggle
|
||||
|
||||
TV1:
|
||||
0x0 DL for screen
|
||||
|
||||
TV4: note that NULL is used if the screen is not present (ie. only 1-3 screens)
|
||||
0x0 DL for screen 1
|
||||
0x4 DL for screen 2
|
||||
0x8 DL for screen 3
|
||||
0xC DL for screen 4
|
||||
|
||||
RACK: main object is in group 0. position data alone exists for groups 1-4
|
||||
0x0 position for monitor 1 (pos:grp 0001 0001)
|
||||
0x4 position for monitor 2 (pos:grp 0002 0002)
|
||||
0x8 position for monitor 3 (pos:grp 0003 0003)
|
||||
0xC position for monitor 4 (pos:grp 0004 0004)
|
||||
|
||||
AUTOGUN: [note: only first three needed for SWIVEL objects]
|
||||
0x0 group 0 position position of base
|
||||
0x4 group 1 position position of horizontal swivel bar (gun mount)
|
||||
0x8 group 2 position position of vertical swivel point/main body
|
||||
0xC group 3 position position of autogun turret(s)
|
||||
0x10 group 4 position position of gunfire; used when only gunfire 1 present
|
||||
0x14 gunfire 1
|
||||
0x18 group 5/4 position position of gunfire/object; used on groundgun
|
||||
0x1C gunfire 2
|
||||
|
||||
EYE_DOOR:
|
||||
0x0 group 0 position base position of door
|
||||
0x4 group 1 position position for top?
|
||||
0x8 group 2 position position for bottom?
|
||||
|
||||
IRIS_DOOR:
|
||||
0x0 group 0 position base position of door
|
||||
0x4 group 1 position position of inner spline
|
||||
0x8 group 2 position position of outer track
|
||||
0xC group 3 position position of inner spline
|
||||
0x10 group 4 position position of outer track
|
||||
0x14 group 5 position position of inner spline
|
||||
0x18 group 6 position position of outer track
|
||||
0x1C group 7 position position of inner spline
|
||||
0x20 group 8 position position of outer track
|
||||
0x24 group 9 position position of inner spline
|
||||
0x28 group A position position of outer track
|
||||
0x2C group B position position of inner spline
|
||||
0x30 group C position position of outer track
|
||||
|
||||
MENU:
|
||||
0x0 toggle for tabs on side of folder
|
||||
0x4 toggle for basic folder
|
||||
0x8 toggle for FOR YOUR EYES ONLY
|
||||
0xC toggle for OHMSS
|
||||
0x10 toggle for CONFIDENTIAL - briefing
|
||||
0x14 toggle for CONFIDENTIAL - multi
|
||||
0x18 toggle for CLASSIFIED
|
||||
0x1C toggle for shadow beneath character image
|
||||
0x20 toggle for 1st selected file image (Connery)
|
||||
0x24 toggle for 2st selected file image (Dalton)
|
||||
0x28 toggle for 3st selected file image (Moore)
|
||||
0x2C toggle for 4st selected file image (Brosnan)
|
||||
0x30 toggle for shadow beneath briefing image
|
||||
0x34 toggle for main folder select screen
|
||||
0x38 toggle for shadow beneath slot selection pic
|
||||
0x3C toggle for 1st slot selection pic (Connery)
|
||||
0x40 toggle for 2st slot selection pic (Dalton)
|
||||
0x44 toggle for 3st slot selection pic (Moore)
|
||||
0x48 toggle for 4st slot selection pic (Brosnan)
|
||||
0x4C toggle for solo stage select
|
||||
0x50 toggle for solo selection table (stage imgs)
|
||||
0x54 solo selection table (stage imgs)
|
||||
0x58 toggle for Dam briefing image
|
||||
0x5C toggle for Facility briefing image
|
||||
0x60 toggle for Runway briefing image
|
||||
0x64 toggle for Surface I briefing image
|
||||
0x68 toggle for Bunker I briefing image
|
||||
0x6C toggle for Silo briefing image
|
||||
0x70 toggle for Frigate briefing image
|
||||
0x74 toggle for Surface II briefing image
|
||||
0x78 toggle for Bunker II briefing image
|
||||
0x7C toggle for Statue briefing image
|
||||
0x80 toggle for Archives briefing image
|
||||
0x84 toggle for Streets briefing image
|
||||
0x88 toggle for Depot briefing image
|
||||
0x8C toggle for Train briefing image
|
||||
0x90 toggle for Jungle briefing image
|
||||
0x94 toggle for Control briefing image
|
||||
0x98 toggle for Caverns briefing image
|
||||
0x9C toggle for Cradle briefing image
|
||||
0xA0 toggle for Aztec briefing image
|
||||
0xA4 toggle for Egypt briefing image
|
||||
0xA8 toggle to secondary folder (multi, cheats, briefings)
|
||||
|
||||
CAR:
|
||||
0x0 main object position
|
||||
0x4 wheel 1 position
|
||||
0x8 wheel 2 position
|
||||
0xC wheel 3 position
|
||||
0x10 wheel 4 position
|
||||
0x14
|
||||
0x18 dimentions wheel 1
|
||||
0x1C dimentions wheel 2
|
||||
0x20 dimentions wheel 3
|
||||
0x24 dimentions wheel 4
|
||||
0x28 dimentions main body
|
||||
|
||||
AIRCRAFT:
|
||||
0x0 main 01 heading
|
||||
0x4 main position
|
||||
0x8 forward prop
|
||||
0xC rear prop
|
||||
0x10 position for turret
|
||||
0x14 prop dimention
|
||||
|
||||
WIN_DOOR: note that first glass DL is dud, second generates glass
|
||||
0x0 dimentions of door
|
||||
0x4 toggle for glass
|
||||
0x8 dimentions of glass
|
||||
0xC glass
|
||||
Generic DUD glass display list:
|
||||
E7000000 00000000 pipesync
|
||||
BA000C02 00002000 setothermode.h: bi-level interpretation
|
||||
B8000000 00000000 enddl
|
||||
|
||||
TANK:
|
||||
0x0 144 main position
|
||||
0x4 18c position of cupola
|
||||
0x8 204 group 2 position parent of turret, antennae, etc
|
||||
0xC 21c group 3 position
|
||||
0x10 234 group 4 position child of group 3; parent of firing effect
|
||||
0x14 15c dimentions of tank chassis
|
||||
0x18 1a4 dimentions of cupolla
|
||||
0x1C 24c firing effect (0C)
|
||||
0x20 264 toggle for turret
|
||||
|
||||
HAT:
|
||||
none
|
||||
|
||||
STD_OBJ:
|
||||
none
|
||||
|
||||
CHR_OBJ: note when fields aren't present set to NULL
|
||||
0x0 gunfire
|
||||
0x4 group 1 position rifles: isolated 15 command
|
||||
0x8 toggle secondary flare rifles: horizontal flare
|
||||
|
||||
RARE:
|
||||
Unknown Object...
|
||||
|
||||
ARM:
|
||||
0x0 watch hour hand position
|
||||
0x4 watch minute hand position
|
||||
0x8 watch second hand position
|
||||
0xC toggle watch dial face
|
||||
0x10 boiler suit cuff toggle
|
||||
0x14 brosnan tux cuff toggle
|
||||
0x18 connery tux cuff toggle
|
||||
0x1C blue suit cuff toggle
|
||||
0x20 jungle suit cuff toggle
|
||||
0x24 snowsuit cuff toggle
|
||||
|
||||
STD_GUN: hands are optional!
|
||||
0x0 position (15), possibly of ejected shells (projectile weapons only)
|
||||
0x4 gunfire toggle (on-screen blast from gun barrel)
|
||||
0x8 gunfire flash position (linked to render for flash)
|
||||
0xC gunfire position (origin of rendered beam)
|
||||
0x10 horiz. gunfire flash/special feature position
|
||||
0x14 hammer position
|
||||
0x18 position of index [trigger] finger
|
||||
0x1C position for 09 linked to trigger/slide
|
||||
0x20 toggle (12) for fingers (first joint)
|
||||
0x24 toggle (12) for index [trigger] finger
|
||||
0x28 toggle (12) for 09s linked to tips of middle/ring/pinky fingers
|
||||
0x2C toggle (12) for thumb
|
||||
0x30 toggle (12) for flesh of hand
|
||||
0x34 toggle (12) for arm
|
||||
0x38 throwing knife toggle
|
||||
0x3C throwing knife blade toggle
|
||||
0x40 taser animation display list
|
||||
0x44 taser animation toggle
|
||||
0x48 shotgun shell toggle
|
||||
0x4C shotgun shell toggle
|
||||
0x50 shotgun shell toggle
|
||||
0x54 shotgun shell toggle
|
||||
0x58 shotgun shell toggle
|
||||
0x5C autoshotgun shell toggle
|
||||
0x60 autoshotgun shell toggle
|
||||
0x64 autoshotgun shell toggle
|
||||
0x68 autoshotgun shell toggle
|
||||
0x6C autoshotgun shell toggle
|
||||
//these and below are hand...
|
||||
0x70 button? 0F type
|
||||
0x74 boiler arm toggle
|
||||
0x78 tux arm toggle
|
||||
0x7C connery arm toggle
|
||||
0x80 bluesuit arm toggle
|
||||
0x84 jungle arm toggle
|
||||
0x88 snowsuit toggle
|
||||
0x8C toggle (12) for barrel (odd that. Could be to kill entire weapon...)
|
||||
|
||||
NULL_OBJ:
|
||||
N/A
|
||||
|
||||
BARREL_GUN: all fields appear valid
|
||||
same as STD_GUN, except entry #5
|
||||
...
|
||||
0x10 rotating barrel
|
||||
...
|
||||
|
||||
UZI_GUN: only first five fields filled; rest appear valid
|
||||
same as STD_GUN; uses a special flash effect in entry #5
|
||||
...
|
||||
0x10 gunfire flash position (linked to plane with second gunfire effect)
|
||||
...
|
||||
|
||||
CTRL:
|
||||
0x0 primary position data (all commands are its children)
|
||||
0x4 start button position
|
||||
0x8 directional pad position
|
||||
0xC control stick position
|
||||
0x10 c button position
|
||||
0x14 c button position
|
||||
0x18 c button position
|
||||
0x1C c button position
|
||||
0x20 a button position
|
||||
0x24 b button position
|
||||
0x28 r button position
|
||||
0x2C l button position
|
||||
0x30 z button position
|
||||
0x34 switch for body (12 type)
|
||||
|
||||
ACTOR:
|
||||
0x0 right arm position
|
||||
0x4 right hand position
|
||||
0x8 left hand position
|
||||
0xC left hand position
|
||||
0x10 head position or placeholder (17)
|
||||
0x14 right hand position
|
||||
0x18 hat position
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
ec44caf4e54fc816adfb0be5e4b6ac7a329b00a7
|
||||
@@ -1 +0,0 @@
|
||||
93c6b750ba5f70d1e796484cab432e16c4c631cf
|
||||
@@ -0,0 +1,143 @@
|
||||
type 01 0x10 main object heading
|
||||
4 ID command ID
|
||||
4 child child entry
|
||||
2 grp1 group 1 ID
|
||||
2 grp2 group 2 ID
|
||||
2 TAG
|
||||
2 RESERVED
|
||||
|
||||
type 02 0x1C position
|
||||
float xpos relative x,y,z position to parent
|
||||
float ypos
|
||||
float zpos
|
||||
1 grp1 command ID
|
||||
1 grp2 group 2 ID or 0
|
||||
1 grp3 group 3 ID or -1
|
||||
1 grp4 group 4 ID or -1
|
||||
4 child child subcommand TBL offset
|
||||
float unknown
|
||||
|
||||
type 03 ???? unknown type
|
||||
|
||||
type 04 0x14 display list
|
||||
4 DL1 primary display list
|
||||
4 DL2 secondary display list or NULL
|
||||
2 grp1 group ID 1
|
||||
2 grp2 group ID 2
|
||||
4 PIN point table
|
||||
2 pinnum # points in block
|
||||
1 TAG
|
||||
1 RESERVED
|
||||
|
||||
type 05 ???? unknown type
|
||||
|
||||
type 06 ???? unknown type
|
||||
|
||||
type 07 ???? unknown type
|
||||
|
||||
type 08 0x10 distance trigger
|
||||
float min minimum distance from viewport
|
||||
float max maximum distance from viewport
|
||||
4 target display list used when within range
|
||||
2 TAG
|
||||
2 RESERVED
|
||||
|
||||
type 09 0x24 head/hat placement
|
||||
float xmin dimentions
|
||||
float xmax
|
||||
float ymin
|
||||
float ymax
|
||||
float zmin
|
||||
float zmax
|
||||
4 head head DL or 17 placeholder
|
||||
4 neck neckline display list
|
||||
2 RESERVED
|
||||
2 TAG
|
||||
|
||||
type 0A 0x1C dimentions
|
||||
4 group
|
||||
float xmin
|
||||
float xmax
|
||||
float ymin
|
||||
float ymax
|
||||
float zmin
|
||||
float zmax
|
||||
|
||||
type 0B ???? unknown
|
||||
|
||||
type 0C 0x28 gunfire
|
||||
float xpos could also be xmin/xmax, etc.
|
||||
float ypos
|
||||
float zpos
|
||||
float xdim
|
||||
float ydim
|
||||
float zdim
|
||||
4 imgdecl offset to entry in IMG block for firing effect
|
||||
float unknown
|
||||
2 TAG
|
||||
2 RESERVED
|
||||
4 RESERVED2
|
||||
|
||||
type 0D 0x24 shadow
|
||||
0x0 float x position. + moves to character's left, - to character's right
|
||||
0x4 float z position. + moves in front of character, - backward
|
||||
0x8 float x size (width) width of image from side to side
|
||||
0xC float z size (length) length of image from forward to back
|
||||
4 imgdecl offset to entry in IMG block for shadow
|
||||
4 parent gleans model offset from type01 parent
|
||||
float unknown
|
||||
2 TAG
|
||||
2 RESERVED
|
||||
|
||||
type 0E ???? unknown
|
||||
|
||||
type 0F 0x1C interlinkage
|
||||
float xpos
|
||||
float ypos
|
||||
float zpos
|
||||
float unknown1
|
||||
float unknown2
|
||||
float unknown3
|
||||
float unknown4
|
||||
|
||||
type 10 ???? unknown
|
||||
|
||||
type 11 ???? unknown
|
||||
|
||||
type 12 0x8 handle/switch
|
||||
4 target
|
||||
2 TAG
|
||||
2 RESERVED
|
||||
|
||||
type 13 ???? unknown
|
||||
|
||||
type 14 ???? unknown
|
||||
|
||||
type 15 0x14 position - held items, especially
|
||||
float xpos xyz position relative to parent
|
||||
float ypos
|
||||
float zpos
|
||||
2 grp1 model group 1 ID
|
||||
2 grp2 model group 2 ID
|
||||
float unknown
|
||||
|
||||
type 16 0x10 display list - simple
|
||||
2 unknown
|
||||
2 ID
|
||||
4 PIN
|
||||
4 DL
|
||||
4 RESERVED
|
||||
|
||||
type 17 0x4 placeholder for pointer to head
|
||||
0x0 4 RESERVED
|
||||
|
||||
type 18 0x1C display list
|
||||
4 DL1 primary display list
|
||||
4 DL2 secondary display list or NULL
|
||||
4 PIN point table offset
|
||||
2 PINnum # points in table
|
||||
2 MRGnum # points in merge table
|
||||
4 MRG merge table offset
|
||||
4 USE usage table offset
|
||||
2 TAG
|
||||
2 RESERVED
|
||||
@@ -1 +0,0 @@
|
||||
cbaa48911dc45bb45a85f7bf44b1e374a5079f45
|
||||
@@ -1 +0,0 @@
|
||||
54334b1723adec264303edcaba215eace4e31d87
|
||||
@@ -0,0 +1,68 @@
|
||||
Models that Merge Points
|
||||
------------------------
|
||||
|
||||
It isn't as confusing as you think. It only applies to models that use the point usage tables - 18 display lists. Points from one piece in a model can be borrowed by another. No fudging involved. It always really works.
