Difference between revisions of "Pre Formula Setup (FDC)"

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m (Summary 2.0)
m
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  0017f284: [[Calculate Projected Action Effect]]
 
  0017f284: [[Calculate Projected Action Effect]]
 
  0018ada8: [[Double WP if two hands is equipped?]]
 
  0018ada8: [[Double WP if two hands is equipped?]]
 
+
===Summary===
 
  Pre Formula routine will set a bunch of current ability data mainly based on skillset <span id="PFSShort"></span>
 
  Pre Formula routine will set a bunch of current ability data mainly based on skillset <span id="PFSShort"></span>
 
  and reset most of the  Attacker and target current action before jumping into formula section.
 
  and reset most of the  Attacker and target current action before jumping into formula section.

Revision as of 21:54, 29 November 2021

Instructions and notes

Pre Formula Setup (FDC)  Short Summary // Long Summary
-------------------------------------
r4 = Attacker data pointer / r5 Defender ID
Returns r2 = 0x01 if ability missed before formula jump (reflect, blade graps arrow guard)
        r2 = 0x00 if it jump to formula routines
-------------------------------------
0018b34c: 27bdffc8  addiu r29,r29,0xffc8    |
0018b350: afb00028 sw r16,0x0028(r29)       |
0018b354: 00a08021 addu r16,r5,r0           |r16 = Target ID  
0018b358: 27a50010 addiu r5,r29,0x0010      |
0018b35c: afbf0034 sw r31,0x0034(r29)       |
0018b360: afb20030 sw r18,0x0030(r29)       |
0018b364: 0c01788b jal 0x0005e22c           |--> Copy_Byte_Data_(20_Bytes)  (from r4 to r5 : copy attacker action data on stack)
0018b368: afb1002c sw r17,0x002c(r29)       |
0018b36c: 3c018019 lui r1,0x8019            |
0018b370: a03038c1 sb r16,0x38c1(r1)        |Store ID of the defending unit (Current ability data 0x801938c1 )
0018b374: 321000ff andi r16,r16,0x00ff      |r16 = Last byte of Target ID
0018b378: 001010c0 sll r2,r16,0x03          |r2 = Defender ID * 0x8
0018b37c: 00501023 subu r2,r2,r16           |r2 = defender ID * 0x7
0018b380: 00021180 sll r2,r2,0x06           |r2 = defender ID * 0x1c0
0018b384: 3c048019 lui r4,0x8019            |
0018b388: 248408cc addiu r4,r4,0x08cc       |r4 = Start of Unit Data
0018b38c: 00441821 addu r3,r2,r4            |r3 = Defender data location(start of unit data + Defender battle ID * 0x1c0)
0018b390: 3c018019 lui r1,0x8019            |
0018b394: ac232d98 sw r3,0x2d98(r1)         |Store Defender's Data Location (Current action data 0x80192d98)
0018b398: 2483018c addiu r3,r4,0x018c       |r3 = Start of unit data + 0x018c (current action data)
0018b39c: 00431021 addu r2,r2,r3            |r2 = Current action data + 0x01c0 (Defender current action data)
0018b3a0: 93a30010 lbu r3,0x0010(r29)       |r3 = Load attackers unit ID from stack (from routine 0x0005e22c)
0018b3a4: 3c018019 lui r1,0x8019            |
0018b3a8: ac222d90 sw r2,0x2d90(r1)         |Store Defender's Current Action Data (Current action data 0x80192d90 )
0018b3ac: 3c028019 lui r2,0x8019            |
0018b3b0: 244238c0 addiu r2,r2,0x38c0       |r2 = Load Attacker's Unit ID location
0018b3b4: 3c018019 lui r1,0x8019            |
0018b3b8: a020390e sb r0,0x390e(r1)         |set current ability formula (?) to  0x00  at 0x8019390e
0018b3bc: a0430000 sb r3,0x0000(r2)         |Store ID of the attacking unit (Current Ability data 0x801938c0 )
0018b3c0: 90430000 lbu r3,0x0000(r2)        |r3 = Load ID of the attacking unit
0018b3c4: 3c028019 lui r2,0x8019            |
0018b3c8: 24422da0 addiu r2,r2,0x2da0       |r2 = 0x80192da0 (copy of attacker action data?)
0018b3cc: 3c018019 lui r1,0x8019            |
0018b3d0: ac222d8c sw r2,0x2d8c(r1)         |Store "0x80192da0" into attacker current action data location (current action data 0x80192d8c)
0018b3d4: 000310c0 sll r2,r3,0x03           |r2 = Attacking unit ID * 8
0018b3d8: 00431023 subu r2,r2,r3            |r2 = Attacking unit ID * 7
0018b3dc: 00021180 sll r2,r2,0x06           |r2 = Attacking unit ID * 448 (0x1c0)
0018b3e0: 3c038019 lui r3,0x8019            |
0018b3e4: 8c63f5f0 lw r3,-0x0a10(r3)        |r3 = Loads type of action (word / reacting - pre attack - attack) from 0x8018f5f0 8018F5F0
0018b3e8: 00441021 addu r2,r2,r4            |r2 = Attacker data location (r4 = start of units data + r2 Attacker ID * 448)
0018b3ec: 3c018019 lui r1,0x8019            |
0018b3f0: ac222d94 sw r2,0x2d94(r1)         |Store Attacker's Data location (Current action data 0x80192d94)
0018b3f4: 10600009 beq r3,r0,0x0018b41c     # If reacting /Branch if attack is initial or preview
0018b3f8: 00000000 nop                           | 
0018b3fc: 0c062bcb jal 0x0018af2c                |--> Perform_reaction_abilities   r2 = 0x01 for non counter post action abilities ? /  -0x01 for guard skills/ 0x00 for counter abilities, hamedo and auto-potion (?)
0018b400: 00000000 nop                           |Notes : if r2 = 0x01 Current action data are edited
0018b404: 10400005 beq r2,r0,0x0018b41c          #If Reaction ability is not a counter one
0018b408: 00000000 nop                               | 
0018b40c: 0c062c9d jal 0x0018b274                    |--> Store_used_weapon  (modified by action menu ID)
0018b410: 27a40010 addiu r4,r29,0x0010               |makes r4 a stack pointer for above jal
0018b414: 08062e77 j 0x0018b9dc                      >> Jump to End
0018b418: 00001021 addu r2,r0,r0                     |r2 = 0x00
0018b41c: 3c028019 lui r2,0x8019            #E  #E  Not reacting or reaction is a counter ability
0018b420: 904238ed lbu r2,0x38ed(r2)        |r2 = Can poach/post action byte // Fall damage ?
0018b424: 00000000 nop                      |
0018b428: 30420080 andi r2,r2,0x0080        |r2 = 0x0080 if attack is fall damage / Else = 0x000 (0x80 is flagged as fall dmg not calculated ?)
0018b42c: 10400005 beq r2,r0,0x0018b444     #If attack is fall Dmg  /Else branch
0018b430: 00000000 nop                           | 
0018b434: 0c062b8f jal 0x0018ae3c                |--> Knockback%3F Set Fall Damage
