.include "asm/macros.inc" .include "constants/constants.inc" .syntax unified .text thumb_func_start VaatiEyesMacro VaatiEyesMacro: @ 0x0802EC6C push {r4, r5, lr} adds r4, r0, #0 ldr r5, _0802EC94 @ =gUnk_080CDE34 bl GetNextFunction lsls r0, r0, #2 adds r0, r0, r5 ldr r1, [r0] adds r0, r4, #0 bl _call_via_r1 movs r3, #0x10 rsbs r3, r3, #0 adds r0, r4, #0 movs r1, #0 movs r2, #1 bl SetChildOffset pop {r4, r5, pc} .align 2, 0 _0802EC94: .4byte gUnk_080CDE34 thumb_func_start sub_0802EC98 sub_0802EC98: @ 0x0802EC98 push {r4, lr} adds r4, r0, #0 ldr r1, _0802ECBC @ =gUnk_080CDE4C ldrb r0, [r4, #0xa] lsls r0, r0, #2 adds r0, r0, r1 ldr r1, [r0] adds r0, r4, #0 bl _call_via_r1 ldrb r0, [r4, #0xa] cmp r0, #1 bhi _0802ECB8 adds r0, r4, #0 bl sub_0802EF90 _0802ECB8: pop {r4, pc} .align 2, 0 _0802ECBC: .4byte gUnk_080CDE4C thumb_func_start sub_0802ECC0 sub_0802ECC0: @ 0x0802ECC0 push {r4, r5, r6, lr} adds r4, r0, #0 ldrb r0, [r4, #0xa] cmp r0, #0 bne _0802ED2A adds r0, r4, #0 adds r0, #0x45 ldrb r1, [r0] adds r5, r0, #0 ldr r3, _0802ED00 @ =gScreenTransition cmp r1, #0 bne _0802ECEE adds r2, r3, #0 adds r2, #0x39 adds r0, r3, #0 adds r0, #0x3c ldrb r0, [r0] adds r0, #2 movs r1, #1 lsls r1, r0 ldrb r0, [r2] bics r0, r1 strb r0, [r2] _0802ECEE: ldr r0, _0802ED04 @ =gRoomControls ldrb r0, [r0, #5] cmp r0, #0 bne _0802ED08 ldrb r1, [r5] adds r0, r3, #0 adds r0, #0x3a b _0802ED0E .align 2, 0 _0802ED00: .4byte gScreenTransition _0802ED04: .4byte gRoomControls _0802ED08: ldrb r1, [r5] adds r0, r3, #0 adds r0, #0x3b _0802ED0E: strb r1, [r0] adds r6, r4, #0 adds r6, #0x79 ldrb r0, [r6] ldrb r1, [r5] cmp r0, r1 beq _0802ED24 movs r0, #0xbd lsls r0, r0, #1 bl EnqueueSFX _0802ED24: ldrb r0, [r5] strb r0, [r6] b _0802ED52 _0802ED2A: cmp r0, #1 bne _0802ED52 adds r1, r4, #0 adds r1, #0x3d movs r0, #0 ldrsb r0, [r1, r0] cmp r0, #0 ble _0802ED3E rsbs r0, r0, #0 strb r0, [r1] _0802ED3E: adds r5, r4, #0 adds r5, #0x45 ldrb r0, [r5] cmp r0, #0xff beq _0802ED4E movs r0, #0xe5 bl EnqueueSFX _0802ED4E: movs r0, #0xff strb r0, [r5] _0802ED52: adds r0, r4, #0 adds r0, #0x43 ldrb r0, [r0] cmp r0, #0 beq _0802ED64 adds r0, r4, #0 movs r1, #0x1c bl sub_0804A9FC _0802ED64: ldr r1, _0802ED70 @ =gUnk_080CDE34 adds r0, r4, #0 bl sub_0804AA30 pop {r4, r5, r6, pc} .align 2, 0 _0802ED70: .4byte gUnk_080CDE34 thumb_func_start sub_0802ED74 sub_0802ED74: @ 0x0802ED74 push {lr} ldr r2, _0802ED88 @ =gUnk_080CDE5C ldrb r1, [r0, #0xc] lsls r1, r1, #2 adds r1, r1, r2 ldr r1, [r1] bl _call_via_r1 pop {pc} .align 2, 0 _0802ED88: .4byte gUnk_080CDE5C thumb_func_start sub_0802ED8C sub_0802ED8C: @ 