|
||||
|
||||
-----------------------
|
||||
Before rendering the object's display list, you have to change the points used in the point table. The changes are outlined in the 'collision' point table.
|
||||
|
||||
Collision Point Table
|
||||
FF9B 001E FFB2 0000 00000000 FFFF 0000
|
||||
FF9B FFC8 FFB8 0001 00000000 FFFF 0000
|
||||
FF9B 004B 00A2 0002 00000000 FFFF 0000
|
||||
FF9B FFCE 00AB 0003 00000000 FFFF 0000
|
||||
FFBF 0026 0094 0004 00000000 FFFF 0000
|
||||
FFF7 0030 FFFC 0005 05000190 000D 0000
|
||||
FFFC FFDC FFCC 0006 05000190 0011 0000
|
||||
FFBD FFEB 00AF 0007 00000000 FFFF 0000
|
||||
0002 000C FFBF 0008 05000190 000F 0000
|
||||
0003 FFE1 FFEF 0009 05000190 0010 0000
|
||||
0002 FFE7 0015 000A 05000190 000E 0000
|
||||
FFFB 0020 FFE1 000B 05000190 000C 0000
|
||||
|
||||
Notice how some points have offset values at 0x8. These are offsets to other 18 render commands that you'll steal points from. The short value following the offset (0xA) is the point in the linked 'collision' table that will be used. The fastest thing is to look up the entry in the point usage table, a weird little list of short values. 'Collision' points are the unique points in the piece, and the usage table indicates which points are shared by other points in the model. This sample is the usage list targetted by the point table above.
|
||||
0xF28: Usage point table for display list linked at 0x190
|
||||
0020 0016 0017 001A 001B 0014 0015 000C 001E 000D 001F 0018 001C 0019 FFFF FFFF FFFF
|
||||
FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF 001D FFFF FFFF FFFF FFFF 0028
|
||||
002A FFFF 0025 FFFF 002D 002C FFFF FFFF FFFF FFFF FFFF FFFF
|
||||
|
||||
Usage tables have one entry for each point in the display list's point table. The first point in the table is the first entry, second the second, etc. If a point is reused then the slot's number is given in the table. For instance, the first point is shared by point 32 (0x20). If you look at the 'collision' point table, there will not be an entry with ID 0x20, but there will be one for 0x0.
|
||||
Every point in the table is given a number (offset 0x6), but if it isn't present you will need to check the point usage table to see which point is equivalent.
|
||||
|
||||
Taking the running example, let's swap out point 05 in the first table with the shared model's point. Point five is:
|
||||
FFF7 0030 FFFC 0005 05000190 000D 0000
|
||||
It calls the 18 command at offset 0x190, and merges with point 0xD. The 18 command's data is found at offset 05000F84...
|
||||
|
||||
point display struct: 0x190 right shin
|
||||
0xF84 05005F48 00000000 05000AA8 002E 001A 05000D88 05000F28 0003 0000 00000000
|
||||
mapping @ 0x5F48
|
||||
normal point table @ 0xAA8; 2E normal points
|
||||
collision point table @ 0xD88; 1A collision points
|
||||
point usage table @ 0xF28
|
||||
|
||||
First, check the point usage table to ensure it isn't dummied up somehow. Scan through entries 0-C, and if 000D isn't found, the point will be a unique entry in the list:
|
||||
0020 0016 0017 001A 001B 0014 0015 000C 001E*000D*001F 0018
|
||||
Unfortuantely the point is not unique, but it is the same as point 0x9. So, search the 'collision' point list for the new position:
|
||||
0x9 FE25 FFE2 FFB5 0009 00000000 FFFF 0000
|
||||
|
||||
All you need are the x, y, and z coordinates. These get copied onto the other model's point data.
|
||||
Remember, because this point is from another piece of the object, you have to make certain that the point's position is corrected for that piece's position, etc. In this example (Bond's right leg) no conversion is necessary; the foot and shin share the same position. Otherwise, determine what positions affect the part you're stealing from and which ones affect the target to determine a global position.
|
||||
|
||||
|
||||
Now, all you have to do is replace the point in the original piece. You copy the new data over point 05's x,y,z data - and anything that shares that point! To see if anything shares the point, you need to refer to the original model's point usage table.
|
||||
0xA40 FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF
|
||||
Good. The point is unique. Replace the x,y,z of fifth point in the normal point table. That point should now be merged with the leg.
|
||||
|
||||
|
||||
|
||||
Note:
|
||||
If the point wasn't unique (something else used point five) you would change it and any entry that refers to it. Say the table looked more like this:
|
||||
FFFF FFFF FFFF FFFF FFFF 0006 0007 0008 FFFF
|
||||
Order of operations: point five is shared by point 6. Point 7 is set after point 6 is corrected, so it is also the same as 5. Point 8 is also sharing point 7's corrected data, so it is the same as 5.
|
||||
|
||||
|
||||
-------------------------
|
||||
Another note:
|
||||
The plane *does not* use merging. Any render problems are due to some other sizing issue. No points in the collision table use offsets.
|
||||
|
||||
I haven't ID'd any objects that use merging yet, but the same rules apply. Undoubtedly there must be a few...
|
||||
@@ -1 +0,0 @@
|
||||
c2cb409a4de3d40eb0c3c8810a65f740219911d7
|
||||
@@ -0,0 +1,154 @@
|
||||
Memory locations - decompressed in ROM
|
||||
First ROM offset is given, then relative offset, size, and description
|
||||
29E560 02000000 0x18 unknown - RGB values?
|
||||
29E580 02000020 0xAB8
|
||||
0x0 RA 16bit 64x16 (21)
|
||||
0x800 RA 16bit 32x10
|
||||
29F040 02000AE0 0xAB8
|
||||
0x0 RE 16bit 64x16 (21)
|
||||
0x800 RE 16bit 32x10
|
||||
29FB00 020015A0 0xAB8
|
||||
0x0 RE 16bit 64x16 (21)
|
||||
0x800 RE 16bit 32x10
|
||||
2A05C0 02002060 0xAB8
|
||||
0x0 WA 16bit 64x16 (21)
|
||||
0x800 WA 16bit 32x10
|
||||
2A1078 02002B18 0x18D0 vertex table
|
||||
2A2948 020043E8 0xC8 blue DL
|
||||
2A2A10 020044B0 0x2A8 text DL
|
||||
2A2CB8 02004758 0x888 gold DL
|
||||
2A3548 02004FE8 0x1000 blue 16bit 64x32
|
||||
2A4550 02005FF0 0x800 gold 16bit 32x32
|
||||
|
||||
Special Note:
|
||||
Two types of image commands may be used in these display lists.
|
||||
FD commands may either use a relative data pointer (02xxxxxx) or physical data pointer (80xxxxxx/7Fxxxxxx) as usual.
|
||||
You may also declare and load an image bank image using the code:
|
||||
ABCD 0xxx
|
||||
ABCD indicates to load the following short image ID to memory and link it here.
|
||||
Also, images above contain mipmaps of varying sizes pregenerated. Emulators will select the primary and console, due to distances, will use a mipmap.
|
||||
To alter this behaviour requires removing the mipmapping usage.
|
||||
|
||||
<_>
|
||||
|
||||
7F0084C0 3CFF0 Load Rare logo display lists
|
||||
//7F0089AC 3D4DC blue DL + text line
|
||||
3C0E0200 LUI T6,0200
|
||||
25CE43E8 ADDIU T6,T6,43E8 ;T6=020043E8: int. off. to blue DL
|
||||
3C060600 LUI A2,0600
|
||||
02001025 OR V0,S0,R0
|
||||
ACE60000 SW A2,0000 (A3) ;A2->uDL: 06000000 - branchdl
|
||||
ACEE0004 SW T6,0004 (A3) ;T6->lDL: 020043E8 - blue DL
|
||||
26100008 ADDIU S0,S0,0008
|
||||
3C0F0200 LUI T7,0200
|
||||
25EF44B0 ADDIU T7,T7,44B0 ;T7=020044B0: int. off. to text DL
|
||||
02001825 OR V1,S0,R0
|
||||
AC4F0004 SW T7,0004 (V0) ;T7->lDL: 020044B0 - text DL
|
||||
AC460000 SW A2,0000 (V0) ;A2->uDL: 06000000 - branchdl
|
||||
3C180200 LUI T8,0200
|
||||
27185FF0 ADDIU T8,T8,5FF0 ;T8=02005FF0: int. off. to images
|
||||
26100008 ADDIU S0,S0,0008
|
||||
02002025 OR A0,S0,R0
|
||||
AC780004 SW T8,0004 (V1) ;T8->lDL: 02005FF0 - gold image
|
||||
AC6B0000 SW T3,0000 (V1) ;T3->uDL: FD100000 - loadimg
|
||||
26100008 ADDIU S0,S0,0008
|
||||
02002825 OR A1,S0,R0
|
||||
26100008 ADDIU S0,S0,0008
|
||||
AC8D0004 SW T5,0004 (A0) ;T5->lDL: 07014050 - tile 7 S: shift 0 mask 5 T: shift 0 mask 5
|
||||
AC8C0000 SW T4,0000 (A0) ;T4->uDL: F5100000 - settile 16bit RGBA line 0 tmem 0 palette 0
|
||||
02005025 OR T2,S0,R0
|
||||
26100008 ADDIU S0,S0,0008
|
||||
ACA00004 SW R0,0004 (A1)
|
||||
ACBF0000 SW RA,0000 (A1)
|
||||
3C19073F LUI T9,073F
|
||||
3739F100 ORI T9,T9,F100 ;T9=0x073FF100:
|
||||
02001025 OR V0,S0,R0
|
||||
240700FF ADDIU A3,R0,00FF ;A3=0xFF
|
||||
AD590004 SW T9,0004 (T2)
|
||||
AD510000 SW S1,0000 (T2)
|
||||
26100008 ADDIU S0,S0,0008
|
||||
3C0F0001 LUI T7,0001
|
||||
35EF4050 ORI T7,T7,4050 ;T7=0x00014050:
|
||||
02001825 OR V1,S0,R0
|
||||
AC400004 SW R0,0004 (V0)
|
||||
AC490000 SW T1,0000 (V0)
|
||||
AC6F0004 SW T7,0004 (A2)
|
||||
00087900 SLL T7,T0,0x4
|
||||
01E87823 SUBU T7,T7,T0
|
||||
000F7900 SLL T7,T7,0x4
|
||||
01E7001A DIV T7,A3
|
||||
3C0EF510 LUI T6,F510
|
||||
35CE1000 ORI T6,T6,1000 ;T6=F5101000
|
||||
26100008 ADDIU S0,S0,0008
|
||||
02002025 OR A0,S0,R0
|
||||
AC6E0000 SW T6,0000 (V1)
|
||||
3C190007 LUI T9,0007
|
||||
3739C07C ORI T9,T9,C07C ;T7=0x0007C07C
|
||||
26100008 ADDIU S0,S0,0008
|
||||
3C18F200 LUI T8,F200
|
||||
AC980000 SW T8,0000 (A0)
|
||||
AC990004 SW T9,0004 (A0)
|
||||
02002825 OR A1,S0,R0
|
||||
3C0EFA00 LUI T6,FA00
|
||||
ACAE0000 SW T6,0000 (A1)
|
||||
00087080 SLL T6,T0,0x2
|
||||
01C87023 SUBU T6,T6,T0
|
||||
000E7080 SLL T6,T6,0x2
|
||||
01C87021 ADDU T6,T6,T0
|
||||
000E7100 SLL T7,T6,0x0
|
||||
00003012 MFLO A2
|
||||
30D800FF ANDI T8,A2,00FF
|
||||
03003025 OR A2,T8,R0
|
||||
01C7001A DIV T6,A3
|
||||
0018CE00 SLL T9,T8,0x10
|
||||
26100008 ADDIU S0,S0,0008
|
||||
14E00002 BNE A3,R0,0002
|
||||
00000000 NOP
|
||||
0007000D BREAK 01C00
|
||||
2401FFFF ADDIU AT,R0,FFFF
|
||||
14E10004 BNE A3,AT,0004
|
||||
3C018000 LUI AT,8000
|
||||
15E10002 BNE A3,AT,0002
|
||||
00000000 NOP
|
||||
0006000D BREAK 01800
|
||||
00007812 MFLO T7
|
||||
31F800FF ANDI T9,T7,00FF
|
||||
14E00002 BNE A3,R0,0002
|
||||
00000000 NOP
|
||||
0007000D BREAK 01C00
|
||||
2401FFFF ADDIU AT,R0,FFFF
|
||||
14E10004 BNE A3,AT,0004
|
||||
3C018000 LUI AT,8000
|
||||
15C10002 BNE T6,AT,0002
|
||||
00000000 NOP
|
||||
0006000D BREAK 01800
|
||||
00187400 SLL T7,18,0x10
|
||||
032E7825 OR T7,T9,T6
|
||||
0006C200 SLL T8,A2,0x8
|
||||
01F8C825 OR T9,T7,T9
|
||||
372E00FF ORI T6,T9,00FF
|
||||
ACAE0004 SW T6,0004 (A1)
|
||||
//7F008B28 3D658 load gold DL
|
||||
3C180200 LUI T8,0200
|
||||
02001825 OR V1,S0,R0
|
||||
27184758 ADDIU T8,T8,4758 ;T8=0x02004758
|
||||
3C0F0600 LUI T7,0600
|
||||
AC6F0000 SW T7,0000 (V1) ;T7->uDL: 06000000 - branchdl
|
||||
AC780004 SW T8,0004 (V1) ;T8->lDL: 02004758 - gold DL
|
||||
8FBF0034 LW RA,0034 (SP)
|
||||
26020008 ADDIU V0,S0,0008
|
||||
8FB0002C LW S0,002C (SP)
|
||||
8FB10030 LW S1,0030 (SP)
|
||||
03E00008 JR RA
|
||||
27BD00E8 ADDIU SP,SP,00E8
|
||||
|
||||
|
||||
7F00XXXX 3D688 loads the RareWare logo
|
||||
// 3D6E8 ROM offset
|
||||
3C05002A LUI A1,002A
|
||||
AC440000 SW A0,0000 (V0)
|
||||
24A5E560 ADDIU A1,A1,E560 ;A1=0x29E560: RAREWARE logo
|
||||
0C001707 JAL 70005C1C
|
||||
3B06003F ANDI A2,T8,003F
|
||||
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
ed67877b9f2659691cd936eb68abc41558526520
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
@@ -1 +0,0 @@
|
||||
83e7da55678bb955a5a9de22a200df6a47070eeb
|
||||
|
After Width: | Height: | Size: 5.4 KiB |
@@ -1 +0,0 @@
|
||||
b11ec77e20514b4f48e3fce4e518b0145cc67811
|
||||
|
After Width: | Height: | Size: 8.0 KiB |
@@ -1 +0,0 @@
|
||||
303b29941ba396d2de1a882fce013dc1b5e4af83
|
||||
|
After Width: | Height: | Size: 4.0 KiB |
@@ -1 +0,0 @@
|
||||
58f387867e08533152e1c623afbbb3a708df23f8
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
@@ -1 +0,0 @@
|
||||
6c730218e1d48441334c12cb68d6adad9611b90b
|
||||
|
After Width: | Height: | Size: 5.4 KiB |
@@ -1 +0,0 @@
|
||||
061beaf224e3a85f996dddec7617f0f0c3aefe9c
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
@@ -1 +0,0 @@
|
||||
79c2f89167786bbbf167212c762763fc19d04ae4
|
||||
|
After Width: | Height: | Size: 5.4 KiB |
@@ -1 +0,0 @@
|
||||
dcb2a9f17d94831294f4e7939fd0b7b8a1d351c9
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
@@ -1 +0,0 @@
|
||||
05a401b7928794cb29a61cd7cfa2d82630b6e648
|
||||
|
After Width: | Height: | Size: 5.4 KiB |
@@ -1 +0,0 @@
|
||||
203393d444e1d45ec2a7dd9e01e36f893724d0a3
|
||||
@@ -0,0 +1,607 @@
|
||||
header:
|
||||
00000000 8003D400 00000000 00070015
|
||||
44A0A1BD 0000000D 00000000 00000000
|
||||
21 models; 7 offsets, 13 images
|
||||
|
||||
offsets: (7)
|
||||
0x0 05000460 //left arm
|
||||
0x4 05000478 //left hand
|
||||
0x8 050005E0 //right hand
|
||||
0xC 050005E0 //right gun
|
||||
0x10 05000418 //head
|
||||
0x14 05000478 //left gun
|
||||
0x18 050003D0 //hat
|