0018b438: 00000000 nop                           |
0018b43c: 08062e77 j 0x0018b9dc                  >> Jump to End
0018b440: 00001021 addu r2,r0,r0                 |r2 = 0x00
0018b444: 3c048019 lui r4,0x8019            #Else  - Attack is not fall dmg
0018b448: 8c842d98 lw r4,0x2d98(r4)         |r4 = Target Data Pointer
0018b44c: 0c060428 jal 0x001810a0           |--> Map_Location_Calculation  Return r2 as Target tile ID
0018b450: 00000000 nop                      |
0018b454: 000210c0 sll r2,r2,0x03           |r2 = Target tile ID x 8
0018b458: 3c018019 lui r1,0x8019            |
0018b45c: 00220821 addu r1,r1,r2            |r1 = 8019 + Tile ID x 8
0018b460: 9022f8cc lbu r2,-0x0734(r1)       |r2 = Target Tile Type  (from 0x8018f8cc + tile ID offset)
0018b464: 3c038019 lui r3,0x8019            |
0018b468: 906338c3 lbu r3,0x38c3(r3)        |r3 = Strike counter  (previous info Weapon Hand (0 = R, 1 = L) ?)
0018b46c: 3042003f andi r2,r2,0x003f        |r2 = Filter out Target tile terrain type
0018b470: 3c018019 lui r1,0x8019            |
0018b474: a02238cd sb r2,0x38cd(r1)         |Store defender terrain type at current ability 0x801938cd  (flagged as caster tile ID in data table ?)
0018b478: 14600005 bne r3,r0,0x0018b490     #If 1rst strike  /Else branch
0018b47c: 00000000 nop                           | 
0018b480: 3c078019 lui r7,0x8019                 | 
0018b484: 90e738c4 lbu r7,0x38c4(r7)             |r7 = Current ability Primary weapon ID
0018b488: 08062d26 j 0x0018b498                  >> Jump after not first strike section
0018b48c: 00000000 nop                           |
0018b490: 3c078019 lui r7,0x8019            #Else -  Not first strike
0018b494: 90e738c5 lbu r7,0x38c5(r7)             |r7 = Current ability secondary weapon ID
0018b498: 93a30011 lbu r3,0x0011(r29)       |r3 =  Attacker Last skillset used 
0018b49c: 34020013 ori r2,r0,0x0013         |r2 = 0x13  (= Draw out ID)
0018b4a0: 14620004 bne r3,r2,0x0018b4b4     # If Draw Out
0018b4a4: 30e200ff andi r2,r7,0x00ff        |r2 = r7 (primary or secondary weapon ID)
0018b4a8: 93a70018 lbu r7,0x0018(r29)            |r7 = Attacker Used item/Equip ID (from Attacker 0x176)
0018b4ac: 00000000 nop                           |
0018b4b0: 30e200ff andi r2,r7,0x00ff             |r2 = Used item
0018b4b4: 2c420080 sltiu r2,r2,0x0080       |r2 = 0x01 if the item is a weapon (ID < 0x80) - Else 0x00 (not a weapon)
0018b4b8: 14400002 bne r2,r0,0x0018b4c4     #If Equiped/used item is not a weapon
0018b4bc: 00000000 nop                           | 
0018b4c0: 00003821 addu r7,r0,r0                 |r7 = 0x00
0018b4c4: 97a30012 lhu r3,0x0012(r29)       |r3 = Attacker Last attack/ability used (attacker 0x170)
0018b4c8: 3c108019 lui r16,0x8019           |
0018b4cc: 261038d8 addiu r16,r16,0x38d8     |r16 = 0x801938d8 - current ability weapon ID adress
0018b4d0: a2070000 sb r7,0x0000(r16)        |Store Attacker used/equiped Weapon ID (0x00 if not a weapon)   at current ability  0x801938d8
0018b4d4: 3c018019 lui r1,0x8019            |
0018b4d8: a42338d6 sh r3,0x38d6(r1)         |Store Attacker used Ability/Attack ID  at current ability  0x801938d6
0018b4dc: 3c028019 lui r2,0x8019            |
0018b4e0: 944238d6 lhu r2,0x38d6(r2)        |Load current ability Used Ability ID
0018b4e4: 3c018019 lui r1,0x8019            |
0018b4e8: a02038d9 sb r0,0x38d9(r1)         |Store Two Hands as inactive (?)
0018b4ec: 2c420171 sltiu r2,r2,0x0171       |r2 = 0x01 if used ability is before Hi-potion
0018b4f0: 14400002 bne r2,r0,0x0018b4fc     # If Ability ID >= Hi-Potion 
0018b4f4: 26050018 addiu r5,r16,0x0018      |r5 = 0x801938F0 - Current Ability Range data location
0018b4f8: 00001821 addu r3,r0,r0                 |r3 = 0x00 (used ability ID = 0x00)
0018b4fc: 000320c0 sll r4,r3,0x03           |r4 = Used Ability ID * 8 
0018b500: 00832023 subu r4,r4,r3            |r4 = Used Ability ID * 7
0018b504: 00042040 sll r4,r4,0x01           |r4 = Used Ability ID * 14 (if ability ID >= Hi potion, r4 = 0x00)
0018b508: 3c028006 lui r2,0x8006            |
0018b50c: 2442fbf0 addiu r2,r2,-0x410       |r2 = Start of Abilities data 2
0018b510: 00822021 addu r4,r4,r2            |r4 = Start of Used Ability (by ID) Data 2
0018b514: 3406000e ori r6,r0,0x000e         |r6 = 0x0e (for next jal)
0018b518: 30e200ff andi r2,r7,0x00ff        |r2 = Equiped/Used Weapon ID (0x00 if not a weapon)
0018b51c: 000210c0 sll r2,r2,0x03           |r2 = Weapon ID * 8
0018b520: 3c038006 lui r3,0x8006            |
0018b524: 24633ab8 addiu r3,r3,0x3ab8       |r3 = Start of weapons data 2 
0018b528: 0c017895 jal 0x0005e254           |--> Store_X_Byte_into_Y  - Store used ability data 2 into current ability data section (r5) from 0x801938f0 to 0x801938fd  (If > Hi-potion all fields are set to 0x00)
0018b52c: 00438821 addu r17,r2,r3           |r17 = Start of Used weapon Data 2 
0018b530: 02202021 addu r4,r17,r0           |r4 = r17 (preparing next jal)
0018b534: 26050026 addiu r5,r16,0x0026      |r5 = 0x801938FE (start of weapon section in current ability section)
0018b538: 0c017895 jal 0x0005e254           |-->  Store_X_Byte_into_Y - Store equiped/used weapon data into weapon's current ability data section (from 0x801938fe to 0x80193905) (data from item 0x00 if not a weapon)
0018b53c: 34060008 ori r6,r0,0x0008         |r6 = 0x08
0018b540: 92240007 lbu r4,0x0007(r17)       |r4 = Inflict Status/Cast Spell ID from used Weapon data
0018b544: 3c038019 lui r3,0x8019            |
0018b548: 8c632d94 lw r3,0x2d94(r3)         |r3 = Attacker Data location
0018b54c: 34020001 ori r2,r0,0x0001         |r2 = 1
0018b550: 3c018019 lui r1,0x8019            |
0018b554: a02038e4 sb r0,0x38e4(r1)         |Store current ability Charge Power to 0  at 0x801938e4
0018b558: 3c018019 lui r1,0x8019            |
0018b55c: a02238e5 sb r2,0x38e5(r1)         |Store current ability Formula as 0x01  at 0x801938e5
0018b560: 3c018019 lui r1,0x8019            |
0018b564: a02438da sb r4,0x38da(r1)         |Store Weapon's proc ID  in current ability data proc ID at 801938da
