/
SaveUnitExpandedStrmagStairs.s
823 lines (543 loc) · 15.6 KB
/
SaveUnitExpandedStrmagStairs.s
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.thumb
@ THE PLAN:
@ GameSaveUnit:
@ +00 | u8 character
@ +01 | u8 class
@ +02 | u8 mhp
@ +03 | u8 str / pow
@ +04 | u8 mag
@ +05 | u8 skl
@ +06 | u8 spd
@ +07 | u8 def
@ +08 | u8 res
@ +09 | u8 lck
@ +0A | u8 conBonus
@ +0B | u8 movBonus
@ +0C | 3 bytes:
@ +000 | xPos : 6
@ +006 | yPos : 6
@ +012 | level : 5
@ +017 | exp : 7
@ +0F | u8[8] wexp
@ +17 | u8[7] supports
@ +1E | u16[5] items
@ +28 | u32 state
@ +2C | (end)
GameSaveUnit.size = 0x2C
@ SuspendSaveUnit (Common):
@ +00 | <GameSaveUnit>
@ +2C | u8 chp
@ +2D | u8 rescueUnit
@ +2E | u8 ballista
@ +2F | u8 status/duration
@ +30 | u8 torch/purewater
@ +31 | (end)
@ SuspendSaveUnit (Blue):
@ +00 | <SuspendSaveUnit>
@ +31 | u8 support gains
@ +32 | u8 stair asm byte
@ +33 | (end, 1 byte padding)
PlayerSuspendSaveUnit.size = 0x34
@ SuspendSaveUnit (Other):
@ +00 | <SuspendSaveUnit>
@ +31 | u8 ai1
@ +32 | u8 ai2
@ +33 | u8 ai1Cur
@ +34 | u8 ai2Cur
@ +35 | u8 aiFlag
@ +36 | u16 aiConf @ "ai 3 & 4"
@ +38 | (end, no padding)
OtherSuspendSaveUnit.size = 0x38
GetUnit = 0x08019430+1
ClearUnit = 0x080177F4+1
GetCharacterData = 0x08019464+1
GetClassData = 0x08019444+1
SetUnitHp = 0x08019368+1
GetUnitMaxHp = 0x08019190+1
WriteAndVerifySramFast = 0x080D184C+1
ReadSramFastAddr = 0x030067A0 @ pointer to the actual ReadSramFast function
PackGameSaveUnit.clear_unit:
@ clear unit if it's character is null
push {r0-r2}
ldr r3, =ClearUnit
mov r0, r1
bl BXR3
pop {r0-r2}
b PackGameSaveUnit.set_character
PackGameSaveUnit:
@ arguments:
@ - r0 = target buffer address
@ - r1 = source unit
@ returns:
@ - r0 = target buffer address
push {r4-r5, lr}
@ CHARACTER
ldr r2, [r1, #0x00] @ r2 = Unit->pCharacterData
cmp r2, #0
beq PackGameSaveUnit.clear_unit
ldrb r2, [r2, #0x04] @ r2 = Unit->pCharacterData->id
PackGameSaveUnit.set_character:
strb r2, [r0, #0x00] @ GameSaveUnit->character = Unit->pCharacterData->id
@ CLASS
ldr r2, [r1, #0x04] @ r2 = Unit->pClassData
cmp r2, #0
beq PackGameSaveUnit.set_class
ldrb r2, [r2, #0x04] @ r2 = Unit->pClassData->id
PackGameSaveUnit.set_class:
