Difference between revisions of "Update & Animate Unit/WEP/EFF"
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00085e40: a64201dc sh r2,0x01dc(r18) store current animation into unit data | 00085e40: a64201dc sh r2,0x01dc(r18) store current animation into unit data | ||
00085e44: 96420012 lhu r2,0x0012(r18) Load sprite display bytes (transparent, flip, etc.) | 00085e44: 96420012 lhu r2,0x0012(r18) Load sprite display bytes (transparent, flip, etc.) | ||
− | 00085e48: 94630018 lhu r3,0x0018(r3) ? | + | 00085e48: 94630018 lhu r3,0x0018(r3) (for walking frames) horizontal/vertical bitflags for current angle? |
00085e4c: 34060001 ori r6,r0,0x0001 r6 = 1 | 00085e4c: 34060001 ori r6,r0,0x0001 r6 = 1 | ||
00085e50: a653006c sh r19,0x006c(r18) store current facing (0, 1, 2, 3) to misc unit data 0x6c | 00085e50: a653006c sh r19,0x006c(r18) store current facing (0, 1, 2, 3) to misc unit data 0x6c | ||
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00085ecc: 00131840 sll r3,r19,0x01 r3 = current facing * 2 | 00085ecc: 00131840 sll r3,r19,0x01 r3 = current facing * 2 | ||
00085ed0: 3c038004 lui r3,0x8004 | 00085ed0: 3c038004 lui r3,0x8004 | ||
− | 00085ed4: 8c635994 lw r3,0x5994(r3) | + | 00085ed4: 8c635994 lw r3,0x5994(r3) current event timer? |
00085ed8: 92420004 lbu r2,0x0004(r18) Load unit misc ID | 00085ed8: 92420004 lbu r2,0x0004(r18) Load unit misc ID | ||
00085edc: 00602021 addu r4,r3,r0 | 00085edc: 00602021 addu r4,r3,r0 | ||
00085ee0: 04610002 bgez r3,0x00085eec | 00085ee0: 04610002 bgez r3,0x00085eec | ||
− | 00085ee4: 30450003 andi r5,r2,0x0003 | + | 00085ee4: 30450003 andi r5,r2,0x0003 unit misc ID && 0x3 |
− | 00085ee8: 24640003 addiu r4,r3,0x0003 | + | 00085ee8: 24640003 addiu r4,r3,0x0003 rounding (for a misc. unit ID?) |
00085eec: 00041083 sra r2,r4,0x02 | 00085eec: 00041083 sra r2,r4,0x02 | ||
− | 00085ef0: 00021080 sll r2,r2,0x02 | + | 00085ef0: 00021080 sll r2,r2,0x02 |
− | 00085ef4: 00621023 subu r2,r3,r2 get the first 2 bits of data | + | 00085ef4: 00621023 subu r2,r3,r2 get the first 2 bits of data from event timer? |
− | 00085ef8: 10a20006 beq r5,r2,0x00085f14 branch if first two bits of ? matches first 2 bits of unit misc ID | + | 00085ef8: 10a20006 beq r5,r2,0x00085f14 branch if first two bits of event timer? matches first 2 bits of unit misc ID (skips dragoon jump check?) |
00085efc: 3c032000 lui r3,0x2000 | 00085efc: 3c032000 lui r3,0x2000 | ||
00085f00: 8e420080 lw r2,0x0080(r18) load unit's coordinates + motion flags | 00085f00: 8e420080 lw r2,0x0080(r18) load unit's coordinates + motion flags | ||
00085f04: 00000000 nop | 00085f04: 00000000 nop | ||
− | 00085f08: 00431024 and r2,r2,r3 check for motion flag 0x20 | + | 00085f08: 00431024 and r2,r2,r3 check for motion flag 0x20 (currently dragoon jumping upward) |
− | 00085f0c: 1040016e beq r2,r0,0x000864c8 branch if | + | 00085f0c: 1040016e beq r2,r0,0x000864c8 branch if not dragon jumping |
00085f10: 00008021 addu r16,r0,r0 | 00085f10: 00008021 addu r16,r0,r0 | ||
+ | unit ID matches ? or unit dragoon jumping | ||
00085f14: 00131840 sll r3,r19,0x01 r3 = current facing * 2 (1s) | 00085f14: 00131840 sll r3,r19,0x01 r3 = current facing * 2 (1s) | ||
00085f18: 03a31821 addu r3,r29,r3 r3 = stack pointer + current facing * 2 | 00085f18: 03a31821 addu r3,r29,r3 r3 = stack pointer + current facing * 2 | ||
Line 220: | Line 221: | ||
00085f3c: 964201e2 lhu r2,0x01e2(r18) load wait time | 00085f3c: 964201e2 lhu r2,0x01e2(r18) load wait time | ||
00085f40: 00000000 nop | 00085f40: 00000000 nop | ||
− | 00085f44: 10400006 beq r2,r0,0x00085f60 branch if not waiting ( | + | 00085f44: 10400006 beq r2,r0,0x00085f60 branch if not waiting (skip drag jump check) |
00085f48: 3c032000 lui r3,0x2000 | 00085f48: 3c032000 lui r3,0x2000 | ||
00085f4c: 8e420080 lw r2,0x0080(r18) if currently waiting, load x mode + movement flags | 00085f4c: 8e420080 lw r2,0x0080(r18) if currently waiting, load x mode + movement flags | ||
00085f50: 00000000 nop | 00085f50: 00000000 nop | ||
− | 00085f54: 00431024 and r2,r2,r3 check for motion flag 0x20 (in the middle of dragoon jumping) | + | 00085f54: 00431024 and r2,r2,r3 check for motion flag 0x20 (in the middle of dragoon jumping up?) |
00085f58: 104000e9 beq r2,r0,0x00086300 branch if not in the middle of that | 00085f58: 104000e9 beq r2,r0,0x00086300 branch if not in the middle of that | ||
00085f5c: 00000000 nop | 00085f5c: 00000000 nop | ||
+ | |||
+ | Renew Animation; animation to proceed as normal | ||
00085f60: 9642000c lhu r2,0x000c(r18) Load CA | 00085f60: 9642000c lhu r2,0x000c(r18) Load CA | ||
00085f64: 00000000 nop | 00085f64: 00000000 nop | ||
Line 239: | Line 242: | ||
00085f80: 8e4501f8 lw r5,0x01f8(r18) Load SEQ data pointer | 00085f80: 8e4501f8 lw r5,0x01f8(r18) Load SEQ data pointer | ||
00085f84: 84430020 lh r3,0x0020(r2) load facing mod? | 00085f84: 84430020 lh r3,0x0020(r2) load facing mod? | ||
− | 00085f88: 8ca20004 lw r2,0x0004(r5) | + | 00085f88: 8ca20004 lw r2,0x0004(r5) SP2 start animation |
00085f8c: 00832021 addu r4,r4,r3 New animation | 00085f8c: 00832021 addu r4,r4,r3 New animation | ||
00085f90: 0082102b sltu r2,r4,r2 set true if new animation is less than that? | 00085f90: 0082102b sltu r2,r4,r2 set true if new animation is less than that? | ||