||||
|
||||
images: (D)
|
||||
0x1C 0000063B 20300400 02020200
|
||||
0x28 0000065C 20200600 02000000
|
||||
0x34 0000064D 20200600 02020200
|
||||
0x40 00000650 20200600 02020200
|
||||
0x4C 00000653 20200600 02020200
|
||||
0x58 00000656 20200600 02020200
|
||||
0x64 00000649 20200600 02000000
|
||||
0x70 0000065B 20300400 02000200
|
||||
0x7C 0000065E 20200600 02000000
|
||||
0x88 0000065F 30200400 02020000
|
||||
0x94 00000810 20300400 02000200
|
||||
0xA0 00000644 01010100 02000000
|
||||
0xAC 000007BC 20200600 01000000
|
||||
|
||||
Table:
|
||||
0xB8 00010000 05000820 00000000 00000000 00000000 050000D0
|
||||
0xD0 00020000 05000830 050000B8 05000808 00000000 050000E8
|
||||
0xE8 00020000 0500084C 050000D0 05000250 00000000 05000100
|
||||
0x100 01020000 05000868 050000E8 050001D8 00000000 05000118
|
||||
0x118 00020000 05000884 05000100 05000160 00000000 05000130
|
||||
0x130 000A0000 050008A0 05000118 00000000 00000000 05000148
|
||||
0x148 00180000 05000A58 05000130 00000000 00000000 00000000 //right foot
|
||||
0x160 000A0000 05000A78 05000100 00000000 05000118 05000178
|
||||
0x178 00080000 05000A94 05000160 050001A8 00000000 05000190
|
||||
0x190 00180000 05000F84 05000178 00000000 00000000 00000000 //right shin
|
||||
0x1A8 00080000 05000FA4 05000160 00000000 05000178 050001C0
|
||||
0x1C0 00180000 050010EC 050001A8 00000000 00000000 00000000 //right shin (distance)
|
||||
0x1D8 000A0000 0500110C 050000E8 00000000 05000100 050001F0
|
||||
0x1F0 00080000 05001128 050001D8 05000220 00000000 05000208
|
||||
0x208 00180000 05001794 050001F0 00000000 00000000 00000000 //right leg
|
||||
0x220 00080000 050017B4 050001D8 00000000 050001F0 05000238
|
||||
0x238 00180000 05001944 05000220 00000000 00000000 00000000 //right leg (distance)
|
||||
0x250 00020000 05001964 050000D0 050003B8 050000E8 05000268
|
||||
0x268 01020000 05001980 05000250 05000340 00000000 05000280
|
||||
0x280 00020000 0500199C 05000268 050002C8 00000000 05000298
|
||||
0x298 000A0000 050019B8 05000280 00000000 00000000 050002B0
|
||||
0x2B0 00180000 05001B70 05000298 00000000 00000000 00000000 //left foot
|
||||
0x2C8 000A0000 05001B90 05000268 00000000 05000280 050002E0
|
||||
0x2E0 00080000 05001BAC 050002C8 05000310 00000000 050002F8
|
||||
0x2F8 00180000 050020C0 050002E0 00000000 00000000 00000000 //left shin
|
||||
0x310 00080000 050020E0 050002C8 00000000 050002E0 05000328
|
||||
0x328 00180000 05002224 05000310 00000000 00000000 00000000 //left shin (distance)
|
||||
0x340 000A0000 05002244 05000250 00000000 05000268 05000358
|
||||
0x358 00080000 05002260 05000340 05000388 00000000 05000370
|
||||
0x370 00180000 05002914 05000358 00000000 00000000 00000000 //left leg
|
||||
0x388 00080000 05002934 05000340 00000000 05000358 050003A0
|
||||
0x3A0 00180000 05002AC4 05000388 00000000 00000000 00000000 //left leg (distance)
|
||||
0x3B8 01020000 05002AE4 050000D0 05000790 05000250 050003D0
|
||||
0x3D0 00020000 05002B00 050003B8 05000448 00000000 050003E8
|
||||
0x3E8 000A0000 05002B1C 050003D0 00000000 00000000 05000400
|
||||
0x400 00090000 05002B38 050003E8 00000000 00000000 05000418
|
||||
0x418 00170000 05002B5C 05000400 05000430 00000000 00000000 //head placeholder
|
||||
0x430 00180000 05002E0C 05000400 00000000 05000418 00000000 //front collar
|
||||
0x448 00020000 05002E2C 050003B8 050005B0 050003D0 05000460
|
||||
0x460 01020000 05002E48 05000448 05000538 00000000 05000478
|
||||
0x478 00020000 05002E64 05000460 050004C0 00000000 05000490
|
||||
0x490 000A0000 05002E80 05000478 00000000 00000000 050004A8
|
||||
0x4A8 00180000 050030F0 05000490 00000000 00000000 00000000 //right hand
|
||||
0x4C0 000A0000 05003110 05000460 00000000 05000478 050004D8
|
||||
0x4D8 00080000 0500312C 050004C0 05000508 00000000 050004F0
|
||||
0x4F0 00180000 0500356C 050004D8 00000000 00000000 00000000 //right forearm
|
||||
0x508 00080000 0500358C 050004C0 00000000 050004D8 05000520
|
||||
0x520 00180000 050036B0 05000508 00000000 00000000 00000000 //right forearm (distance)
|
||||
0x538 000A0000 050036D0 05000448 00000000 05000460 05000550
|
||||
0x550 00080000 050036EC 05000538 05000580 00000000 05000568
|
||||
0x568 00180000 05003AB4 05000550 00000000 00000000 00000000 //right arm
|
||||
0x580 00080000 05003AD4 05000538 00000000 05000550 05000598
|
||||
0x598 00180000 05003C1C 05000580 00000000 00000000 00000000 //right arm (distance)
|
||||
0x5B0 00020000 05003C3C 050003B8 05000718 05000448 050005C8
|
||||
0x5C8 01020000 05003C58 050005B0 050006A0 00000000 050005E0
|
||||
0x5E0 00020000 05003C74 050005C8 05000628 00000000 050005F8
|
||||
0x5F8 000A0000 05003C90 050005E0 00000000 00000000 05000610
|
||||
0x610 00180000 05003F00 050005F8 00000000 00000000 00000000 //left hand
|
||||
0x628 000A0000 05003F20 050005C8 00000000 050005E0 05000640
|
||||
0x640 00080000 05003F3C 05000628 05000670 00000000 05000658
|
||||
0x658 00180000 0500437C 05000640 00000000 00000000 00000000 //left forearm
|
||||
0x670 00080000 0500439C 05000628 00000000 05000640 05000688
|
||||
0x688 00180000 050044C0 05000670 00000000 00000000 00000000 //left forearm (distance)
|
||||
0x6A0 000A0000 050044E0 050005B0 00000000 050005C8 050006B8
|
||||
0x6B8 00080000 050044FC 050006A0 050006E8 00000000 050006D0
|
||||
0x6D0 00180000 050048C4 050006B8 00000000 00000000 00000000 //left arm
|
||||
0x6E8 00080000 050048E4 050006A0 00000000 050006B8 05000700
|
||||
0x700 00180000 05004A2C 050006E8 00000000 00000000 00000000 //left arm (distance)
|
||||
0x718 000A0000 05004A4C 050003B8 00000000 050005B0 05000730
|
||||
0x730 00080000 05004A68 05000718 05000760 00000000 05000748
|
||||
0x748 00180000 0500541C 05000730 00000000 00000000 00000000 //chest
|
||||
0x760 00080000 0500543C 05000718 00000000 05000730 05000778
|
||||
0x778 00180000 050056B8 05000760 00000000 00000000 00000000 //chest (distance)
|
||||
0x790 000A0000 050056D8 050000D0 00000000 050003B8 050007A8
|
||||
0x7A8 00080000 050056F4 05000790 050007D8 00000000 050007C0
|
||||
0x7C0 00180000 05005C48 050007A8 00000000 00000000 00000000 //waist
|
||||
0x7D8 00080000 05005C68 05000790 00000000 050007A8 050007F0
|
||||
0x7F0 00180000 05005E98 050007D8 00000000 00000000 00000000 //waist (distance)
|
||||
0x808 000D0000 05005EB8 050000B8 00000000 050000D0 00000000
|
||||
|
||||
-
|
||||
01:B8 {02:D0 {02:E8 {02:100 {02:118 {0A:130 {18:148}}
|
||||
0A:160 {08:178 {18:190}
|
||||
08:1A8 {18:1C0}}
|
||||
}
|
||||
0A:1D8 {08:1F0 {18:208}
|
||||
08:220 {18:238}
|
||||
}
|
||||
}
|
||||
02:250 {02:268 {02:280 {0A:298 {18:2B0}}
|
||||
{0A:2C8 {08:2E0 {18:2F8}
|
||||
08:310 {18:328}}
|
||||
}
|
||||
0A:340 {08:358 {18:370}
|
||||
08:388 {18:3A0}
|
||||
}
|
||||
}
|
||||
02:3B8 {02:3D0 {0A:3E8 {09:400 {17:418
|
||||
18:430}}
|
||||
}
|
||||
}
|
||||
02:448 {02:460 {02:478 {0A:490 {18:4A8}}
|
||||
0A:4C0 {08:4D8 {18:4F0}
|
||||
08:508 {18:520}}
|
||||
}
|
||||
0A:538 {08:550 {18:568}
|
||||
08:580 {18:598}}
|
||||
}
|
||||
02:5B0 {02:5C8 {02:5E0 {0A:5F8 {18:610}}
|
||||
0A:628 {08:640 {18:658}
|
||||
08:670 {18:688}}
|
||||
}
|
||||
0A:6A0 {08:6B8 {18:6D0}
|
||||
08:6E8 {18:700}}
|
||||
0A:718 {08:730 {18:748}
|
||||
08:760 {18:778}}
|
||||
}
|
||||
0A:790 {08:7A8 {18:7C0}
|
||||
08:7D8 {18:7F0}}
|
||||
}
|
||||
0D:808}
|
||||
-
|
||||
|
||||
superheading: 0xB8
|
||||
0x820 00000004 050000D0 00000000 00000000
|
||||
|
||||
position: 0xD0 complete body
|
||||
0x830 00000000 00000000 00000000 0001 0005 FFFF FFFF 050000E8 439FB526
|
||||
0 0 0
|
||||
319.415222
|
||||
|
||||
position: 0xE8 complete right leg
|
||||
0x84C C2BD40D3 C2D455B8 00000000 000B 0006 FFFF FFFF 05000100 43F16463
|
||||
-94.626610 -106.167419 0
|
||||
482.784271
|
||||
|
||||
position: 0x100 right foot+right shin
|
||||
0x868 C3E0BD2F C102FE8A 00000000 000D 0007 0009 FFFF 05000118 43FC7B17
|
||||
-449.477997 -8.187143 0
|
||||
504.961639
|
||||
|
||||
position: 0x118 right leg
|
||||
0x884 C3F1CD0B C0AEBA1D 00000000 000F 0008 FFFF FFFF 00000000 434CE4F4
|
||||
-483.601898 -5.460219 0
|
||||
204.894348
|
||||
|
||||
dimentions: 0x130 right foot
|
||||
0x8A0 00000004
|
||||
C2CA0000 40400000
|
||||
C2600000 42960000
|
||||
C29C0000 432F0000
|
||||
|
||||
point display struct: 0x148 right foot
|
||||
0xA58 05005ED8 00000000 050008C0 000C 000C 05000980 05000A40 0003 0000 00000000
|
||||
mapping @ 0x5ED8
|
||||
normal point table @ 0x8C0; C normal points
|
||||
collision point table @ 0x980; C collision points
|
||||
point usage table @ 0xA40
|
||||
|
||||
dimentions: 0x160 right shin
|
||||
0xA78 00000005
|
||||
C3F88000 41F80000
|
||||
C2A60000 429E0000
|
||||
C2B20000 42AE0000
|
||||
|
||||
distance: 0x178
|
||||
0xA94 00000000 4647B000 05000190 00000000
|
||||
|
||||
point display struct: 0x190 right shin
|
||||
0xF84 05005F48 00000000 05000AA8 002E 001A 05000D88 05000F28 0003 0000 00000000
|
||||
mapping @ 0x5F48
|
||||
normal point table @ 0xAA8; 2E normal points
|
||||
collision point table @ 0xD88; 1A collision points
|
||||
point usage table @ 0xF28
|
||||
|
||||
distance: 0x1A8
|
||||
0xFA4 4647B000 4DCB21F4 050001C0 00000000
|
||||
|
||||
point display struct: 0x1C0 right shin (distance)
|
||||
0x10EC 05006030 00000000 05000FB8 000A 0008 05001058 050010D8 0003 0000 00000000
|
||||
mapping @ 0x6030
|
||||
normal point table @ 0xFB8; A normal points
|
||||
collision point table @ 0x1058; 8 collision points
|
||||
point usage table @ 0x10D8
|
||||
|
||||
dimentions: 0x1D8
|
||||
0x110C 00000006
|
||||
C3ED0000 42BE0000
|
||||
C2BE0000 429C0000
|
||||
C2C40000 42FC0000
|
||||
|
||||
distance: 0x1F0
|
||||
0x1128 00000000 4647B000 05000208 00000000
|
||||
|
||||
point display struct: 0x208 right leg
|
||||
0x1794 05006098 00000000 05001138 003E 0020 05001518 05001718 0003 0000 00000000
|
||||
mapping @ 0x6098
|
||||
normal point table @ 0x1138; 3E normal points
|
||||
collision point table @ 0x1518; 20 collision points
|
||||
point usage table @ 0x1718
|
||||
|
||||
distance: 0x220
|
||||
0x17B4 4647B000 4DCB21F4 05000238 00000000
|
||||
|
||||
point display struct: 0x238 right leg (distance)
|
||||
0x1944 050061D8 00000000 050017C8 000E 0008 050018A8 05001928 0003 0000 00000000
|
||||
mapping @ 0x61D8
|
||||
normal point table @ 0x17C8; E normal points
|
||||
collision point table @ 0x18A8; 8 collision points
|
||||
point usage table @ 0x1928
|
||||
|
||||
position: 0x250
|
||||
0x1964 42CAFE38 C2CF8EF7 00000000 000A 000A FFFF FFFF 05000268 43F2C96D
|
||||
101.496521 -103.779228 0
|
||||
485.573639
|
||||
|
||||
position: 0x268
|
||||
0x1980 43D9E04D C154FE48 00000000 000C 000B 000D FFFF 05000280 44024CC0
|
||||
435.752350 -13.312080 0
|
||||
521.199219
|
||||
|
||||
position: 0x280
|
||||
0x199C 43F8EC2F C08F40CF 00000000 000E 000C FFFF FFFF 00000000 434E1293
|
||||
497.845184 -4.476661 0
|
||||
206.072556
|
||||
|
||||
dimentions: 0x298
|
||||
0x19B8 00000001
|
||||
BF800000 42CC0000
|
||||
C2640000 42960000
|
||||
C29C0000 432F0000
|
||||
|
||||
point display struct: 0x2B0 left foot
|
||||
0x1B70 05006240 00000000 050019D8 000C 000C 05001A98 05001B58 0003 0000 00000000
|
||||
mapping @ 0x6240
|
||||
normal point table @ 0x19D8; C normal points
|
||||
collision point table @ 0x1A98; C collision points
|
||||
point usage table @ 0x1B58
|
||||
|
||||
dimentions: 0x2C8
|
||||
0x1B90 00000002
|
||||
C1700000 44004000
|
||||
C2AE0000 429A0000
|
||||
C2B20000 42AE0000
|
||||
|
||||
distance: 0x2E0
|
||||
0x1BAC 00000000 4647B000 050002F8 00000000
|
||||
|
||||
point display struct: 0x2F8 left shin
|
||||
0x20C0 050062B0 00000000 05001BC0 0030 001A 05001EC0 05002060 0003 0000 00000000
|
||||
mapping @ 0x62B0
|
||||
normal point table @ 0x1BC0; 30 normal points
|
||||
collision point table @ 0x1EC0; 1A collision points
|
||||
point usage table @ 0x2060
|
||||
|
||||
distance: 0x310
|
||||
0x20E0 4647B000 4DCB21F4 05000328 00000000
|
||||
|
||||
point display struct: 0x328 left shin (distance)
|
||||
0x2224 05006398 00000000 050020F0 000A 0008 05002190 05002210 0003 0000 00000000
|
||||
mapping @ 0x6398
|
||||
normal point table @ 0x20F0; A normal points
|
||||
collision point table @ 0x2190; 8 collision points
|
||||
point usage table @ 0x2210
|
||||
|
||||
dimentions: 0x340
|
||||
0x2244 00000003
|
||||
C2CC0000 43EE0000
|
||||
C2CC0000 429E0000
|
||||
C2C40000 42FC0000
|
||||
|
||||
distance: 0x358
|
||||
0x2260 00000000 4647B000 05000370 00000000
|
||||
|
||||
point display struct: 0x370 left leg
|
||||
