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https://github.com/zeldaret/tmc
synced 2026-08-17 13:30:12 -04:00
Match sub_08068578 (By TraceEntertains)
This commit is contained in:
+132
-2
@@ -3,6 +3,17 @@
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#include "functions.h"
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#include "common.h"
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typedef struct {
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u16 x;
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u16 y;
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u16 z;
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u8 framestate;
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u8 animationState : 6;
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u8 collisionLayer : 2;
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} ZeldaFollowerItem;
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typedef ZeldaFollowerItem ZeldaFollowerHeap[20];
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void sub_08068318(Entity*);
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void sub_0806854C(Entity*, u32*);
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void sub_08068578(Entity* this);
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@@ -28,7 +39,7 @@ void ZeldaFollower(Entity* this) {
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ASM_FUNC("asm/non_matching/zeldaFollower/sub_08068318.inc", void sub_08068318(Entity* this))
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void sub_0806854C(Entity* this, u32* none) {
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this->myHeap = zMalloc(0xa0);
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this->myHeap = zMalloc(sizeof(ZeldaFollowerHeap));
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if (this->myHeap != NULL) {
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this->field_0x68.HALF.LO = 1;
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sub_080788E0(this);
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@@ -37,7 +48,126 @@ void sub_0806854C(Entity* this, u32* none) {
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}
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}
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ASM_FUNC("asm/non_matching/zeldaFollower/sub_08068578.inc", void sub_08068578(Entity* this))
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void sub_08068578(Entity* this) {
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ZeldaFollowerItem* item;
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s32 index;
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#ifdef REWRITE_CODE
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u32 r0;
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u32 r1;
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u32 r2;
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u32 r3;
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u32 r5;
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u32 r6;
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u32 r8;
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s32 y;
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u32 r10;
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s32 x;
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#else
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register u32 r5 asm("r5");
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register u32 r6 asm("r6");
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register u32 r0 asm("r0");
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register u32 r1 asm("r1");
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register u32 r2 asm("r2");
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register u32 r3 asm("r3");
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register s32 r8 asm("r8");
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register s32 y asm("r9");
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register s32 r10 asm("r10");
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register s32 x asm("r12");
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#endif
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// first u32 (r5)
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#ifdef REWRITE_CODE
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r0 = gPlayerEntity.x.HALF_U.HI | (r5 & 0xffff0000);
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r5 = (gPlayerEntity.y.HALF_U.HI << 0x10) | (r0 & 0x0000ffff);
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#else
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r1 = gPlayerEntity.x.HALF_U.HI;
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r3 = 0xffff0000;
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r0 = r3;
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r0 &= r5;
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r0 |= r1;
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r1 = gPlayerEntity.y.HALF_U.HI;
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r1 <<= 0x10;
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r2 = 0xffff;
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r0 &= r2;
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r0 |= r1;
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r5 = r0;
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#endif
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// second u32 (r6)
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#ifdef REWRITE_CODE
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r3 = gPlayerEntity.z.HALF_U.HI | (r6 & 0xffff0000);
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r2 = (gPlayerState.framestate << 0x10) | (r3 & 0xff00ffff);
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r0 = ((gPlayerEntity.animationState & 0x3f) << 0x18) | (r2 & 0xc0ffffff);
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r6 = (gPlayerEntity.collisionLayer << 0x1e) | (r0 & 0x3fffffff);
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#else
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r0 = gPlayerEntity.z.HALF_U.HI;
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r3 &= r6;
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r3 |= r0;
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r0 = gPlayerState.framestate;
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r0 <<= 0x10;
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r2 = 0xff00ffff;
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r2 &= r3;
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r2 |= r0;
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r1 = gPlayerEntity.animationState;
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r0 = 0x3f;
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r1 &= r0;
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r1 <<= 0x18;
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r0 = 0xc0ffffff;
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r0 &= r2;
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r0 |= r1;
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// gPlayerEntity is now at r1
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r1 = gPlayerEntity.collisionLayer;
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r1 <<= 0x1e;
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r2 = 0x3fffffff;
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r0 &= r2;
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r0 |= r1;
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r6 = r0;
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#endif
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#ifdef REWRITE_CODE
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r10 = gPlayerEntity.x.HALF.HI - this->x.HALF.HI;
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#else
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r1 = gPlayerEntity.x.HALF.HI;
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r0 = this->x.HALF.HI;
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r0 = r1 - r0;
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r10 = r0;
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#endif
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#ifdef REWRITE_CODE
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r8 = gPlayerEntity.y.HALF.HI - this->y.HALF.HI;
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#else
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r1 = gPlayerEntity.y.HALF.HI;
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r0 = this->y.HALF.HI;
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r0 = r1 - r0;
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r8 = r0;
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#endif
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r10 = FixedDiv(r10, 0x14);
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r8 = FixedDiv(r8, 0x14);
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item = this->myHeap;
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y = 0;
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x = 0;
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// Down here the u32 are suddendly accessed correctly as u16 and bitfields?
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// How are the results of above u32 calculations used?
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for (index = 0x13; index >= 0; index--) {
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item->x = r5 - (x >> 8);
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item->y = (r5 >> 0x10) - (y >> 8);
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item->z = r6;
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item->framestate = r6 >> 0x10;
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item->animationState = this->animationState & 0x3f;
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item->collisionLayer = this->collisionLayer;
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item++;
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y = y + r8;
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x = x + r10;
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}
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}
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void ZeldaFollower_Hide(Entity* zelda, Entity* follower) {
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follower->field_0x68.HALF.LO = 0;
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