− | 00085f94: 10400073 beq r2,r0,0x00086164 branch if new | + | 00085f94: 10400073 beq r2,r0,0x00086164 branch if sp2 (new sheet loaded via game-loop... not here.) |
00085f98: 00000000 nop | 00085f98: 00000000 nop | ||
− | 00085f9c: 8ca20000 lw r2,0x0000(r5) | + | 00085f9c: 8ca20000 lw r2,0x0000(r5) Attack sheet start animation |
00085fa0: 00000000 nop | 00085fa0: 00000000 nop | ||
− | 00085fa4: 0082102b sltu r2,r4,r2 set if loading animation from | + | 00085fa4: 0082102b sltu r2,r4,r2 set if loading animation from normal sheet |
− | 00085fa8: 1440006c bne r2,r0,0x0008615c branch if loading animation from | + | 00085fa8: 1440006c bne r2,r0,0x0008615c branch if loading animation from normal sheet |
00085fac: 00008021 addu r16,r0,r0 r16 = 0 | 00085fac: 00008021 addu r16,r0,r0 r16 = 0 | ||
− | New animation is from | + | New animation is from second half of spritesheet (attacking spritesheet) |
00085fb0: 92440004 lbu r4,0x0004(r18) load misc unit ID | 00085fb0: 92440004 lbu r4,0x0004(r18) load misc unit ID | ||
00085fb4: 00001821 addu r3,r0,r0 r3 = 0 | 00085fb4: 00001821 addu r3,r0,r0 r3 = 0 | ||
00085fb8: 3c01800a lui r1,0x800a | 00085fb8: 3c01800a lui r1,0x800a | ||
00085fbc: 00230821 addu r1,r1,r3 | 00085fbc: 00230821 addu r1,r1,r3 | ||
− | 00085fc0: 8c2277c4 lw r2,0x77c4(r1) loads VRAM slot's unit's misc ID | + | 00085fc0: 8c2277c4 lw r2,0x77c4(r1) loads 'VRAM' graphic-decompression table slot's unit's misc ID |
00085fc4: 00000000 nop | 00085fc4: 00000000 nop | ||
00085fc8: 3042001f andi r2,r2,0x001f | 00085fc8: 3042001f andi r2,r2,0x001f | ||
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00086158: 00000000 nop | 00086158: 00000000 nop | ||
− | + | normal animation sheet | |
− | 0008615c: 0c0216e8 jal 0x00085ba0 if | + | 0008615c: 0c0216e8 jal 0x00085ba0 if normal animation: [[Mark Unit's VRAM Slot as Unoccupied]] |
00086160: 02402021 addu r4,r18,r0 r4 = unit misc. data pointer | 00086160: 02402021 addu r4,r18,r0 r4 = unit misc. data pointer | ||
Line 419: | Line 422: | ||
00086228: 8e420080 lw r2,0x0080(r18) X/height/y coord + motion flags | 00086228: 8e420080 lw r2,0x0080(r18) X/height/y coord + motion flags | ||
0008622c: 3463ffff ori r3,r3,0xffff 0xdfffffff | 0008622c: 3463ffff ori r3,r3,0xffff 0xdfffffff | ||
− | 00086230: 00431024 and r2,r2,r3 un-check | + | 00086230: 00431024 and r2,r2,r3 un-check dragoon jump motion bitflag |
00086234: 92430130 lbu r3,0x0130(r18) mount/rider value | 00086234: 92430130 lbu r3,0x0130(r18) mount/rider value | ||
00086238: a640000c sh r0,0x000c(r18) clear change of animation | 00086238: a640000c sh r0,0x000c(r18) clear change of animation | ||
Line 474: | Line 477: | ||
000862fc: 00008021 addu r16,r0,r0 r16 = 0 | 000862fc: 00008021 addu r16,r0,r0 r16 = 0 | ||
− | Renewing animation & wait time not complete | + | Renewing animation & wait time not complete & unit currently in the middle of dragoon jumping |
− | 00086300: 08021931 j 0x000864c4 Finish Unit's animation | + | 00086300: 08021931 j 0x000864c4 Finish Unit's animation (don't interrupt jump while it's in progress.) |
00086304: a640000c sh r0,0x000c(r18) Set change of animation to 0 | 00086304: a640000c sh r0,0x000c(r18) Set change of animation to 0 | ||
Latest revision as of 06:11, 16 January 2023
00085c0c: 27bdff58 addiu r29,r29,0xff58 00085c10: afb20090 sw r18,0x0090(r29) 00085c14: 00809021 addu r18,r4,r0 r18 = misc unit data 00085c18: afbf00a4 sw r31,0x00a4(r29) 00085c1c: afb600a0 sw r22,0x00a0(r29) 00085c20: afb5009c sw r21,0x009c(r29) 00085c24: afb40098 sw r20,0x0098(r29) 00085c28: afb30094 sw r19,0x0094(r29) 00085c2c: afb1008c sw r17,0x008c(r29) 00085c30: afb00088 sw r16,0x0088(r29) 00085c34: 3c058007 lui r5,0x8007 00085c38: 24a580dc addiu r5,r5,0x80dc start of map rotation animation data 00085c3c: 88a20003 lwl r2,0x0003(r5) 00085c40: 98a20000 lwr r2,0x0000(r5) 00085c44: 88a30007 lwl r3,0x0007(r5) 00085c48: 98a30004 lwr r3,0x0004(r5) 00085c4c: aba2001b swl r2,0x001b(r29) 00085c50: bba20018 swr r2,0x0018(r29) Stores horizontal/vertical flip flags for south (0x18), west (0x1a) 00085c54: aba3001f swl r3,0x001f(r29) 00085c58: bba3001c swr r3,0x001c(r29) Stores horizontal/vertical flip flags for north (0x1c), east (0x1e) 00085c5c: 3c058007 lui r5,0x8007 00085c60: 24a580e4 addiu r5,r5,0x80e4 00085c64: 88a20003 lwl r2,0x0003(r5) 00085c68: 98a20000 lwr r2,0x0000(r5) 00085c6c: 88a30007 lwl r3,0x0007(r5) 00085c70: 98a30004 lwr r3,0x0004(r5) 00085c74: aba20023 swl r2,0x0023(r29) 00085c78: bba20020 swr r2,0x0020(r29) Stores facing mod for south (0x20), west (0x22) 00085c7c: aba30027 swl r3,0x0027(r29) 00085c80: bba30024 swr r3,0x0024(r29) Stores facing mod for north (0x24), east (0x26) 00085c84: 3c058007 lui r5,0x8007 00085c88: 24a580ec addiu r5,r5,0x80ec 00085c8c: 88a20003 lwl r2,0x0003(r5) 00085c90: 98a20000 lwr r2,0x0000(r5) 00085c94: 88a30007 lwl r3,0x0007(r5) 00085c98: 98a30004 lwr r3,0x0004(r5) 00085c9c: 88a4000b lwl r4,0x000b(r5) 00085ca0: 98a40008 lwr r4,0x0008(r5) 00085ca4: aba2002b swl r2,0x002b(r29) 00085ca8: bba20028 swr r2,0x0028(r29) 00085cac: aba3002f swl r3,0x002f(r29) 00085cb0: bba3002c swr r3,0x002c(r29) 00085cb4: aba40033 swl r4,0x0033(r29) 00085cb8: bba40030 swr r4,0x0030(r29) 00085cbc: 88a2000f lwl r2,0x000f(r5) 00085cc0: 98a2000c lwr r2,0x000c(r5) 00085cc4: 88a30013 lwl r3,0x0013(r5) 00085cc8: 98a30010 lwr r3,0x0010(r5) 00085ccc: 88a40017 lwl r4,0x0017(r5) 00085cd0: 98a40014 lwr r4,0x0014(r5) 00085cd4: aba20037 swl r2,0x0037(r29) 00085cd8: bba20034 swr r2,0x0034(r29) 00085cdc: aba3003b swl r3,0x003b(r29) 00085ce0: bba30038 swr r3,0x0038(r29) 00085ce4: aba4003f swl r4,0x003f(r29) 00085ce8: bba4003c swr r4,0x003c(r29) 00085cec: 88a2001b lwl r2,0x001b(r5) 00085cf0: 98a20018 lwr r2,0x0018(r5) 00085cf4: 88a3001f lwl r3,0x001f(r5) 00085cf8: 98a3001c lwr r3,0x001c(r5) 00085cfc: aba20043 swl r2,0x0043(r29) 00085d00: bba20040 swr r2,0x0040(r29) 00085d04: aba30047 swl r3,0x0047(r29) 00085d08: bba30044 swr r3,0x0044(r29) 00085d0c: 3c058007 lui r5,0x8007 00085d10: 24a5810c addiu r5,r5,0x810c 00085d14: 88a20003 lwl r2,0x0003(r5) A lot of these double ups are the compiler being a fucking idiot. 00085d18: 98a20000 lwr r2,0x0000(r5) 00085d1c: 88a30007 lwl r3,0x0007(r5) 00085d20: 98a30004 lwr r3,0x0004(r5) 00085d24: 88a4000b lwl r4,0x000b(r5) 00085d28: 98a40008 lwr r4,0x0008(r5) 00085d2c: aba2004b swl r2,0x004b(r29) 00085d30: bba20048 swr r2,0x0048(r29) stores walking animation for south (0x48) 00085d34: aba3004f swl r3,0x004f(r29) 00085d38: bba3004c swr r3,0x004c(r29) 00085d3c: aba40053 swl r4,0x0053(r29) 00085d40: bba40050 swr r4,0x0050(r29) stores walking animation for west (0x50) 00085d44: 88a2000f lwl r2,0x000f(r5) 00085d48: 98a2000c lwr r2,0x000c(r5) 00085d4c: 88a30013 lwl r3,0x0013(r5) 00085d50: 98a30010 lwr r3,0x0010(r5) 00085d54: 88a40017 lwl r4,0x0017(r5) 00085d58: 98a40014 lwr r4,0x0014(r5) 00085d5c: aba20057 swl r2,0x0057(r29) 00085d60: bba20054 swr r2,0x0054(r29) 00085d64: aba3005b swl r3,0x005b(r29) 00085d68: bba30058 swr r3,0x0058(r29) stores walking animation for north (0x58) 00085d6c: aba4005f swl r4,0x005f(r29) 00085d70: bba4005c swr r4,0x005c(r29) 00085d74: 88a2001b lwl r2,0x001b(r5) 00085d78: 98a20018 lwr r2,0x0018(r5) 00085d7c: 88a3001f lwl r3,0x001f(r5) 00085d80: 98a3001c lwr r3,0x001c(r5) 00085d84: aba20063 swl r2,0x0063(r29) 00085d88: bba20060 swr r2,0x0060(r29) stores walking animation for east (0x60) 00085d8c: aba30067 swl r3,0x0067(r29) 00085d90: bba30064 swr r3,0x0064(r29)
Initialise
00085d94: 9642000a lhu r2,0x000a(r18) load 'is using ability?' I feel like this is actually a sprite refresh thing. 00085d98: 00000000 nop 00085d9c: 104001f6 beq r2,r0,0x00086578 branch if not updating sprites. 00085da0: 00000000 nop 00085da4: 8e4202e8 lw r2,0x02e8(r18) yeah this is probably always 0. 00085da8: 00000000 nop 00085dac: 10400003 beq r2,r0,0x00085dbc Branch if pointer empty 00085db0: 00000000 nop 00085db4: 0c01fd00 jal 0x0007f400 smear a bunch of unit data disgustingly, and compute xy, xz, and yz vectors. 00085db8: 02402021 addu r4,r18,r0 r4 = Misc unit data 00085dbc: 3c02800a lui r2,0x800a 00085dc0: 84427786 lh r2,0x7786(r2) Load Map rotation 00085dc4: 86430070 lh r3,0x0070(r18) load Current unit facing 00085dc8: 00000000 nop 00085dcc: 00431021 addu r2,r2,r3 Add Map rotation & current facing 00085dd0: 30420fff andi r2,r2,0x0fff make sure there's only map rotation & current facing 00085dd4: 04410002 bgez r2,0x00085de0 Branch if there wasn't some blaring error in the code 00085dd8: 00401821 addu r3,r2,r0 r3 = r2 00085ddc: 244303ff addiu r3,r2,0x03ff 00085de0: 00033283 sra r6,r3,0x0a r6 = current facing (0, 1, 2, or 3) 00085de4: 04410002 bgez r2,0x00085df0 00085de8: 00c09821 addu r19,r6,r0 r19 = current facing 00085dec: 244200ff addiu r2,r2,0x00ff add 1 to current facing (redundant?) 00085df0: 00022a03 sra r5,r2,0x08 r5 = current facing (0, 4, 8, or c) 00085df4: 9644000c lhu r4,0x000c(r18) Load change of animation 00085df8: 00000000 nop 00085dfc: 10800142 beq r4,r0,0x00086308 branch if change of animation = facing direction 00085e00: 00a0a821 addu r21,r5,r0 r21 = current facing
Change Animation
00085e04: 2483ffff addiu r3,r4,0xffff r3 = CA - 1 00085e08: 34020002 ori r2,r0,0x0002 r2 = 2 00085e0c: 1462002d bne r3,r2,0x00085ec4 branch if CA - 1 != 2 (not facing with the back to the camera?) 00085e10: 34100002 ori r16,r0,0x0002 r16 = 2
Change of animation = 3 (Default Walking animation)
00085e14: 26420060 addiu r2,r18,0x0060 r2 = misc data pointer + 0x60 00085e18: a4400208 sh r0,0x0208(r2) clear Numerical display graphic trigger, EFF graphic trigger, WEP graphic trigger 00085e1c: 2610ffff addiu r16,r16,0xffff 00085e20: 0601fffd bgez r16,0x00085e18 Loop twice 00085e24: 2442ffd0 addiu r2,r2,0xffd0 r2 - 0x30 00085e28: 02402021 addu r4,r18,r0 r4 = misc data pointer 00085e2c: 00151840 sll r3,r21,0x01 current facing * 2 (4s) 00085e30: 27a20010 addiu r2,r29,0x0010 00085e34: 00621821 addu r3,r3,r2 stack + current facing * 2 00085e38: 94620038 lhu r2,0x0038(r3) load walking animation from stack 00085e3c: 264501d8 addiu r5,r18,0x01d8 misc data pointer + 0x1d8 00085e40: a64201dc sh r2,0x01dc(r18) store current animation into unit data 00085e44: 96420012 lhu r2,0x0012(r18) Load sprite display bytes (transparent, flip, etc.) 00085e48: 94630018 lhu r3,0x0018(r3) (for walking frames) horizontal/vertical bitflags for current angle? 