0x2914 05006400 00000000 05002270 0042 0020 05002690 05002890 0003 0000 00000000
|
||||
mapping @ 0x6400
|
||||
normal point table @ 0x2270; 42 normal points
|
||||
collision point table @ 0x2690; 20 collision points
|
||||
point usage table @ 0x2890
|
||||
|
||||
distance: 0x388
|
||||
0x2934 4647B000 4DCB21F4 050003A0 00000000
|
||||
|
||||
point display struct: 0x3A0 left leg (distance)
|
||||
0x2AC4 05006538 00000000 05002948 000E 0008 05002A28 05002AA8 0003 0000 00000000
|
||||
mapping @ 0x6538
|
||||
normal point table @ 0x2948; E normal points
|
||||
collision point table @ 0x2A28; 8 collision points
|
||||
point usage table @ 0x2AA8
|
||||
|
||||
position: 0x3B8
|
||||
0x2AE4 3F9D6367 427824EC 00000000 0002 0001 0014 FFFF 050003D0 43E3A383
|
||||
1.229596 62.036057 0
|
||||
455.277435
|
||||
|
||||
position: 0x3D0
|
||||
0x2B00 C02A90A3 43EBEEA3 00000000 0003 0000 FFFF FFFF 00000000 435474E2
|
||||
-2.665078 471.864349 0
|
||||
212.456573
|
||||
|
||||
dimentions: 0x3E8
|
||||
0x2B1C 00000008
|
||||
C2A00000 42A20000
|
||||
C2DE0000 432C0000
|
||||
C29E0000 43090000
|
||||
|
||||
head placement: 0x400
|
||||
0x2B38 C076F8D7 C28EE1D4 433BF051 3E56C615 C19FA475 C0EE3F98 05000418 05000430 00000000
|
||||
//ties to 0x418(type 17) and 0x430 (type 18 display list - front collar)
|
||||
|
||||
offset to head: 0x418
|
||||
0x2B5C 00000000
|
||||
|
||||
point display struct: 0x430 front collar
|
||||
0x2E0C 050065A0 00000000 05002B60 0016 0012 05002CC0 05002DE0 0003 0000 00000000
|
||||
mapping @ 0x65A0
|
||||
normal point table @ 0x2B60; 16 normal points
|
||||
collision point table @ 0x2CC0; 12 collision points
|
||||
point usage table @ 0x2DE0
|
||||
|
||||
position: 0x448
|
||||
0x2E2C 4353B63D 43880BD6 00000000 0004 0002 FFFF FFFF 05000460 43787589
|
||||
211.711868 272.092468 0
|
||||
248.459122
|
||||
|
||||
position: 0x460
|
||||
0x2E48 435A1BA3 428594A7 4107070C 0006 000E 0010 FFFF 05000478 43887949
|
||||
218.107956 66.790337 8.439220
|
||||
272.947540
|
||||
|
||||
position: 0x478
|
||||
0x2E64 437ACDBB 3E82AEB0 40F1F6FF 0008 000F FFFF FFFF 00000000 430F0027
|
||||
250.803635 0.255239 7.561401
|
||||
143.000595
|
||||
|
||||
dimentions: 0x490
|
||||
0x2E80 00000009
|
||||
41100000 43020000
|
||||
C2040000 42480000
|
||||
C2540000 424C0000
|
||||
|
||||
point display struct: 0x4A8 right hand
|
||||
0x30F0 05006650 00000000 05002EA0 0018 000A 05003020 050030C0 0003 0000 00000000
|
||||
mapping @ 0x6650
|
||||
normal point table @ 0x2EA0; 18 normal points
|
||||
collision point table @ 0x3020; A collision points
|
||||
point usage table @ 0x30C0
|
||||
|
||||
dimentions: 0x4C0
|
||||
0x3110 0000000A
|
||||
C0E00000 43868000
|
||||
C2A00000 42300000
|
||||
C25C0000 42A60000
|
||||
|
||||
distance: 0x4D8
|
||||
0x312C 00000000 4647B000 050004F0 00000000
|
||||
|
||||
point display struct: 0x4F0 right forearm
|
||||
0x356C 050066F8 00000000 05003140 0026 0018 050033A0 05003520 0003 0000 00000000
|
||||
mapping @ 0x66F8
|
||||
normal point table @ 0x3140; 26 normal points
|
||||
collision point table @ 0x33A0; 18 collision points
|
||||
point usage table @ 0x3520
|
||||
|
||||
distance: 0x508
|
||||
0x358C 4647B000 4DCB21F4 05000520 00000000
|
||||
|
||||
point display struct: 0x520 right forearm (distance)
|
||||
0x36B0 050067E8 00000000 050035A0 0008 0008 05003620 050036A0 0003 0000 00000000
|
||||
mapping @ 0x67E8
|
||||
normal point table @ 0x35A0; 8 normal points
|
||||
collision point table @ 0x3620; 8 collision points
|
||||
point usage table @ 0x36A0
|
||||
|
||||
dimentions: 0x538
|
||||
0x36D0 0000000B
|
||||
C2EA0000 435C0000
|
||||
C2340000 42E20000
|
||||
C2640000 42B60000
|
||||
|
||||
distance: 0x550
|
||||
0x36EC 00000000 4647B000 05000568 00000000
|
||||
|
||||
point display struct: 0x568 right arm
|
||||
0x3AB4 05006850 00000000 05003700 0021 0016 05003910 05003A70 0003 0000 00000000
|
||||
mapping @ 0x6850
|
||||
normal point table @ 0x3700; 21 normal points
|
||||
collision point table @ 0x3910; 16 collision points
|
||||
point usage table @ 0x3A70
|
||||
|
||||
distance: 0x580
|
||||
0x3AD4 4647B000 4DCB21F4 05000598 00000000
|
||||
|
||||
point display struct: 0x598 right arm (distance)
|
||||
0x3C1C 05006920 00000000 05003AE8 000A 0008 05003B88 05003C08 0003 0000 00000000
|
||||
|
||||
position: 0x5B0
|
||||
0x3C3C C348FD21 438AD798 00000000 0005 0003 FFFF FFFF 050005C8 4380E125
|
||||
-200.988785 277.684326 0
|
||||
257.758942
|
||||
|
||||
|
||||
position: 0x5C8
|
||||
0x3C58 C35E742B 4274E7D1 00000000 0007 0011 0013 FFFF 050005E0 438B53D1
|
||||
-222.453781 61.226383 0
|
||||
278.654816
|
||||
|
||||
position: 0x5E0
|
||||
0x3C74 C38411CD 3FAEB13E 00000000 0009 0012 FFFF FFFF 00000000 4306DABA
|
||||
-264.139069 1.364784 0
|
||||
134.854401
|
||||
|
||||
dimentions: 0x5F8
|
||||
0x3C90 0000000C
|
||||
C2EE0000 3F800000
|
||||
C1E80000 42580000
|
||||
C2380000 42680000
|
||||
|
||||
point display struct: 0x610 left hand
|
||||
0x3F00 05006988 00000000 05003CB0 0018 000A 05003E30 05003ED0 0003 0000 00000000
|
||||
mapping @ 0x6988
|
||||
normal point table @ 0x3CB0; 18 normal points
|
||||
collision point table @ 0x3E30; A collision points
|
||||
point usage table @ 0x3ED0
|
||||
|
||||
dimentions: 0x628
|
||||
0x3F20 0000000D
|
||||
C3890000 40000000
|
||||
C2900000 42500000
|
||||
C2440000 42B20000
|
||||
|
||||
distance: 0x640
|
||||
0x3F3C 00000000 4647B000 05000658 00000000
|
||||
|
||||
point display struct: 0x658 left forearm
|
||||
0x437C 05006A30 00000000 05003F50 0026 0018 050041B0 05004330 0003 0000 00000000
|
||||
mapping @ 0x6A30
|
||||
normal point table @ 0x3F50; 26 normal points
|
||||
collision point table @ 0x41B0; 18 collision points
|
||||
point usage table @ 0x4330
|
||||
|
||||
distance: 0x670
|
||||
0x439C 4647B000 4DCB21F4 05000688 00000000
|
||||
|
||||
point display struct: 0x688 left forearm (distance)
|
||||
0x44C0 05006B20 00000000 050043B0 0008 0008 05004430 050044B0 0003 0000 00000000
|
||||
mapping @ 0x6B20
|
||||
normal point table @ 0x43B0; 8 normal points
|
||||
collision point table @ 0x4430; 8 collision points
|
||||
point usage table @ 0x44B0
|
||||
|
||||
dimentions: 0x6A0
|
||||
0x44E0 0000000E
|
||||
C3600000 42E00000
|
||||
C24C0000 42D40000
|
||||
C2600000 42B20000
|
||||
|
||||
distance: 0x6B8
|
||||
0x44FC 00000000 4647B000 050006D0 00000000
|
||||
|
||||
point display struct: 0x6D0 left arm
|
||||
0x48C4 05006B88 00000000 05004510 0021 0016 05004720 05004880 0003 0000 00000000
|
||||
mapping @ 0x6B88
|
||||
normal point table @ 0x4510; 21 normal points
|
||||
collision point table @ 0x4720; 16 collision points
|
||||
point usage table @ 0x4880
|
||||
|
||||
distance: 0x6E8
|
||||
0x48E4 4647B000 4DCB21F4 05000700 00000000
|
||||
|
||||
point display struct: 0x700 left arm (distance)
|
||||
0x4A2C 05006C58 00000000 050048F8 000A 0008 05004998 05004A18 0003 0000 00000000
|
||||
mapping @ 0x6C58
|
||||
normal point table @ 0x48F8; A normal points
|
||||
collision point table @ 0x4998; 8 collision points
|
||||
point usage table @ 0x4A18
|
||||
|
||||
dimentions: 0x718
|
||||
0x4A4C 0000000F
|
||||
C3510000 43520000
|
||||
C1F80000 43D38000
|
||||
C2C80000 43140000
|
||||
|
||||
distance: 0x730
|
||||
0x4A68 00000000 4647B000 05000748 00000000
|
||||
|
||||
point display struct: 0x748 chest
|
||||
0x541C 05006CC0 00000000 05004A78 0062 002C 05005098 05005358 0003 0000 00000000
|
||||
mapping @ 0x6CC0
|
||||
normal point table @ 0x4A78; 62 normal points
|
||||
collision point table @ 0x5098; 2C collision points
|
||||
point usage table @ 0x5358
|
||||
|
||||
distance: 0x760
|
||||
0x543C 4647B000 4DCB21F4 05000778 00000000
|
||||
|
||||
point display struct: 0x778 chest (distance)
|
||||
0x56B8 05006E20 00000000 05005450 001B 0008 05005600 05005680 0003 0000 00000000
|
||||
mapping @ 0x6E20
|
||||
normal point table @ 0x5450; 1B normal points
|
||||
collision point table @ 0x5600; 8 collision points
|
||||
point usage table @ 0x5680
|
||||
|
||||
dimentions: 0x790
|
||||
0x56D8 00000007
|
||||
C33F0000 433C0000
|
||||
C3710000 42B40000
|
||||
C2BC0000 430F0000
|
||||
|
||||
distance: 0x7A8
|
||||
0x56F4 00000000 4647B000 050007C0 00000000
|
||||
|
||||
point display struct: 0x7C0 waist
|
||||
0x5C48 05006EA0 00000000 05005708 0030 001E 05005A08 05005BE8 0003 0000 00000000
|
||||
mapping @ 0x6EA0
|
||||
normal point table @ 0x5708; 30 normal points
|
||||
collision point table @ 0x5A08; 1E collision points
|
||||
point usage table @ 0x5BE8
|
||||
|
||||
distance: 0x7D8
|
||||
0x5C68 4647B000 4DCB21F4 050007F0 00000000
|
||||
|
||||
point display struct: 0x7F0 waist (distance)
|
||||
0x5E98 05006F98 00000000 05005C78 0017 0008 05005DE8 05005E68 0003 0000 00000000
|
||||
mapping @ 0x6F98
|
||||
normal point table @ 0x5C78; 17 normal points
|
||||
collision point table @ 0x5DE8; 8 collision points
|
||||
point usage table @ 0x5E68
|
||||
|
||||
shadow: 0x808
|
||||
0x5EB8 40600000 42000000 43CC4000 43D90000 050000AC 050000B8 441500A8 00000000
|
||||
3.5 32
|
||||
408.5 434
|
||||
image @ 0xAC
|
||||
main model directory heading @ 0xB8 (target)
|
||||
596.010254
|
||||
|
||||
------------------
|
||||
01 superheading 4
|
||||
02 position call 1,5 link position Character
|
||||
shadow
|
||||
|
||||
02 position call B,6 link position Right Leg 01 used to indicate one of five major commands
|
||||
position call D,7,9 link position R.foot+shin
|
||||
dimentions 4 R.foot
|
||||
dimentions 5 R.shin (+distance)
|
||||
position call F,8 no linkage R.leg
|
||||
dimentions 6 R.leg (+distance)
|
||||
|
||||
02 position call A,A link position Left Leg 01 used to indicate one of five major commands
|
||||
position call C,B,D link position L.foot+shin
|
||||
dimentions 1 L.foot
|
||||
dimentions 2 L.shin (+distance)
|
||||
position call E,C no linkage L.leg
|
||||
dimentions 3 L.leg (+distance)
|
||||
|
||||
02 position call 2,1,14 link position Upper Body 01 used to indicate one of five major commands
|
||||
dimentions F chest (+distance)
|
||||
dimentions 7 waist (+distance)
|
||||
position call 3,0 no linkage Head and Collar
|
||||
dimentions 8 head and collar
|
||||
|
||||
02 position call 4,2 link position Right Arm 01 used to indicate one of five major commands
|
||||
position call 6,E,10 link position R.hand+forearm
|
||||
dimentions 9 R.hand
|
||||
dimentions A R.forearm (+distance)
|
||||
position call 8,F no linkage R.arm
|
||||
dimentions B R.arm (+distance)
|
||||
|
||||
02 position call 5,3 link position Left Arm 01 used to indicate one of five major commands
|
||||
position call 7,11,13 link position L.hand+forearm
|
||||
dimentions C L.hand
|
||||
dimentions D L.forearm (+distance)
|
||||
position call 9,12 no linkage L.arm
|
||||
dimentions E L.arm (+distance)
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
92c202d1807f36475fcf1a0f89e0256d9ccc7332
|
||||
@@ -0,0 +1,590 @@
|
||||
header:
|
||||
00000000 8003A170 00000000 002B0001
|
||||
455B087B 00000054 00000000 00000000
|
||||
84 images; 1 object - 43 offsets
|
||||
|
||||
offsets: (43)
|
||||
0x0 050004E4 //0 handle for tabs on side of folder
|
||||
0x4 05000514 //1 handle for basic folder
|
||||
0x8 050005D4 //2 handle for FOR YOUR EYES ONLY
|
||||
0xC 05000604 //3 handle for OHMSS
|
||||
0x10 05000634 //4 handle for CONFIDENTIAL - briefing
|
||||
0x14 05000664 //5 handle for CONFIDENTIAL - multi
|
||||
0x18 05000694 //6 handle for CLASSIFIED
|
||||
0x1C 050006C4 //7 handle to shadow beneath character image
|
||||
0x20 050006F4 //8 handle for 1st selected file image (Brosnan)
|
||||
0x24 05000724 //9 handle for 2st selected file image (Connery)
|
||||
0x28 05000754 //A handle for 3st selected file image (Moore)
|
||||
0x2C 05000784 //B handle for 4st selected file image (Dalton)
|
||||
0x30 050007CC //C handle to shadow beneath briefing image
|
||||
0x34 05000BD4 //D handle to main folder select screen
|
||||
0x38 05000C04 //E handle to shadow beneath slot selection pic
|
||||
0x3C 05000C34 //F handle for 1st slot selection pic (Brosnan)
|
||||
0x40 05000C64 //10 handle for 2st slot selection pic (Connery)
|
||||
0x44 05000C94 //11 handle for 3st slot selection pic (Moore)
|
||||
0x48 05000CC4 //12 handle for 4st slot selection pic (Dalton)
|
||||
0x4C 05000574 //13 handle for solo stage select
|
||||
0x50 050005A4 //14 handle to solo selection table (stage imgs)
|
||||
0x54 050005BC //15 solo selection table (stage imgs)
|
||||
0x58 050007FC //16 handle for Dam briefing image
