Difference between revisions of "Learn on hit 1"

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(Created page with "<font face='Courier New'> 0018e6b8: 3c028019 lui r2,0x8019 0018e6bc: 8c4238bc lw r2,0x38bc(r2) load ?? 0018e6c0: 27bdffc0 addiu r29,r29,0xffc0 0018e6c4: afb60030 sw r...")
 
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
<font face='Courier New'>
+
Duplicated page here : [[Process_Learn_on_Hit]]
 +
 
 +
Parameters:
 +
r4 = (actingUnitIndex)          Battle unit index of acting unit
 +
r5 = (learnedAbilityStorePtr)  Pointer for storing learned ability ID
 +
 +
Returns:
 +
r2 = (Unit index) of unit that learned the ability
 +
r2 = -1 if no used ability or used ability is not flagged as Learn on Hit, or no unit learned the ability
 +
 
   
 
   
 
  0018e6b8: 3c028019 lui r2,0x8019
 
  0018e6b8: 3c028019 lui r2,0x8019
  0018e6bc: 8c4238bc lw r2,0x38bc(r2) load ??
+
  0018e6bc: 8c4238bc lw r2,0x38bc(r2) #r2  = Hamedo flag?
 
  0018e6c0: 27bdffc0 addiu r29,r29,0xffc0
 
  0018e6c0: 27bdffc0 addiu r29,r29,0xffc0
 
  0018e6c4: afb60030 sw r22,0x0030(r29)
 
  0018e6c4: afb60030 sw r22,0x0030(r29)
  0018e6c8: 0080b021 addu r22,r4,r0 0x10 monster talk?
+
  0018e6c8: 0080b021 addu r22,r4,r0 #r22 = Acting Unit data pointer
 
  0018e6cc: afb70034 sw r23,0x0034(r29)
 
  0018e6cc: afb70034 sw r23,0x0034(r29)
  0018e6d0: 00a0b821 addu r23,r5,r0 stack
+
  0018e6d0: 00a0b821 addu r23,r5,r0 #r23 = ID of ability to be learned
 
  0018e6d4: afbf0038 sw r31,0x0038(r29)
 
  0018e6d4: afbf0038 sw r31,0x0038(r29)
 
  0018e6d8: afb5002c sw r21,0x002c(r29)
 
  0018e6d8: afb5002c sw r21,0x002c(r29)
Line 14: Line 23:
 
  0018e6e4: afb20020 sw r18,0x0020(r29)
 
  0018e6e4: afb20020 sw r18,0x0020(r29)
 
  0018e6e8: afb1001c sw r17,0x001c(r29)
 
  0018e6e8: afb1001c sw r17,0x001c(r29)
  0018e6ec: 14400062 bne r2,r0,0x0018e878 fail if hamedoing?
+
  0018e6ec: 14400062 bne r2,r0,0x0018e878 #Branch to Fail if Hamedoing?
 
  0018e6f0: afb00018 sw r16,0x0018(r29)
 
  0018e6f0: afb00018 sw r16,0x0018(r29)
 
  0018e6f4: 3c038019 lui r3,0x8019
 
  0018e6f4: 3c038019 lui r3,0x8019
  0018e6f8: 84633d44 lh r3,0x3d44(r3) load acting units used ability
+
  0018e6f8: 84633d44 lh r3,0x3d44(r3) #r3  = Acting Unit's used ability
 
  0018e6fc: 00000000 nop
 
  0018e6fc: 00000000 nop
  0018e700: 1060005d beq r3,r0,0x0018e878 branch if attack
+
  0018e700: 1060005d beq r3,r0,0x0018e878 #Branch to Fail if Attack
  0018e704: 000318c0 sll r3,r3,0x03
+
  0018e704: 000318c0 sll r3,r3,0x03 #r3  = Ability ID * 8
 
  0018e708: 3c028006 lui r2,0x8006
 
  0018e708: 3c028006 lui r2,0x8006
  0018e70c: 2442ebf0 addiu r2,r2,0xebf0
+
  0018e70c: 2442ebf0 addiu r2,r2,0xebf0 #r2  = Ability data table
  0018e710: 0062a821 addu r21,r3,r2
+
  0018e710: 0062a821 addu r21,r3,r2 #r21 = Ability data for used ability
  0018e714: 92a20003 lbu r2,0x0003(r21)
+
  0018e714: 92a20003 lbu r2,0x0003(r21) #r2  = Learn-on-Hit flag for used ability
 