00085e4c: 34060001 ori r6,r0,0x0001 r6 = 1 00085e50: a653006c sh r19,0x006c(r18) store current facing (0, 1, 2, 3) to misc unit data 0x6c 00085e54: a655006e sh r21,0x006e(r18) store current facing (0, 4, 8, c) to misc unit data 0x6e (this just seems wasteful) 00085e58: a64001de sh r0,0x01de(r18) clear animation command pointer 00085e5c: a64001e2 sh r0,0x01e2(r18) clear wait time 00085e60: a64001e4 sh r0,0x01e4(r18) clear loop counter 00085e64: a6400054 sh r0,0x0054(r18) clear Y 00085e68: a6400052 sh r0,0x0052(r18) clear height 00085e6c: a6400050 sh r0,0x0050(r18) clear x 00085e70: a640005c sh r0,0x005c(r18) clear? 00085e74: a640005a sh r0,0x005a(r18) 00085e78: a6400058 sh r0,0x0058(r18) 00085e7c: a64001ea sh r0,0x01ea(r18) clear slow-down amount 00085e80: a64001ec sh r0,0x01ec(r18) clear anim frame offset 00085e84: a64001ee sh r0,0x01ee(r18) clear Wait command wait frames 00085e88: a64001f0 sh r0,0x01f0(r18) clear rotation bytes 00085e8c: 3042fff9 andi r2,r2,0xfff9 disinclude flip horizontal/vertical 00085e90: 00431025 or r2,r2,r3 00085e94: 0c021206 jal 0x00084818 Load Unit graphics from sprite sheet 00085e98: a6420012 sh r2,0x0012(r18) store back 00085e9c: 02402021 addu r4,r18,r0 r4 = misc unit data pointer 00085ea0: 0c0216e8 jal 0x00085ba0 00085ba0 - 00085c08 seems to check something based on miscellaneous unit ID? 00085ea4: a640000c sh r0,0x000c(r18) clear change of animation 00085ea8: 08021932 j 0x000864c8 jump ahead 00085eac: 00008021 addu r16,r0,r0 r16 = 0
VRAM SPR# calculation?
00085eb0: 02402021 addu r4,r18,r0 r4 = unit misc data pointer 00085eb4: 0c021686 jal 0x00085a18 00085a18 - 00085b9c enables certain flags in ~0x800a77c0 and does VRAM math 00085eb8: 02803021 addu r6,r20,r0 r6 = VRAM free active slot 4 (0) or 5 (1) 00085ebc: 08021817 j 0x0008605c 00085ec0: 34020002 ori r2,r0,0x0002
Change of Animation < 0xC
00085ec4: 2c82000c sltiu r2,r4,0x000c r2 = true if CA = 0xc 00085ec8: 10400013 beq r2,r0,0x00085f18 Branch if > 0xC 00085ecc: 00131840 sll r3,r19,0x01 r3 = current facing * 2 00085ed0: 3c038004 lui r3,0x8004 00085ed4: 8c635994 lw r3,0x5994(r3) current event timer? 00085ed8: 92420004 lbu r2,0x0004(r18) Load unit misc ID 00085edc: 00602021 addu r4,r3,r0 00085ee0: 04610002 bgez r3,0x00085eec 00085ee4: 30450003 andi r5,r2,0x0003 unit misc ID && 0x3 00085ee8: 24640003 addiu r4,r3,0x0003 rounding (for a misc. unit ID?) 00085eec: 00041083 sra r2,r4,0x02 00085ef0: 00021080 sll r2,r2,0x02 00085ef4: 00621023 subu r2,r3,r2 get the first 2 bits of data from event timer? 00085ef8: 10a20006 beq r5,r2,0x00085f14 branch if first two bits of event timer? matches first 2 bits of unit misc ID (skips dragoon jump check?) 00085efc: 3c032000 lui r3,0x2000 00085f00: 8e420080 lw r2,0x0080(r18) load unit's coordinates + motion flags 00085f04: 00000000 nop 00085f08: 00431024 and r2,r2,r3 check for motion flag 0x20 (currently dragoon jumping upward) 00085f0c: 1040016e beq r2,r0,0x000864c8 branch if not dragon jumping 00085f10: 00008021 addu r16,r0,r0
unit ID matches ? or unit dragoon jumping
00085f14: 00131840 sll r3,r19,0x01 r3 = current facing * 2 (1s) 00085f18: 03a31821 addu r3,r29,r3 r3 = stack pointer + current facing * 2 00085f1c: 9642000c lhu r2,0x000c(r18) load CA 00085f20: 84630020 lh r3,0x0020(r3) Load facing mod (toward (0) or away (1)) 00085f24: 964401dc lhu r4,0x01dc(r18) Load current animation 00085f28: 2442ffff addiu r2,r2,0xffff CA - 1 00085f2c: 00021040 sll r2,r2,0x01 2*(CA - 1) 00085f30: 00431021 addu r2,r2,r3 animation + Facing mod(?) 00085f34: 1444000a bne r2,r4,0x00085f60 branch if animation does not equal new animation 00085f38: 34110001 ori r17,r0,0x0001 Set Initialise unit's battle graphic data
Renew Animation
00085f3c: 964201e2 lhu r2,0x01e2(r18) load wait time 00085f40: 00000000 nop 00085f44: 10400006 beq r2,r0,0x00085f60 branch if not waiting (skip drag jump check) 00085f48: 3c032000 lui r3,0x2000 00085f4c: 8e420080 lw r2,0x0080(r18) if currently waiting, load x mode + movement flags 00085f50: 00000000 nop 00085f54: 00431024 and r2,r2,r3 check for motion flag 0x20 (in the middle of dragoon jumping up?) 00085f58: 104000e9 beq r2,r0,0x00086300 branch if not in the middle of that 00085f5c: 00000000 nop
Renew Animation; animation to proceed as normal
00085f60: 9642000c lhu r2,0x000c(r18) Load CA 00085f64: 00000000 nop 00085f68: 2444ffff addiu r4,r2,0xffff r4 = CA - 1 00085f6c: 288201f4 slti r2,r4,0x01f4 true if < 0x1f4 00085f70: 1040007c beq r2,r0,0x00086164 branch if animation is from EVTCHR 00085f74: 00131040 sll r2,r19,0x01 r2 = current facing * 2
New animation != EVTCHR animation
00085f78: 00042040 sll r4,r4,0x01 2CA - 2 00085f7c: 03a21021 addu r2,r29,r2 facing mod? 00085f80: 8e4501f8 lw r5,0x01f8(r18) Load SEQ data pointer 00085f84: 84430020 lh r3,0x0020(r2) load facing mod? 00085f88: 8ca20004 lw r2,0x0004(r5) SP2 start animation 00085f8c: 00832021 addu r4,r4,r3 New animation 00085f90: 0082102b sltu r2,r4,r2 set true if new animation is less than that? 00085f94: 10400073 beq r2,r0,0x00086164 branch if sp2 (new sheet loaded via game-loop... not here.) 00085f98: 00000000 nop 00085f9c: 8ca20000 lw r2,0x0000(r5) Attack sheet start animation 00085fa0: 00000000 nop 00085fa4: 0082102b sltu r2,r4,r2 set if loading animation from normal sheet 00085fa8: 1440006c bne r2,r0,0x0008615c branch if loading animation from normal sheet 00085fac: 00008021 addu r16,r0,r0 r16 = 0
