Difference between revisions of "Check Sprite Set"

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Line 8: Line 8:
 
  #    r2    =    -1          :    If the sprite set is not unique (Sprite set > 0x80);
 
  #    r2    =    -1          :    If the sprite set is not unique (Sprite set > 0x80);
 
  #                Unit index  :    If a unit with the specified sprite set is found without crystal or treasure status;
 
  #                Unit index  :    If a unit with the specified sprite set is found without crystal or treasure status;
  #                -2          :    If the sprite set refers to a unit that doesn't exist / is disabled (Unit flags at 0x183 = 0x00);
+
  #                -2          :    If the sprite set refers to a unit that doesn't exist / is disabled  
  #                -3          :    If a unit with the specified sprite set (r4) was found with status crystal or treasure, or was disabled;
+
#                                        (Unit flags at 0x183 = 0x00);
 +
  #                -3          :    If a unit with the specified sprite set (r4) was found with status crystal or treasure,  
 +
#                                        or was disabled;
 
  #                -4          :    If no unit was found with the specified sprite set in battle, but was in the party;     
 
  #                -4          :    If no unit was found with the specified sprite set in battle, but was in the party;     
 
  #                -5          :    Otherwise
 
  #                -5          :    Otherwise

Revision as of 01:56, 13 August 2012

# FUNCTION : CHECK SPRITE SET
# Parameters:
#     r4    :     Sprite set to check
     
# Returns:
#     r2    =     -1          :     If the sprite set is not unique (Sprite set > 0x80);
#                 Unit index  :     If a unit with the specified sprite set is found without crystal or treasure status;
#                 -2          :     If the sprite set refers to a unit that doesn't exist / is disabled 
#                                        (Unit flags at 0x183 = 0x00);
#                 -3          :     If a unit with the specified sprite set (r4) was found with status crystal or treasure, 
#                                        or was disabled;
#                 -4          :     If no unit was found with the specified sprite set in battle, but was in the party;    
#                 -5          :     Otherwise
# int check_sprite_set (int p_spriteSet)
# {
00180b2c: 27bdffe0 addiu r29,r29,0xffe0		
00180b30: 2c820080 sltiu r2,r4,0x0080		
00180b34: afbf001c sw r31,0x001c(r29)		
00180b38: afb20018 sw r18,0x0018(r29)		
00180b3c: afb10014 sw r17,0x0014(r29)		
00180b40: 14400005 bne r2,r0,0x00180b58		
00180b44: afb00010 sw r16,0x0010(r29)		
00180b48: 0806031d j 0x00180c74		         #     if (p_spriteSet >= 0x80)      // Sprite set refers to non-unique unit
00180b4c: 2402ffff addiu r2,r0,0xffff            #          return -1; 
00180b50: 0806031d j 0x00180c74			
00180b54: 2402fffe addiu r2,r0,0xfffe		
00180b58: 00008021 addu r16,r0,r0		
00180b5c: 340600ff ori r6,r0,0x00ff		      
00180b60: 308500ff andi r5,r4,0x00ff		
00180b64: 3c038019 lui r3,0x8019		
00180b68: 246308cc addiu r3,r3,0x08cc		 
# // Check units for the parameter sprite set
                                                