strb r2, [r0, #0x01] @ GameSaveUnit->class = Unit->pClassData->id
@ STATS
ldrb r2, [r1, #0x12] @ r2 = Unit->mhp
strb r2, [r0, #0x02] @ GameSaveUnit->mhp = Unit->mhp
ldrb r2, [r1, #0x14] @ r2 = Unit->pow
strb r2, [r0, #0x03] @ GameSaveUnit->str = Unit->pow
mov r3, #0x3A
ldrb r2, [r1, r3] @ r2 = Unit->mag
strb r2, [r0, #0x04] @ GameSaveUnit->mag = Unit->mag
ldrb r2, [r1, #0x15] @ r2 = Unit->skl
strb r2, [r0, #0x05] @ GameSaveUnit->skl = Unit->skl
ldrb r2, [r1, #0x16] @ r2 = Unit->spd
strb r2, [r0, #0x06] @ GameSaveUnit->spd = Unit->spd
ldrb r2, [r1, #0x17] @ r2 = Unit->def
strb r2, [r0, #0x07] @ GameSaveUnit->def = Unit->def
ldrb r2, [r1, #0x18] @ r2 = Unit->res
strb r2, [r0, #0x08] @ GameSaveUnit->res = Unit->res
ldrb r2, [r1, #0x19] @ r2 = Unit->lck
strb r2, [r0, #0x09] @ GameSaveUnit->lck = Unit->lck
ldrb r2, [r1, #0x1A] @ r2 = Unit->conBonus
strb r2, [r0, #0x0A] @ GameSaveUnit->conBonus = Unit->conBonus
ldrb r2, [r1, #0x1D] @ r2 = Unit->movBonus
strb r2, [r0, #0x0B] @ GameSaveUnit->movBonus = Unit->movBonus
@ THE ONE PACKED BIT (position, level, exp)
mov r4, #0x3F @ 6 bits set
ldrb r2, [r1, #0x10] @ r2 = Unit->xPos
and r2, r4
ldrb r3, [r1, #0x11] @ r3 = Unit->yPos
and r3, r4
lsl r3, #6
orr r2, r3 @ r2 |= Unit->yPos << 6
mov r4, #0x1F @ 5 bits set
ldrb r3, [r1, #0x08] @ r3 = Unit->level
and r3, r4
lsl r3, #12
orr r2, r3 @ r2 |= Unit->level << 12
ldrb r3, [r1, #0x09] @ r3 = Unit->exp
@ no and @ this will get truncated anyway
lsl r3, #17
orr r2, r3 @ r2 |= Unit->level << 17
strh r2, [r0, #0x0C]
lsr r2, #16
strb r2, [r0, #0x0E]
@ WEAPON EXP
mov r3, #0x0F
add r3, r0 @ r3 = &GameSaveUnit->wexp
mov r4, #0x28
add r4, r1 @ r4 = &Unit->wexp
mov r5, #7
PackGameSaveUnit.lop_wexp:
ldrb r2, [r4, r5]
strb r2, [r3, r5]
sub r5, #1
bge PackGameSaveUnit.lop_wexp
@ SUPPORTS
mov r3, #0x17
add r3, r0 @ r3 = &GameSaveUnit->supports
mov r4, #0x32
add r4, r1 @ r4 = &Unit->supports
mov r5, #6
PackGameSaveUnit.lop_supports:
ldrb r2, [r4, r5]
strb r2, [r3, r5]
sub r5, #1
bge PackGameSaveUnit.lop_supports
@ ITEMS
@ Okay so here we're going to be sneaky
@ Since the Unit's and GameSaveUnit items happen to both start at +1E
@ We'll use the same "offset" register for both.