  0018e718: 00000000 nop
 
  0018e718: 00000000 nop
  0018e71c: 30420020 andi r2,r2,0x0020 learn on hit
+
  0018e71c: 30420020 andi r2,r2,0x0020 #Check if ability can be learned on hit
  0018e720: 14400007 bne r2,r0,0x0018e740 branch if learn on hit
+
  0018e720: 14400007 bne r2,r0,0x0018e740 #Branch to Unit Loop Prep if able to LoH
  0018e724: 00008821 addu r17,r0,r0
+
  0018e724: 00008821 addu r17,r0,r0 #r17 = Unit counter = 0
  0018e728: 08063a1f j 0x0018e87c
+
  0018e728: 08063a1f j 0x0018e87c #Jump to End if not able to LoH
  0018e72c: 2402ffff addiu r2,r0,0xffff
+
  0018e72c: 2402ffff addiu r2,r0,0xffff #r2  = -1 (fail)
 +
 +
Success:
 
  0018e730: 3c038019 lui r3,0x8019
 
  0018e730: 3c038019 lui r3,0x8019
  0018e734: 94633d44 lhu r3,0x3d44(r3) load used ability
+
  0018e734: 94633d44 lhu r3,0x3d44(r3) #r3  = Used ability
  0018e738: 08063a1f j 0x0018e87c
+
  0018e738: 08063a1f j 0x0018e87c #Jump to End
  0018e73c: a6e30000 sh r3,0x0000(r23) store used ability
+
  0018e73c: a6e30000 sh r3,0x0000(r23) #Store used ability
 +
 +
Unit Loop Prep:
 
  0018e740: 27b20010 addiu r18,r29,0x0010
 
  0018e740: 27b20010 addiu r18,r29,0x0010
  0018e744: 0000a021 addu r20,r0,r0
+
  0018e744: 0000a021 addu r20,r0,r0 #r20 = Unit pointer = 0
  <Unit Loop>
+
  0018e748: 12d10047 beq r22,r17,0x0018e868 branch if unit is attacking unit
+
  Unit Loop:
 +
  0018e748: 12d10047 beq r22,r17,0x0018e868 #Branch to Battlefield Loop if Unit = Attacking Unit
 
  0018e74c: 00000000 nop
 
  0018e74c: 00000000 nop
 
  0018e750: 3c028019 lui r2,0x8019
 
  0018e750: 3c028019 lui r2,0x8019
  0018e754: 244208cc addiu r2,r2,0x08cc load unit data
+
  0018e754: 244208cc addiu r2,r2,0x08cc #r2  = Unit data
  0018e758: 02828021 addu r16,r20,r2
+
  0018e758: 02828021 addu r16,r20,r2 #r16 = Unit data for unit being checked
  0018e75c: 92020189 lbu r2,0x0189(r16) load ??
+
  0018e75c: 92020189 lbu r2,0x0189(r16) #r2  = LoH byte
 
  0018e760: 00000000 nop
 
  0018e760: 00000000 nop
  0018e764: 30420002 andi r2,r2,0x0002
+
  0018e764: 30420002 andi r2,r2,0x0002 #Check if unit has "hit by ability" flag
  0018e768: 1040003f beq r2,r0,0x0018e868 branch if target isn't hit by ability
+
  0018e768: 1040003f beq r2,r0,0x0018e868 #Branch to Battlefield Loop if target wasn't hit by ability
  0018e76c: 34020004 ori r2,r0,0x0004
+
  0018e76c: 34020004 ori r2,r0,0x0004 #r2  = 0x04
  0018e770: 92030006 lbu r3,0x0006(r16) load gender
+
  0018e770: 92030006 lbu r3,0x0006(r16) #r3  = Unit gender
 