New animation is from second half of spritesheet (attacking spritesheet)
00085fb0: 92440004 lbu r4,0x0004(r18) load misc unit ID 00085fb4: 00001821 addu r3,r0,r0 r3 = 0 00085fb8: 3c01800a lui r1,0x800a 00085fbc: 00230821 addu r1,r1,r3 00085fc0: 8c2277c4 lw r2,0x77c4(r1) loads 'VRAM' graphic-decompression table slot's unit's misc ID 00085fc4: 00000000 nop 00085fc8: 3042001f andi r2,r2,0x001f 00085fcc: 10440006 beq r2,r4,0x00085fe8 branch if current unit already occupies VRAM slot 00085fd0: 34020002 ori r2,r0,0x0002 r2 = 2 00085fd4: 26100001 addiu r16,r16,0x0001 count r16 by 1 00085fd8: 2a020002 slti r2,r16,0x0002 only do this twice 00085fdc: 1440fff6 bne r2,r0,0x00085fb8 branch if this hasn't been repeated twice yet, if a unit ID hasn't been found? 00085fe0: 24637564 addiu r3,r3,0x7564 r3 = # repeats * 0x7564 00085fe4: 34020002 ori r2,r0,0x0002 r2 = 2 00085fe8: 1602005e bne r16,r2,0x00086164 animate unit if they already occupy VRAM slot 00085fec: 00008021 addu r16,r0,r0 r16 = 0
Unit does not occupy VRAM slot (prepare unit to occupy free slot)
00085ff0: 340400ff ori r4,r0,0x00ff r4 = 0xff 00085ff4: 00001821 addu r3,r0,r0 r3 = 0 00085ff8: 3c01800a lui r1,0x800a 00085ffc: 00230821 addu r1,r1,r3 00086000: 8c2277c4 lw r2,0x77c4(r1) loads VRAM slot 4 misc. unit ID 00086004: 00000000 nop 00086008: 1444000f bne r2,r4,0x00086048 branch VRAM slot 4 is currently occupied 0008600c: 00000000 nop 00086010: 0000a021 addu r20,r0,r0 r20 = inner counter 00086014: 00001821 addu r3,r0,r0 r3 = 0 00086018: 3c01800a lui r1,0x800a 0008601c: 00230821 addu r1,r1,r3 00086020: 8c2277c8 lw r2,0x77c8(r1) load VRAM slot 4 queued(?) misc ID? 00086024: 00000000 nop 00086028: 1040ffa1 beq r2,r0,0x00085eb0 branch if vram slot 4 is empty 0008602c: 02002821 addu r5,r16,r0 r5 = # of 0xff in loop 00086030: 26940001 addiu r20,r20,0x0001 r20 + 1 for every VRAM slot that is currently queued 00086034: 2a820002 slti r2,r20,0x0002 set true if inner counter is not 2 00086038: 1440fff7 bne r2,r0,0x00086018 loop and check VRAM slot 5 0008603c: 24637564 addiu r3,r3,0x7564 r3 = # of repeats * 0x7564 (size of VRAM data slots?) 00086040: 08021817 j 0x0008605c 00086044: 34020002 ori r2,r0,0x0002 r2 = 2 00086048: 26100001 addiu r16,r16,0x0001 r16 = r16 + 1 0008604c: 2a020002 slti r2,r16,0x0002 true if hasn't been repeated twice 00086050: 1440ffe9 bne r2,r0,0x00085ff8 loop and check VRAM slot 5 00086054: 24637564 addiu r3,r3,0x7564 r3 = # repeats * 0x7564 (size of VRAM data slots?) 00086058: 34020002 ori r2,r0,0x0002 r2 = 2 0008605c: 16020002 bne r16,r2,0x00086068 branch if hasn't been repeated twice before running into unused VRAM slot 00086060: 00000000 nop 00086064: 00008821 addu r17,r0,r0 r17 = 0 if both Misc. ID's are not 0xff 00086068: 16820002 bne r20,r2,0x00086074 Branch if hasn't been repeated twice before running into queued VRAM slot 0008606c: 00000000 nop 00086070: 00008821 addu r17,r0,r0 r17 = 0 if both 75c8 are not 0x00 00086074: 1620003d bne r17,r0,0x0008616c branch if r17 != 0 (cannot animate caster *or* target, as either VRAM slots 4 or 5 are occupied) 00086078: 34100002 ori r16,r0,0x0002 r16 = 2 0008607c: 3c04800b lui r4,0x800b 00086080: 2484ed28 addiu r4,r4,0xed28 VRAM slot 5 00086084: 8c820000 lw r2,0x0000(r4) load VRAM slot 5's misc. ID 00086088: 00000000 nop 0008608c: 2442ff02 addiu r2,r2,0xff02 subtract 0xfe from VRAM slot 5's misc ID 00086090: 2c420002 sltiu r2,r2,0x0002 set true if either 0xfe or 0xff (no target) 00086094: 14400033 bne r2,r0,0x00086164 branch if no target (animate attacker) 00086098: 00000000 nop 0008609c: 94840000 lhu r4,0x0000(r4) Load 0x800bed28 000860a0: 0c01e9b9 jal 0x0007a6e4 Find current miscellaneous unit data pointer of VRAM slot 5 000860a4: 3084001f andi r4,r4,0x001f r4 = unit Misc ID 000860a8: 00402021 addu r4,r2,r0 r4 = unit misc data pointer 000860ac: 1080002d beq r4,r0,0x00086164 branch if no misc data pointer (animate attacker) 000860b0: 00000000 nop
Animate target with default pre-hit animation:
000860b4: 948201dc lhu r2,0x01dc(r4) load current animation 000860b8: 00000000 nop 000860bc: 30420001 andi r2,r2,0x0001 000860c0: 1040000c beq r2,r0,0x000860f4 branch if current animation is facing toward the camera 000860c4: 00000000 nop 000860c8: 90820006 lbu r2,0x0006(r4) load spritesheet ID of target 000860cc: 00000000 nop 000860d0: 00021080 sll r2,r2,0x02 000860d4: 3c018009 lui r1,0x8009 000860d8: 00220821 addu r1,r1,r2 000860dc: 90224748 lbu r2,0x4748(r1) load spritesheet SHP ID 000860e0: 3c018009 lui r1,0x8009 000860e4: 00220821 addu r1,r1,r2 000860e8: 902249d0 lbu r2,0x49d0(r1) load spritesheet's default pre-hit pose 000860ec: 08021848 j 0x00086120 000860f0: a48201e0 sh r2,0x01e0(r4) set unit anim to standing still until otherwise altered 000860f4: 90820006 lbu r2,0x0006(r4) Load spritesheet ID 000860f8: 00000000 nop 000860fc: 00021080 sll r2,r2,0x02 00086100: 3c018009 lui r1,0x8009 00086104: 00220821 addu r1,r1,r2 00086108: 90224748 lbu r2,0x4748(r1) spritesheet SHP ID 0008610c: 3c018009 lui r1,0x8009 00086110: 00220821 