mov r3, #0x1E @ r3 = offsetof(Unit, items) = offsetof(GameSaveUnit, items)
mov r5, #4
PackGameSaveUnit.lop_items:
ldrh r2, [r1, r3]
strh r2, [r0, r3]
add r3, #2
sub r5, #1
bge PackGameSaveUnit.lop_items
@ STATE
ldr r2, [r1, #0x0C] @ r2 = Unit->state
str r2, [r0, #0x28] @ GameSaveUnit->state = Unit->state
@ END
pop {r4-r5}
pop {r1}
bx r1
.pool
.align
UnpackGameSaveUnit:
@ arguments:
@ - r0 = target unit
@ - r1 = source buffer address
@ returns:
@ - r0 = target unit
push {r4-r5, lr}
mov r4, r0 @ r4 = target unit
mov r5, r1 @ r5 = source buffer
@ CHARACTER
ldr r3, =GetCharacterData
ldrb r0, [r5, #0x00]
bl BXR3
str r0, [r4, #0x00]
@ CLASS
ldr r3, =GetClassData
ldrb r0, [r5, #0x01]
bl BXR3
str r0, [r4, #0x04]
@ STATS
ldrb r2, [r5, #0x02] @ r2 = GameSaveUnit->mhp
strb r2, [r4, #0x12] @ = GameSaveUnit->mhp
ldrb r2, [r5, #0x03] @ r2 = GameSaveUnit->pow
strb r2, [r4, #0x14] @ GameSaveUnit->str = GameSaveUnit->pow
ldrb r2, [r5, #0x04] @ r2 = GameSaveUnit->mag
mov r3, #0x3A
strb r2, [r4, r3]
ldrb r2, [r5, #0x05] @ r2 = GameSaveUnit->skl
strb r2, [r4, #0x15] @ Unit->skl = GameSaveUnit->skl
ldrb r2, [r5, #0x06] @ r2 = GameSaveUnit->spd
strb r2, [r4, #0x16] @ Unit->spd = GameSaveUnit->spd
ldrb r2, [r5, #0x07] @ r2 = GameSaveUnit->def
strb r2, [r4, #0x17] @ Unit->def = GameSaveUnit->def
ldrb r2, [r5, #0x08] @ r2 = GameSaveUnit->res
strb r2, [r4, #0x18] @ Unit->res = GameSaveUnit->res
ldrb r2, [r5, #0x09] @ r2 = GameSaveUnit->lck
strb r2, [r4, #0x19] @ Unit->lck = GameSaveUnit->lck
ldrb r2, [r5, #0x0A] @ r2 = GameSaveUnit->conBonus
strb r2, [r4, #0x1A] @ Unit->conBonus = GameSaveUnit->conBonus
ldrb r2, [r5, #0x0B] @ r2 = GameSaveUnit->movBonus
strb r2, [r4, #0x1D] @ Unit->movBonus = GameSaveUnit->movBonus
@ THE ONE PACKED BIT (position, level, exp)
ldr r2, [r5, #0x0C]
mov r3, #0x3F
and r3, r2 @ r3 = GameSaveUnit->xPos
cmp r3, #0x3F
bne UnpackGameSaveUnit.yes_x
mov r3, #0xFF
UnpackGameSaveUnit.yes_x:
strb r3, [r4, #0x10]
lsr r2, #6
mov r3, #0x3F
and r3, r2 @ r3 = GameSaveUnit->yPos
cmp r3, #0x3F
bne UnpackGameSaveUnit.yes_y
mov r3, #0xFF
UnpackGameSaveUnit.yes_y:
strb r3, [r4, #0x11]
lsr r2, #6
mov r3, #0x1F
and r3, r2 @ r3 = Unit->exp
strb r3, [r4, #0x08]
lsr r2, #5
mov r3, #0x7F
and r3, r2 @ r3 = GameSaveUnit->exp
cmp r3, #0x7F
bne UnpackGameSaveUnit.yes_exp
mov r3, #0xFF
UnpackGameSaveUnit.yes_exp:
strb r3, [r4, #0x09]
@ WEAPON EXP
mov r0, #0x28
add r0, r4 @ r0 = &Unit->wexp
mov r1, #0x0F
add r1, r5 @ r1 = &GameSaveUnit->wexp
mov r3, #7
UnpackGameSaveUnit.lop_wexp:
ldrb r2, [r1, r3]
strb r2, [r0, r3]
sub r3, #1
bge UnpackGameSaveUnit.lop_wexp
@ SUPPORTS
mov r0, #0x32
add r0, r4 @ r0 = &Unit->supports
mov r1, #0x17