  0018e774: 00000000 nop
 
  0018e774: 00000000 nop
  0018e778: 30630020 andi r3,r3,0x0020
+
  0018e778: 30630020 andi r3,r3,0x0020 #Check if Unit is a monster
  0018e77c: 1460003a bne r3,r0,0x0018e868 branch if monster
+
  0018e77c: 1460003a bne r3,r0,0x0018e868 #Branch to Battlefield Loop if monster
  0018e780: a2020189 sb r2,0x0189(r16) store 0x04
+
  0018e780: a2020189 sb r2,0x0189(r16) #Store 0x04 to LoH byte ("target is learning ability" flag)
  0018e784: 02002021 addu r4,r16,r0
+
  0018e784: 02002021 addu r4,r16,r0 #r4  = Unit data
  0018e788: 0c01786c jal 0x0005e1b0 check status
+
  0018e788: 0c01786c jal 0x0005e1b0 #[[Status Checks (r5 = set to check)]] routine
  0018e78c: 34050004 ori r5,r0,0x0004
+
  0018e78c: 34050004 ori r5,r0,0x0004 #r5  = 0x04
  0018e790: 14400035 bne r2,r0,0x0018e868 branch status present
+
  0018e790: 14400035 bne r2,r0,0x0018e868 #Branch to Battlefield Loop if status present
 
  0018e794: 00000000 nop
 
  0018e794: 00000000 nop
  0018e798: 92030003 lbu r3,0x0003(r16) load job
+
  0018e798: 92030003 lbu r3,0x0003(r16) #r3  = Job ID
  0018e79c: 92130012 lbu r19,0x0012(r16) load primary skillset
+
  0018e79c: 92130012 lbu r19,0x0012(r16) #r19 = Primary skillset
  0018e7a0: 2862004a slti r2,r3,0x004a set if special job
+
  0018e7a0: 2862004a slti r2,r3,0x004a #Check if special job
  0018e7a4: 10400003 beq r2,r0,0x0018e7b4 branch if not
+
  0018e7a4: 10400003 beq r2,r0,0x0018e7b4 #Branch if not special job
 
  0018e7a8: 00000000 nop
 
  0018e7a8: 00000000 nop
  0018e7ac: 080639ee j 0x0018e7b8
+
  0018e7ac: 080639ee j 0x0018e7b8 #Skip generic job ID adjustment
  0018e7b0: 00001821 addu r3,r0,r0
+
  0018e7b0: 00001821 addu r3,r0,r0 #r3  = 0 if special job
  0018e7b4: 2463ffb6 addiu r3,r3,0xffb6 job ID - 0x4a
+
  0018e7b4: 2463ffb6 addiu r3,r3,0xffb6 #r3  = Job ID - 0x4a
  0018e7b8: 02402021 addu r4,r18,r0 r4 = stack
+
  0018e7b8: 02402021 addu r4,r18,r0 #r4 = Stack
  0018e7bc: 00031040 sll r2,r3,0x01 job ID*2
+
  0018e7bc: 00031040 sll r2,r3,0x01 #r2  = Job ID*2
  0018e7c0: 00431021 addu r2,r2,r3 job ID*3
+
  0018e7c0: 00431021 addu r2,r2,r3 #r2  = Job ID*3
  0018e7c4: 00501021 addu r2,r2,r16 unit data + job ID*3
+
  0018e7c4: 00501021 addu r2,r2,r16 #r2  = Unit data + job ID*3
  0018e7c8: 24430099 addiu r3,r2,0x0099
+
  0018e7c8: 24430099 addiu r3,r2,0x0099 #r3  = Adjusted Job ID + 99
  0018e7cc: 26450003 addiu r5,r18,0x0003
+
  0018e7cc: 26450003 addiu r5,r18,0x0003
  0018e7d0: 90620000 lbu r2,0x0000(r3) load learned abilities?
+
  0018e7d0: 90620000 lbu r2,0x0000(r3) #r2  = Learned abilities
 
  0018e7d4: 00000000 nop
 
  0018e7d4: 00000000 nop
  0018e7d8: a0820000 sb r2,0x0000(r4) store learned abilities on stack?
+
  0018e7d8: a0820000 sb r2,0x0000(r4) #Store learned abilities on stack
 
  0018e7dc: 24840001 addiu r4,r4,0x0001
 
  0018e7dc: 24840001 addiu r4,r4,0x0001
 
  0018e7e0: 0085102a slt r2,r4,r5
 
  0018e7e0: 0085102a slt r2,r4,r5
  0018e7e4: 1440fffa bne r2,r0,0x0018e7d0
+
  0018e7e4: 1440fffa bne r2,r0,0x0018e7d0 #Repeat for all known abilities
 