|
||||
0x5C 0500082C //17 handle for Facility briefing image
|
||||
0x60 0500085C //18 handle for Runway briefing image
|
||||
0x64 0500088C //19 handle for Surface I briefing image
|
||||
0x68 050008BC //1A handle for Bunker I briefing image
|
||||
0x6C 050008EC //1B handle for Silo briefing image
|
||||
0x70 0500091C //1C handle for Frigate briefing image
|
||||
0x74 0500094C //1D handle for Surface II briefing image
|
||||
0x78 0500097C //1E handle for Bunker II briefing image
|
||||
0x7C 050009AC //1F handle for Statue briefing image
|
||||
0x80 050009DC //20 handle for Archives briefing image
|
||||
0x84 05000A0C //21 handle for Streets briefing image
|
||||
0x88 05000A3C //22 handle for Depot briefing image
|
||||
0x8C 05000A6C //23 handle for Train briefing image
|
||||
0x90 05000A9C //24 handle for Jungle briefing image
|
||||
0x94 05000ACC //25 handle for Control briefing image
|
||||
0x98 05000AFC //26 handle for Caverns briefing image
|
||||
0x9C 05000B2C //27 handle for Cradle briefing image
|
||||
0xA0 05000B5C //28 handle for Aztec briefing image
|
||||
0xA4 05000B8C //29 handle for Egypt briefing image
|
||||
0xA8 05000544 //2A handle to secondary folder (multi, cheats, briefings)
|
||||
|
||||
images: (84)
|
||||
0xAC 00000A26 41410700 00020200 //coat of arms - upper left
|
||||
0xB8 00000A27 41410700 00020200 //coat of arms - upper right
|
||||
0xC4 00000A28 41410700 00020200 //coat of arms - lower left
|
||||
0xD0 00000A29 41410700 00020200 //coat of arms - lower right
|
||||
0xDC 000003F6 20400700 01020200 //paperclip
|
||||
0xE8 00000A2A 41410700 00020200 //Brosnan - upper left
|
||||
0xF4 00000A2B 41410700 00020200 //Brosnan - upper right
|
||||
0x100 00000A2C 41410700 00020200 //Brosnan - lower left
|
||||
0x10C 00000A2D 41410700 00020200 //Brosnan - lower right
|
||||
0x118 00000A43 5F200300 01020200 //OHMSS - left half
|
||||
0x124 00000A42 40400700 00000000 //dark manilla texture
|
||||
0x130 00000A45 40400700 00000000 //light manilla texture
|
||||
0x13C 00000A46 40400700 00020200 //coat of arms on manilla
|
||||
0x148 00000A40 5F200300 01020200 //FOR -
|
||||
0x154 00000A3E 5F200300 01020200 //- EYES-
|
||||
0x160 00000A3F 5F200400 01020200 //- ONLY
|
||||
0x16C 00000A41 5F200400 01020200 //-YOUR-
|
||||
0x178 000004FD 20200600 02020200 //shadow of paper
|
||||
0x184 00000A44 5F200400 01020200 //OHMSS - right half
|
||||
0x190 00000A3C 5F200300 01020200 //CONFIDENTIAL - left half
|
||||
0x19C 00000A3D 5F200400 01020200 //CONFIDENTIAL - right half
|
||||
0x1A8 00000A3A 5F200300 01020200 //CLASSIFIED - left half
|
||||
0x1B4 00000A3B 5F200400 01020200 //CLASSIFIED - right half
|
||||
0x1C0 00000A47 10100000 01000000 //filmstrip
|
||||
0x1CC 000009EA 80400000 00020200 //Archives briefing - top
|
||||
0x1D8 000009F8 80400000 00020200 //Dam briefing - top
|
||||
0x1E4 000009F9 80400000 00020200 //Dam briefing - bottom
|
||||
0x1F0 000009EB 80400000 00020200 //Archives briefing - bottom
|
||||
0x1FC 000009F0 80400000 00020200 //Aztec briefing - top
|
||||
0x208 000009F1 80400000 00020200 //Aztec briefing - bottom
|
||||
0x214 000009F2 80400000 00020200 //Caverns briefing - top
|
||||
0x220 000009F3 80400000 00020200 //Caverns briefing - bottom
|
||||
0x22C 000009F4 80400000 00020200 //Cradle briefing - top
|
||||
0x238 000009F5 80400000 00020200 //Cradle briefing - bottom
|
||||
0x244 000009F6 80400000 00020200 //Egyptian briefing - top
|
||||
0x250 000009F7 80400000 00020200 //Egyptian briefing - bottom
|
||||
0x25C 000009FA 80400000 00020200 //Depot briefing - top
|
||||
0x268 000009FB 80400000 00020200 //Depot briefing - bottom
|
||||
0x274 000009FC 80400000 00020200 //Frigate briefing - top
|
||||
0x280 000009FD 80400000 00020200 //Frigate briefing - bottom
|
||||
0x28C 000009FE 80400000 00020200 //Jungle briefing - top
|
||||
0x298 000009FF 80400000 00020200 //Jungle briefing - bottom
|
||||
0x2A4 00000A00 80400000 00020200 //Streets briefing - top
|
||||
0x2B0 00000A01 80400000 00020200 //Streets briefing - bottom
|
||||
0x2BC 00000A02 80400000 00020200 //Runway briefing - top
|
||||
0x2C8 00000A03 80400000 00020200 //Runway briefing - bottom
|
||||
0x2D4 00000A04 80400000 00020200 //Bunker I briefing - top
|
||||
0x2E0 00000A05 80400000 00020200 //Bunker I briefing - bottom
|
||||
0x2EC 00000A06 80400000 00020200 //Bunker II briefing - top
|
||||
0x2F8 00000A07 80400000 00020200 //Bunker II briefing - bottom
|
||||
0x304 00000A08 80400000 00020200 //Surface I briefing - top
|
||||
0x310 00000A09 80400000 00020200 //Surface I briefing - bottom
|
||||
0x31C 00000A0A 80400000 00020200 //Surface II briefing - top
|
||||
0x328 00000A0B 80400000 00020200 //Surface II briefing - bottom
|
||||
0x334 00000A0C 80400000 00020200 //Silo briefing - top
|
||||
0x340 00000A0D 80400000 00020200 //Silo briefing - bottom
|
||||
0x34C 00000A0E 80400000 00020200 //Statue briefing - top
|
||||
0x358 00000A0F 80400000 00020200 //Statue briefing - bottom
|
||||
0x364 00000A10 80400000 00020200 //Train briefing - top
|
||||
0x370 00000A11 80400000 00020200 //Train briefing - bottom
|
||||
0x37C 000009EE 80400000 00020200 //Facility briefing - top
|
||||
0x388 000009EF 80400000 00020200 //Facility briefing - bottom
|
||||
0x394 000009EC 80400000 00020200 //Control briefing - top
|
||||
0x3A0 000009ED 80400000 00020200 //Control briefing - bottom
|
||||
0x3AC 00000A12 442C0000 01020200 //Archives stage select
|
||||
0x3B8 00000A13 442C0000 01020200 //Control stage select
|
||||
0x3C4 00000A14 442C0000 01020200 //Facility stage select
|
||||
0x3D0 00000A15 442C0000 01020200 //Aztec stage select
|
||||
0x3DC 00000A16 442C0000 01020200 //Caverns stage select
|
||||
0x3E8 00000A17 442C0000 01020200 //Cradle stage select
|
||||
0x3F4 00000A18 442C0000 01020200 //Egyptian stage select
|
||||
0x400 00000A19 442C0000 01020200 //Dam stage select
|
||||
0x40C 00000A1A 442C0000 01020200 //Depot stage select
|
||||
0x418 00000A1B 442C0000 01020200 //Frigate stage select
|
||||
0x424 00000A1C 442C0000 01020200 //Jungle stage select
|
||||
0x430 00000A1D 442C0000 01020200 //Streets stage select
|
||||
0x43C 00000A1E 442C0000 01020200 //Runway stage select
|
||||
0x448 00000A1F 442C0000 01020200 //Bunker I stage select
|
||||
0x454 00000A20 442C0000 01020200 //Bunker II stage select
|
||||
0x460 00000A21 442C0000 01020200 //Surface I stage select
|
||||
0x46C 00000A22 442C0000 01020200 //Surface II stage select
|
||||
0x478 00000A23 442C0000 01020200 //Silo stage select
|
||||
0x484 00000A24 442C0000 01020200 //Statue stage select
|
||||
0x490 00000A25 442C0000 01020200 //Train stage select
|
||||
|
||||
Table:
|
||||
0x49C 00020000 05000D0C 00000000 00000000 00000000 050004B4
|
||||
0x4B4 000A0000 05000D28 0500049C 00000000 00000000 050004CC
|
||||
0x4CC 00040000 05000DC8 050004B4 050004E4 00000000 00000000
|
||||
0x4E4 00120000 05000DDC 050004B4 05000514 050004CC 050004FC
|
||||
0x4FC 00040000 05000F28 050004E4 00000000 00000000 00000000
|
||||
0x514 00120000 05000F3C 050004B4 05000544 050004E4 0500052C
|
||||
0x52C 00040000 05001098 05000514 00000000 00000000 00000000
|
||||
0x544 00120000 050010AC 050004B4 05000574 05000514 0500055C
|
||||
0x55C 00040000 05001158 05000544 00000000 00000000 00000000
|
||||
0x574 00120000 0500116C 050004B4 050005D4 05000544 0500058C
|
||||
0x58C 00040000 05001F28 05000574 050005A4 00000000 00000000
|
||||
0x5A4 00120000 05001F3C 05000574 00000000 0500058C 050005BC
|
||||
0x5BC 00180000 050029E8 050005A4 00000000 00000000 00000000
|
||||
0x5D4 00120000 05002A08 050004B4 05000604 05000574 050005EC
|
||||
0x5EC 00040000 05002B10 050005D4 00000000 00000000 00000000
|
||||
0x604 00120000 05002B24 050004B4 05000634 050005D4 0500061C
|
||||
0x61C 00040000 05002BB0 05000604 00000000 00000000 00000000
|
||||
0x634 00120000 05002BC4 050004B4 05000664 05000604 0500064C
|
||||
0x64C 00040000 05002C50 05000634 00000000 00000000 00000000
|
||||
0x664 00120000 05002C64 050004B4 05000694 05000634 0500067C
|
||||
0x67C 00040000 05002CF0 05000664 00000000 00000000 00000000
|
||||
0x694 00120000 05002D04 050004B4 050006C4 05000664 050006AC
|
||||
0x6AC 00040000 05002D90 05000694 00000000 00000000 00000000
|
||||
0x6C4 00120000 05002DA4 050004B4 050007CC 05000694 050006DC
|
||||
0x6DC 00040000 05002E20 050006C4 050006F4 00000000 00000000
|
||||
0x6F4 00120000 05002E34 050006C4 05000724 050006DC 0500070C
|
||||
0x70C 00040000 05002F40 050006F4 00000000 00000000 00000000
|
||||
0x724 00120000 05002F54 050006C4 05000754 050006F4 0500073C
|
||||
0x73C 00040000 05003060 05000724 00000000 00000000 00000000
|
||||
0x754 00120000 05003074 050006C4 05000784 05000724 0500076C
|
||||
0x76C 00040000 05003180 05000754 00000000 00000000 00000000
|
||||
0x784 00120000 05003194 050006C4 050007B4 05000754 0500079C
|
||||
0x79C 00040000 050032A0 05000784 00000000 00000000 00000000
|
||||
0x7B4 00040000 050032F8 050006C4 00000000 05000784 00000000
|
||||
0x7CC 00120000 0500330C 050004B4 05000BD4 050006C4 050007E4
|
||||
0x7E4 00040000 05003388 050007CC 050007FC 00000000 00000000
|
||||
0x7FC 00120000 0500339C 050007CC 0500082C 050007E4 05000814
|
||||
0x814 00040000 05003428 050007FC 00000000 00000000 00000000
|
||||
0x82C 00120000 0500343C 050007CC 0500085C 050007FC 05000844
|
||||
0x844 00040000 050034C8 0500082C 00000000 00000000 00000000
|
||||
0x85C 00120000 050034DC 050007CC 0500088C 0500082C 05000874
|
||||
0x874 00040000 05003568 0500085C 00000000 00000000 00000000
|
||||
0x88C 00120000 0500357C 050007CC 050008BC 0500085C 050008A4
|
||||
0x8A4 00040000 05003608 0500088C 00000000 00000000 00000000
|
||||
0x8BC 00120000 0500361C 050007CC 050008EC 0500088C 050008D4
|
||||
0x8D4 00040000 050036A8 050008BC 00000000 00000000 00000000
|
||||
0x8EC 00120000 050036BC 050007CC 0500091C 050008BC 05000904
|
||||
0x904 00040000 05003748 050008EC 00000000 00000000 00000000
|
||||
0x91C 00120000 0500375C 050007CC 0500094C 050008EC 05000934
|
||||
0x934 00040000 050037E8 0500091C 00000000 00000000 00000000
|
||||
0x94C 00120000 050037FC 050007CC 0500097C 0500091C 05000964
|
||||
0x964 00040000 05003888 0500094C 00000000 00000000 00000000
|
||||
0x97C 00120000 0500389C 050007CC 050009AC 0500094C 05000994
|
||||
0x994 00040000 05003928 0500097C 00000000 00000000 00000000
|
||||
0x9AC 00120000 0500393C 050007CC 050009DC 0500097C 050009C4
|
||||
0x9C4 00040000 050039C8 050009AC 00000000 00000000 00000000
|
||||
0x9DC 00120000 050039DC 050007CC 05000A0C 050009AC 050009F4
|
||||
0x9F4 00040000 05003A68 050009DC 00000000 00000000 00000000
|
||||
0xA0C 00120000 05003A7C 050007CC 05000A3C 050009DC 05000A24
|
||||
0xA24 00040000 05003B08 05000A0C 00000000 00000000 00000000
|
||||
0xA3C 00120000 05003B1C 050007CC 05000A6C 05000A0C 05000A54
|
||||
0xA54 00040000 05003BA8 05000A3C 00000000 00000000 00000000
|
||||
0xA6C 00120000 05003BBC 050007CC 05000A9C 05000A3C 05000A84
|
||||
0xA84 00040000 05003C48 05000A6C 00000000 00000000 00000000
|
||||
0xA9C 00120000 05003C5C 050007CC 05000ACC 05000A6C 05000AB4
|
||||
0xAB4 00040000 05003CE8 05000A9C 00000000 00000000 00000000
|
||||
0xACC 00120000 05003CFC 050007CC 05000AFC 05000A9C 05000AE4
|
||||
0xAE4 00040000 05003D88 05000ACC 00000000 00000000 00000000
|
||||
0xAFC 00120000 05003D9C 050007CC 05000B2C 05000ACC 05000B14
|
||||
0xB14 00040000 05003E28 05000AFC 00000000 00000000 00000000
|
||||
0xB2C 00120000 05003E3C 050007CC 05000B5C 05000AFC 05000B44
|
||||
0xB44 00040000 05003EC8 05000B2C 00000000 00000000 00000000
|
||||
0xB5C 00120000 05003EDC 050007CC 05000B8C 05000B2C 05000B74
|
||||
0xB74 00040000 05003F68 05000B5C 00000000 00000000 00000000
|
||||
0xB8C 00120000 05003F7C 050007CC 05000BBC 05000B5C 05000BA4
|
||||
0xBA4 00040000 05004008 05000B8C 00000000 00000000 00000000
|
||||
0xBBC 00040000 05004060 050007CC 00000000 05000B8C 00000000
|
||||
0xBD4 00120000 05004074 050004B4 00000000 050007CC 05000BEC
|
||||
0xBEC 00040000 050042E0 05000BD4 05000C04 00000000 00000000
|
||||
0xC04 00120000 050042F4 05000BD4 00000000 05000BEC 05000C1C
|
||||
0xC1C 00040000 05004370 05000C04 05000C34 00000000 00000000
|
||||
0xC34 00120000 05004384 05000C04 05000C64 05000C1C 05000C4C
|
||||
0xC4C 00040000 05004490 05000C34 00000000 00000000 00000000
|
||||
0xC64 00120000 050044A4 05000C04 05000C94 05000C34 05000C7C
|
||||
0xC7C 00040000 050045B0 05000C64 00000000 00000000 00000000
|
||||
0xC94 00120000 050045C4 05000C04 05000CC4 05000C64 05000CAC
|
||||