add r1, r5 @ r1 = &GameSaveUnit->supports
mov r3, #6
UnpackGameSaveUnit.lop_supports:
ldrb r2, [r1, r3]
strb r2, [r0, r3]
sub r3, #1
bge UnpackGameSaveUnit.lop_supports
@ ITEMS
@ Same trick as for packing (see PackGameSaveUnit)
mov r1, #0x1E @ r1 = offsetof(Unit, items) = offsetof(GameSaveUnit, items)
mov r3, #4
UnpackGameSaveUnit.lop_items:
ldrh r2, [r5, r1]
strh r2, [r4, r1]
add r1, #2
sub r3, #1
bge UnpackGameSaveUnit.lop_items
@ STATE
ldr r2, [r5, #0x28] @ r2 = GameSaveUnit->state
str r2, [r4, #0x0C] @ Unit->state = GameSaveUnit->state
@ MISC
@ Set current hp to max
ldr r3, =GetUnitMaxHp
mov r0, r4 @ GetUnitMaxHp arg r0 = Unit
bl BXR3
ldr r3, =SetUnitHp
mov r1, r0 @ SetUnitHp arg r1 = Hp
mov r0, r4 @ SetUnitHp arg r0 = Unit
bl BXR3
@ END
mov r0, r4
pop {r4-r5}
pop {r3}
BXR3:
bx r3
.pool
.align
PackPlayerSuspendSaveUnit:
@ arguments:
@ - r0 = target buffer address
@ - r1 = source unit
@ returns:
@ - r0 = target buffer address
push {r4, lr}
mov r4, r1
bl PackGameSaveUnit
mov r2, #0x2C
add r2, r0 @ r2 = su+0x2C, for easier addressing (0x2C+ is out of ldrb/strb range)
ldrb r1, [r4, #0x13] @ r1 = u->chp
strb r1, [r2, #0x00] @ su->chp = u->chp
ldrb r1, [r4, #0x1B] @ r1 = u->rescue
strb r1, [r2, #0x01] @ su->rescue = u->rescue
ldrb r1, [r4, #0x1C] @ r1 = u->blst
strb r1, [r2, #0x02] @ su->blst = u->blst
mov r1, #0x30
ldrb r1, [r4, r1] @ r1 = u->sd
strb r1, [r2, #0x03] @ su->sd = u->sd
mov r1, #0x31
ldrb r1, [r4, r1] @ r1 = u->tb
strb r1, [r2, #0x04] @ su->tb = u->tb
mov r1, #0x39
ldrb r1, [r4, r1] @ r1 = u->supportbits
strb r1, [r2, #0x05] @ su->supportbits = u->supportbits
ldr r1, =CharacterStructStairByte
ldrb r1, [ r1 ]
ldrb r1, [r4, r1] @ r1 = u->stairbyte
strb r1, [r2, #0x06] @ su->stairasmbyte = u->stairbyte
pop {r4}
pop {r1}
bx r1
.pool
.align
UnpackPlayerSuspendSaveUnit:
@ arguments:
@ - r0 = target unit
@ - r1 = source buffer address
@ returns:
@ - r0 = target unit
push {r4, lr}
mov r4, r1
bl UnpackGameSaveUnit
mov r2, #0x2C
add r2, r4 @ r2 = su+0x2C, for easier addressing (0x2C+ is out of ldrb/strb range)
ldrb r1, [r2, #0x00] @ r1 = su->chp
strb r1, [r0, #0x13] @ u->chp = su->chp
ldrb r1, [r2, #0x01] @ r1 = su->rescue
strb r1, [r0, #0x1B] @ u->rescue = su->rescue
ldrb r1, [r2, #0x02] @ r1 = su->blst
strb r1, [r0, #0x1C] @ u->blst = su->blst
mov r3, #0x30
ldrb r1, [r2, #0x03] @ r1 = su->sd
strb r1, [r0, r3] @ u->sd = su->sd
mov r3, #0x31
ldrb r1, [r2, #0x04] @ r1 = su->tb
strb r1, [r0, r3] @ u->tb = su->tb
mov r3, #0x39
ldrb r1, [r2, #0x05] @ r1 = su->supportbits
strb r1, [r0, r3] @ u->supportbits = su->supportbits
ldr r3, =CharacterStructStairByte
ldrb r3, [ r3 ]
ldrb r1, [r2, #0x06] @ r1 = su->stairasmbyte