  0018e7e8: 24630001 addiu r3,r3,0x0001
 
  0018e7e8: 24630001 addiu r3,r3,0x0001
  0018e7ec: 00008021 addu r16,r0,r0
+
  0018e7ec: 00008021 addu r16,r0,r0 #r16 = Ability counter = 0
  Ability Loop
+
  0018e7f0: 06010002 bgez r16,0x0018e7fc branch if counter valid
+
  Ability Loop:
  0018e7f4: 02001021 addu r2,r16,r0
+
  0018e7f0: 06010002 bgez r16,0x0018e7fc #Branch if counter is valid (>0)
  0018e7f8: 26020007 addiu r2,r16,0x0007
+
  0018e7f4: 02001021 addu r2,r16,r0 #r2  = Ability counter
  0018e7fc: 000210c3 sra r2,r2,0x03 counter/8
+
  0018e7f8: 26020007 addiu r2,r16,0x0007 #r2  = Ability counter +7 (if it wasnt valid)
  0018e800: 000220c0 sll r4,r2,0x03 counter - 3?
+
  0018e7fc: 000210c3 sra r2,r2,0x03 #r2  = counter/8
  0018e804: 02042023 subu r4,r16,r4
+
  0018e800: 000220c0 sll r4,r2,0x03
  0018e808: 34030080 ori r3,r0,0x0080
+
  0018e804: 02042023 subu r4,r16,r4 #r4  = counter %8
 +
  0018e808: 34030080 ori r3,r0,0x0080 #r3  = 0x80
 
  0018e80c: 02421021 addu r2,r18,r2
 
  0018e80c: 02421021 addu r2,r18,r2
  0018e810: 90420000 lbu r2,0x0000(r2) load abilities
+
  0018e810: 90420000 lbu r2,0x0000(r2) #r2  = Ability flags
  0018e814: 00831807 srav r3,r3,r4 check certain ability
+
  0018e814: 00831807 srav r3,r3,r4
 
  0018e818: 00431024 and r2,r2,r3
 
  0018e818: 00431024 and r2,r2,r3
  0018e81c: 1440000e bne r2,r0,0x0018e858 branch if known
+
  0018e81c: 1440000e bne r2,r0,0x0018e858 #Branch to next ability if ability already known
 
  0018e820: 00000000 nop
 
  0018e820: 00000000 nop
  0018e824: 326400ff andi r4,r19,0x00ff r4 = known ability address?
+
  0018e824: 326400ff andi r4,r19,0x00ff #r4 = Skillset ID
  0018e828: 0c01695a jal 0x0005a568 load ability from skillset
+
  0018e828: 0c01695a jal 0x0005a568 #[[Load Ability From Skillset]] routine
  0018e82c: 02002821 addu r5,r16,r0 r5 = counter (ability number)
+
  0018e82c: 02002821 addu r5,r16,r0 #r5 = Ability counter (ability number)
 
  0018e830: 3c038019 lui r3,0x8019
 
  0018e830: 3c038019 lui r3,0x8019
  0018e834: 84633d44 lh r3,0x3d44(r3) acting units used ID
+
  0018e834: 84633d44 lh r3,0x3d44(r3) #r3  = Used ability ID
 
  0018e838: 3042ffff andi r2,r2,0xffff
 
  0018e838: 3042ffff andi r2,r2,0xffff
  0018e83c: 14430006 bne r2,r3,0x0018e858 branch if used ability != ability being checked
+
  0018e83c: 14430006 bne r2,r3,0x0018e858 #Branch to next ability if used ability != ability being checked
 
  0018e840: 00000000 nop
 
  0018e840: 00000000 nop
  0018e844: 92a50002 lbu r5,0x0002(r21) load chance to learn
+
  0018e844: 92a50002 lbu r5,0x0002(r21) #r5  = Chance to learn
  0018e848: 0c017833 jal 0x0005e0cc check if random > chance
+
  0018e848: 0c017833 jal 0x0005e0cc #[[Pass/Fail Roll]] routine (check if random > chance)
  0018e84c: 34040064 ori r4,r0,0x0064 base chance = 100%
+
  0018e84c: 34040064 ori r4,r0,0x0064 #r4  = Base chance = 100%
  0018e850: 1040ffb7 beq r2,r0,0x0018e730 branch if learned?
+
  0018e850: 1040ffb7 beq r2,r0,0x0018e730 #Branch to Success if learned
 