0018b568: 90620026 lbu r2,0x0026(r3)        |r2 =  Attacker's Faith
0018b56c: 3c038019 lui r3,0x8019            |
0018b570: 8c632d98 lw r3,0x2d98(r3)         |r3 =  Defender Data location
0018b574: 3c018019 lui r1,0x8019            |
0018b578: a02238d3 sb r2,0x38d3(r1)         | Store Attacker's Faith in current data section (without faith/innocent check)  at 0x801938d3
0018b57c: 90620026 lbu r2,0x0026(r3)        |r2 = Defender's Faith
0018b580: 3c018019 lui r1,0x8019            |
0018b584: a02238d2 sb r2,0x38d2(r1)         |Store Defender's Faith in current data section (without faith/innocent check)  at 0x801938d2
0018b588: 0c062b7d jal 0x0018adf4           |--> Action_data_nulling  (nullify most of current TCAD and ACAP data / set hit% at 100%  - Hit flag at 0x01 for target, at 0x00 for attacker)
0018b58c: 00000000 nop                      |
0018b590: 93a20011 lbu r2,0x0011(r29)       |r2 = Attacker last used skillset (Attacker 0x16f)
0018b594: 3c038019 lui r3,0x8019            |
0018b598: 946338c8 lhu r3,0x38c8(r3)        |r3 = ??   set to 0x00 if elemental nullification, to 0x01 if reaction/proc (maybe host something like"reactable" action)
0018b59c: 3c018019 lui r1,0x8019            |
0018b5a0: a02238d4 sb r2,0x38d4(r1)         |Store r2 in current ability data last used skillset  at 0x801938d4
0018b5a4: 304200ff andi r2,r2,0x00ff        |
0018b5a8: 3c018006 lui r1,0x8006            |
0018b5ac: 00220821 addu r1,r1,r2            |r1 = 0x800600XX (XX = last used skill set)
0018b5b0: 90325cb4 lbu r18,0x5cb4(r1)       |r18 = Action Menu of used skillset
0018b5b4: 10600009 beq r3,r0,0x0018b5dc     #If  0x801938c8 <> 0x00 (Reaction ? Proc ?) Will switch Ability ID with reaction ID (0x801938c6)
0018b5b8: 00000000 nop                           | 
0018b5bc: 3c028019 lui r2,0x8019                 | 
0018b5c0: 944238c6 lhu r2,0x38c6(r2)             |r2 = current ability reaction byte  Load (reaction ID? this halfword seems to handle all post-attack results...)
0018b5c4: 00000000 nop                           |     
0018b5c8: a7a20012 sh r2,0x0012(r29)             |Store Reaction ID as Attacker used ability ID on stack  
0018b5cc: 3c018019 lui r1,0x8019                 |
0018b5d0: a42238d6 sh r2,0x38d6(r1)              |Store Reaction ID as current ability used ability ID (Proc ? Reaction ?)
0018b5d4: 08062d79 j 0x0018b5e4                  >>jump after Else
0018b5d8: 00009021 addu r18,r0,r0                |r18 = 0x00 - Clear Action Menu ID to default
0018b5dc: 3c018019 lui r1,0x8019            #Else
0018b5e0: a42038c6 sh r0,0x38c6(r1)              |Set current ability Reaction ID to 0x00 
0018b5e4: 87a30012 lh r3,0x0012(r29)        |r3 =attacker used ability ID  (attacker 0x170 if not modified above)
0018b5e8: 3c028006 lui r2,0x8006            |
0018b5ec: 2442ebf0 addiu r2,r2,0xebf0       |r2 = Start of abilities data 1
0018b5f0: 000318c0 sll r3,r3,0x03           |r3 = r3 * 8 (ability ID * 8)
0018b5f4: 00621821 addu r3,r3,r2            |r3 = Ability (by ID) start of data 1 
0018b5f8: 90620004 lbu r2,0x0004(r3)        |r2 = used ability First set of AI Flags
0018b5fc: 3c048019 lui r4,0x8019            |
0018b600: 8c842d90 lw r4,0x2d90(r4)         |r4 = Target current action data pointer
0018b604: 30420003 andi r2,r2,0x0003        |r2 = focus on target allies or target ennemies flags
0018b608: a0820018 sb r2,0x0018(r4)         |Store Abilities AI Target Enemies/Allies into 0x18 of Current Action Data (positive spells 'miss,' negative spells are 'guarded'!)
0018b60c: 90620007 lbu r2,0x0007(r3)        |r2 = Used ability evade with motion byte
0018b610: 00000000 nop                      |
0018b614: 30420001 andi r2,r2,0x0001        |r2 = 0x01 if evade with motion is checked - else 0x00
0018b618: 10400009 beq r2,r0,0x0018b640     # If Evade with motion is checked 
0018b61c: 324300ff andi r3,r18,0x00ff       |r3 = Action Menu ID
0018b620: 3c038019 lui r3,0x8019                 |      
0018b624: 8c632d90 lw r3,0x2d90(r3)              |r3 = Target current action data pointer
0018b628: 00000000 nop                           |
0018b62c: 90620018 lbu r2,0x0018(r3)             |r2 = TCADP 0x18  & 'missed' or 'guarded' byte (positive attack vs negative attack)
0018b630: 00000000 nop                           |
0018b634: 24420080 addiu r2,r2,0x0080            |update r2 with 0x80 if evade with motion is checked
0018b638: a0620018 sb r2,0x0018(r3)              |store updated byte in Target current action 0x18
0018b63c: 324300ff andi r3,r18,0x00ff            |r3 = Action Menu ID
0018b640: 34020007 ori r2,r0,0x0007         |r2 = 0x07
0018b644: 14620006 bne r3,r2,0x0018b660     #if action menu = katana inventory 
0018b648: 2c62000b sltiu r2,r3,0x000b       |r2 = 0x01 if action menu < 0x0b (is not Defend or Equip Change or blank or unknow
0018b64c: 93a20018 lbu r2,0x0018(r29)            |r2 = Attacker used Item ID (Attacker 0x0176)
0018b650: 00000000 nop                           |
0018b654: 24420026 addiu r2,r2,0x0026            |r2 = Item ID +0x26  (the displacement of katana ID  from their associated abilities ID)
0018b658: a7a20012 sh r2,0x0012(r29)             |Store r2 as attacker used ability ID (on stack)
0018b65c: 2c62000b sltiu r2,r3,0x000b            |r2 = 0x01 if action menu < 0x0b (is not Defend or Equip Change or blank or unknow
0018b660: 10400095 beq r2,r0,0x0018b8b8     #If action menu is not defend / equip change / blank   /Else jump to dedicated section
0018b664: 00031080 sll r2,r3,0x02                |r2 = action menu * 4 (word)
0018b668: 3c018017 lui r1,0x8017                 |
0018b66c: 00220821 addu r1,r1,r2                 |r1 = 8017XXXX (XXXX = action menu * 4)
0018b670: 8c224344 lw r2,0x4344(r1)              |Load jump addresses for action menu (AM) /Action_menu_return_address_(pre_formula_set_up)
0018b674: 00000000 nop                           |
0018b678: 00400008 jr r2                         >>jump to location specified by the above table
0018b67c: 00000000 nop                           |