0xCAC 00040000 050046D0 05000C94 00000000 00000000 00000000
|
||||
0xCC4 00120000 050046E4 05000C04 05000CF4 05000C94 05000CDC
|
||||
0xCDC 00040000 050047F0 05000CC4 00000000 00000000 00000000
|
||||
0xCF4 00040000 05004848 05000C04 00000000 05000CC4 00000000
|
||||
|
||||
2:49C{ A:4B4{ 4:4CC
|
||||
12:4E4{ 4:4FC}
|
||||
12:514{ 4:52C}
|
||||
12:544{ 4:55C}
|
||||
12:574{ 4:58C
|
||||
12:5A4{ 18:5BC}}
|
||||
12:5D4{ 4:5EC}
|
||||
12:604{ 4:61C}
|
||||
12:634{ 4:64C}
|
||||
12:664{ 4:67C}
|
||||
12:694{ 4:6AC}
|
||||
12:6C4{ 4:6DC
|
||||
12:6F4{ 4:70C}
|
||||
12:724{ 4:73C}
|
||||
12:754{ 4:76C}
|
||||
12:784{ 4:79C}
|
||||
4:7B4}
|
||||
12:7CC{ 4:7E4
|
||||
12:7FC{ 4:814}
|
||||
12:82C{ 4:844}
|
||||
12:85C{ 4:874}
|
||||
12:88C{ 4:8A4}
|
||||
12:8BC{ 4:8D4}
|
||||
12:8EC{ 4:904}
|
||||
12:91C{ 4:934}
|
||||
12:94C{ 4:964}
|
||||
12:97C{ 4:994}
|
||||
12:9AC{ 4:9C4}
|
||||
12:9DC{ 4:9F4}
|
||||
12:A0C{ 4:A24}
|
||||
12:A3C{ 4:A54}
|
||||
12:A6C{ 4:A84}
|
||||
12:A9C{ 4:AB4}
|
||||
12:ACC{ 4:AE4}
|
||||
12:AFC{ 4:B14}
|
||||
12:B2C{ 4:B44}
|
||||
12:B5C{ 4:B7C}
|
||||
12:B8C{ 4:BA4}
|
||||
4:BBC}
|
||||
12:BD4{ 4:BEC
|
||||
12:C04{ 4:C1C
|
||||
12:C34{ 4:C4C}
|
||||
12:C64{ 4:C7C}
|
||||
12:C94{ 4:CAC}
|
||||
12:CC4{ 4:CDC}
|
||||
4:CF4}}}}
|
||||
|
||||
0xD0C 02 position (0x49C)
|
||||
C364EBBF 4340F1B8 C2480000 0000 0000 FFFF FFFF 00000000 455B087B
|
||||
|
||||
0xD28 0A dimentions (0x4B4)
|
||||
00000001
|
||||
C50C0000 450C0000
|
||||
C5285000 45285000
|
||||
C2C80000 42C80000
|
||||
|
||||
0xDC8 04 display list (0x4CC) [dark manilla backdrop]
|
||||
05004860 00000000 0000 0000 05000D48 0008 0000
|
||||
point table @ 0xD48; 8 points
|
||||
display list @ 0x4860
|
||||
|
||||
0xDDC 12 handle (0x4E4)
|
||||
050004FC 00000000
|
||||
|
||||
0xF28 04 display list (0x4FC) [tabs on side of folders]
|
||||
050048D8 00000000 00000000 05000DE8 0014 0000
|
||||
point table @ 0xDE8; 20 points
|
||||
display list @ 0x48D8
|
||||
|
||||
0xF3C 12 handle (0x514)
|
||||
0500052C 00000000
|
||||
|
||||
0x1098 04 display list (0x52C) [basic folder]
|
||||
05004968 00000000 00000000 05000F48 0015 0000
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x10AC 12 handle (0x544)
|
||||
0500055C 00000000
|
||||
|
||||
0x1158 04 display list (0x5CC) [secondary folder - cheats, multi, briefings]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x116C 12 handle (0x574)
|
||||
|
||||
0x1F28 04 display list (0x58C) [solo stage select]
|
||||
05004AC8 00000000 00000000 05001178 00DB 0000
|
||||
point table @ 0x1178; 219 points
|
||||
display list @ 0x4AC8
|
||||
|
||||
0x1F3C 12 handle (0x5A4)
|
||||
|
||||
0x29E8 18 display list (0x5BC) [selection table with stage images]
|
||||
05004FE0 00000000 05001F48 0050 0050 05002448 05002948 0000 0000
|
||||
point table @ 0x1F48; 80 points
|
||||
collision point table @ 0x2448; 80 points
|
||||
point usage table @ 0x2948
|
||||
display list @ 0x4FE0
|
||||
|
||||
0x2A08 12 handle (0x5D4)
|
||||
050005EC 00000000
|
||||
|
||||
0x2B10 04 display list (0x5EC) [FOR YOUR EYES ONLY]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x2B24 12 handle (0x604)
|
||||
|
||||
0x2BB0 04 display list (0x61C) [OHMSS]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x2BC4 12 handle (0x634)
|
||||
|
||||
0x2C50 04 display list (0x64C) [briefing CONFIDENTIAL]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x2C64 12 handle (0x664)
|
||||
|
||||
0x2CF0 04 display list (0x67C) [multi CONFIDENTIAL]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x2D04 12 handle (0x694)
|
||||
|
||||
0x2D90 04 display list (0x6AC) [CLASSIFIED]
|
||||
050053E0 00000000 00000000 05002D10 0008 0000
|
||||
point table @ 0x2D10; 8 points
|
||||
display list @ 0x53E0
|
||||
|
||||
0x2DA4 12 handle (0x6C4)
|
||||
050006DC 00000000
|
||||
|
||||
0x2E20 04 display list (0x6DC) [shadow under character image]
|
||||
05005468 00000000 00000000 05002DB0 0007 0000
|
||||
point table @ 0x2DB0; 7 points
|
||||
display list @ 0x5468
|
||||
|
||||
0x2E34 12 handle (0x6F4)
|
||||
0500070C 00000000
|
||||
|
||||
0x2F40 04 display list (0x70C) [selected file 1 character image]
|
||||
050054D8 00000000 00000000 05002E40 0010 0000
|
||||
point table @ 0x2E40; 16 points
|
||||
display list @ 0x54D8
|
||||
|
||||
0x2F54 12 handle (0x724)
|
||||
0500073C 00000000
|
||||
|
||||
0x3060 04 display list (0x73C) [selected file 2 character image]
|
||||
05005578 00000000 00000000 05002F60 0010 0000
|
||||
point table @ 0x2F60; 16 points
|
||||
display list @ 0x5578
|
||||
|
||||
0x3074 12 handle (0x754)
|
||||
0500076C 00000000
|
||||
|
||||
0x3180 04 display list (0x76C) [selected file 3 character image]
|
||||
05005618 00000000 00000000 05003080 0010 0000
|
||||
point table @ 0x3080; 16 points
|
||||
display list @ 0x5618
|
||||
|
||||
0x3194 12 handle (0x784)
|
||||
0500079C 00000000
|
||||
|
||||
0x32A0 04 display list (0x79C) [selected file 4 character image]
|
||||
050056B8 00000000 00000000 050031A0 0010 0000
|
||||
point table @ 0x31A0; 16 points
|
||||
display list @ 0x56B8
|
||||
|
||||
0x32F8 04 display list (0x7B4) [paperclip]
|
||||
05005758 00000000 00000000 050032B8 0004 0000
|
||||
point table @ 0x32B8; 4 points
|
||||
display list @ 0x5758
|
||||
|
||||
0x330C 12 handle (0x7CC)
|
||||
050007E4 00000000
|
||||
|
||||
0x3388 04 display list (0x7E4) [Briefing image shadow]
|
||||
050057C8 00000000 00000000 05003318 0007 0000
|
||||
point table @ 0x3318; 7 points
|
||||
display list @ 0x57C8
|
||||
|
||||
0x339C 12 handle (0x7FC)
|
||||
05000814 00000000
|
||||
|
||||
0x3428 04 display list (0x814) [Briefing Dam Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x343C 12 handle (0x82C)
|
||||
|
||||
0x34C8 04 display list (0x844) [Briefing Facility Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x34DC 12 handle (0x85C)
|
||||
|
||||
0x3568 04 display list (0x874) [Briefing Runway Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x357C 12 handle (0x88C)
|
||||
|
||||
0x3608 04 display list (0x8A4) [Briefing Surface I Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x361C 12 handle (0x8BC)
|
||||
|
||||
0x36A8 04 display list (0x8D4) [Briefing Bunker I Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x36BC 12 handle (0x8EC)
|
||||
|
||||
0x3748 04 display list (0x904) [Briefing Silo Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x375C 12 handle (0x91C)
|
||||
|
||||
0x37E8 04 display list (0x934) [Briefing Frigate Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x37FC 12 handle (0x94C)
|
||||
|
||||
0x3888 04 display list (0x964) [Briefing Surface II Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x389C 12 handle (0x97C)
|
||||
|
||||
0x3928 04 display type (0x994) [Briefing Bunker II Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x393C 12 handle (0x9AC)
|
||||
|
||||
0x39C8 04 display list (0x9C4) [Briefing Statue Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x39DC 12 handle (0x9DC)
|
||||
|
||||
0x3A68 04 display list (0x9F4) [Briefing Archives Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3A7C 12 handle (0xA0C)
|
||||
|
||||
0x3B08 04 display list (0xA24) [Briefing Streets Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3B1C 12 handle (0xA3C)
|
||||
|
||||
0x3BA8 04 display list (0xA54) [Briefing Depot Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3BBC 12 handle (0xA6C)
|
||||
|
||||
0x3C48 04 display list (0xA84) [Briefing Train Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3C5C 12 handle (0xA9C)
|
||||
|
||||
0x3CE8 04 display list (0xAB4) [Briefing Jungle Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3CFC 12 handle (0xACC)
|
||||
|
||||
0x3D88 04 display list (0xAE4) [Briefing Control Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3D9C 12 handle (0xAFC)
|
||||
|
||||
0x3E28 04 display list (0xB14) [Briefing Caverns Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3E3C 12 handle (0xB2C)
|
||||
|
||||
0x3EC8 04 display list (0xB44) [Briefing Cradle Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3EDC 12 handle (0xB5C)
|
||||
|
||||
0x3F68 04 display list (0xB74) [Briefing Aztec Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x3F7C 12 handle (0xB8C)
|
||||
|
||||
0x4008 04 display list (0xBA4) [Briefing Egypt Image]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x4060 04 display list (0xBBC) [Briefing paper clip]
|
||||
point table @ 0x; points
|
||||
display list @ 0x
|
||||
|
||||
0x4074 12 handle (0xBD4)
|
||||
05000BEC 00000000
|
||||
|
||||
0x42E0 04 display list (0xBEC) [main folder select screen]
|
||||
050062A8 00000000 00000000 05004080 0026 0000
|
||||
point table @ 0x4080; 38 points
|
||||
display list @ 0x62A8
|
||||
|
||||
0x42F4 12 handle (0xC04)
|
||||
05000C1C 00000000
|
||||
|
||||
0x4370 04 display list (0xC1C) [main folder select picture shadow]
|
||||
050063B0 00000000 00000000 05004300 0007 0000
|
||||
point table @ 0x4300; 7 points
|
||||
display list @ 0x63B0
|
||||
|
||||
0x4384 12 handle (0xC34)
|
||||
05000C4C 00000000
|
||||
|
||||
0x4490 04 display list (0xC4C) [slot 1 file select picture]
|
||||
05006420 00000000 00000000 05004390 0010 0000
|
||||
point table @ 0x4390; 16 points
|
||||
display list @ 0x6420
|
||||
|
||||
0x44A4 12 handle (0xC64)
|
||||
05000C7C 00000000
|
||||
|
||||
0x45B0 04 display list (0xC7C) [slot 2 file select picture]
|
||||
050064C0 00000000 00000000 050044B0 0010 0000
|
||||
point table @ 0x44B0; 16 points
|
||||
display list @ 0x64C0
|
||||
|
||||
0x45C4 12 handle (0xC94)
|
||||
05000CAC 00000000
|
||||
|
||||
0x46D0 04 display list (0xCAC) [slot 3 file select picture]
|
||||
05006560 00000000 00000000 050045D0 0010 0000
|
||||
point table @ 0x45D0; 16 points
|
||||
display list @ 0x6560
|
||||
|
||||
0x46E4 12 handle (0xCC4)
|
||||
05000CDC 00000000
|
||||
|
||||
0x47F0 04 display list (0xCDC) [slot 4 file select picture]
|
||||
05006600 00000000 00000000 050046F0 0010 0000
|
||||
point table @ 0x46F0; 16 points
|
||||
display list @ 0x6600
|
||||
|
||||
0x4848 04 display list (0xCF4) [paper clip on main folder select]
|
||||
050066A0 00000000 00000000 05004808 0004 0000
|
||||
point table @ 0x4808; 4 points
|
||||
display list @ 0x66A0
|
||||
@@ -1 +0,0 @@
|
||||
8fadf452ba8f3ef116d4feb32e20b659355c334e
|
||||
@@ -0,0 +1,404 @@
|
||||
Setting Textured and Untextured Geometry in GoldenEye
|
||||
|
||||
Image application is done via microcode commands (herein called OPs regardless the inaccuracy of the word). There are four OPs you must keep track of, and in this document I'll mostly refer to them by number and not name. They are listed here in the order they are usually used:
|
||||
B9 SetOtherModeLow: sets how the image is applied to geometry
|
||||
FC SetCombine: dictates how alpha and color are combined
|
||||
BA SetOtherModeHigh: sets how the image is applied to geometry
|
||||
BB Texture: size and application of image data
|
||||
|
||||
There are also two more important commands:
|
||||
C0 Normally NOP, used here to do image recall
|
||||
E7 SyncPipe: waits for all geometry data to finish before proceeding
|
||||
Before you change any B9, BA, of FC OPs, you need to set an E7 command. Otherwise, you could wind up applying the wrong settings accidentally while the RSP catches up to you. You only need one sync between the old data and the new, such as:
|
||||
|
||||
E7000000 00000000
|
||||
BA001402 00100000
|
||||
B900031D 0C182078
|
||||
FC26A004 1F1093FF
|
||||
|
||||
NOT:
|
||||
|
||||
E7000000 00000000
|
||||
BA001402 00100000
|
||||
E7000000 00000000
|
||||
B900031D 0C182078
|
||||
E7000000 00000000
|
||||
FC26A004 1F1093FF
|
||||
|
||||
The format for a C0 command is more complicated and is covered in more depth in a dedicated document. These examples will mostly deal with type 02 OPs, whose format is as follows:
|
||||
C0000000 00000000 basic command
|
||||
00800000 00000000 mirror S
|
||||
00400000 00000000 clamp S
|
||||
00200000 00000000 mirror T
|
||||
00100000 00000000 clamp T
|
||||
000C0000 00000000 ST offset, 2 avoids pixelized edges
|
||||
00000002 00000000 type, which here is 2
|
||||
00000000 00000FFF image ID
|
||||
|
||||
Suffice it to say your command will almost always look like:
|
||||
C0080002 00000### ;# is image ID value
|
||||
|
||||
Other commands have more complex formatting that described above. S and T above are what are usually called U and V coordinates; these map a position in the image to the vertex, pinning it to your geometry.