0x0802ED8C push {r4, lr} adds r4, r0, #0 ldr r0, _0802EDD0 @ =gEntCount ldrb r0, [r0] cmp r0, #0x46 bhi _0802EE0A bl GetEmptyManager adds r1, r0, #0 cmp r1, #0 beq _0802EE0A movs r0, #9 strb r0, [r1, #8] movs r0, #0x34 strb r0, [r1, #9] str r4, [r1, #0x14] adds r0, r1, #0 movs r1, #8 bl AppendEntityToList movs r0, #0x25 movs r1, #2 bl CreateEnemy str r4, [r0, #0x50] movs r0, #1 strb r0, [r4, #0xc] ldr r0, _0802EDD4 @ =gRoomControls ldrb r0, [r0, #5] cmp r0, #0 bne _0802EDDC ldr r0, _0802EDD8 @ =gScreenTransition adds r0, #0x3a b _0802EDE0 .align 2, 0 _0802EDD0: .4byte gEntCount _0802EDD4: .4byte gRoomControls _0802EDD8: .4byte gScreenTransition _0802EDDC: ldr r0, _0802EE0C @ =gScreenTransition adds r0, #0x3b _0802EDE0: ldrb r0, [r0] adds r1, r4, #0 adds r1, #0x45 strb r0, [r1] adds r1, #0x34 strb r0, [r1] bl Random adds r1, r4, #0 adds r1, #0x78 strb r0, [r1] adds r0, r4, #0 bl sub_0802EFB8 adds r0, r4, #0 movs r1, #0 bl InitializeAnimation adds r0, r4, #0 bl sub_0802EF58 _0802EE0A: pop {r4, pc} .align 2, 0 _0802EE0C: .4byte gScreenTransition thumb_func_start sub_0802EE10 sub_0802EE10: @ 0x0802EE10 push {r4, lr} adds r4, r0, #0 bl sub_0802F04C adds r0, r4, #0 bl GetNextFrame pop {r4, pc} thumb_func_start sub_0802EE20 sub_0802EE20: @ 0x0802EE20 push {lr} ldr r2, _0802EE34 @ =gUnk_080CDE64 ldrb r1, [r0, #0xc] lsls r1, r1, #2 adds r1, r1, r2 ldr r1, [r1] bl _call_via_r1 pop {pc} .align 2, 0 _0802EE34: .4byte gUnk_080CDE64 thumb_func_start sub_0802EE38 sub_0802EE38: @ 0x0802EE38 push {r4, r5, lr} adds r5, r0, #0 ldr r0, _0802EE84 @ =gEntCount ldrb r0, [r0] cmp r0, #0x46 bhi _0802EE82 movs r0, #0x25 movs r1, #3 bl CreateEnemy str r5, [r0, #0x50] movs r0, #1 strb r0, [r5, #0xc] bl Random adds r4, r0, #0 movs r1, #3 ands r0, r1 adds r0, #1 strb r0, [r5, #0xe] bl Random lsrs r0, r0, #8 adds r1, r5, #0 adds r1, #0x78 strb r0, [r1] ldr r1, _0802EE88 @ =gUnk_080CDE6C lsrs r4, r4, #0x10 movs r0, #3 ands r4, r0 adds r4, r4, r1 ldrb r0, [r4] strb r0, [r5, #0x15] adds r0, r5, #0 movs r1, #1 bl InitializeAnimation _0802EE82: pop {r4, r5, pc} .align 2, 0 _0802EE84: .4byte gEntCount _0802EE88: .4byte gUnk_080CDE6C thumb_func_start sub_0802EE8C sub_0802EE8C: @ 0x0802EE8C push {r4, lr} adds r4, r0, #0 ldr r0, [r4, #0x50] ldr r2, [r0, #4] cmp r2, #0 bne _0802EEA8 ldrb r0, [r4, #0x10] movs r1, #0x7f ands r1, r0 strb r1, [r4, #0x10] adds r0, r4, #0 adds r0, #0x45 strb r2, [r0] b _0802EEB4 _0802EEA8: adds r0, r4, #0 bl sub_0802F04C adds r0, r4, #0 bl GetNextFrame _0802EEB4: pop {r4, pc} .align 2, 0 thumb_func_start sub_0802EEB8 sub_0802EEB8: @ 0x0802EEB8 push {r4, lr} adds r4, r0, #0 ldr r0, [r4, #0x50] ldr r0, [r0, #4] cmp r0, #0 bne _0802EEC8 bl DeleteThisEntity _0802EEC8: ldrb r0, [r4, #0xc] cmp r0, #0 bne _0802EED6 movs r0, #1 strb r0, [r4, #0xc] movs r0, #0xff strb r0, [r4, #0x14] _0802EED6: ldr r0, [r4, #0x50] adds r1, r4, #0 bl CopyPositionAndSpriteOffset ldr r1, _0802EF14 @ =gPlayerEntity adds r0, r4, #0 bl GetFacingDirection adds r0, #1 movs r1, #0x1e ands r0, r1 ldr r1, _0802EF18 @ =gUnk_080CDE70 adds r0, r0, r1 ldrb r2, [r0] ldrb r1, [r4, #0x1e] cmp r2, r1 beq _0802EF00 ldrb r0, [r0, #1] cmp r0, r1 beq _0802EF00 strb r2, [r4, #0x1e] _0802EF00: ldrh r0, [r4, #0x32] adds r0, #1 strh r0, [r4, #0x32] adds r1, r4, #0 adds r1, #0x63 ldrb r0, [r1] subs r0, #1 strb r0, [r1] pop {r4, pc} .align 2, 0 _0802EF14: .4byte gPlayerEntity _0802EF18: .4byte gUnk_080CDE70 thumb_func_start sub_0802EF1C sub_0802EF1C: @ 0x0802EF1C push {r4, lr} adds r4, r0, #0 ldr r0, [r4, #0x50] ldr r0, [r0, #4] cmp r0, #0 bne _0802EF2C bl DeleteThisEntity _0802EF2C: ldrb r0, [r4, #0xc] cmp r0, #0 bne _0802EF4A movs r0, #1 strb r0, [r4, #0xc] movs r0, #0x11 strb r0, [r4, #0x1e] adds r2, r4, #0 adds r2, #0x29 ldrb r1, [r2] subs r0, #0x19 ands r0, r1 movs r1, #6 orrs r0, r1 strb r0, [r2] _0802EF4A: ldr r0, [r4, #0x50] adds r1, r4, #0 bl CopyPositionAndSpriteOffset movs r0, #0 strh r0, [r4, #0x36] pop {r4, pc} thumb_func_start sub_0802EF58 sub_0802EF58: @ 0x0802EF58 push {r4, r5, r6, lr} adds r6, r0, #0 movs r5, #0 _0802EF5E: movs r0, #0x25 movs r1, #1 bl CreateEnemy adds r4, r0, #0 cmp r4, #0 beq _0802EF86 strb r5, [r4, #0xb] adds r1, r4, #0 adds r1, #0x38 movs r0, #1 strb r0, [r1] str r6, [r4, #0x50] adds r0, r4, #0 bl UpdateSpriteForCollisionLayer adds r0, r6, #0 adds r1, r4, #0 bl CopyPosition _0802EF86: adds r5, #1 cmp r5, #6 bls _0802EF5E pop {r4, r5, r6, pc} .align 2, 0 thumb_func_start sub_0802EF90 sub_0802EF90: @ 0x0802EF90 push {r4, lr} ldr r4, _0802EFB4 @ =gUnk_080CDE90 adds r3, r0, #0 adds r3, #0x78 ldrb r1, [r3] adds r2, r1, #1 strb r2, [r3] lsls r1, r1, #0x18 lsrs r1, r1, #0x1b movs r2, #7 ands r1, r2 adds r1, r1, r4 ldrb r1, [r1] lsls r1, r1, #0x18 asrs r1, r1, #0x18 strh r1, [r0, #0x36] pop {r4, pc} .align 2, 0 _0802EFB4: .4byte gUnk_080CDE90 thumb_func_start sub_0802EFB8 sub_0802EFB8: @ 0x0802EFB8 push {r4, r5, r6, r7, lr} adds r4, r0, #0 bl Random adds r6, r0, #0 lsrs r0, r6, #0x10 movs r1, #3 ands r0, r1 cmp r0, #0 beq _0802EFD2 movs r5, #0x18 ands r5, r6 b _0802EFE0 _0802EFD2: ldr r0, _0802F01C @ =gPlayerEntity adds r1, r4, #0 bl GetFacingDirection adds r5, r0, #4 movs r0, #0x18 ands r5, r0 _0802EFE0: movs