Difference between revisions of "Facing Evade Calculation"

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== Return Locations ==
+
=== Return Locations ===
 
+
'''Battle.bin'''
*Battle.bin
+
  00188550: [[Physical Evade Calculation]]
 
+
  001885A0: [[Physical Evade Calculation(Charge)]]
  00188548: [[Physical Evade Calculation]]
 
  00188598: [[Physical Evade Calculation(Charge)]]
 

Revision as of 20:28, 23 March 2022

Facing Evade Calculation
001854fc: 3c058019 lui r5,0x8019
00185500: 8ca52d98 lw r5,0x2d98(r5)		Load Target's Data Pointer
00185504: 3c048019 lui r4,0x8019
00185508: 8c842d94 lw r4,0x2d94(r4)		Load Attacker's Data Pointer
0018550c: 90a30047 lbu r3,0x0047(r5)		Load Target's X Coordinate
00185510: 90820047 lbu r2,0x0047(r4)		Load Attacker's X Coordinate
00185514: 00000000 nop
00185518: 00624023 subu r8,r3,r2		r8 = TX - AX
0018551c: 90820048 lbu r2,0x0048(r4)		Load Attacker's Y Coordinate
00185520: 05010002 bgez r8,0x0018552c		Branch if TX >= AX
00185524: 01002021 addu r4,r8,r0		r4 = TX - AX
00185528: 00042023 subu r4,r0,r4		r4 = AX - TX
0018552c: 90a30048 lbu r3,0x0048(r5)		Load Target's Y Coordinate
00185530: 308400ff andi r4,r4,0x00ff		r4 = X Difference
00185534: 00623823 subu r7,r3,r2		r7 = TY - AY
00185538: 04e10002 bgez r7,0x00185544		Branch if TY > AY
0018553c: 00e01021 addu r2,r7,r0		r2 = TY - AY
00185540: 00021023 subu r2,r0,r2		r2 = AY - TY
00185544: 304300ff andi r3,r2,0x00ff		r3 = Y Difference
00185548: 0064102b sltu r2,r3,r4
0018554c: 1040001d beq r2,r0,0x001855c4		Branch if Y Difference >= X  Difference
00185550: 34060001 ori r6,r0,0x0001		r6 = 1 (Side) 
00185554: 1900000c blez r8,0x00185588		Branch if TX <= AX
00185558: 00000000 nop
0018555c: 94a20048 lhu r2,0x0048(r5)		Load Target's Y + Facing
00185560: 00000000 nop
00185564: 30430f00 andi r3,r2,0x0f00		Leave only Target's Facing
00185568: 34020100 ori r2,r0,0x0100
0018556c: 14620003 bne r3,r2,0x0018557c		Branch if Target isn't facing West
00185570: 34020300 ori r2,r0,0x0300
00185574: 08061562 j 0x00185588			Jump past remaining direction  checks
00185578: 00003021 addu r6,r0,r0		r6 = 0 (Front)
0018557c: 14620002 bne r3,r2,0x00185588		Branch if Target isn't facing East
00185580: 00000000 nop
00185584: 34060002 ori r6,r0,0x0002		r6 = 2 (Back)
00185588: 05010058 bgez r8,0x001856ec		Branch if TX >= AX (TX = AX)
0018558c: 00000000 nop
00185590: 3c028019 lui r2,0x8019
00185594: 8c422d98 lw r2,0x2d98(r2)		Load Target's Data Pointer
00185598: 00000000 nop
0018559c: 94420048 lhu r2,0x0048(r2)		Load Target's Y + Facing
001855a0: 00000000 nop
001855a4: 30430f00 andi r3,r2,0x0f00		Leave only Facing
001855a8: 34020300 ori r2,r0,0x0300
001855ac: 10620048 beq r3,r2,0x001856d0		Branch if Target is facing East
001855b0: 34020100 ori r2,r0,0x0100
001855b4: 1462004d bne r3,r2,0x001856ec		Branch if Target is not facing West
001855b8: 00000000 nop
001855bc: 080615bb j 0x001856ec			Jump past Y direction checks
001855c0: 34060002 ori r6,r0,0x0002		r6 = 2 (Back)
001855c4: 0083102b sltu r2,r4,r 3
001855c8: 1040001c beq r2,r0,0x0018563c		Branch if X Difference >= Y  Difference (X = Y)
001855cc: 00000000 nop
001855d0: 18e0000b blez r7,0x00185600		Branch if TY <= AY
001855d4: 00000000 nop
001855d8: 94a20048 lhu r2,0x0048(r5)		Load Target's Y + Facing
001855dc: 00000000 nop
001855e0: 30430f00 andi r3,r2,0x0f00		Leave only Facin g
001855e4: 14600003 bne r3,r0,0x001855f4		Branch if Target is not facing  South
001855e8: 34020200 ori r2,r0,0x0200
001855ec: 08061580 j 0x00185600			Jump past remaining facing checks
001855f0: 00003021 addu r6,r0,r0		r6 = 0 (Front)
001855f4: 14620002 bne r3,r2,0x00185600		Branch if Target is not facing  North