  0018e854: 02201021 addu r2,r17,r0
 
  0018e854: 02201021 addu r2,r17,r0
  0018e858: 26100001 addiu r16,r16,0x0001
+
  0018e858: 26100001 addiu r16,r16,0x0001 #r16 = Ability counter ++
 
  0018e85c: 2a020018 slti r2,r16,0x0018
 
  0018e85c: 2a020018 slti r2,r16,0x0018
  0018e860: 1440ffe3 bne r2,r0,0x0018e7f0
+
  0018e860: 1440ffe3 bne r2,r0,0x0018e7f0 #Branch to Ability Loop (repeat 0x18 times)
 
  0018e864: 00000000 nop
 
  0018e864: 00000000 nop
  0018e868: 26310001 addiu r17,r17,0x0001
+
  0018e86c: 2a220015 slti r2,r17,0x0015
+
Battlefield Loop:
  0018e870: 1440ffb5 bne r2,r0,0x0018e748 check all units
+
  0018e868: 26310001 addiu r17,r17,0x0001 #r17 = Unit counter ++
  0018e874: 269401c0 addiu r20,r20,0x01c0
+
  0018e86c: 2a220015 slti r2,r17,0x0015 #Check if cycled through all units
  0018e878: 2402ffff addiu r2,r0,0xffff
+
  0018e870: 1440ffb5 bne r2,r0,0x0018e748 #Branch to Unit Loop if not all units have been checked
 +
  0018e874: 269401c0 addiu r20,r20,0x01c0 #Unit pointer ++
 +
 +
Fail:
 +
  0018e878: 2402ffff addiu r2,r0,0xffff #r2  = -1
 +
 +
End:
 
  0018e87c: 8fbf0038 lw r31,0x0038(r29)
 
  0018e87c: 8fbf0038 lw r31,0x0038(r29)
 
  0018e880: 8fb70034 lw r23,0x0034(r29)
 
  0018e880: 8fb70034 lw r23,0x0034(r29)
Line 128: Line 149:
 
  0018e8a4: 03e00008 jr r31
 
  0018e8a4: 03e00008 jr r31
 
  0018e8a8: 00000000 nop
 
  0018e8a8: 00000000 nop
</font>
 

Latest revision as of 07:59, 13 May 2023

Duplicated page here : Process_Learn_on_Hit
Parameters:
	r4 = (actingUnitIndex)          Battle unit index of acting unit
	r5 = (learnedAbilityStorePtr)   Pointer for storing learned ability ID

Returns:
	r2 = (Unit index) of unit that learned the ability
	r2 = -1 if no used ability or used ability is not flagged as Learn on Hit, or no unit learned the ability


0018e6b8: 3c028019 lui r2,0x8019
0018e6bc: 8c4238bc lw r2,0x38bc(r2)			#r2  = Hamedo flag?
0018e6c0: 27bdffc0 addiu r29,r29,0xffc0
0018e6c4: afb60030 sw r22,0x0030(r29)
0018e6c8: 0080b021 addu r22,r4,r0			#r22 = Acting Unit data pointer
0018e6cc: afb70034 sw r23,0x0034(r29)
0018e6d0: 00a0b821 addu r23,r5,r0			#r23 = ID of ability to be learned
0018e6d4: afbf0038 sw r31,0x0038(r29)
0018e6d8: afb5002c sw r21,0x002c(r29)
0018e6dc: afb40028 sw r20,0x0028(r29)
0018e6e0: afb30024 sw r19,0x0024(r29)
0018e6e4: afb20020 sw r18,0x0020(r29)
0018e6e8: afb1001c sw r17,0x001c(r29)
0018e6ec: 14400062 bne r2,r0,0x0018e878 			#Branch to Fail if Hamedoing?
0018e6f0: afb00018 sw r16,0x0018(r29)
0018e6f4: 3c038019 lui r3,0x8019
0018e6f8: 84633d44 lh r3,0x3d44(r3)			#r3  = Acting Unit's used ability
0018e6fc: 00000000 nop
0018e700: 1060005d beq r3,r0,0x0018e878 			#Branch to Fail if Attack
0018e704: 000318c0 sll r3,r3,0x03			#r3  = Ability ID * 8
0018e708: 3c028006 lui r2,0x8006
0018e70c: 2442ebf0 addiu r2,r2,0xebf0			#r2  = Ability data table
0018e710: 0062a821 addu r21,r3,r2			#r21 = Ability data for used ability
0018e714: 92a20003 lbu r2,0x0003(r21)			#r2  = Learn-on-Hit flag for used ability
0018e718: 00000000 nop
0018e71c: 30420020 andi r2,r2,0x0020			#Check if ability can be learned on hit
0018e720: 14400007 bne r2,r0,0x0018e740 			#Branch to Unit Loop Prep if able to LoH
0018e724: 00008821 addu r17,r0,r0			#r17 = Unit counter = 0
0018e728: 08063a1f j 0x0018e87c					#Jump to End if not able to LoH
0018e72c: 2402ffff addiu r2,r0,0xffff			#r2  = -1 (fail)

