private List <UInt32> writeSubroutineForceFetchFakeVentureCard(VAVAddr fakeVentureCard) { PowerPcAsm.Pair16Bit v = PowerPcAsm.make16bitValuePair((UInt32)fakeVentureCard); // precondition: r3 is ChanceCardUI * // ChanceCardUI->field_0x34 is ChanceBoard * // ChanceBoard->field_0x158 is current venture card id var asm = new List <UInt32>(); asm.Add(PowerPcAsm.lis(6, v.upper16Bit)); // \ asm.Add(PowerPcAsm.addi(6, 6, v.lower16Bit)); // / r6 <- forceVentureCardVariable asm.Add(PowerPcAsm.lwz(4, 0x0, 6)); // | r4 <- forceVentureCard asm.Add(PowerPcAsm.cmpwi(4, 0x0)); // | if(forceVentureCard != 0) asm.Add(PowerPcAsm.beq(7)); // | { asm.Add(PowerPcAsm.lwz(5, 0x34, 3)); // | r5 <- ChanceCardUI.ChanceBoard asm.Add(PowerPcAsm.stw(4, 0x158, 5)); // | ChanceBoard.currentVentureCardId <- r4 asm.Add(PowerPcAsm.li(5, 0)); // |\ forceVentureCard <- 0 asm.Add(PowerPcAsm.stw(5, 0x0, 6)); // |/ asm.Add(PowerPcAsm.li(8, 0x0)); // | r8 <- 0 (the venture card is initialized) asm.Add(PowerPcAsm.blr()); // | return r4 and r8 // | } asm.Add(PowerPcAsm.li(4, -0x1)); // | r4 <- -1 asm.Add(PowerPcAsm.li(8, 0x3)); // | r8 <- 3 (the venture card is continued to be executed) asm.Add(PowerPcAsm.blr()); // | return r4 and r8 return(asm); }
/// <summary> /// Write the subroutine which takes a compressed venture card table as input and writes it into ventureCardDecompressedTableAddr /// </summary> /// <param name="ventureCardDecompressedTableAddr">The address for the reserved memory space to store the decompressed venture card table in</param> private List <UInt32> writeSubroutine(VAVAddr ventureCardDecompressedTableAddr) { var asm = new List <UInt32>(); PowerPcAsm.Pair16Bit ventureCardTableAddrPair = PowerPcAsm.make16bitValuePair((UInt32)ventureCardDecompressedTableAddr); /// /// assume: /// r6 = ventureCardCompressedTableAddr /// /// variables: /// r4 = ventureCardId /// r5 = ventureCardCompressedTableAddr /// r6 = ventureCardDecompressedTableAddr /// r7 = ventureCardCompressedWord /// r8 = bitIndex /// r0 = tmp / currentByte /// /// return: /// r6 = ventureCardDecompressedTableAddr /// asm.Add(PowerPcAsm.li(4, 0)); // ventureCardId = 0 asm.Add(PowerPcAsm.mr(5, 6)); // r6 is ventureCardCompressedTableAddr at this point. Copy it to r5 with which we will be working asm.Add(PowerPcAsm.lis(6, ventureCardTableAddrPair.upper16Bit)); // \ load the ventureCardDecompressedTableAddr into r6. This address is asm.Add(PowerPcAsm.addi(6, 6, ventureCardTableAddrPair.lower16Bit)); // / where we will store the decompressed venture card table. int whileVentureCardIdSmaller128 = asm.Count; // do { { // asm.Add(PowerPcAsm.li(0, 0)); // \ load the next compressed word from ventureCardCompressedTableAddr asm.Add(PowerPcAsm.lwzx(7, 5, 0)); // / into r7. We will decompress the venture card table word by word. asm.Add(PowerPcAsm.li(8, 31)); // bitIndex = 31 int whileBitIndexGreaterEqual32 = asm.Count; // do { // { asm.Add(PowerPcAsm.mr(0, 7)); // get the current compressed word asm.Add(PowerPcAsm.srw(0, 0, 8)); // shift it bitIndex times to the right asm.Add(PowerPcAsm.andi(0, 0, 1)); // retrieve the lowest bit of it -> r0 contains the decompressed venture card byte now. asm.Add(PowerPcAsm.stbx(0, 