001855f8: 00000000 nop
001855fc: 34060002 ori r6,r0,0x0002		r6 = 2 (Back)
00185600: 04e1003a bgez r7,0x001856ec		Branch if TY >= AY (TY = AY)
00185604: 00000000 nop
00185608: 3c028019 lui r2,0x8019
0018560c: 8c422d98 lw r2,0x2d98(r2)		Load Target's Data Pointer
00185610: 00000000 nop
00185614: 94420048 lhu r2,0x0048(r2)		Load Target's Y + Facing
00185618: 00000000 nop
0018561c: 30430f00 andi r3,r2,0x0f00		Leave only Facing
00185620: 34020200 ori r2,r0,0x0200
00185624: 1062002a beq r3,r2,0x001856d0		Branch if Target is facing North
00185628: 00000000 nop
0018562c: 1460002f bne r3,r0,0x001856ec		Branch if Target is not facing  South
00185630: 00000000 nop
00185634: 080615bb j 0x001856ec
00185638: 34060002 ori r6,r0,0x0002		r6 = 2 (Back)
0018563c: 19000006 blez r8,0x00185658		Branch if TX <= AX
00185640: 34030100 ori r3,r0,0x0100
00185644: 94a20048 lhu r2,0x0048(r5)		Load Target's Y + Facing
00185648: 00000000 nop
0018564c: 30420f00 andi r2,r2,0x0f00		Leave only Facing
00185650: 1043001f beq r2,r3,0x001856d0		Branch if Target is facing West
00185654: 00000000 nop
00185658: 05010009 bgez r8,0x00185680		Branch if TX >= AX
0018565c: 34030300 ori r3,r0,0x0300
00185660: 3c028019 lui r2,0x8019
00185664: 8c422d98 lw r2,0x2d98(r2)		Load Target Pointer
00185668: 00000000 nop
0018566c: 94420048 lhu r2,0x0048(r2)		Load Target's Y + Facing
00185670: 00000000 nop
00185674: 30420f00 andi r2,r2,0x0f00		Leave only Facing
00185678: 10430015 beq r2,r3,0x001856d0		Branch if Target is facing East
0018567c: 00000000 nop
00185680: 18e00009 blez r7,0x001856a8		Branch if TY <= AY
00185684: 00000000 nop 
00185688: 3c028019 lui r2,0x8019
0018568c: 8c422d98 lw r2,0x2d98(r2)		Load Target Pointer
00185690: 00000000 nop
00185694: 94420048 lhu r2,0x0048(r2)		Load Target's Y + Facing
00185698: 00000000 nop
0018569c: 30420f00 andi r2,r2,0x0f00		Leave only Facing
001856a0: 1040000b beq r2,r0,0x001856d0		Branch if Facing South
001856a4: 00000000 nop
001856a8: 04e1000b bgez r7,0x001856d8		Branch if TY >= AY
001856ac: 34030200 ori r3,r0,0x0200
001856b0: 3c028019 lui r2,0x8019
001856b4: 8c422d98 lw r2,0x2d98(r2)		Load Target Pointer
001856b8: 00000000 nop
001856bc: 94420048 lh u r2,0x0048(r2)		Load Target's Y + Facing
001856c0: 00000000 no p
001856c4: 30420f00 andi r2,r2,0x0f00		Leave only Facin g
001856c8: 14430003 bne r2,r3,0x001856d8		Branch if Target is not facing  North
001856cc: 00000000 nop
001856d0: 080615bb j 0x001856ec
001856d4: 00003021 addu r6,r0,r0		r6 = 0 (Front)
001856d8: 15000004 bne r8,r0,0x001856ec		Branch if TX - AX is not 0
001856dc: 00000000 nop
001856e0: 14e00002 bne r7,r0,0x001856ec		Branch if TY - AY is not 0
001856e4: 00000000 nop
001856e8: 34060002 ori r6,r0,0x0002		r6 = 2 (Back)
001856ec: 3c038019 lui r3,0x8019
001856f0: 246338e2 addiu r3,r3,0x38e2
001856f4: a0660000 sb r6,0x0000(r3)		Store Facing Mod
001856f8: 90620000 lbu r2,0x0000(r3)		Load Facing Mod >_>
001856fc: 00000000 nop
00185700: 10400003 beq r2,r0,0x00185710		Branch if Facing Mod = 0 (Facing Front)
00185704: 00000000 nop
00185708: 3c018019 lui r1,0x8019
0018570c: a02038e1 sb r0,0x38e1(r1)		Class Evade = 0
00185710: 90630000 lbu r3,0x0000(r3)		Load Facing Mod
00185714: 34020002 ori r2,r0,0x0002
00185718: 14620005 bne r3,r2,0x00185730		Branch if Facing Mod != 2 (not facing Back)
0018571c: 00000000 nop
00185720: 3c018019 lui r1,0x8019
00185724: a02038df sb r0,0x38df(r1)		Weapon Evade = 0
00185728: 3c018019 lui r1,0x8019
0018572c: a02038e0 sb r0,0x38e0(r1)		Shield Evade = 0
00185730: 03e00008 jr r31
00185734: 00000000 nop


Return Locations

Battle.bin
00188550: Physical Evade Calculation
001885A0: Physical Evade Calculation(Charge)