Success:
0018e730: 3c038019 lui r3,0x8019
0018e734: 94633d44 lhu r3,0x3d44(r3)			#r3  = Used ability
0018e738: 08063a1f j 0x0018e87c					#Jump to End
0018e73c: a6e30000 sh r3,0x0000(r23)			#Store used ability

Unit Loop Prep:
0018e740: 27b20010 addiu r18,r29,0x0010
0018e744: 0000a021 addu r20,r0,r0			#r20 = Unit pointer = 0

Unit Loop:
0018e748: 12d10047 beq r22,r17,0x0018e868 			#Branch to Battlefield Loop if Unit = Attacking Unit
0018e74c: 00000000 nop
0018e750: 3c028019 lui r2,0x8019
0018e754: 244208cc addiu r2,r2,0x08cc			#r2  = Unit data
0018e758: 02828021 addu r16,r20,r2			#r16 = Unit data for unit being checked
0018e75c: 92020189 lbu r2,0x0189(r16)			#r2  = LoH byte
0018e760: 00000000 nop
0018e764: 30420002 andi r2,r2,0x0002			#Check if unit has "hit by ability" flag
0018e768: 1040003f beq r2,r0,0x0018e868 			#Branch to Battlefield Loop if target wasn't hit by ability
0018e76c: 34020004 ori r2,r0,0x0004			#r2  = 0x04
0018e770: 92030006 lbu r3,0x0006(r16)			#r3  = Unit gender
0018e774: 00000000 nop
0018e778: 30630020 andi r3,r3,0x0020			#Check if Unit is a monster
0018e77c: 1460003a bne r3,r0,0x0018e868 			#Branch to Battlefield Loop if monster
0018e780: a2020189 sb r2,0x0189(r16)			#Store 0x04 to LoH byte ("target is learning ability" flag)
0018e784: 02002021 addu r4,r16,r0			#r4  = Unit data
0018e788: 0c01786c jal 0x0005e1b0				#Status Checks (r5 = set to check) routine
0018e78c: 34050004 ori r5,r0,0x0004			#r5  = 0x04
0018e790: 14400035 bne r2,r0,0x0018e868 			#Branch to Battlefield Loop if status present
0018e794: 00000000 nop
0018e798: 92030003 lbu r3,0x0003(r16)			#r3  = Job ID
0018e79c: 92130012 lbu r19,0x0012(r16)			#r19 = Primary skillset
0018e7a0: 2862004a slti r2,r3,0x004a			#Check if special job
0018e7a4: 10400003 beq r2,r0,0x0018e7b4 			#Branch if not special job
0018e7a8: 00000000 nop
0018e7ac: 080639ee j 0x0018e7b8					#Skip generic job ID adjustment
0018e7b0: 00001821 addu r3,r0,r0			#r3  = 0 if special job
0018e7b4: 2463ffb6 addiu r3,r3,0xffb6			#r3  = Job ID - 0x4a
0018e7b8: 02402021 addu r4,r18,r0			#r4  = Stack
0018e7bc: 00031040 sll r2,r3,0x01			#r2  = Job ID*2
0018e7c0: 00431021 addu r2,r2,r3			#r2  = Job ID*3
0018e7c4: 00501021 addu r2,r2,r16			#r2  = Unit data + job ID*3
0018e7c8: 24430099 addiu r3,r2,0x0099			#r3  = Adjusted Job ID + 99
0018e7cc: 26450003 addiu r5,r18,0x0003			
0018e7d0: 90620000 lbu r2,0x0000(r3)			#r2  = Learned abilities
0018e7d4: 00000000 nop
0018e7d8: a0820000 sb r2,0x0000(r4)			#Store learned abilities on stack
0018e7dc: 24840001 addiu r4,r4,0x0001
0018e7e0: 0085102a slt r2,r4,r5
0018e7e4: 1440fffa bne r2,r0,0x0018e7d0 			#Repeat for all known abilities
0018e7e8: 24630001 addiu r3,r3,0x0001
0018e7ec: 00008021 addu r16,r0,r0			#r16 = Ability counter = 0