4, 6)); // store it into ventureCardDecompressedTableAddr[ventureCardId] asm.Add(PowerPcAsm.subi(8, 8, 1)); // bitIndex-- asm.Add(PowerPcAsm.addi(4, 4, 1)); // ventureCardId++ asm.Add(PowerPcAsm.cmpwi(8, 0)); // asm.Add(PowerPcAsm.bge(asm.Count, whileBitIndexGreaterEqual32)); // } while(bitIndex >= 0) } // asm.Add(PowerPcAsm.addi(5, 5, 4)); // ventureCardCompressedTableAddr += 4 asm.Add(PowerPcAsm.cmpwi(4, 128)); // asm.Add(PowerPcAsm.blt(asm.Count, whileVentureCardIdSmaller128)); // } while(ventureCardId < 128) } // asm.Add(PowerPcAsm.li(4, 0)); // \ reset r4 = 0 asm.Add(PowerPcAsm.li(5, 0)); // / reset r5 = 0 asm.Add(PowerPcAsm.blr()); // return return(asm); }
private List <UInt32> writeGetTextureForCustomSquareRoutine(byte register_textureType, byte register_squareType) { var asm = new List <UInt32>(); asm.Add(PowerPcAsm.li(register_textureType, 0x1)); // textureType = 1 asm.Add(PowerPcAsm.cmpwi(register_squareType, 0x2e)); // if(squareType == 0x2e) asm.Add(PowerPcAsm.beq(2)); // { asm.Add(PowerPcAsm.blr()); // return textureType; // } else { asm.Add(PowerPcAsm.li(register_textureType, 0x5)); // textureType = 5 asm.Add(PowerPcAsm.blr()); // return textureType; // } return(asm); }
private List <UInt32> writeSubroutineGetNumMapsInZone(List <MapDescriptor> mapDescriptors) { // precondition: r3 _ZONE_TYPE // postcondition: r3 num maps var asm = new List <UInt32>(); for (short i = 0; i < 6; i++) { asm.Add(PowerPcAsm.cmpwi(3, i)); asm.Add(PowerPcAsm.bne(3)); asm.Add(PowerPcAsm.li(3, (short)(from m in mapDescriptors where m.Zone == i && m.MapSet == 0 select m).Count())); asm.Add(PowerPcAsm.blr()); } asm.Add(PowerPcAsm.blr()); return(asm); }
private List <UInt32> writeRuleSetFromMapRoutine(AddressMapper addressMapper, VAVAddr routineStartAddress) { var Game_GetRuleFlag = addressMapper.toVersionAgnosticAddress((BSVAddr)0x801cca98); // precondition: r24 is mapId // precondition: r25 is global rule set which we are gonna use to store the linkreturn var asm = new List <UInt32>(); asm.Add(PowerPcAsm.mflr(25)); asm.Add(PowerPcAsm.mr(3, 24)); // r3 <- r24 asm.Add(PowerPcAsm.bl(routineStartAddress, asm.Count, Game_GetRuleFlag)); // r3 <- bl Game_GetRuleFlag(r3) asm.Add(PowerPcAsm.stw(3, 0x53f4, 29)); // gameRule <- r3 asm.Add(PowerPcAsm.mtlr(25)); asm.Add(PowerPcAsm.blr()); // return return(asm); }
private List <UInt32> writeSubroutineInitMapIdsForMapIcons(AddressMapper addressMapper, VAVAddr entryAddr) { var JUtility_memset = addressMapper.toVersionAgnosticAddress((BSVAddr)0x80004714); // precondition: r3 is newly created map icon array // r16 is the amount of map ids in the array (size / 4) // r24 is unused // postcondition: r24 is the map icon array var asm = new List <UInt32>(); asm.Add(PowerPcAsm.mflr(24)); // save the link register asm.Add(PowerPcAsm.li(4, -1)); // fill with 0xff asm.Add(PowerPcAsm.rlwinm(5, 16, 0x3, 0x0, 0x1d)); // get the size of the array asm.Add(PowerPcAsm.bl(entryAddr, asm.Count, JUtility_memset)); // call JUtility_memset(array*, 0xff, array.size) asm.Add(PowerPcAsm.mtlr(24)); // restore the link register asm.Add(PowerPcAsm.mr(24, 3)); // move array* to r24 asm.Add(PowerPcAsm.blr()); // return return(asm); }