                                            --GEOMANCY SECTION--
0018b680: 3c048019 lui r4,0x8019                 |
0018b684: 8c842d94 lw r4,0x2d94(r4)              |r4 =  Attacker Data pointer
0018b688: 0c05fcb6 jal 0x0017f2d8                |--> Get_Elemental_Ability_ID Attacker Tile ID to geomancy skill hard-coding (return r2 = Ability ID)
0018b68c: 00000000 nop                           |
0018b690: a7a20012 sh r2,0x0012(r29)             |Store r2 as attacker last used ability  (On stack)

                                            --DEFAULT, MATH, MONSTER, KATANA -- (And Geomancy)
0018b694: 87a20012 lh r2,0x0012(r29)             |r2 = Attacker last used ability 
0018b698: 00000000 nop                           |
0018b69c: 28420171 slti r2,r2,0x0171             |r2 = 0x01 if ability <= Potion / Else 0x00   
0018b6a0: 10400086 beq r2,r0,0x0018b8bc          #If Ability <= Potion  Else branch after action menu sections (formula will be 0x01)
0018b6a4: 34100001 ori r16,r0,0x0001             |r16 = 0x01 (will become formula)
0018b6a8: 3c028019 lui r2,0x8019                 |
0018b6ac: 8c422d94 lw r2,0x2d94(r2                   |r2 = Attacker Data Pointer
0018b6b0: 00000000 nop                               |
0018b6b4: 9042005a lbu r2,0x005a(r2)                 |r2 = Attacker Third set of Current Status
0018b6b8: 00000000 nop                               |
0018b6bc: 30420002 andi r2,r2,0x0002                 |r2 = 0x02 if Attacker is a Frog / Else 0x00
0018b6c0: 1040000d beq r2,r0,0x0018b6f8              #If Attacker is a frog (which Action menu ?) 
0018b6c4: 00000000 nop                                   | 
0018b6c8: 3c058019 lui r5,0x8019                         | 
0018b6cc: 24a538c8 addiu r5,r5,0x38c8                    |r5 = 801938c8 (Current ability ? Flag - Deals with reaction ? Proc ? - to be checked)
0018b6d0: 94a20000 lhu r2,0x0000(r5)                     |r2 = halfword at 0x801938c8 (reaction ? Proc ?)
0018b6d4: 00000000 nop                                   |
0018b6d8: 14400007 bne r2,r0,0x0018b6f8                      #If r2= 0x00 (no reaction ? Attack nullified ?)
0018b6dc: 24a50036 addiu r5,r5,0x0036                            |0x801938c8 + 0x36 = 801938fe = current ability weapon range location
0018b6e0: 3c018019 lui r1,0x8019                                 |
0018b6e4: a02038d8 sb r0,0x38d8(r1)                              |Current ability used weapon ID = 0x00 (when frog and x38c8 = 0x00)
0018b6e8: 3c048006 lui r4,0x8006                                 |
0018b6ec: 24843ab8 addiu r4,r4,0x3ab8                            |r4 = 0x80063ab8 = Weapons Secondary Data start
0018b6f0: 0c017895 jal 0x0005e254                                |--> Store_X_Byte_into_Y   Store data from the null weapon (fists) into 0x801938fe - 0x80193905 (current ability weapon section)
0018b6f4: 34060008 ori r6,r0,0x0008                              |r6 = 0x08 (for Jal above)
0018b6f8: 3c058019 lui r5,0x8019                     | 
0018b6fc: 24a538f0 addiu r5,r5,0x38f0                |r5 = 0x801938f0 - Current ability : ability range adress (prepare jal at 0x8018b720)
0018b700: 87a20012 lh r2,0x0012(r29)                 |r2 = Attacker last used ability (on stack)
0018b704: 3406000e ori r6,r0,0x000e                  |r6 = 0x0e (limit for 0x8018b720)
0018b708: 000280c0 sll r16,r2,0x03                   |r16 = r2 * 8 (Ability ID * 8)
0018b70c: 02028023 subu r16,r16,r2                   |r16 = ID * 7
0018b710: 00108040 sll r16,r16,0x01                  |r16 = ID * 14
0018b714: 3c028006 lui r2,0x8006                     |
0018b718: 2442fbf0 addiu r2,r2-0x0410                |r2 = 0x8005fbf0 (start of abilities data 2)
0018b71c: 02028021 addu r16,r16,r2                   |r16 = last used ability data 2 location for ability ID
0018b720: 0c017895 jal 0x0005e254                    |--> Store_X_Byte_into_Y  Store ability data 2 into 0x801938f0 - 0x801938fd (update for geomancy, katana and reaction)
0018b724: 02002021 addu r4,r16,r0                    |r4 = r16 (ability data 2 location for above jal )
0018b728: 9202000b lbu r2,0x000b(r16)                |r2 = Load Ability Inflict Status ID (from ability table)
0018b72c: 3c018019 lui r1,0x8019                     |
0018b730: a02238da sb r2,0x38da(r1)                  |Store status proc ID in current ability data section
0018b734: 3c028019 lui r2,0x8019                     |
0018b738: 904238f3 lbu r2,0x38f3(r2)                 |r2 = Current ability ability : ability flags 1
0018b73c: 92100008 lbu r16,0x0008(r16)               |r16 = Ability Formula (from ability table)
0018b740: 30420024 andi r2,r2,0x0024                 |r2 = check result for "weapon strike" and "ranged weapon" flags
0018b744: 1440005e bne r2,r0,0x0018b8c0              # If weapon strike and ranged weapon are not checked   Else branch after the action menu sections
0018b748: 320200ff andi r2,r16,0x00ff                |r2 = Ability formula (= r16)
0018b74c: 324300ff andi r3,r18,0x00ff                    |r3 = Action Menu of used skillset
0018b750: 34020007 ori r2,r0,0x0007                      |r2 = 0x07
0018b754: 1062005a beq r3,r2,0x0018b8c0                  #If action menu <> Katana inventory   Else branch after the action menu sections
0018b758: 320200ff andi r2,r16,0x00ff                    |r2 = Ability formula 
0018b75c: 3c018019 lui r1,0x8019                             | 
0018b760: a02038d8 sb r0,0x38d8(r1)                          |Store current ability Used Weapon ID as 0x00 (not ranged weapon - not weapon strike - not draw out)
0018b764: 08062e2f j 0x0018b8bc                              >> Jump after action menu section
0018b768: 00000000 nop                                       |