r1, #0x2e ldrsh r0, [r4, r1] ldr r2, _0802F020 @ =gRoomControls ldrh r1, [r2, #6] subs r0, r0, r1 asrs r0, r0, #4 movs r3, #0x3f ands r0, r3 movs r7, #0x32 ldrsh r1, [r4, r7] ldrh r2, [r2, #8] subs r1, r1, r2 asrs r1, r1, #4 ands r1, r3 lsls r1, r1, #6 orrs r0, r1 ldr r2, _0802F024 @ =gUnk_080B4488 lsrs r1, r5, #2 adds r1, r1, r2 movs r2, #0 ldrsh r1, [r1, r2] adds r0, r0, r1 movs r1, #1 bl sub_080002E0 cmp r0, #0 beq _0802F028 movs r0, #0xff strb r0, [r4, #0x15] b _0802F044 .align 2, 0 _0802F01C: .4byte gPlayerEntity _0802F020: .4byte gRoomControls _0802F024: .4byte gUnk_080B4488 _0802F028: movs r1, #3 adds r0, r6, #0 ands r0, r1 adds r0, #1 strb r0, [r4, #0xe] strb r5, [r4, #0x15] ldr r2, _0802F048 @ =gUnk_080CDE98 lsrs r0, r6, #0x18 movs r1, #3 ands r0, r1 lsls r0, r0, #1 adds r0, r0, r2 ldrh r0, [r0] strh r0, [r4, #0x24] _0802F044: pop {r4, r5, r6, r7, pc} .align 2, 0 _0802F048: .4byte gUnk_080CDE98 thumb_func_start sub_0802F04C sub_0802F04C: @ 0x0802F04C push {r4, r5, r6, lr} adds r4, r0, #0 movs r0, #0x2e ldrsh r5, [r4, r0] movs r1, #0x32 ldrsh r6, [r4, r1] adds r0, r4, #0 bl ProcessMovement cmp r0, #0 bne _0802F06A adds r0, r4, #0 bl sub_0802EFB8 b _0802F112 _0802F06A: ldrb r0, [r4, #0x15] lsrs r0, r0, #3 cmp r0, #1 beq _0802F098 cmp r0, #1 bgt _0802F07C cmp r0, #0 beq _0802F082 b _0802F0DC _0802F07C: cmp r0, #2 beq _0802F0AE b _0802F0DC _0802F082: movs r2, #0xf adds r0, r6, #0 ands r0, r2 cmp r0, #8 ble _0802F102 ldrh r1, [r4, #0x32] adds r0, r2, #0 ands r0, r1 cmp r0, #8 bgt _0802F102 b _0802F0C2 _0802F098: movs r2, #0xf adds r0, r5, #0 ands r0, r2 cmp r0, #7 bgt _0802F102 ldrh r1, [r4, #0x2e] adds r0, r2, #0 ands r0, r1 cmp r0, #7 ble _0802F102 b _0802F0F0 _0802F0AE: movs r2, #0xf adds r0, r6, #0 ands r0, r2 cmp r0, #7 bgt _0802F102 ldrh r1, [r4, #0x32] adds r0, r2, #0 ands r0, r1 cmp r0, #7 ble _0802F102 _0802F0C2: ldrb r0, [r4, #0xe] subs r0, #1 strb r0, [r4, #0xe] movs r1, #0x32 ldrsh r0, [r4, r1] ldr r1, _0802F0D8 @ =0x0000FFF0 ands r0, r1 adds r6, r0, #0 adds r6, #8 b _0802F102 .align 2, 0 _0802F0D8: .4byte 0x0000FFF0 _0802F0DC: movs r2, #0xf adds r0, r5, #0 ands r0, r2 cmp r0, #8 ble _0802F102 ldrh r1, [r4, #0x2e] adds r0, r2, #0 ands r0, r1 cmp r0, #8 bgt _0802F102 _0802F0F0: ldrb r0, [r4, #0xe] subs r0, #1 strb r0, [r4, #0xe] movs r1, #0x2e ldrsh r0, [r4, r1] ldr r1, _0802F114 @ =0x0000FFF0 ands r0, r1 adds r5, r0, #0 adds r5, #8 _0802F102: ldrb r0, [r4, #0xe] cmp r0, #0 bne _0802F112 strh r5, [r4, #0x2e] strh r6, [r4, #0x32] adds r0, r4, #0 bl sub_0802EFB8 _0802F112: pop {r4, r5, r6, pc} .align 2, 0 _0802F114: .4byte 0x0000FFF0