addu r1,r1,r2 00086114: 902249c4 lbu r2,0x49c4(r1) spritesheet SHP default pre-hit pose 00086118: 00000000 nop 0008611c: a48201e0 sh r2,0x01e0(r4) 00086120: 248501d8 addiu r5,r4,0x01d8 Unit sprite data 00086124: 948601e0 lhu r6,0x01e0(r4) current frame 00086128: 948701dc lhu r7,0x01dc(r4) current animation 0008612c: 34110001 ori r17,r0,0x0001 Set Initialise unit's battle related graphcis data 00086130: a4800054 sh r0,0x0054(r4) clear X, height, and Y? 00086134: a4800052 sh r0,0x0052(r4) 00086138: 0c021085 jal 0x00084214 Load Unit graphics from sprite sheet - animate target 0008613c: a4800050 sh r0,0x0050(r4) 00086140: 02402021 addu r4,r18,r0 00086144: 34050001 ori r5,r0,0x0001 2nd VRAM slot 00086148: 34060001 ori r6,r0,0x0001 2nd VRAM slot 0008614c: 0c021686 jal 0x00085a18 00086150: a64001e2 sh r0,0x01e2(r18) Clear wait time 00086154: 08021859 j 0x00086164 animate attacker 00086158: 00000000 nop
normal animation sheet
0008615c: 0c0216e8 jal 0x00085ba0 if normal animation: Mark Unit's VRAM Slot as Unoccupied 00086160: 02402021 addu r4,r18,r0 r4 = unit misc. data pointer
Initialise Attacker's battle graphic data
00086164: 12200045 beq r17,r0,0x0008627c branch if r17 = 0 00086168: 34100002 ori r16,r0,0x0002 r16 = 0x2 0008616c: 26420060 addiu r2,r18,0x0060 r2 = misc unit data pointer + 0x60 00086170: a4400208 sh r0,0x0208(r2) save 0 to numerical display data (1st), then to the EFF graphic trigger (2nd), then WEP graphic trigger (3rd) 00086174: 2610ffff addiu r16,r16,0xffff r16 - 1 00086178: 0601fffd bgez r16,0x00086170 loop while r16 >= 0 0008617c: 2442ffd0 addiu r2,r2,0xffd0 r2 = r2 - 0x30 00086180: 9642000c lhu r2,0x000c(r18) load change of animation 00086184: 00000000 nop 00086188: 2444ffff addiu r4,r2,0xffff r4 = animation - 1 0008618c: 288201f4 slti r2,r4,0x01f4 check animation is from EVTCHR? 00086190: 14400004 bne r2,r0,0x000861a4 branch if not EVTCHR animation 00086194: 00000000 nop 00086198: 9642000c lhu r2,0x000c(r18) load change of animation (CA) 0008619c: 0802186e j 0x000861b8 jump ahead 000861a0: 2442ffff addiu r2,r2,0xffff animation - 1 000861a4: 00131040 sll r2,r19,0x01 r2 = facing direction 000861a8: 03a21021 addu r2,r29,r2 r2 = stack pointer 000861ac: 94430020 lhu r3,0x0020(r2) 000861b0: 00041040 sll r2,r4,0x01 r2 = 2 * CA - 2 000861b4: 00431021 addu r2,r2,r3 r2 = 2 * CA - 2 + facing camera/not 000861b8: a64201dc sh r2,0x01dc(r18) Save animation 000861bc: 02402021 addu r4,r18,r0 r4 = misc. unit data pointer 000861c0: 264501d8 addiu r5,r18,0x01d8 unit animation pointer 000861c4: 00131040 sll r2,r19,0x01 facing direction * 2 (1s) 000861c8: 03a21021 addu r2,r29,r2 000861cc: 96430012 lhu r3,0x0012(r18) sprite display bytes 000861d0: 94420018 lhu r2,0x0018(r2) 000861d4: 34060001 ori r6,r0,0x0001 r6 = 1 000861d8: a653006c sh r19,0x006c(r18) store facing (0, 1, 2, 3) 000861dc: a655006e sh r21,0x006e(r18) store facing (0, 4, 8, c) 000861e0: a64001de sh r0,0x01de(r18) 000861e4: a64001e2 sh r0,0x01e2(r18) 000861e8: a64001e4 sh r0,0x01e4(r18) 000861ec: a6400054 sh r0,0x0054(r18) 000861f0: a6400052 sh r0,0x0052(r18) 000861f4: a6400050 sh r0,0x0050(r18) 000861f8: a640005c sh r0,0x005c(r18) 000861fc: a640005a sh r0,0x005a(r18) 00086200: a6400058 sh r0,0x0058(r18) 00086204: a64001ea sh r0,0x01ea(r18) 00086208: a64001ec sh r0,0x01ec(r18) 0008620c: a64001ee sh r0,0x01ee(r18) 00086210: a64001f0 sh r0,0x01f0(r18) reset a bunch of data. 00086214: 3063fff9 andi r3,r3,0xfff9 nullify flip horizontal/vertical 00086218: 00621825 or r3,r3,r2 combine r2 flags and display bytes? 0008621c: 0c021206 jal 0x00084818 Load Unit graphics from sprite sheet 00086220: a6430012 sh r3,0x0012(r18) store again 00086224: 3c03dfff lui r3,0xdfff 00086228: 8e420080 lw r2,0x0080(r18) X/height/y coord + motion flags 0008622c: 3463ffff ori r3,r3,0xffff 0xdfffffff 00086230: 00431024 and r2,r2,r3 un-check dragoon jump motion bitflag 00086234: 92430130 lbu r3,0x0130(r18) mount/rider value 00086238: a640000c sh r0,0x000c(r18) clear change of animation 0008623c: ae420080 sw r2,0x0080(r18) store new motion flags 00086240: 34020002 ori r2,r0,0x0002 2 00086244: 146200a0 bne r3,r2,0x000864c8 branch if not mount for 0x131 00086248: 00008021 addu r16,r0,r0 0008624c: 92440131 lbu r4,0x0131(r18) load rider ID 00086250: 0c01e9b9 jal 0x0007a6e4 Find unit matching r4 ID 00086254: 00000000 nop 00086258: 00402021 addu r4,r2,r0 0008625c: 1080009a beq r4,r0,0x000864c8 branch if no rider pointer 00086260: 248501d8 addiu r5,r4,0x01d8 00086264: 34060001 ori r6,r0,0x0001 00086268: a48001de sh r0,0x01de(r4) reset animation command pointer 0008626c: 0c021206 jal 0x00084818 Load Unit graphics from sprite sheet - Animate rider 00086270: a48001e2 sh r0,0x01e2(r4) reset wait time (frames) 00086274: 08021932 j 0x000864c8 00086278: 00008021 addu r16,r0,r0
Not initialising unit graphic data:
0008627c: 964201e2 lhu r2,0x01e2(r18) Wait time 00086280: 00000000 nop 00086284: 1040008f beq r2,r0,0x000864c4 branch if no wait time 00086288: 00000000 nop 0008628c: 3c028004 lui r2,0x8004 00086290: 8c425980 lw r2,0x5980(r2) animation speed 00086294: 00000000 nop 00086298: 1840008a blez r2,0x000864c4 branch if not animation speed = 0 0008629c: 00008021 addu r16,r0,r0 000862a0: 3411ffff ori r17,r0,0xffff r17 = -1 if animation speed != 0 000862a4: 964201e2 lhu r2,0x01e2(r18) load wait time 000862a8: 00000000 nop 000862ac: 1040000c beq r2,r0,0x000862e0 branch if 0 000862b0: 26100001 addiu r16,r16,0x0001 increment r16? 000862b4: 964201e2 lhu r2,0x01e2(r18) 000862b8: 00000000 nop 000862bc: 00511021 addu r2,r2,r17 wait time - 1 000862c0: a64201e2 sh r2,0x01e2(r18) store 000862c4: 964201e2 lhu r2,0x01e2(r18) 000862c8: 00000000 nop 000862cc: 14400004 bne r2,r0,0x000862e0 branch if not 0 000862d0: 02402021 addu r4,r18,r0 000862d4: 264501d8 addiu r5,r18,0x01d8 000862d8: 0c021206 jal 0x00084818 Load Unit graphics from sprite sheet 000862dc: 34060001 ori r6,r0,0x0001 000862e0: 3c028004 lui r2,0x8004 000862e4: 8c425980 lw r2,0x5980(r2) 000862e8: 00000000 nop 000862ec: 0202102a slt r2,r16,r2 000862f0: 1440ffec bne r2,r0,0x000862a4 loop if animation speed > 1 000862f4: 00000000 nop 000862f8: 08021932 j 0x000864c8 000862fc: 00008021 addu r16,r0,r0 r16 = 0
Renewing animation & wait time not complete & unit currently in the middle of dragoon jumping
00086300: 08021931 j 0x000864c4 Finish Unit's animation (don't interrupt jump while it's in progress.) 00086304: a640000c sh r0,0x000c(r18) Set change of animation to 0
Set Facing Direction:
00086308: 8e420080 lw r2,0x0080(r18) coords + movement flags 0008630c: 3c030100 lui r3,0x0100 r3 = 0x01000000 00086310: 00431024 and r2,r2,r3 Check for float movement flag 00086314: 1440004a bne r2,r0,0x00086440 Branch if floating 00086318: 00a01821 addu r3,r5,r0 r3 = r5 0008631c: 8642006e lh r2,0x006e(r18) load facing direction (0, 4, 8, c) 00086320: 00000000 nop 00086324: 10620023 beq r3,r2,0x000863b4 branch if not changing facing direction 00086328: 00000000 nop
Not Floating, Not Changing facing:
0008632c: 964501dc lhu r5,0x01dc(r18) Load current animation 00086330: 00000000 nop 00086334: 2ca20006 sltiu r2,r5,0x0006 r2 = 1 if animation is already facing direction 00086338: 1040000a beq r2,r0,0x00086364 branch if animation not facing direction 0008633c: 00031840 sll r3,r3,0x01 r3 = r3 * 2 00086340: 27a20010 addiu r2,r29,0x0010 r2 = stack pointer + 0x10 00086344: 00621821 addu r3,r3,r2 load animation pointer 00086348: 94620038 lhu r2,0x0038(r3) Load animation for current facing from stack 0008634c: 00000000 nop 00086350: a64201dc sh r2,0x01dc(r18) Save current animation 00086354: 96420012 lhu r2,0x0012(r18) Load 0x12 + 0x13 flags from Misc unit data 00086358: 94630018 lhu r3,0x0018(r3) Load same flags from stack? 0008635c: 080218e3 j 0x0008638c @Jump ahead 00086360: 3042fff9 andi r2,r2,0xfff9 remove horizontal/vertical flip flags
Animation currently not facing direction:
00086364: 00061840 sll r3,r6,0x01 r3 = current facing * 2 00086368: 27a20010 addiu r2,r29,0x0010 r2 = stack pointer + 0x10 0008636c: 00621821 addu r3,r3,r2 stack pointer + facing direction 00086370: 94640010 lhu r4,0x0010(r3) facing mod for current direction 00086374: 30a2fffe andi r2,r5,0xfffe animation - 2 00086378: 00441021 addu r2,r2,r4 animation for facing direction 0008637c: a64201dc sh r2,0x01dc(r18) save current animation 00086380: 96420012 lhu r2,0x0012(r18) load sprite display flags 00086384: 94630008 lhu r3,0x0008(r3) load flip flags for facing direction 00086388: 3042fff9 andi r2,r2,0xfff9 reset sprite's horizontal/vertical flip 0008638c: 00431025 or r2,r2,r3 set sprite's horizontal/vertical flip flags for currently facing direction 00086390: a6420012 sh r2,0x0012(r18) save flip flags 00086394: 02402021 addu r4,r18,r0 r4 = Unit Misc data 00086398: 264501d8 addiu r5,r18,0x01d8 r5 = Unit Misc data + 0x01d8 0008639c: 00003021 addu r6,r0,r0 r6 = 0 000863a0: a653006c sh r19,0x006c(r18) save Current facing (vectory thing? 0, 1, 2, or 3) 000863a4: 0c021206 jal 0x00084818 --> Load Unit graphics from sprite sheet - animate unit 000863a8: a655006e sh r21,0x006e(r18) save current facing (0, 4, 8, c) 000863ac: 08021932 j 0x000864c8 Finish animating Unit 000863b0: 00008021 addu r16,r0,r0 r16 = 0
Changing unit's facing direction
000863b4: 964201e2 lhu r2,0x01e2(r18) Load wait time 000863b8: 00000000 nop 000863bc: 10400041 beq r2,r0,0x000864c4 $Branch if no wait time 000863c0: 00000000 nop | 000863c4: 3c028004 lui r2,0x8004 | 000863c8: 8c425980 lw r2,0x5980(r2) |animation speed 000863cc: 00000000 nop | 000863d0: 1840003c blez r2,0x000864c4 $Branch if animation speed = 0 000863d4: 00008021 addu r16,r0,r0 |r16 = 0 000863d8: 3411ffff ori r17,r0,0xffff |R17 = -1 000863dc: 964201e2 lhu r2,0x01e2(r18) Δwait time (in frames) 000863e0: 00000000 nop | 000863e4: 1040000c beq r2,r0,0x00086418 #branch if r2 = 0 000863e8: 26100001 addiu r16,r16,0x0001 |r16 + 1 000863ec: 964201e2 lhu r2,0x01e2(r18) |wait time 000863f0: 00000000 nop | 000863f4: 00511021 addu r2,r2,r17 |wait time - 1 000863f8: a64201e2 sh r2,0x01e2(r18) |store new wait time 000863fc: 964201e2 lhu r2,0x01e2(r18) |loads it again 00086400: 00000000 nop | 00086404: 14400004 bne r2,r0,0x00086418 |#Branch if wait time isn't 0 00086408: 02402021 addu r4,r18,r0 |r4 = Unit Misc data 0008640c: 264501d8 addiu r5,r18,0x01d8 |r5 = Unit Misc data + 0x01d8 00086410: 0c021206 jal 0x00084818 |--> Load Unit graphics from sprite sheet animate unit when wait time = 0 00086414: 34060001 ori r6,r0,0x0001 |r6 = 0x1 00086418: 0c022c8d jal 0x0008b234 #--> 0008b234 - 0008b288 - animate unit's distortion effects 0008641c: 02402021 addu r4,r18,r0 |r4 = Misc unit data pointer 00086420: 3c028004 lui r2,0x8004 | 00086424: 8c425980 lw r2,0x5980(r2) |animation speed 00086428: 00000000 nop | 0008642c: 0202102a slt r2,r16,r2 |Set if r16 < r2 00086430: 1440ffea bne r2,r0,0x000863dc Δloop animation speed times 00086434: 00000000 nop | 00086438: 08021932 j 0x000864c8 @Finish animating unit 0008643c: 00008021 addu r16,r0,r0 |r16 = 0