                                            --ITEM---
0018b76c: 93a70018 lbu r7,0x0018(r29)            |r7 = Attacker used Item/Weapon ID 
0018b770: 00000000 nop                           |
0018b774: 2ce200f0 sltiu r2,r7,0x00f0            |r2 = 0x01 if Item used is < at Potion / Else 0x00
0018b778: 14400050 bne r2,r0,0x0018b8bc          # If Attacker used item ID >= Potion ID /Else branch after action menu section (with formula = 0x01)
0018b77c: 34100001 ori r16,r0,0x0001             |r16 = 0x01
0018b780: 3c048019 lui r4,0x8019                     | 
0018b784: 248438d8 addiu r4,r4,0x38d8                |r4 = Current ability Used Weapon ID location (0x801938d8)
0018b788: a0870000 sb r7,0x0000(r4)                  |Store used item ID in Current ability Used weapon ID
0018b78c: 24e70010 addiu r7,r7,0x0010                |r7 = Used Item ID + 0x10
0018b790: 24840018 addiu r4,r4,0x0018                |r4 = Current ability - Ability range location (0x801938f0)
0018b794: 30e200ff andi r2,r7,0x00ff                 |r2 = r7 last byte (Used item ID + 0x10 : for potion F0 +0x10 = 0x100 then 0x0100 and 0x00FF = 0x00)
0018b798: 00028040 sll r16,r2,0x01                   |r16 = r7*2
0018b79c: 02028021 addu r16,r16,r2                   |r16 = r7*3  / 0x00 (for potion) to 0x27 (for phoenix down)
0018b7a0: 3c028006 lui r2,0x8006                     |
0018b7a4: 24423f98 addiu r2,r2,0x3f98                |r2 = 0x80063f98 potion Secondary Data Table
0018b7a8: 02028021 addu r16,r16,r2                   |r16 = 0x80063f98 + (0x00 to 0x27) = Used item secondary data table adress
0018b7ac: 3c018019 lui r1,0x8019                     |
0018b7b0: a02738db sb r7,0x38db(r1)                  |Store r7 last byte current ability used Item ID (0x00 to 0x0d)
0018b7b4: 92020002 lbu r2,0x0002(r16)                |r2 = used Item's inflicted Status
0018b7b8: 3c018019 lui r1,0x8019                     |
0018b7bc: a02238da sb r2,0x38da(r1)                  |Store status proc of used item in current ability status proc
0018b7c0: 0c017991 jal 0x0005e644                    |--> Data_Nullifying  nullify data from r4 (Current ability range) to r4 + r5 (0x801938fd ability MP Cost)
0018b7c4: 3405000e ori r5,r0,0x000e                  |r5 = 0x0e (limit)
0018b7c8: 92100000 lbu r16,0x0000(r16)               |r16 = used Item formula
0018b7cc: 08062e30 j 0x0018b8c0                      >>Jump after action menu sections
0018b7d0: 320200ff andi r2,r16,0x00ff                |r2 = used Item formula

                                            --THROW--
0018b7d4: 08062e2f j 0x0018b8bc                  >> Jump after action menu sections with formula = 0x63
0018b7d8: 34100063 ori r16,r0,0x0063             |r16 = 0x63

                                            --JUMP--
0018b7dc: 08062e2f j 0x0018b8bc                  >> Jump after action menu sections with formula = 0x64
0018b7e0: 34100064 ori r16,r0,0x0064             |r16 = 0x64

                                            --CHARGE--
0018b7e4: 97a30012 lhu r3,0x0012(r29)            |r3 = Attacker last used ability ID
0018b7e8: 00000000 nop                           |
0018b7ec: 2462fe6a addiu r2,r3,-0x0196           |r2 = ability ID - 196  (Note : Charge+1 ID = 0x0196)
0018b7f0: 2c420008 sltiu r2,r2,0x0008            |r2 =0x01 if used attack is a charge+x ability
0018b7f4: 14400003 bne r2,r0,0x0018b804          #If Used ability is not a charge ability
0018b7f8: 00031040 sll r2,r3,0x01                |r2 = r3*2 (charge + x ID*2)
0018b7fc: 34030196 ori r3,r0,0x0196                  |r3 = 0x0196 (Charge + 1 ID)
0018b800: 00031040 sll r2,r3,0x01                    |r2 = charge+1 ID *2
0018b804: 3c018006 lui r1,0x8006                     |
0018b808: 00220821 addu r1,r1,r2                 |r1 = 8006XXXX (XXXX = Ability ID * 2)
0018b80c: 90220d19 lbu r2,0x0d19(r1)             |r2 = Charge Power boost (using ability ID... maths checked in patcher)
0018b810: 3c018019 lui r1,0x8019                 |
0018b814: a02238e4 sb r2,0x38e4(r1)              |Store Charge Power boost in current ability charge power(0x801938e4)

                                            --ATTACK / CHARGE--
0018b818: 3c028019 lui r2,0x8019                 |
0018b81c: 904238ff lbu r2,0x38ff(r2)             |r2 = current ability Weapon Characteristics
0018b820: 92300002 lbu r16,0x0002(r17)           |r16 = used weapon formula   (r17 = start of used weapon data 2  - see 0018b52c)
0018b824: 30420004 andi r2,r2,0x0004             |r2 = 0x04 if weapon used is available to 2 hands - Else 0x00
0018b828: 10400025 beq r2,r0,0x0018b8c0          #If used weapon is 2 hands compatible # /Else jump after action menu section
0018b82c: 320200ff andi r2,r16,0x00ff            |r2 = used weapon formula
0018b830: 3c038019 lui r3,0x8019                     | 
0018b834: 8c632d94 lw r3,0x2d94(r3)                  |r3 = Attacker's Data pointer
0018b838: 00000000 nop                               |
0018b83c: 90620091 lbu r2,0x0091(r3)                 |r2 = Attacker third set of support
0018b840: 00000000 nop                               |
0018b844: 30420002 andi r2,r2,0x0002                 |r2 = 0x02 if using two hands / else 0x00
0018b848: 1040001c beq r2,r0,0x0018b8bc              #If attacker is using two hands # / else jump after action menu section
0018b84c: 340200ff ori r2,r0,0x00ff                      |r2 = 0xff
0018b850: 9064001d lbu r4,0x001d(r3)                     |r4 = Attacker Right Hand Weapon ID
0018b854: 00000000 nop                                   |
0018b858: 14820009 bne r4,r2,0x0018b880                  #If weapon ID = 0xFF (do not exist ? 2Hands flag ?)
0018b85c: 00000000 nop                                       | 
0018b860: 9062001e lbu r2,0x001e(r3)                         |r2 = right hand shield
0018b864: 00000000 nop                                       |
0018b868: 14440005 bne r2,r4,0x0018b880                      #If right hand shield ID = right weapon ID (is 0xFF) #Shield do not exist
0018b86c: 34020001 ori r2,r0,0x0001                              |r2 = 0x01
0018b870: 3c018019 lui r1,0x8019                                 |
0018b874: a02238d9 sb r2,0x38d9(r1)                              |Store 0x01 at  current ability 0x801938d9 flag (Two Hands is active)
0018b878: 3c038019 lui r3,0x8019                                 |
0018b87c: 8c632d94 lw r3,0x2d94(r3)                      |r3 = Attacker's Data pointer
0018b880: 00000000 nop                                   |
0018b884: 9064001f lbu r4,0x001f(r3)                     |r4 = Left Hand Weapon ID
0018b888: 340200ff ori r2,r0,0x00ff                      |r2 = 0xFF
0018b88c: 1482000c bne r4,r2,0x0018b8c0                  #If Left hand weapon ID = 0xFF (do not exist) /Else branch after action menu sections
0018b890: 320200ff andi r2,r16,0x00ff                    |r2 = used weapon formula 
0018b894: 90620020 lbu r2,0x0020(r3)                         |r2 = Left hand shield
0018b898: 00000000 nop                                       |
0018b89c: 14440008 bne r2,r4,0x0018b8c0                      #If Left hand shield ID = 0xFF (Shield do not exist) /Else branch after action menu sections
0018b8a0: 320200ff andi r2,r16,0x00ff                        |r2 = used weapon formula 
0018b8a4: 34020001 ori r2,r0,0x0001                              |r2 = 0x01
0018b8a8: 3c018019 lui r1,0x8019                                 |
0018b8ac: a02238d9 sb r2,0x38d9(r1)                              |Store 0x01 at  current ability 0x801938d9 flag (Two Hands is active)
0018b8b0: 08062e30 j 0x0018b8c0                                  >> Jump after action menu sections
0018b8b4: 320200ff andi r2,r16,0x00ff                            |r2 = Weapon formula