strb r1, [r0, r3] @ u->stairbyte = su->stairasmbyte
pop {r4}
pop {r1}
bx r1
.pool
.align
PackOtherSuspendSaveUnit:
@ arguments:
@ - r0 = target buffer address
@ - r1 = source unit
@ returns:
@ - r0 = target buffer address
push {r4, lr}
mov r4, r1
bl PackGameSaveUnit
mov r2, #0x2C
add r2, r0 @ r2 = su+0x2C, for easier addressing (0x2C+ is out of ldrb/strb range)
ldrb r1, [r4, #0x13] @ r1 = u->chp
strb r1, [r2, #0x00] @ su->chp = u->chp
ldrb r1, [r4, #0x1B] @ r1 = u->rescue
strb r1, [r2, #0x01] @ su->rescue = u->rescue
ldrb r1, [r4, #0x1C] @ r1 = u->blst
strb r1, [r2, #0x02] @ su->blst = u->blst
mov r1, #0x30
ldrb r1, [r4, r1] @ r1 = u->sd
strb r1, [r2, #0x03] @ su->sd = u->sd
mov r1, #0x31
ldrb r1, [r4, r1] @ r1 = u->tb
strb r1, [r2, #0x04] @ su->tb = u->tb
mov r3, #0x40
add r3, r4 @ r3 = unit+0x40, for easier addressing
ldrb r1, [r3, #0x02] @ r1 = u->ai1
strb r1, [r2, #0x05] @ su->ai1 = u->ai1
ldrb r1, [r3, #0x04] @ r1 = u->ai2
strb r1, [r2, #0x06] @ su->ai2 = u->ai2
ldrb r1, [r3, #0x03] @ r1 = u->ai1Cur
strb r1, [r2, #0x07] @ su->ai1Cur = u->ai1Cur
ldrb r1, [r3, #0x05] @ r1 = u->ai2Cur
strb r1, [r2, #0x08] @ su->ai2Cur = u->ai2Cur
ldrb r1, [r4, #0x0A] @ r1 = u->aiFlag
strb r1, [r2, #0x09] @ su->aiFlag = u->aiFlag
ldrh r1, [r3, #0x00] @ r1 = u->aiConf
strh r1, [r2, #0x0A] @ su->aiConf = u->aiConf
pop {r4}
pop {r1}
bx r1
.pool
.align
UnpackOtherSuspendSaveUnit:
@ arguments:
@ - r0 = target unit
@ - r1 = source buffer address
@ returns:
@ - r0 = target unit
push {r4, lr}
mov r4, r1
bl UnpackGameSaveUnit
mov r2, #0x2C
add r2, r4 @ r2 = su+0x2C, for easier addressing (0x2C+ is out of ldrb/strb range)
ldrb r1, [r2, #0x00] @ r1 = su->chp
strb r1, [r0, #0x13] @ u->chp = su->chp
ldrb r1, [r2, #0x01] @ r1 = su->rescue
strb r1, [r0, #0x1B] @ u->rescue = su->rescue
ldrb r1, [r2, #0x02] @ r1 = su->blst
strb r1, [r0, #0x1C] @ u->blst = su->blst
mov r3, #0x30
ldrb r1, [r2, #0x03] @ r1 = su->sd
strb r1, [r0, r3] @ u->sd = su->sd
mov r3, #0x31
ldrb r1, [r2, #0x04] @ r1 = su->tb
strb r1, [r0, r3] @ u->tb = su->tb
mov r3, #0x40
add r3, r0 @ r3 = unit+0x40, for easier addressing
ldrb r1, [r2, #0x05] @ r1 = su->ai1
strb r1, [r3, #0x02] @ u->ai1 = su->ai1
ldrb r1, [r2, #0x06] @ r1 = su->ai2
strb r1, [r3, #0x04] @ u->ai2 = su->ai2
ldrb r1, [r2, #0x07] @ r1 = su->ai1Cur
strb r1, [r3, #0x03] @ u->ai1Cur = su->ai1Cur
ldrb r1, [r2, #0x08] @ r1 = su->ai2Cur
strb r1, [r3, #0x05] @ u->ai2Cur = su->ai2Cur
ldrb r1, [r2, #0x09] @ r1 = su->aiFlag
strb r1, [r0, #0x0A] @ u->aiFlag = su->aiFlag
ldrh r1, [r2, #0x0A] @ r1 = su->aiConf
strh r1, [r3, #0x00] @ u->aiConf = su->aiConf
pop {r4}
pop {r1}
bx r1
.pool
.align