Unit is Floating:
00086440: 964201e2 lhu r2,0x01e2(r18) |Loads wait time 00086444: 00000000 nop | 00086448: 1040001e beq r2,r0,0x000864c4 $Branch if 0 wait time 0008644c: 00000000 nop | 00086450: 3c028004 lui r2,0x8004 | 00086454: 8c425980 lw r2,0x5980(r2) |animation speed 00086458: 00000000 nop | 0008645c: 18400019 blez r2,0x000864c4 $Branch if animation speed = 0 00086460: 00008021 addu r16,r0,r0 |r16 = 0 00086464: 3411ffff ori r17,r0,0xffff |r17 = -1 00086468: 964201e2 lhu r2,0x01e2(r18) *Load wait time 0008646c: 00000000 nop | 00086470: 1040000c beq r2,r0,0x000864a4 #branch if wait time = 0 00086474: 26100001 addiu r16,r16,0x0001 |r16 + 1 00086478: 964201e2 lhu r2,0x01e2(r18) |wait time 0008647c: 00000000 nop | 00086480: 00511021 addu r2,r2,r17 |wait time - 1 00086484: a64201e2 sh r2,0x01e2(r18) |save 00086488: 964201e2 lhu r2,0x01e2(r18) |Load again 0008648c: 00000000 nop | 00086490: 14400004 bne r2,r0,0x000864a4 #Branch r2 != 0 00086494: 02402021 addu r4,r18,r0 |r4 = Misc unit data pointer 00086498: 264501d8 addiu r5,r18,0x01d8 |r5 = Misc unit data pointer + 0x01d8 0008649c: 0c021206 jal 0x00084818 |--> Load Unit graphics from sprite sheet animate party units? Load party unit graphics? 000864a0: 34060001 ori r6,r0,0x0001 |r6 = 1 000864a4: 0c022c8d jal 0x0008b234 #--> 0008b234 - 0008b288 - animate unit's distortion effects 000864a8: 02402021 addu r4,r18,r0 |r4 = Misc unit data pointer 000864ac: 3c028004 lui r2,0x8004 | 000864b0: 8c425980 lw r2,0x5980(r2) |animation speed 000864b4: 00000000 nop | 000864b8: 0202102a slt r2,r16,r2 |set r2 = 1 if r16 < r2 000864bc: 1440ffea bne r2,r0,0x00086468 *loop animation speed times 000864c0: 00000000 nop |
Unit animation finished:
000864c4: 00008021 addu r16,r0,r0 $r16 = 0 000864c8: 34160208 ori r22,r0,0x0208 @r22 = 0x208 000864cc: 02409821 addu r19,r18,r0 |r19 = Misc unit data pointer 000864d0: 96620208 lhu r2,0x0208(r19) &weapon graphic trigger 000864d4: 00000000 nop | 000864d8: 10400022 beq r2,r0,0x00086564 $Branch if not weapon exists and is being animated 000864dc: 00000000 nop | 000864e0: 96620212 lhu r2,0x0212(r19) |wait time for weapon 000864e4: 00000000 nop | 000864e8: 1040001e beq r2,r0,0x00086564 $branch if no wait time 000864ec: 00000000 nop | 000864f0: 3c028004 lui r2,0x8004 | 000864f4: 8c425980 lw r2,0x5980(r2) |animation speed 000864f8: 00000000 nop | 000864fc: 18400019 blez r2,0x00086564 $Branch if animation speed is 0 00086500: 0000a021 addu r20,r0,r0 |r20 = 0 00086504: 02608821 addu r17,r19,r0 |r17 = Misc Unit Data pointer 00086508: 02c0a821 addu r21,r22,r0 |r21 = 0x208 0008650c: 96220212 lhu r2,0x0212(r17) %load frame + frame delay + Frame command value 00086510: 00000000 nop | 00086514: 1040000d beq r2,r0,0x0008654c #Branch if above is 0 00086518: 26940001 addiu r20,r20,0x0001 |increase counter (number of times to trigger graphic loading?) 0008651c: 96220212 lhu r2,0x0212(r17) |load frame + frame delay + Frame command value 00086520: 00000000 nop | 00086524: 2442ffff addiu r2,r2,0xffff |subtract 1 00086528: a6220212 sh r2,0x0212(r17) |save new value 0008652c: 96220212 lhu r2,0x0212(r17) |load frame + frame delay + Frame command value 00086530: 00000000 nop | 00086534: 14400005 bne r2,r0,0x0008654c #branch if above is not 0 00086538: 02402021 addu r4,r18,r0 |r4 = Misc Unit data pointer 0008653c: 02552821 addu r5,r18,r21 |r5 = WEP Sprite data pointer 00086540: 02003021 addu r6,r16,r0 |r6 = Sprite Palette ID 00086544: 0c02149b jal 0x0008526c | --> Load WEP graphic from WEP1 Sheet -- Also processes various frame commands, and effect graphic loading 00086548: 34070001 ori r7,r0,0x0001 |r7 = 1 0008654c: 3c028004 lui r2,0x8004 # 00086550: 8c425980 lw r2,0x5980(r2) |Load animation speed 00086554: 00000000 nop | 00086558: 0282102a slt r2,r20,r2 |Set if less than No. frames already animated 0008655c: 1440ffeb bne r2,r0,0x0008650c %loop animation speed times 00086560: 00000000 nop | 00086564: 26d60030 addiu r22,r22,0x0030 $r22 + 0x30 00086568: 26100001 addiu r16,r16,0x0001 r16 + 1 0008656c: 2a020003 slti r2,r16,0x0003 r2 = 1 if r16 < 3 00086570: 1440ffd7 bne r2,r0,0x000864d0 loop and animate effect after weapon animated 00086574: 26730030 addiu r19,r19,0x0030 r19 + 0x30 (difference between Weapon data & Effect data) 00086578: 8fbf00a4 lw r31,0x00a4(r29) 0008657c: 8fb600a0 lw r22,0x00a0(r29) 00086580: 8fb5009c lw r21,0x009c(r29) 00086584: 8fb40098 lw r20,0x0098(r29) 00086588: 8fb30094 lw r19,0x0094(r29) 0008658c: 8fb20090 lw r18,0x0090(r29) 00086590: 8fb1008c lw r17,0x008c(r29) 00086594: 8fb00088 lw r16,0x0088(r29) 00086598: 27bd00a8 addiu r29,r29,0x00a8 0008659c: 03e00008 jr r31 000865a0: 00000000 nop