00180b6c: 90620001 lbu r2,0x0001(r3)	         #     for (int index = 0; index < 21; index++)
00180b70: 00000000 nop			         #     {
00180b74: 10460011 beq r2,r6,0x00180bbc          #           if (units[index].unitID == 0xFF)    // Unit doesn't exist
00180b78: 00000000 nop				 #                 continue;
00180b7c: 90620000 lbu r2,0x0000(r3)		
00180b80: 00000000 nop			 	
00180b84: 1445000d bne r2,r5,0x00180bbc		 #           if (units[index].spriteSet != p_spriteSet)
00180b88: 00000000 nop			         #                 continue;	
00180b8c: 90620058 lbu r2,0x0058(r3)		
00180b90: 00000000 nop				
00180b94: 30420040 andi r2,r2,0x0040		 #           if (units[index].statusFlags1 & STATUS_CRYSTAL)
00180b98: 14400006 bne r2,r0,0x00180bb4		 #                 return -3;
00180b9c: 00000000 nop				
00180ba0: 90630059 lbu r3,0x0059(r3)		
00180ba4: 00000000 nop				
00180ba8: 30630001 andi r3,r3,0x0001	 	 #           if (units[index].statusFlags2 & STATUS_TREASURE)
00180bac: 10600031 beq r3,r0,0x00180c74		 #                 return -3;
00180bb0: 02001021 addu r2,r16,r0		 #           else
00180bb4: 0806031d j 0x00180c74			 #                 return index;
00180bb8: 2402fffd addiu r2,r0,0xfffd	      
00180bbc: 26100001 addiu r16,r16,0x0001		
00180bc0: 2a020015 slti r2,r16,0x0015		
00180bc4: 1440ffe9 bne r2,r0,0x00180b6c		
00180bc8: 246301c0 addiu r3,r3,0x01c0	         #     }
00180bcc: 00008021 addu r16,r0,r0		
00180bd0: 340800ff ori r8,r0,0x00ff		
00180bd4: 308600ff andi r6,r4,0x00ff		
00180bd8: 34070080 ori r7,r0,0x0080		
00180bdc: 3c038019 lui r3,0x8019		
00180be0: 246308cc addiu r3,r3,0x08cc		     
# // Check non-existent units (?)
00180be4: 90650001 lbu r5,0x0001(r3)		#     for (int index = 0; index < 21; index++)
00180be8: 00000000 nop				#     {
00180bec: 14a8000d bne r5,r8,0x00180c24	        #           if (units[index].unitID != UNITID_DOES_NOT_EXIST)
00180bf0: 26100001 addiu r16,r16,0x0001         #                 continue;
00180bf4: 90620000 lbu r2,0x0000(r3)		
00180bf8: 00000000 nop				
00180bfc: 1446000a bne r2,r6,0x00180c28	        #           if (units[index].spriteSet != p_spriteSet)
00180c00: 2a020015 slti r2,r16,0x0015		#                 continue;
00180c04: 90620183 lbu r2,0x0183(r3)		
00180c08: 00000000 nop				
00180c0c: 10450005 beq r2,r5,0x00180c24	        #           if (units[index].unitID == units[index].flags_0x183)
00180c10: 00000000 nop			        #                 continue;	
00180c14: 1040ffce beq r2,r0,0x00180b50	        #           if (units[index].flags_0x183 == 0)
00180c18: 00000000 nop				#                 return -2;
00180c1c: 10470015 beq r2,r7,0x00180c74	        #           if (units[index].flags_0x183 == 0x80) // (was active, now disabled?) 	
00180c20: 2402fffd addiu r2,r0,0xfffd		#                 return -3;
00180c24: 2a020015 slti r2,r16,0x0015		
00180c28: 1440ffee bne r2,r0,0x00180be4		
00180c2c: 246301c0 addiu r3,r3,0x01c0	        #     }	
# // Check if a unit with the parameter sprite set is in the party
00180c30: 00008021 addu r16,r0,r0		
00180c34: 341200ff ori r18,r0,0x00ff		
00180c38: 309100ff andi r17,r4,0x00ff		
00180c3c: 0c0166bc jal 0x00059af0		#     for (int index = 0; index < 20; index++)
00180c40: 02002021 addu r4,r16,r0		#     {
00180c44: 00401821 addu r3,r2,r0		      
00180c48: 90620001 lbu r2,0x0001(r3)		#           
00180c4c: 00000000 nop				
00180c50: 10520005 beq r2,r18,0x00180c68	#           if (party_units[index].unitID == UNITID_DOES_NOT_EXIST)
00180c54: 26100001 addiu r16,r16,0x0001         #                 continue;
00180c58: 90620000 lbu r2,0x0000(r3)		#           
00180c5c: 00000000 nop				
00180c60: 10510004 beq r2,r17,0x00180c74	#           if (party_units[index].spriteSet == p_spriteSet)
00180c64: 2402fffc addiu r2,r0,0xfffc		#                 return -4;
00180c68: 2a020014 slti r2,r16,0x0014		
00180c6c: 1440fff3 bne r2,r0,0x00180c3c         #     }
00180c70: 2402fffb addiu r2,r0,0xfffb		#     return -5;
00180c74: 8fbf001c lw r31,0x001c(r29)		
00180c78: 8fb20018 lw r18,0x0018(r29)		
00180c7c: 8fb10014 lw r17,0x0014(r29)		
00180c80: 8fb00010 lw r16,0x0010(r29)		
00180c84: 27bd0020 addiu r29,r29,0x0020		
00180c88: 03e00008 jr r31			
00180c8c: 00000000 nop                          
# }