コード例 #1
0
        private List <UInt32> writeProcStopEventSquareRoutine(AddressMapper addressMapper, VAVAddr forceVentureCardVariable, VAVAddr routineStartAddress)
        {
            PowerPcAsm.Pair16Bit v            = PowerPcAsm.make16bitValuePair((UInt32)forceVentureCardVariable);
            var gameProgressChangeModeRoutine = addressMapper.toVersionAgnosticAddress((BSVAddr)0x800c093c);
            var endOfSwitchCase = addressMapper.toVersionAgnosticAddress((BSVAddr)0x800fac38);

            var asm = new List <UInt32>();

            asm.Add(PowerPcAsm.lwz(3, 0x188, 28));                                                 // \
            asm.Add(PowerPcAsm.lwz(3, 0x74, 3));                                                   // / r3_place = gameChara.currentPlace
            asm.Add(PowerPcAsm.lbz(6, 0x18, 3));                                                   // | r6_ventureCardId = r3_place.districtId

            asm.Add(PowerPcAsm.lis(3, v.upper16Bit));                                              // \
            asm.Add(PowerPcAsm.addi(3, 3, v.lower16Bit));                                          // | forceVentureCardVariable <- r6_ventureCardId
            asm.Add(PowerPcAsm.stw(6, 0x0, 3));                                                    // /

            asm.Add(PowerPcAsm.lwz(3, 0x18, 20));                                                  // \ lwz r3,0x18(r20)
            asm.Add(PowerPcAsm.li(4, 0x1f));                                                       // | li r4,0x1f  (the GameProgress mode id 0x1f is for executing a venture card)
            asm.Add(PowerPcAsm.li(5, -0x1));                                                       // | li r5,-0x1
            asm.Add(PowerPcAsm.li(6, -0x1));                                                       // | li r6,-0x1
            asm.Add(PowerPcAsm.li(7, 0x0));                                                        // | li r7,0x0
            asm.Add(PowerPcAsm.bl(routineStartAddress, asm.Count, gameProgressChangeModeRoutine)); // | bl Game::GameProgress::changeMode
            asm.Add(PowerPcAsm.b(routineStartAddress, asm.Count, endOfSwitchCase));                // / goto end of switch case
            return(asm);
        }
コード例 #2
0
        private List <UInt32> writeGetDescriptionForCustomSquareRoutine(AddressMapper addressMapper, VAVAddr routineStartAddress)
        {
            var asm = new List <UInt32>();
            var gameUiTextGetString  = addressMapper.toVersionAgnosticAddress((BSVAddr)0x800f78dc);
            var gameUiTextGetCardMsg = addressMapper.toVersionAgnosticAddress((BSVAddr)0x800f837c);
            var gameBoard            = PowerPcAsm.make16bitValuePair((UInt32)addressMapper.toVersionAgnosticAddress((BSVAddr)0x8054d018));

            asm.Add(PowerPcAsm.lis(7, gameBoard.upper16Bit));                                //
            asm.Add(PowerPcAsm.addi(7, 7, gameBoard.lower16Bit));                            // r7 <- start of gameboard table containing all squares
            asm.Add(PowerPcAsm.mulli(8, 24, 0x54));                                          // r8 <- squareId * 0x54 (the size of each square)
            asm.Add(PowerPcAsm.add(6, 7, 8));                                                // r6 <- the current square
            asm.Add(PowerPcAsm.lbz(8, 0x4d, 6));                                             // r8 <- square.squareType
            asm.Add(PowerPcAsm.cmpwi(8, 0x2e));                                              // if(square.squareType == 0x2e)
            asm.Add(PowerPcAsm.bne(3));                                                      // {
            asm.Add(PowerPcAsm.lbz(4, 0x18, 6));                                             //   r4 <- square.district_color
            asm.Add(PowerPcAsm.b(routineStartAddress, asm.Count, gameUiTextGetCardMsg));     //   goto Game::uitext::get_card_message(r4)
                                                                                             // }
            asm.Add(PowerPcAsm.li(6, 0x0));                                                  // \
            asm.Add(PowerPcAsm.li(7, 0x0));                                                  // | No message arguments
            asm.Add(PowerPcAsm.li(8, 0x0));                                                  // /
            asm.Add(PowerPcAsm.b(routineStartAddress, asm.Count, gameUiTextGetString));      // goto Game::uitext::get_string(r4, 0, 0, 0)

            return(asm);
        }