|
||||
|
||||
As a final note before moving onto the next section, you only need to change a setting if it isn't the same as the current one. For instance, if you have two images using the same size and same format, you probably won't have to set anything at all. This will be mentioned in the examples below as well.
|
||||
|
||||
+_+
|
||||
|
||||
Basics of Textured and Untextured Geometry
|
||||
|
||||
The difference between textured and untextured geometry is more than just including an image. You must provide the correct settings to render the difference. This example comes from the start of a room and will be explained in one moment.
|
||||
|
||||
Textured:
|
||||
E7000000 00000000 ;Always start by flushing the pipe
|
||||
BA001402 00100000 ;2 cycle when textured
|
||||
B900031D 0C182078 ;color image - ignore alpha
|
||||
FC26A004 1F1093FF ;ignores image and vertex alpha
|
||||
BA001001 00010000 ;images use lod
|
||||
BB002801 FFFFFFFF ;on, level 5, tile 0, ignore ST
|
||||
C0080002 00000iii ;type 02 image #iii
|
||||
|
||||
Untextured:
|
||||
E7000000 00000000 ;Always start by flushing the pipe
|
||||
BA001402 00000000 ;1 cycle when untextured
|
||||
B900031D 00502078 ;only uses vertex and enviroment colors
|
||||
FCFFFFFF FFFE793C ;only applies vertex and enviroment color
|
||||
(BA001001 00000000) ;not included: already set to tile
|
||||
BB000001 FFFFFFFF ;on, level 0, tile 0, ignore ST
|
||||
|
||||
In the untextured example the OP in parathesis is not actually included in the script. When a value is already set you do not need to include it. Here it was inserted for your benefit.
|
||||
As a brief note, the settings above refer to a room binary. At runtime extra flags are toggled and all this will be mentioned below. Take it as it comes for now.
|
||||
|
||||
Breakdown:
|
||||
The pipe is flushed at the beginning because geometry modes and combiners are going to change. The first BA command is also a point-in-fact. It must be set to 2-cycle in order to manage textures and 1-cycle to operate more efficiently on untextured triads. The second BA is not entirely necessary but takes advantage of level-of-detail. This will use different scale textures at different distances, and when textures are in use you will almost always want to flag it on.
|
||||
|
||||
In the following section B9 commands will be expressed in more depth, but the thing to note here is how you set them for color and texture. The upper word (B900031D) merely says what settings are being changed and this will always be the same. The lower word contains the settings themselves. The actual settings are complicated, but the only operative change is:
|
||||
0C182078 img-a: blend alpha shade, blend 0
|
||||
00502078 no img: color blender
|
||||
|
||||
In other words, everything within 0x1FFFFF is the same. Textureless geometry sets the 00400000 flag, and images do not.
|
||||
|
||||
The combiner is a far more invloved case, and due to the math and hardware background involved will not be covered at all in this document. Suffice it to say there are only four settings that ever need to be applied in GE, and they are:
|
||||
FC26A004 1F1093FF image-alpha
|
||||
FC26A004 1F1493FF color image+alpha
|
||||
FC26A004 1FFC93FF greyscale+alpha (ia)
|
||||
FCFFFFFF FFFE793C no image
|
||||
|
||||
These include flags to allow, when B9 permits, merging with enviroment color alpha. Setting them even when unused has no adverse results, so might as well ;*)
|
||||
|
||||
BB texture commands used regardless if textures are applied. They require you to know a little about the texture you're using, it any. A quick breakdown:
|
||||
BB000000 00000000 basic command
|
||||
00FF0000 00000000 bowtie, usually 0. +4 kills a scanline!
|
||||
00003800 00000000 level, or size of tile in dmem. 0-7
|
||||
00000700 00000000 tile, used to save it in memory. usually 0
|
||||
00000001 00000000 on(1) or off(0). You want on.
|
||||
00000000 FFFF0000 S offset. Leave at -1 (FFFF)
|
||||
00000000 0000FFFF T offset. Leave at -1 (FFFF)
|
||||
|
||||
The tile value allows you to store a image for recall with a bunch of restrictions. In GE this is a bad idea since you'd overwrite things the programmers placed in those slots and generally make a mess. So, for new objects and rooms use 0.
|
||||
S and T offsets are usually left at -1,-1 (FFFFFFFF) so the ST for each vertex is used instead. They would usually be set only when a different tile is being used, such as applying luster. The different tile will include the "reflection" and be applied using funny ST offsets to stretch the image and make it look like the reflection is offset from the sample.
|
||||
|
||||
The level refers to the size of your image when assembled and sent off. That's the width, the height, and the format multiplied together. For indexed images, imagine each index is replaced by the color sample.
|
||||
level image binary total size
|
||||
7 8192 0x2000
|
||||
6 4096 0x1000
|
||||
5 2048 0x800
|
||||
4 1024 0x400
|
||||
3 512 0x200
|
||||
2 256 0x100
|
||||
1 128 0x80
|
||||
0 0 0x0 (more likely no image)
|
||||
As in 32x32 16bit = 800, 32x64 ia = 1000. Max of 2000. The largest color image would be 64x64, 16bit color making it 0x2000, or tile 7. It's BB command would look like:
|
||||
BB003801 FFFFFFFF
|
||||
32x32 color images, used more than anything, are level 5:
|
||||
BB002801 FFFFFFFF
|
||||
|
||||
Note that untextured images don't have an image source. That's why they use level 0. That's the meaning behind BB000001 FFFFFFFF.
|
||||
|
||||
|
||||
Now that you are thoroughly confused, the following sections discuss practical application of multisized images in different types of geometry files.
|
||||
|
||||
+_+
|
||||
|
||||
Rooms: Type 02 Texture Application
|
||||
|
||||
Lets start with applying type 02 textures, as this is the most prevalent method to apply images and is common to all image formats. Note this assumes you have already added the texture into the ROM and know its ID, size, and format. This outlines how you set the microcode to properly apply it.
|
||||
|
||||
Rooms and objects are handled slightly differently due to certain settings rolling over. Lets start with rooms first.
|
||||
|
||||
Texture settings come before all other data in any kind of telemetry file. The actual formula is very simple and requires only the below.
|
||||
The example is for a 32x32 ci image using image alpha and BG alpha if present. Color comes from both the image and vertex colors. That's the most common scenario in GE.
|
||||
|
||||
E7000000 00000000 ;Always start by flushing the pipe
|
||||
if(image)
|
||||
BA001402 00100000 ;2 cycle when textured
|
||||
B900031D 0C184978 ;color image - use image alpha
|
||||
FC26A004 1F1493FF ;color: img A + BG A, no vtx A
|
||||
BA001001 00010000 ;images use lod
|
||||
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
|
||||
C0080002 00000iii ;type 2 image #iii, presumed 32x32 ci
|
||||
else(color)
|
||||
BA001402 00000000 ;1 cycle when color
|
||||
B900031D 00502078 ;use vertex color only
|
||||
FCFFFFFF FFFE793C ;apply vertex and bg color only
|
||||
BB000001 FFFFFFFF ;on: level 0, tile 0, default ST
|
||||
if(not yet set)
|
||||
BA001102 00000000 ;clamp
|
||||
BA000C02 00002000 ;bi-level interpretation
|
||||
B7000000 00002000 ;cull back
|
||||
FB000000 000000FF ;background color
|
||||
;insert geometry here
|
||||
|
||||
|
||||
First thing to note: included are the OPs to use just vertex color as well. You can simply switch between them as you see fit. That's included here for reference, but for now we'll only deal with the image part of it now.
|
||||
|
||||
Before playing with commands, a word about the "if not yet set" section. These commands only need to be set once at the start of the file. You never need to tinker with them again unless you honestly want to. Set them after the first texture call to ensure nothing alters them behind your back.
|
||||
GE files expect images to be clamped and yours probably will be anyway. To be consistent you'll have to use bi-level interpretation. Point and average will not mesh well with any of the original geometry. In general you don't want to use point anyway, as it tends to pixelate much like the graphics in Doom.
|
||||
Cull back is set to prevent rendering the back side of geometry. This way only the side facing you is rendered, not the back as well. Gives a performance boost. If you use two-sided geometry be sure to set it back afterward!
|
||||
The background (or enviroment) color is used to flatten against. In particular, you need to make sure the alpha value is set to FF unless you want translucent walls--yours or unexpectantly others.
|
||||
|
||||
|
||||
Everything else worth saying has to do with the "image" section. Only four commands in the entire script will change depending on your image, and of them only three are worth mentioning.
|
||||
B9 changes based on image format
|
||||
FC changes based on image format
|
||||
BB changes based on image size
|
||||
C0 call a different image ID
|
||||
|
||||
B9 is the most difficult to set simply because of the large degree of options available. By comparison FC and BB are simple. So, first, B9. To save time and energy, the most common settings are listed here as well as when to apply them.
|
||||
The upper part of the command will always be B900031D and states you'll be changing render mode, convergance, depthmode, and blender settings. The bottom word will change depending on your specific image and what effects you'll want to use. The most common scenarios are these:
|
||||
B900031D 00502078 no image, no BG color
|
||||
B900031D 0C182048 greyscale - alpha, BG alpha
|
||||
B900031D 0C104DD8 intensity+alpha, no BG color
|
||||
B900031D 0C182078 color image - alpha, BG alpha
|
||||
B900031D 0C184978 color image + alpha, BG alpha
|
||||
|
||||
Certain flags have different uses, and most enable modes for the combiner to use without directly having their own impact. The flags of most importance here are these:
|
||||
00400000 no image
|
||||
00080000 enables BG alpha using the FB OP
|
||||
00004000 enables image alpha; not used with below
|
||||
00002000 alpha converge selection; no img. alpha
|
||||
|
||||
Actually working out exactly what you want is beyond the scope of this. You would have to refer to documentation on the RSP microcode. The generic settings above though should serve for almost any image and scenario you run into.
|
||||
|
||||
|
||||
FC is easy to set. If no alpha is used use one of the first two settings. If no image is used use one of the last two settings. If the image uses alpha, pick the appropriate one for color or greyscale (I/IA) image.
|
||||
FC26A004 1F1093FC image-alpha
|
||||
FC26A004 1F1093FF image-alpha, BG alpha
|
||||
|
||||
FC26A004 1F1493FC color image+alpha
|
||||
FC26A004 1F1493FF color image+alpha, BG alpha
|
||||
|
||||
FC26A004 1FFC93FC greyscale+alpha (ia)
|
||||
FC26A004 1FFC93FF greyscale+alpha (ia), BG alpha
|
||||
|
||||
FCFFFFFF FFFE793C no image
|
||||
FCFFFFFF FFFE793F no image, BG alpha
|
||||
|
||||
Working out the exact settings is more of a chore. The individual flags combine based on selected render settings to combine the final output. Again, well beyond the scope of this document.
|
||||
|
||||
|
||||
BB is also easy to set so long as you know what size the image is. The key is the image format and size.
|
||||
Width * Height * Depth = Size
|
||||
Multiply the width and height, then multiply this by the size of the color data. If the image is indexed, use the size of the color key in the table. Remember there's 16bits in a byte.
|
||||
level image binary total size
|
||||
7 8192 0x2000
|
||||
6 4096 0x1000
|
||||
5 2048 0x800
|
||||
4 1024 0x400
|
||||
3 512 0x200
|
||||
2 256 0x100
|
||||
1 128 0x80
|
||||
0 0 0x0 (more likely no image)
|
||||
|
||||
Here's some examples:
|
||||
32x32 ci, 16bit color
|
||||
32 * 32 * 2bytes = 4096 bytes: level 6
|
||||
32x32 i, 8bit
|
||||
32 * 32 * 1byte = 2048 bytes: level 5
|
||||
|
||||
If you fall between levels, round up:
|
||||
12x12 32bit color
|
||||
12 * 12 * 4bytes = 576 bytes
|
||||
round up to 1024: level 4
|
||||
|
||||
Now you stuff the level value into the OP.
|
||||
level OP
|
||||
0 BB000001 FFFFFFFF
|
||||
1 BB000801 FFFFFFFF
|
||||
2 BB001001 FFFFFFFF
|
||||
3 BB001801 FFFFFFFF
|
||||
4 BB002001 FFFFFFFF
|
||||
5 BB002801 FFFFFFFF
|
||||
6 BB003001 FFFFFFFF
|
||||
7 BB003801 FFFFFFFF
|
||||
|
||||
|
||||
+_+
|
||||
|
||||
Changing Textures Within a Room
|
||||
|
||||
Most interesting rooms will use more than one texture. When swapping textures you only need to include the code that changes. Also, you only need to sync the pipe (E7 OP) when a B9, BA, or FC OP changes.
|
||||
As an example, here's a sample room illustrating a few texture changes. The types of textures are noted.
|
||||
|
||||
E7000000 00000000 ;Always start by flushing the pipe
|
||||
BA001402 00100000 ;2 cycle when textured
|
||||
B900031D 0C184978 ;color image - use image alpha
|
||||
FC26A004 1F1493FF ;color: img A + BG A, no vtx A
|
||||
BA001001 00010000 ;images use lod
|
||||
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
|
||||
C0080002 00000iii ;type 2 image #iii, 32x32 ci
|
||||
BA001102 00000000 ;clamp
|
||||
BA000C02 00002000 ;bi-level interpretation
|
||||
B7000000 00002000 ;cull back
|
||||
FB000000 000000FF ;background color
|
||||
;insert geometry here
|
||||
;example 1: same type+size
|
||||
C0080002 00000iii ;type 2 image #iii, 32x32 ci
|
||||
;more geometry
|
||||
;example 2: different size
|
||||
BB003001 FFFFFFFF ;on: level 6, tile 0, default ST
|
||||
C0080002 00000iii ;type 2 image #iii, 64x32 ci
|
||||
;more geometry
|
||||
;example 3: change render mode
|
||||
E7000000 00000000 ;changing settings
|
||||
B900031D 0C182078 ;color image - no image alpha
|
||||
C0080002 00000iii ;type 2 image #iii, 64x32 ci
|
||||
;more geometry
|
||||
;example 4: complete change
|
||||
E7000000 00000000 ;changing settings
|
||||
B900031D 0C102048 ;greyscale image - no image alpha
|
||||
FC26A004 1F1093FF ;image without alpha + BG alpha
|
||||
BB002001 FFFFFFFF ;on: level 4, tile 0, default ST
|
||||
C0080002 00000iii ;type 2 image #iii, 32x32 i8
|
||||
|
||||
Each in series. Example 1 shows that if the image is exactly the same as the previous settings, you just add a new texture call. It's that easy.
|
||||
Example 2 shows how you call an image that has the same format as the current image but differs in size. Simply write in the new BB and CO OPs. No pipe is necessary.
