Difference between revisions of "Get Number of Turns to Resolve"

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(Created page with " # ROUTINE: Get Number of Turns to Resolve # Gets the number of turns to resolve an action with the specified parameters. # Parameters: # r4 = (unit...")
 
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  #  ROUTINE: Get Number of Turns to Resolve
 
  #  ROUTINE: Get Number of Turns to Resolve
  #      Gets the number of turns to resolve an action with the specified parameters.
+
  #      Gets the number of turns to resolve an action with the specified parameters.           ALTERNATIVE VERSION : [[Get_Number_of_Turns_to_Resolve(Alt)]]
 
  #      Parameters:
 
  #      Parameters:
 
  #          r4 = (unitIndex)    In-battle unit index (of acting unit)
 
  #          r4 = (unitIndex)    In-battle unit index (of acting unit)

Latest revision as of 19:23, 3 August 2023

#   ROUTINE: Get Number of Turns to Resolve
#       Gets the number of turns to resolve an action with the specified parameters.            ALTERNATIVE VERSION : Get_Number_of_Turns_to_Resolve(Alt)
#       Parameters:
#           r4 = (unitIndex)    In-battle unit index (of acting unit)
#           r5 = (CT)           Charge time (remaining)
#           r6 = (ATList)       AT List
#       Returns:
#           r2 = Number of turns to resolve, or 0xff if the unit index is invalid or the number of turns would be greater than 40

80181720: 3c038019 lui r3,0x8019
80181724: 8c63f51c lw r3,-0x0ae4(r3)                #   actingState
80181728: 34020009 ori r2,r0,0x0009                 
8018172c: 14620004 bne r3,r2,0x80181740             
80181730: 00004021 addu r8,r0,r0                    #   turnCount = 0
80181734: 10a00002 beq r5,r0,0x80181740             #   if ((actingState == ACTING_STATE_ACTIVE_TURN) && (CT != 0)) {
80181738: 00000000 nop
8018173c: 24a50001 addiu r5,r5,0x0001               #       CT = CT + 1
                                                    #   }
80181740: 00052a00 sll r5,r5,0x08                   #   CT = CT << 8
80181744: 340a001f ori r10,r0,0x001f                #   0x1f
                                                    #   atListPtr = &atList[0]
                                                    #   do {
80181748: 90c30000 lbu r3,0x0000(r6)                #       atListEntryFirstByte = *atListPtr
8018174c: 00000000 nop
80181750: 30690040 andi r9,r3,0x0040                #       isUnitTurn = atListEntryFirstByte & 0x40
80181754: 3063001f andi r3,r3,0x001f                #       atUnitIndex = atListEntryFirstByte & 0x1f
80181758: 106a0017 beq r3,r10,0x801817b8            #       if (atUnitIndex == 0x1f) return 0xff;       // Is this possible?
8018175c: 340200ff ori r2,r0,0x00ff
80181760: 94c70002 lhu r7,0x0002(r6)                #       atCT = *(atListPtr + 2)
80181764: 00000000 nop
80181768: 00e5102a slt r2,r7,r5
8018176c: 1440000d bne r2,r0,0x801817a4             #       if ((atCT >= CT)
80181770: 00000000 nop
80181774: 14a70009 bne r5,r7,0x8018179c             #           and ((atCT == CT)
80181778: 00000000 nop
8018177c: 14830003 bne r4,r3,0x8018178c             #               or (((unitIndex != atUnitIndex) and (atUnitIndex >= unitIndex))
80181780: 0064102a slt r2,r3,r4
80181784: 15200005 bne r9,r0,0x8018179c             #                   or (isUnitTurn))
80181788: 00000000 nop
8018178c: 10400003 beq r2,r0,0x8018179c
80181790: 00000000 nop
80181794: 15200003 bne r9,r0,0x801817a4             #               or (isUnitTurn)))
80181798: 00000000 nop                              #       {
8018179c: 080605ee j 0x801817b8                     #           return turnCount;
801817a0: 310200ff andi r2,r8,0x00ff
                                                    #       }
801817a4: 25080001 addiu r8,r8,0x0001               #       turnCount = turnCount + 1
801817a8: 29020028 slti r2,r8,0x0028
801817ac: 1440ffe6 bne r2,r0,0x80181748
801817b0: 24c60004 addiu r6,r6,0x0004               #       atListPtr = atListPtr + 4
                                                    #   } while (turnCount < 40);
801817b4: 340200ff ori r2,r0,0x00ff                 #   return 0xff;
801817b8: 03e00008 jr r31
801817bc: 00000000 nop