Ability Loop:
0018e7f0: 06010002 bgez r16,0x0018e7fc				#Branch if counter is valid (>0)
0018e7f4: 02001021 addu r2,r16,r0			#r2  = Ability counter
0018e7f8: 26020007 addiu r2,r16,0x0007 			#r2  = Ability counter +7 (if it wasnt valid)
0018e7fc: 000210c3 sra r2,r2,0x03			#r2  = counter/8
0018e800: 000220c0 sll r4,r2,0x03
0018e804: 02042023 subu r4,r16,r4			#r4  = counter %8
0018e808: 34030080 ori r3,r0,0x0080			#r3  = 0x80
0018e80c: 02421021 addu r2,r18,r2
0018e810: 90420000 lbu r2,0x0000(r2)			#r2  = Ability flags
0018e814: 00831807 srav r3,r3,r4
0018e818: 00431024 and r2,r2,r3
0018e81c: 1440000e bne r2,r0,0x0018e858 			#Branch to next ability if ability already known
0018e820: 00000000 nop
0018e824: 326400ff andi r4,r19,0x00ff			#r4  = Skillset ID
0018e828: 0c01695a jal 0x0005a568				#Load Ability From Skillset routine
0018e82c: 02002821 addu r5,r16,r0			#r5  = Ability counter (ability number)
0018e830: 3c038019 lui r3,0x8019
0018e834: 84633d44 lh r3,0x3d44(r3)			#r3  = Used ability ID
0018e838: 3042ffff andi r2,r2,0xffff
0018e83c: 14430006 bne r2,r3,0x0018e858 			#Branch to next ability if used ability != ability being checked
0018e840: 00000000 nop
0018e844: 92a50002 lbu r5,0x0002(r21)			#r5  = Chance to learn
0018e848: 0c017833 jal 0x0005e0cc				#Pass/Fail Roll routine (check if random > chance)
0018e84c: 34040064 ori r4,r0,0x0064			#r4  = Base chance = 100%
0018e850: 1040ffb7 beq r2,r0,0x0018e730 			#Branch to Success if learned
0018e854: 02201021 addu r2,r17,r0
0018e858: 26100001 addiu r16,r16,0x0001			#r16 = Ability counter ++
0018e85c: 2a020018 slti r2,r16,0x0018
0018e860: 1440ffe3 bne r2,r0,0x0018e7f0 			#Branch to Ability Loop (repeat 0x18 times)
0018e864: 00000000 nop

Battlefield Loop:
0018e868: 26310001 addiu r17,r17,0x0001			#r17 = Unit counter ++
0018e86c: 2a220015 slti r2,r17,0x0015			#Check if cycled through all units
0018e870: 1440ffb5 bne r2,r0,0x0018e748 			#Branch to Unit Loop if not all units have been checked
0018e874: 269401c0 addiu r20,r20,0x01c0			#Unit pointer ++

Fail:
0018e878: 2402ffff addiu r2,r0,0xffff			#r2  = -1

End:
0018e87c: 8fbf0038 lw r31,0x0038(r29)
0018e880: 8fb70034 lw r23,0x0034(r29)
0018e884: 8fb60030 lw r22,0x0030(r29)
0018e888: 8fb5002c lw r21,0x002c(r29)
0018e88c: 8fb40028 lw r20,0x0028(r29)
0018e890: 8fb30024 lw r19,0x0024(r29)
0018e894: 8fb20020 lw r18,0x0020(r29)
0018e898: 8fb1001c lw r17,0x001c(r29)
0018e89c: 8fb00018 lw r16,0x0018(r29)
0018e8a0: 27bd0040 addiu r29,r29,0x0040
0018e8a4: 03e00008 jr r31
0018e8a8: 00000000 nop