|
||||
Example 3 illustrates changing the render mode in a B9 OP, here ignoring the alpha channel. A flush OP (E7) is needed because a B9 command will be used. The new render setting is applied and the texture OP is written. As a side note, by disabling alpha in B9 you do not need to change the FC command. You could also achieve the same effect by altering FC if you like, but disabling it from B9 saves you from having to write a million FCs.
|
||||
Example 4 is a complete texture swap. All four commands are used and a flush is called beforehand.
|
||||
|
||||
|
||||
You can also switch between textured and untextured, presuming you watch the settings. In this example, you start out untextured, then swap to using textures:
|
||||
E7000000 00000000 ;Always start by flushing the pipe
|
||||
BA001402 00000000 ;1 cycle when color
|
||||
B900031D 00502078 ;use vertex color only
|
||||
FCFFFFFF FFFE793C ;apply vertex and bg color only
|
||||
BB000001 FFFFFFFF ;on: level 0, tile 0, default ST
|
||||
BA001102 00000000 ;clamp
|
||||
BA000C02 00002000 ;bi-level interpretation
|
||||
B7000000 00002000 ;cull back
|
||||
FB000000 000000FF ;background color
|
||||
;insert geometry here
|
||||
;switch to textures
|
||||
E7000000 00000000 ;changing settings
|
||||
BA001402 00100000 ;2 cycle when textured
|
||||
B900031D 0C184978 ;color image - use image alpha
|
||||
FC26A004 1F1493FF ;color: img A + BG A, no vtx A
|
||||
BA001001 00010000 ;images use lod
|
||||
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
|
||||
C0080002 00000iii ;type 2 image #iii, presumed 32x32 ci
|
||||
;insert more geometry here
|
||||
|
||||
In order to switch, you flush, set the cycle rate back to 2, set LOD, then do your normal texture commands. You won't need to clamp, cull, set the BG, or set the interpretation level again. If you wanted, you could also change back from textured to untextured. Simply turn off LOD, set the cycles back to 1, and set the OPs for colour.
|
||||
|
||||
+_+
|
||||
|
||||
Unorthodox Texture Application
|
||||
|
||||
The simplest change can be used with the settings given above. It adds a fixed amount of translucency to any geometry following it by setting the background enviroment color. The OP is FB and simply takes a 32bit color value:
|
||||
FB000000 00000000 basic command
|
||||
00000000 FF000000 red
|
||||
00000000 00FF0000 green
|
||||
00000000 0000FF00 blue
|
||||
00000000 000000FF alpha
|
||||
|
||||
|
||||
By altering the render mode you can also use this to make the black in a greyscale image lacking alpha act like alpha. For instance:
|
||||
B900031D 0C1849D8 ;intensity, BG alpha
|
||||
FC26A004 1F1093FF ;image-alpha, BG alpha
|
||||
BB003001 FFFFFFFF ;on: level 6, tile 0
|
||||
C0080002 00000iii ;image, expected to be greyscale
|
||||
FB000000 00000080 ;50% translucent
|
||||
|
||||
|
||||
Ever wonder how to add luster to a surface? It is as simple as making a small change to your BB command and setting two flags. For instance:
|
||||
BB002801 08000800
|
||||
C0080002 00000iii
|
||||
B7000000 00060000
|
||||
|
||||
The B7 setting here sets lighting and texture gen, and this causes luster on the surface. Note the ST settings in the BB command. By setting these you offset the texture, effectively setting the repeat rate of the lusterous overlay. After the shiny part of the model and definately before ending the display list you must reset the flags using this line:
|
||||
B6000000 00060000
|
||||
|
||||
Otherwise, the effect will leak onto every other piece of geometry that follows it, and this can also crash the game.
|
||||
|
||||
|
||||
Type 01 texture commands load two images, one visible at a distance and the other close up. It can also be used to add detail to an image when close but keep from rendering it far away. Examples would be the rock walls in Dam and the stone walls in Grid. This example comes from Dam:
|
||||
B900031D 0C1849D8 ;uses convergence and depth comparisons
|
||||
FC26E404 1F10FFFF ;uses LOD fraction
|
||||
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
|
||||
C01B8001 FA 9A1 4B1 ;type 1: 9A1 near, 4B1 far, dist. FA
|
||||
BA001102 00040000 ;enable colour dither
|
||||
|
||||
The format for the type 1 C0 OP is more complicated, and here it is in detail:
|
||||
C0000000 00000000 basic command
|
||||
00800000 00000000 S mirror
|
||||
00400000 00000000 S clamp
|
||||
00200000 00000000 T mirror
|
||||
00100000 00000000 T clamp
|
||||
000C0000 00000000 ST offset
|
||||
0003C000 00000000 S shift
|
||||
00003C00 00000000 T shift
|
||||
00000001 00000000 type 1 command
|
||||
00000000 FF000000 distance for replacement
|
||||
00000000 00iii000 near image ID (base)
|
||||
00000000 00000iii far image ID (overlay)
|
||||
|
||||
The important parts are the level and two image IDs. In simplest form you have C0080001 FAiiiIII, where i is image 1 and I image 2.
|
||||
|
||||
The level is the distance at which replacement occurs. Set to FF no replacement happens. For "detail textures" you want a value roughly F8 to FB. Finding the right value is more a matter of trial-and-error. Technically this sets a PrimaryColor alpha level which converges with the overlay texture, but you don't have to worry about that.
|
||||
Oddly, the near image will always be present. The far image acts as an overlay that fades as you near the level set in the command.
|
||||
|
||||
For best effect you want the two images to be the same size and preferably the same format. If the size differs, set the difference in the S and T to the appropriate shift values. The example above uses S shift to account for image misalignment.
|
||||
|
||||
Remember too to enable colour dither in BA and disable it when you're done. This allows the transition to smoothly blend the two images. Otherwise, the effect can be very ugly.
|
||||
|
||||
+_+
|
||||
|
||||
|
||||
Objects
|
||||
|
||||
As mentioned before, objects use a slightly different set of commands. In particular, rooms will automatically set certain flags in B9 commands. There's also certain OPs that must be included and omitted from the display list.
|
||||
As before, here's the general initialization for a 32x32 ci image without alpha. Note the difference from rooms.
|
||||
|
||||
E7000000 00000000 ;Always start by flushing the pipe
|
||||
if(image)
|
||||
BA001001 00010000 ;images use LOD
|
||||
BB002801 FFFFFFFF ;on: level 5, tile 0, default ST
|
||||
C0080002 00000iii ;type 2 image, presumed 32x32 ci
|
||||
if(not yet set)
|
||||
BA001102 00000000 ;clamp
|
||||
BA000C02 00002000 ;bi-level interpretation
|
||||
else(color)
|
||||
BA001402 00000000
|
||||
B900031D 00552078
|
||||
FCFFFFFF FFFE793C
|
||||
if(not yet set)
|
||||
B7000000 00002000 ;cull back
|
||||
01020040 03000000 ;basic matrix
|
||||
|
||||
|
||||
If images are in use you also have to set clamp and bi-level interp. Pure color doesn't require it, but images will. Also note the addition of the matrix command. This loads a default matrix for the object. It is required, and failing to do so will cause bad things to happen.
|
||||
It is more obvious what you don't need. 2-cycle is already set, and the BG color should already be set to black. Objects presume B9 is already set to C8102078. That's the equivalent of 0C102078 in rooms. In general, XOR room values with C4000000 to get this table:
|
||||
|
||||
Common B9 values:
|
||||
B900031D 00552078 no image, no BG color
|
||||
B900031D C8182048 greyscale - alpha, BG alpha
|
||||
B900031D C8104DD8 intensity+alpha, no BG color
|
||||
B900031D C8182078 color image - alpha, BG alpha
|
||||
B900031D C8184978 color image + alpha, BG alpha
|
||||
|
||||
Otherwise, all other settings should be identical to rooms. Note you do need to set B9 if it differs from the default, and because the values aren't automatically corrected at runtime you have more control over how to set them.
|
||||
|
||||
+_+
|
||||
|
||||
Note only a fraction of the above applies to other N64 titles and is not written as a general guide to display list editting. It is presented with generic values to allow the average hacker with little experience in N64 display lists to custom hex edit pre-generated output. Please refer to RSP / RDP microcode documentation for a better reference of available render and combiner settings.
|
||||
|
||||
-Zoinkity
|
||||
@@ -1 +0,0 @@
|
||||
7bd7fd164da248321266719c1e9846e24d61e94f
|
||||
@@ -0,0 +1,45 @@
|
||||
This is a sort of side project that developed out of analyzing a guard to death.
|
||||
|
||||
Guard Part Ordering (though any object will do)
|
||||
-------------------------------------------------
|
||||
|
||||
Each 'piece' of an object model is given a label so it can be identified in-game. Up until now the numbering system has been neglected; it usually isn't necessary to know what piece is which. It usually is only used during collision detection, as when shooting a head versus a foot. For our purposes it is more likely to be used to rebuild models though.
|
||||
|
||||
|
||||
The ordering system is generated using the 02 position commands in the object's table. Here's an example of the 02 command and a breakdown of the features:
|
||||
0x0 4 relative x position
|
||||
0x4 4 relative y position
|
||||
0x8 4 relative z position
|
||||
0xC 2 *current command order number*
|
||||
0xE 2 *first piece order #*
|
||||
0x10 2 *second piece order #* (FFFF if not present)
|
||||
0x12 2 *third piece order #* (FFFF if not present)
|
||||
0x14 4 offset to child 02 command (if applicable)
|
||||
0x18 4 unknown float value
|
||||
|
||||
0x5C8 C35E742B 4274E7D1 00000000 0007 0011 0013 FFFF 050005E0 438B53D1
|
||||
|
||||
In this example, the 02 command shown is #7 in the model. If some bizare function requests 7's data, it will retrieve this command.
|
||||
There are two piece entries to this command as well, 11 and 13. In this particular case it is the left hand and left forearm of a character, but it could be any two pieces of the model.
|
||||
It is rather important to note that command numbers and piece numbers form two different lists! Commands span from 1+ but piece numbers start at 0.
|
||||
|
||||
|
||||
Child entries are those entries that are linked together in the main object table. Piece numbers are assigned to the child entry alone. Command numbers are assigned to the 02 commands that set the piece numbers.
|
||||
{02:5C8 {02:5E0 {0A:5F8 {18:610}}
|
||||
0A:628 {08:640 {18:658}
|
||||
08:670 {18:688}}
|
||||
}
|
||||
|
||||
0x5C8 has two children: 0x5E0 and 0x628. 0x5E0 is labelled #11, and 0x628 is labelled #13. Since only render commands (dimentions, distance, and display structs) are in 0x628's group, piece 13 is exclusively the value for the left forearm model.
|
||||
|
||||
Now for a quick look at part #11 - an 02 command used in the hand. 0x5E0 set its piece number to 11. If the entire piece, including the command needs to be grabbed, this number can be used. However, it also assigns a piece number to its children:
|
||||
0x5E0 C38411CD 3FAEB13E 00000000 0009 0012 FFFFFFFF 00000000 4306DABA
|
||||
|
||||
0x5E0's COMMAND number is set to 09 while its piece number is 11. The 0A and 18 child commands are now assigned piece number 12. When something wants to access the hand model alone it can use piece number 12 to do so.
|
||||
|
||||
--------------------------------
|
||||
Complicated, eh?
|
||||
It can also skip command numbers and probably piece numbers as well. Bodies without heads skip commands 3-4, for instance.
|
||||
|
||||
Also, this has no bearing on the IDs assigned to the dimention data. That's just in a sort of random numerical order starting at 1.
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
10a195ba470adf2858f7228d077925693148792b
|
||||
@@ -0,0 +1,91 @@
|
||||
simple heads:
|
||||
Simple heads only have one head model (no distance model present). They follow a very simple header format as shown here (taken from Trevhead). All require 2 offsets at the beginning of the file and only contain one line of points and mapping.
|
||||
|
||||
header:
|
||||
00000000 00000000 00000000 0002 0001
|
||||
433E9EA3 0000 0004 00000000 00000000
|
||||
2 offsets, 4 images
|
||||
|
||||
offsets: (2)
|
||||
0x0 00000000
|
||||
0x4 00000000
|
||||
|
||||
images: (4)
|
||||
000007F4 20200000 02000000
|
||||
000007F8 20400000 02000000
|
||||
000007F9 20400000 02000000
|
||||
000007FC 20200000 02000000
|
||||
|
||||
Table:
|
||||
00180000 05002390 00000000 00000000 00000000 00000000
|
||||
|
||||
point display struct:
|
||||
050023B0 00000000 05000050 0198 0069 050019D0 05002060 0003 0000 00000000
|
||||
mapping at 0x23B0
|
||||
normal point table at 0x50; 0x198 entries
|
||||
collision point table at 0x19D0; 0x69 entries
|
||||
point usage table at 0x2060
|
||||
--------
|
||||
Complex heads:
|
||||
Complex heads have mulitple head models (distance-specific models) or multiple objects attached to the head, such as sunglasses. These use slightly more complicated file tables. This example is of CheadmartinZ. Run headmartinZ run.
|
||||
|
||||
Complex heads *will* have 1-2 offset values preset.
|
||||
First is to the 12-relative command for sunglasses.
|
||||
Second is to 12-relative command for distance model (low-res)
|
||||
|
||||
|
||||
header:
|
||||
00000000 00000000 00000000 0002 0001
|
||||
435E5914 0000 0006 00000000 00000000
|
||||
2 offsets, 6 images
|
||||
|
||||
offsets: (2)
|
||||
0x0 050000B0
|
||||
0x4 05000068
|
||||
|
||||
images: (6)
|
||||
0x8 000007CC 20200600 02000000
|
||||
0x14 000007CB 10200600 02000000
|
||||
0x20 0000073E 20400000 02000000
|
||||
0x2C 0000073F 20400000 02000000
|
||||
0x38 0000073D 20400000 02000000
|
||||
0x44 00000740 20300400 02000200
|
||||
|
||||
Table:
|
||||
0x50 00120000 050000E0 00000000 00000000 00000000 05000068
|
||||
0x68 00120000 050000E8 05000050 05000098 00000000 05000080
|
||||
0x80 00180000 050001BC 05000068 00000000 00000000 00000000
|
||||
0x98 00180000 05000780 05000050 050000B0 05000068 00000000
|
||||
0xB0 00120000 050007A0 05000050 00000000 05000098 050000C8
|
||||
0xC8 00180000 05000A30 050000B0 00000000 00000000 00000000
|
||||
|
||||
relative:
|
||||
0xE0 05000068 00000000
|
||||
|
||||
relative:
|
||||
0xE8 05000080 00000000
|
||||
|
||||
point display struct: //low-res head
|
||||
0x1BC 05000A50 00000000 050000F0 0006 0006 05000150 050001B0 0003 0000 00000000
|
||||
mapping @ 0xA50
|
||||
normal point table @ 0xF0; 6 normal points
|
||||
collision points @ 0x150; 6 collision points
|
||||
point usage table @ 0x1B0
|
||||
|
||||
point display struct: //hi-res head
|
||||
0x780 05000AB0 00000000 050001E0 0038 001B 05000560 05000710 0003 0000 00000000
|
||||
mapping @ 0xAB0
|
||||
normal point table @ 0x1E0; 38 normal points
|
||||
collision points @ 0x560; 1B collision points
|
||||
point usage table @ 0x710
|
||||
|
||||
relative:
|
||||
0x7A0 050000C8 00000000
|
||||
|
||||
point display struct: //sunglasses
|
||||
0xA30 05000B98 05000BF0 050007A8 0014 0012 050008E8 05000A08 0003 0000 00000000
|
||||
mapping @ 0xB98
|
||||
collisionless mapping @ 0xBF0
|
||||
normal point table @ 0x7A8; 14 normal points
|
||||
collision points @ 0x8E8; 12 collision points
|
||||
point usage table @ 0xA08
|
||||
@@ -1 +0,0 @@
|
||||
f694fc7857f2317a676554ab5c4e285fa880fbdb
|
||||