                                            -- BLANK / DEFEND / EQUIP CHANGE --
0018b8b8: 34100001 ori r16,r0,0x0001             |r16 = 0x01 formula for equip change is 0x01
0018b8bc: 320200ff andi r2,r16,0x00ff            |r2 = r16 (future ability formula)

0018b8c0: 3c018019 lui r1,0x8019                 |
0018b8c4: a42038c8 sh r0,0x38c8(r1)         |Store 0x00 in current ability 0x38c8 (reaction flag ?)
0018b8c8: 3c018019 lui r1,0x8019            |
0018b8cc: a02038ed sb r0,0x38ed(r1)         |Store 0x00 in current ability 0x38ed (fall related ? poach ?) /// Zero post-attack effects (not poach or fall damage?)
0018b8d0: 10400003 beq r2,r0,0x0018b8e0     #If future formula ID is not 0x00 /Else branch to force formula ID to be 0x01
0018b8d4: 2c420065 sltiu r2,r2,0x0065            |r2 = 0x01 if formula ID <= 0x64 / Else 0x00
0018b8d8: 14400002 bne r2,r0,0x0018b8e4          #If formula ID > 0x64  /Else branch avoiding formula beeing set to 0x01
0018b8dc: 00000000 nop                               | 
0018b8e0: 34100001 ori r16,r0,0x0001        #ELSE (formula is 0x00) r16 = 0x01 (if formula = 0x00 or > 0x64)
0018b8e4: 3c058019 lui r5,0x8019            |
0018b8e8: 24a538da addiu r5,r5,0x38da       |r5 = 0x801938da (Current Ability proc ID)
0018b8ec: 90a70000 lbu r7,0x0000(r5)        |r7 = Ability/Weapon proc ID 
0018b8f0: 321100ff andi r17,r16,0x00ff      |r17 = Ability formula
0018b8f4: 34020003 ori r2,r0,0x0003         |r2 = 0x03
0018b8f8: 16220002 bne r17,r2,0x0018b904    #If Formula = 0x03 
0018b8fc: 24a5002c addiu r5,r5,0x002c       |r5 = 0x80193906 (inflicting status type location)
0018b900: 00003821 addu r7,r0,r0                 |r7 = 0x00 (Force status ID to 0x00 for formula 0x03)
0018b904: 30e200ff andi r2,r7,0x00ff        |r2 = Current Ability proc ID
0018b908: 00022040 sll r4,r2,0x01           |r4 = r2 * 2
0018b90c: 00822021 addu r4,r4,r2            |r4 = r2*3
0018b910: 00042040 sll r4,r4,0x01           |r4 = r2*6 (Proc ID *6)
0018b914: 3c028006 lui r2,0x8006            |
0018b918: 24423fc4 addiu r2,r2,0x3fc4       |r2 = 0x80063fc4 (Start of inflict statuses table)
0018b91c: 00822021 addu r4,r4,r2            |r4 = start of Current Ability Status Proc ID Table
0018b920: 0c017895 jal 0x0005e254           |--> Store_X_Byte_into_Y  Store Status data in current ability  at 0x80193906 - 0x8019390b
0018b924: 34060006 ori r6,r0,0x0006         |r6 = 0x06 (limit for above)
0018b928: 0c062e7e jal 0x0018b9f8           |--> Remove_Status  if status type is cancel - store statuses set from status ID at 0x80193860 to 0x80193864 
0018b92c: 00000000 nop                               |         
0018b930: 3c018019 lui r1,0x8019                     |
0018b934: a03038e5 sb r16,0x38e5(r1)        |Store r16 in current Ability formula
0018b938: 0c063279 jal 0x0018c9e4           |--> %27Reflect%27,_Blade_Grasp,_and_Arrow_Guard   - Set target current action hit flag to 0x00 if succeed
0018b93c: 00000000 nop                      |
0018b940: 3c028019 lui r2,0x8019            |
0018b944: 8c422d90 lw r2,0x2d90(r2)         |r2 = Target Current Action Data Pointer
0018b948: 00000000 nop                      |
0018b94c: 90420000 lbu r2,0x0000(r2)        |r2 = Target Current Action Hit Flag
0018b950: 00000000 nop                      |
0018b954: 14400003 bne r2,r0,0x0018b964     #If Attack missed (from reflect / blade grasp / arrow guard) /Else avoid the jump to end
0018b958: 00111080 sll r2,r17,0x02          |r2 = Ability formula ID * 2
0018b95c: 08062e77 j 0x0018b9dc                  >> Jump to END! With r2=0x01
0018b960: 34020001 ori r2,r0,0x0001              |r2 = 0x01
0018b964: 3c018019 lui r1,0x8019            | 
0018b968: 00220821 addu r1,r1,r2            |r1 = 0x801900xx (xx = Formula ID*2)
0018b96c: 8c22f610 lw r2,-0x09f0(r1)        |Load Formula routine adress / from Formula_Table
0018b970: 00000000 nop                      |
0018b974: 0040f809 jalr r2,r31              |--> Jumps to appropriate formula routine /Formulas
0018b978: 00000000 nop                      |
0018b97c: 2e220007 sltiu r2,r17,0x0007      |r2 = 0x01 if formula ID <= 0x06
0018b980: 10400004 beq r2,r0,0x0018b994     #If formula ID <= 0x06
0018b984: 34020064 ori r2,r0,0x0064         |r2 = 0x64
0018b988: 0c061f28 jal 0x00187ca0                |--> Formula_01_-_06_Aftermath  (Contains poach and secret hunt)
0018b98c: 00000000 nop                           |
0018b990: 34020064 ori r2,r0,0x0064              |r2 = 0x64
0018b994: 16220003 bne r17,r2,0x0018b9a4    #If Formula ID = 0x64  (jump)
0018b998: 00000000 nop                           |  
0018b99c: 3c018019 lui r1,0x8019                 |  
0018b9a0: a02038d8 sb r0,0x38d8(r1)              |Store 0x00 in Current ability used weapon ID (0x801938d8)
0018b9a4: 0c062e91 jal 0x0018ba44           |-->Set_some_data_for_current_attack
0018b9a8: 00000000 nop                      |
0018b9ac: 3c038019 lui r3,0x8019            |
0018b9b0: 8c632d90 lw r3,0x2d90(r3)         |r3 = Target Current Action Data Pointer
0018b9b4: 00000000 nop                      |
0018b9b8: 94620010 lhu r2,0x0010(r3)        |r2 = Target Current Action Special Action Flags
0018b9bc: 00000000 nop                      |
0018b9c0: 10400006 beq r2,r0,0x0018b9dc     #If There are specials flags 
0018b9c4: 00001021 addu r2,r0,r0            |r2 = 0x00 
0018b9c8: 90620025 lbu r2,0x0025(r3)             |r2 = Target Current Action attack-type
0018b9cc: 00000000 nop                           |
0018b9d0: 34420001 ori r2,r2,0x0001              |Update r2 with 0x01
0018b9d4: a0620025 sb r2,0x0025(r3)              |Store target current action attack-type as Pseudo-Status change
0018b9d8: 00001021 addu r2,r0,r0                 |r2 = 0x00
0018b9dc: 8fbf0034 lw r31,0x0034(r29)       |End
0018b9e0: 8fb20030 lw r18,0x0030(r29)       
0018b9e4: 8fb1002c lw r17,0x002c(r29)       
0018b9e8: 8fb00028 lw r16,0x0028(r29)       
0018b9ec: 27bd0038 addiu r29,r29,0x0038     
0018b9f0: 03e00008 jr r31                   
0018b9f4: 00000000 nop