.macro SAVE_UNIT_FUNC Name, PackFunc, StructSize, Allegiance
.align
.global \Name
.type \Name , function
\Name :
@ arguments:
@ - r0 = target address (SRAM)
@ - r1 = target size
push {r4-r6, lr}
sub sp, #(\StructSize)
mov r4, r0 @ r4 = target
mov r0, r1
mov r1, #(\StructSize)
svc 6 @ Div
mov r6, r0 @ r6 = max number of written units
mov r5, #(\Allegiance + 1) @ r5 = unit id
\Name\().lop :
ldr r3, =GetUnit
mov r0, r5 @ GetUnit arg r0 = id
bl BXR3
cmp r0, #0
beq \Name\().end
mov r1, r0
mov r0, sp
bl \PackFunc
ldr r3, =WriteAndVerifySramFast
@ implied @ WriteAndVerifySramFast arg r0 = src
mov r1, r4 @ WriteAndVerifySramFast arg r1 = dst
mov r2, #(\StructSize) @ WriteAndVerifySramFast arg r2 = size
bl BXR3
add r4, #(\StructSize) @ target++
add r5, #1 @ id++
sub r6, #1
bgt \Name\().lop
\Name\().end :
add sp, #(\StructSize)
pop {r4-r6}
pop {r0}
bx r0
.pool
.endm @ SAVE_UNIT_FUNC
.macro LOAD_UNIT_FUNC Name, UnpackFunc, StructSize, Allegiance
.align
.global \Name
.type \Name , function
\Name :
@ arguments:
@ - r0 = source address (SRAM)
@ - r1 = source size
push {r4-r6, lr}
sub sp, #(\StructSize)
mov r4, r0 @ r4 = source
mov r0, r1
mov r1, #(\StructSize)
svc 6 @ Div
mov r6, r0 @ r6 = max number of read units
mov r5, #(\Allegiance + 1) @ r5 = unit id
\Name\().lop :
ldr r3, =ReadSramFastAddr
ldr r3, [r3]
mov r0, r4 @ ReadSramFast arg r0 = src
mov r1, sp @ ReadSramFast arg r1 = dst
mov r2, #(\StructSize) @ ReadSramFast arg r2 = size
bl BXR3
ldr r3, =GetUnit
mov r0, r5 @ GetUnit arg r0 = id
bl BXR3
cmp r0, #0
beq \Name\().end
@ implied @ Unpack arg r0 = target Unit
mov r1, sp @ Unpack arg r1 = source GameSaveUnit
bl \UnpackFunc
add r4, #(\StructSize) @ source++
add r5, #1 @ id++
sub r6, #1
bgt \Name\().lop
\Name\().end :
add sp, #(\StructSize)
pop {r4-r6}
pop {r0}
bx r0
.pool
.endm @ LOAD_UNIT_FUNC
@ Saved units
SAVE_UNIT_FUNC ESU_SaveGameUnits, PackGameSaveUnit, GameSaveUnit.size, 0x00
LOAD_UNIT_FUNC ESU_LoadGameUnits, UnpackGameSaveUnit, GameSaveUnit.size, 0x00
@ Suspend player units
SAVE_UNIT_FUNC ESU_SavePlayerSuspendUnits, PackPlayerSuspendSaveUnit, PlayerSuspendSaveUnit.size, 0x00
LOAD_UNIT_FUNC ESU_LoadPlayerSuspendUnits, UnpackPlayerSuspendSaveUnit, PlayerSuspendSaveUnit.size, 0x00
@ Suspend green units
SAVE_UNIT_FUNC ESU_SaveGreenSuspendUnits, PackOtherSuspendSaveUnit, OtherSuspendSaveUnit.size, 0x40
LOAD_UNIT_FUNC ESU_LoadGreenSuspendUnits, UnpackOtherSuspendSaveUnit, OtherSuspendSaveUnit.size, 0x40
@ Suspend red units
SAVE_UNIT_FUNC ESU_SaveRedSuspendUnits, PackOtherSuspendSaveUnit, OtherSuspendSaveUnit.size, 0x80
LOAD_UNIT_FUNC ESU_LoadRedSuspendUnits, UnpackOtherSuspendSaveUnit, OtherSuspendSaveUnit.size, 0x80