Difference between revisions of "Store Skillset's Abilities"
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− | Store Skillset's Abilities | + | [[Routine_Locations#SCUS_942.21_RAM|SCUS_942.21]] : Store Skillset's Abilities |
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Parameters : r4 - Unit's Skillset ID | Parameters : r4 - Unit's Skillset ID |
Latest revision as of 20:36, 20 April 2023
SCUS_942.21 : Store Skillset's Abilities --------------------------------------------------------------------- Parameters : r4 - Unit's Skillset ID r5 - Type of Ability to check : 0x01 - Action 0x02 - Reaction 0x04 - Movement 0x08 - Support Returns : r2 = 0x80066204 (Temporary Ability list pointer) ------------------------------------------------------------------------ 0005a638: 27bdffd8 addiu r29,r29,-0x0028 | 0005a63c: afb40020 sw r20,0x0020(r29) | 0005a640: 0080a021 addu r20,r4,r0 |r20 = Unit's Skillset 0005a644: afb20018 sw r18,0x0018(r29) | 0005a648: 00a09021 addu r18,r5,r0 |r18 = Check 0005a64c: 2a820100 slti r2,r20,0x0100 |Check if skillset ID <0x100 (?? Last monster skillset is DF) 0005a650: afbf0024 sw r31,0x0024(r29) | 0005a654: afb3001c sw r19,0x001c(r29) | 0005a658: afb10014 sw r17,0x0014(r29) | 0005a65c: 14400002 bne r2,r0,0x0005a668 #If Skillset ID is not a byte (invalid) 0005a660: afb00010 sw r16,0x0010(r29) | 0005a664: 0000a021 addu r20,r0,r0 |Nullify skillset ID 0005a668: 00008021 addu r16,r0,r0 |Counter = 0 (useless) 0005a66c: 00008821 addu r17,r0,r0 |Ability counter 0005a670: 3c138006 lui r19,0x8006 | 0005a674: 26736204 addiu r19,r19,0x6204 |r19 = Pointer to Temp Ability List @LOOP 0x18 times - check all skillset abilities (and more !?) 0005a678: 02802021 addu r4,r20,r0 |r4 = Skillset ID 0005a67c: 0c01695a jal 0x0005a568 |-->Load Ability From Skillset returns r2 = Skillset N°r5 Ability ID 0005a680: 02202821 addu r5,r17,r0 |r5 = Counter2 0005a684: 00402021 addu r4,r2,r0 |r4 = Ability ID 0005a688: 3083ffff andi r3,r4,0xffff |r3 = Ability ID 0005a68c: 2c6201a6 sltiu r2,r3,0x01a6 |check if Ability ID is a action Ability 0005a690: 14400008 bne r2,r0,0x0005a6b4 #If Ability ID is not an action 0005a694: 32420001 andi r2,r18,0x0001 |Check = Ability 0005a698: 2c6201c6 sltiu r2,r3,0x01c6 |Check if Ability is a reaction 0005a69c: 14400005 bne r2,r0,0x0005a6b4 #If Ability is not a reaction 0005a6a0: 32420002 andi r2,r18,0x0002 |Check = Reaction 0005a6a4: 2c6201e7 sltiu r2,r3,0x01e7 |check if ability is a support Bug : should check 0x1e6 0005a6a8: 14400002 bne r2,r0,0x0005a6b4 #Branch if Ability is a Support 0005a6ac: 32420008 andi r2,r18,0x0008 |Check = Support 0005a6b0: 32420004 andi r2,r18,0x0004 |Check = Movement 0005a6b4: 14400002 bne r2,r0,0x0005a6c0 #If r2 = 0x00 (Ability ID and check value do not match) 0005a6b8: 26100001 addiu r16,r16,0x0001 |Counter 2 +1 0005a6bc: 00002021 addu r4,r0,r0 |Ability ID = 0 0005a6c0: a6640000 sh r4,0x0000(r19) |Store Ability ID in 0x80066204 table 0005a6c4: 26310001 addiu r17,r17,0x0001 |Ability counter +1 0005a6c8: 2a220018 slti r2,r17,0x0018 |Check if ability counter < 0x18 Note that any value above 0x15 will be ignored in Load Ability From Skillset 0005a6cc: 1440ffea bne r2,r0,0x0005a678 Λ Loop while counter < 0x18 0005a6d0: 26730002 addiu r19,r19,0x0002 |Temp Ability List Pointer += 2 0005a6d4: 2a020018 slti r2,r16,0x0018 |Check if counter2 goes until 0x18 0005a6d8: 10400009 beq r2,r0,0x0005a700 #If counter2 < 0x18 (never ?) 0005a6dc: 00101040 sll r2,r16,0x01 |Counter * 2 0005a6e0: 3c038006 lui r3,0x8006 | 0005a6e4: 24636204 addiu r3,r3,0x6204 |Temp Ability list pointer 0005a6e8: 00431821 addu r3,r2,r3 |Ability List + counter offset {{f/loop|LOOP until end of list (until 0x18 abilities ?!) 0005a6ec: a4600000 sh r0,0x0000(r3) |Store Ability ID = 0 0005a6f0: 26100001 addiu r16,r16,0x0001 |Counter2 +1 0005a6f4: 2a020018 slti r2,r16,0x0018 |check if counter < 0x18 0005a6f8: 1440fffc bne r2,r0,0x0005a6ec Λ Loop while Counter < 0x18 0005a6fc: 24630002 addiu r3,r3,0x0002 |Temp Ability List Pointer offset += 2 0005a700: 3c028006 lui r2,0x8006 | 0005a704: 24426204 addiu r2,r2,0x6204 |r2 = Returns Temp Ability List Pointer 0005a708: 8fbf0024 lw r31,0x0024(r29) 0005a70c: 8fb40020 lw r20,0x0020(r29) 0005a710: 8fb3001c lw r19,0x001c(r29) 0005a714: 8fb20018 lw r18,0x0018(r29) 0005a718: 8fb10014 lw r17,0x0014(r29) 0005a71c: 8fb00010 lw r16,0x0010(r29) 0005a720: 27bd0028 addiu r29,r29,0x0028 0005a724: 03e00008 jr r31 0005a728: 00000000 nop
Return location
WORLD.BIN 0012562c: 001255e4_-_001256c4 r5 = 0x0f 001229b0: Skillset_Display r5 = 0x0f 00120e34: Load_party_data_into_Formation_screen_data r5 = 0x01 BATTLE.BIN 00133a14: Store units small in battle display data r5 = 0x01 001975e0: Store ability/skillset data, set AI settings for ability? r5 = 0x01 0019a680: Usable Ability Setting r5 = 0x01 0019bc70: Math_Skill_Targeting r5 = 0x01 ATTACK.OUT 001c5f9c: 001c5be0_-_001c60dc r5 = 0x01 REQUIRE.OUT 001c5c8c: 001c58d0_-_001c5dcc r5 = 0x01 DEBUGCHR.OUT 001c2db0: DEBUGCHR.OUT/001c2af0_-_001c3030 r5 = 0x01 Not sure 001c2b40: 001c2888_-_001c2dc8 r5 = 0x01 000875b8: 00087254_-_00087654 r5 = 0x01 000e808c: 000e7dcc_-_000e830c r5 = 0x01 (Probably world.bin)