Return Locations:

0017d0bc: Main ability loading routine?
0017f284: Calculate Projected Action Effect
0018ada8: Double WP if two hands is equipped?

Summary

Pre Formula routine will set a bunch of current ability data mainly based on skillset 
and reset most of the  Attacker and target current action before jumping into formula section.
 
In all cases 
   0x80192d98 - Store Target data pointer (from 0x801908cc based on target ID)
   0x80192d90 - Store Target current action data pointer (Target data +0x01c0)
   0x80192d8c - Store 0x80192da0 (copy of Attacker action data)
   0x80192d94 - Store Attacker data pointer (from 0x801908cc based on unit ID)
 
   Current Ability Data
   0x801938c1 - Store Target ID
   0x801938c0 - Store Attacker ID
   0x8019390e - Store 0x00 (?)
 
Then two shortcut's to end
   Reaction Fork - if reacting (0x8019f5f0 = 0x01) with a non-counter non-guard ability (cf Perform_reaction_abilities)
       Play the reactions ability 	
       Store data at 0x801938d8 via Store_used_weapon
       Exit routine 
							
   Fall Damage fork - Check value at 0x801938ed if 0x80 is enabled deal with fall damage and exit (cf Knockback?)
 
 
Main stream
   Store a bunch of data in current ability section - depending on action menu, skillset and ability ID

   0x801938c6 - Reaction ID : set to 0x00 if 0x801938c8 = 0x00
   0x801938c8 - Set to 0x00 after the big action menu section (before that it's used several times in the routine)
   0x801938cd - Store Target terrain type
   0x801938d2 - Store target's faith
   0x801938d3 - Store attacker's faith
   0x801938d4 - Store used ability skillset (from attacker data 0x16f)
   0x801938d6 - Store used ability ID :
                  - By default from attacker data 0x170
                  - If 0x801938c8 <> 0x00 : take the value of 0x801938c6 (reaction ID)
                  - If Action menu is katana inventory : store used item ID (attacker data 0x176) + 0x26
                                                         (Katana ID + 0x26 = Ability ID corresponding to katana)
                  - If Action menu is element : Ability ID is hardcoded from Attacker terrain type (cf Get_Elemental_Ability_ID)

   0x801938d8 - Store used weapon ID	
                  - Right hand weapon if 0x801938c3 = 0x00
                  - Left hand weapon if 0x801938c3 <> 0x00
                  - Used Item ID if Attacker last used skillset is drawout (Attacker data 0x016f = 0x13)
                  - Set to 0x00 if ID of the three cases above is >= 80 (not a weapon)						
                  - Set to 0x00 if default action menu, target is frog and 801938c8 = 0x00 (...)
                  - Set to 0x00 if action menu = geomancy/default/monster/math and neither weapon strike nor wepon range are checked ( 0x801938f3 )
                  - Used item ID (from attacker data 0x176) if action menu is item inventory
                  - Set to 0x00 after jump to formula if formula was 0x64 (jump abilities)

   0x801938d9 - By default, set to 0x00
                  - Set to 0x01 if : - action menu is attack or charge
                                       and ability used weapon is compatible with two hands (0x801938ff has 0x04 enabled)
                                       and attacker use two-hands (Attacker data 0x91 has 0x02 enabled)
                                       and one of the Attacker hands has Weapon AND shield ID = 0xFF (Attacker datas 0x1d, 0x1e,0x1f,0x20)

   0x801938da - Store ability proc ID	:
                  - Weapon Proc ID by default (from used weapon data table) (before action menu section)
                  - Ability proc ID if action menu is geomancy/katana/default/monster/math

   0x801938db - Store used item ID if action menu is item inventory. Values from 0x00 (potion) to 0x0D (phoenix down)	
   0x801938e4 - Store charge power :
                  - By default to 0x00 (before action menu section)
                  - If action menu is charge :
                        - if ability ID is between 0x196 and 0x19D : store ability charge power
                        - if not a charge ability, charge power is 0x196 charge power

   0x801938e5 - Store ability formula :
                  - By default set to 0x01 (defore action menu)	
                  - If action menu is geomancy/katana/default/monster/math :
                      - if Ability ID > potion : set to 0x01
                      - if ability ID <= potion : set to ability formula (from ability ID via SCUS table)
                  - If action menu is item inventory : set to item formula (from item ID via Item SCUS table)
                  - If action menu is weapon inventory (throw) force formula to 0x63
                  - If action menu is jump : force formula to 0x64
                  - If action menu is charge/attack : set to weapon formula (from SCUS via used weapon ID)
                  - If action menu is blank/defend/equip change set to 0x01
                  - If formula is > 0x64 : forced to 0x01

   0x801938ed - Set to 0x00 if fall dmg Knockback?)
              - Set to 0x00 after action menu section
   Ability data		   
   0x801938f0 to 0x801938fd - Store ability data 
              - by default From Ability ID via SCUS ability table 
              - If Ability ID > potion : store ability 0x00 data
              - If action menu is item inventory, nullify the bytes

   Weapon data
   0x801938fe to 0x80193905
              - by default from weapon ID via SCUS item table
              - If used weapon have an ID >= 80 store item 0x00 data
              - if action menu is geomancy/katana/default/monster/math, and attacker has frog and 0x801938c8 = 0x00 store item 0x00 data

   Status data
   0x80193906 to 0x8019390b - store status data :
              - from 0x801938da ID (weapon or ability proc - see above) via SCUS table
              - if formula = 0x03 store Status 0x00 SCUS data (?) 

   0x80193860 to 0x80193864 - Store status to cancel (is 0x80193906 has cancel enabled) Remove_Status

   Current action data
   - reset most of attacker and target current action data via Action_data_nulling
       - preserve unit reaction ID and last attack recieved
       - set current target action hit flag to 'hit' and attacker's one to 'miss'
       - set both hit% to 100%
					
   Test blade grasp - reflect and arrow guard 'Reflect',_Blade_Grasp,_and_Arrow_Guard
       - If reaction occurs, set target hitflag to 'miss', avoid jal to formula section set r2 = 0x01

Jump to formula 

Post formula not investigated

Long summary

Need r4 = Attacker data pointer / r5 = defender ID 
---------------
 Copy_Byte_Data_(20_Bytes) Copy attacker data on tempory stack
-
Store defender ID in Current Ability data at 0x801938c1
Store defender data start location in 0x80192d98
Store defender current action data pointer at 0x80192d90
-
Formula set to 0x00 at 0x8019390e 
Store attacker ID in Current Ability data (at 0x801938c0)
Store 0x80192da0 at 0x80192d8c = Attacker current action data pointer
Store attacker data start location in 0x80192d94
-
Check 0x8018f5f0 (type of action)
- if = 0x01 (= reacting ?) --> Jal Perform_reaction_abilities (Action_data_nulling if r2 <>0x00 to be looked further)
                           - If r2 <> 0 : Store_used_weapon(0x801938d8) and exit directly (formula ste to 0x00)
                           - If r2 = 0x00 : Continue (clearly reflect with 0x01 flaged - maybe others)                             
Check 0x801938ed (post action byte ?)
- if = 0x80 --> Knockback? 
                           - Call Action_data_nulling
                           - Update 0x801938ed removing 0x80
                           - Store Target current action > Attack type = pseudo status (0x01) +/- Hp damage (0x80)
                                                         > HP damage
           - Exit routine directly (formula set to 0x00)				  
Jal Map_Location_Calculation
Store defender terrain type at 0x801938cd 
-
Check 0x801938c3 (strike counter ?) xxxxxx
   If = 0x00 : Right hand weapon stored as used weapon 0x801938d8
   If != 0x00 : Left hand weapon stored as used weapon 0x801938d8
Check Attacker last skillset used
   If draw out :Used item (katana) stored as used weapon 0x801938d8
Check loaded Weapon/Item ID (right or left equipped)
   If < 0x80 (beginning of shields - End of weapon/throwable) --> store 0x00 as used Weapon ID at 0x801938d8
Store Used weapon ID at 0x801938d8
Store used Ability ID at 0x801938d6
Nullify Two Hands @@@
Check Used Ability
   If >= Hi-potion (potion included ?) --> Ability ID = 0x00
Copy used Ability Data 2 into current ability section (0x801938F0 to 0x801938FD)
Copy used Weapon data 2 into current ability section (0x801938FE to 0x80193805)
-
Nullify charge power
Set Formula to 0x01
Store Status/Proc ID at 0x801938da
store attacker faith at 0x801938d3
store defender faith at 0x801938d2
-
Action_data_nulling
Nullify attacker and defender most of current action data
-keep reaction ID at 0x0e - last attack received at 0x26 - 0x27 ? - from 2a to end
-set hit% at 100%
-set Target action hit flag to 0x01 and attacker's to 0x00
-Set status infliction and removal bytes to 0x00
-set 0x80193860 to 0x80193864 to 0x00
-
Store used skillset at 0x801938d4
-
Check 0x801938c8 (Reaction ? Proc ?)
-If <>0x00 - load reaction ID (0x801938c6) and store it at 0x801938d6 (Used ability ID)-
Nullify 0x801938c6 (reaction ability ID)
Store 0x01 or 0x02 in TCAD 0x18 after checking first AI byte (target ennemies or allies --> "guarded" or "missed"
Update TCADP 0x18 with evade with motion if checked
-
Check action menu (loaded from used skillset)
   If = katana inventory : ability ID is updated from used item ID (katana) + 0x26 (offset between katanas ID and ability) - but why ?
-
Check action menu
   If < defend (not defend / equip change) load return adress for specifics sections of the routine
   Else jump in the defend/equip change  section : set formula to 0x01
   > Geomancy section
       Get_Elemental_Ability_ID Hardcoding Ability ID from target terrain type
       continues in next section
   > Default, Math, Monster, Katana section
       Check Ability ID	
           - If < Hi Potion : 
               Check If Attacker is a frog
               - If Frog : check 0x801938c8 (reaction ? proc ?)
                          - If = 0x00 : store 0x00 in used weapon id (0x801938d8)
                          copy null weapon data 2 into current ability section (0x801938FE to 0x80193805)
               Copy used Ability Data 2 into current ability section (0x801938F0 to 0x801938FD)
               Check for weapon strike and ranged weapon
                   - if none : check action menu for drawout
                              - If not draw out : nullify used weapon ID at 0x801938d8
           Avoid others action menus sections
   > Item section
       Check used item ID (on temporary stack)
            - If it's >= Potion ID : Store Item ID in used weapon ID at 0x801938d8
                                     Store used item ID (0x00 to 0x27) at 0x801938db
                                     Store Item inflicted status in statu/proc ID at 0x801938da
       Avoid others action menu sections
   > Throw section
       Set formula to 0x63
       Avoid others action menu section	
   > Jump section	
       Set formula to 0x64
       Avoid others action menu section	
   > Charge section
       Check used ability ID 
           - If not a charge ability : charge power = charge +1
           - Store charge power at 0x801938e4			
   > Attack section
       Check Two hands availability and usability
            if ok store 0x01 at 0x801938d9			
   > Blank, Defend, Equip change section
       Set formula to 0x01
(Back to global routine)
Nullify 0x801938c8
Nullify 0x801938ed
Check ability ID : if = 0x03 --> Force Status ID to 0x00
Store_X_Byte_into_Y - Store Inflicted Status data in current ability section (0x80193906 to 0x8019390B)
Remove_Status - if status type is cancel - store statuses at 0x80193860 to 0x80193864
-
Store Formula at 0x801938e5
'Reflect',_Blade_Grasp,_and_Arrow_Guard - Set hit flag to 0x00 if succeed
If attack missed : jump to end
Jump to formulas routines (via formula table)
-- Not clearly investigated from here--
Check formula	
   If <= 0x06 Formula_01_-_06_Aftermath
   If = 0x64 : nullify used weapon ID at 0x8019 38d8	
Set_some_data_for_current_attack	
Check specials flags (current action data 0x10)
- If any : update action type (current action 0x25)with 0x01 (pseudo status)