Difference between revisions of "Start searching for Highest Target Priority (0019c280)"

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  '''BATTLE.BIN''' :  - Start_searching_for_Highest_Target_Priority_(0019c280)
 
  '''BATTLE.BIN''' :  - Start_searching_for_Highest_Target_Priority_(0019c280)
  ------------------------------------------------------------------------------------------
+
  Find the best Tile (Score based on priority and ennemy proximity) in AI 0xb94 Table (Potential destination)
 
  ------------------------------------------------------------------------------------------
 
  ------------------------------------------------------------------------------------------
 
  Parameter :  
 
  Parameter :  

Latest revision as of 08:28, 16 May 2024

BATTLE.BIN :  - Start_searching_for_Highest_Target_Priority_(0019c280)
Find the best Tile (Score based on priority and ennemy proximity) in AI 0xb94 Table (Potential destination)
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Parameter : 
Return : 
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0019c280: 27bdfff0 addiu r29,r29,-0x0010     |
0019c284: 3c0d7fff lui r13,0x7fff            |
0019c288: 35adffff ori r13,r13,0xffff        |Default Score to beat
0019c28c: 00005821 addu r11,r0,r0            |Initialize elevation counter
0019c290: 0000c021 addu r24,r0,r0            |Initialize elevation offset
0019c294: 3c08801a lui r8,0x801a             |
0019c298: 2508f3c4 addiu r8,r8,0xf3c4        |0x8019f3c4
0019c29c: 01007821 addu r15,r8,r0            |
0019c2a0: 01007021 addu r14,r8,r0            |
                                            @LOOP - Elevation
0019c2a4: 91020e3b lbu r2,0x0e3b(r8)             |Load Max Y
0019c2a8: 00000000 nop                           |
0019c2ac: 1840002d blez r2,0x0019c364            #If Max Y is invalid : branch to  Next elevation 
0019c2b0: 00003821 addu r7,r0,r0                     |Initilialize Y counter
0019c2b4: 0300c821 addu r25,r24,r0                   |Elevation offset
0019c2b8: 25ea05f4 addiu r10,r15,0x05f4              |Dynamic pointer to AI 0x5f4 (+ 0x240 each elevation iteration)
0019c2bc: 25c90b94 addiu r9,r14,0x0b94               |Dynamic pointer to AI 0x0b94 (+0x24 each elevation iteration) Table of destination Tiles (from where Caster can hit a target)
                                                @LOOP - Y rows
0019c2c0: 95230000 lhu r3,0x0000(r9)                 |Load this Y row flags AI 0xb94 Table
0019c2c4: 00000000 nop                               |
0019c2c8: 10600020 beq r3,r0,0x0019c34c              #If there is no tiles to move on in this row : branch to  Next Y row
0019c2cc: 00000000 nop                               |
0019c2d0: 91020e3a lbu r2,0x0e3a(r8)                 |Load Max X
0019c2d4: 00000000 nop                               |
0019c2d8: 1840001c blez r2,0x0019c34c                #If Max X is invalid branch to  Next Y row
0019c2dc: 00002821 addu r5,r0,r0                     |Initilialize X counter
0019c2e0: 00606021 addu r12,r3,r0                    |This Y row halfword of X tiles Flags
0019c2e4: 03281021 addu r2,r25,r8                    |AI pointer + elevation offset (0x120)
0019c2e8: 24420174 addiu r2,r2,0x0174                |
0019c2ec: 00071900 sll r3,r7,0x04                    |
0019c2f0: 00621821 addu r3,r3,r2                     |Dynamic pointer AI 0x0174 + Y offset + Elevation offset Tiles proximity score Table ( byte per tile)
0019c2f4: 01403021 addu r6,r10,r0                    |Dynamic pointer to AI 0x5f4 (+ 0x240 each elevation iteration)
                                                    @LOOP - All Tiles in row
0019c2f8: 00ac1004 sllv r2,r12,r5                        |Shift Y row of flag by X counter (bit of interest is in 0x8000 position)
0019c2fc: 30428000 andi r2,r2,0x8000                     |
0019c300: 1040000c beq r2,r0,0x0019c334                  #If This Tile is not a potential destination : branch to  Next X tile
0019c304: 00000000 nop                                   |
0019c308: 84c40000 lh r4,0x0000(r6)                      |This Tile priority score Dynamic pointer to AI 0x5f4 (with Elevation, Y and X offset)
0019c30c: 90620000 lbu r2,0x0000(r3)                     |This Tile proximity score (the more units around, the higher) Dynamic pointer to AI 0xa74 (with Elevation, Y and X offset)
0019c310: 00042400 sll r4,r4,0x10                        |Priority score in upper part of a word (0x8000 becomes signed)
0019c314: 00822021 addu r4,r4,r2                         |Priority + Proximity
0019c318: 01a4102a slt r2,r13,r4                         |
0019c31c: 14400005 bne r2,r0,0x0019c334                  #If This Tile has a lower score (Priority + Proximity)
0019c320: 00000000 nop                                       |
0019c324: 00806821 addu r13,r4,r0                            |Update best Score found
0019c328: a1050018 sb r5,0x0018(r8)                          |Save New X Coordinates
0019c32c: a107001a sb r7,0x001a(r8)                          |Save New Y Coordinates
0019c330: a10b0019 sb r11,0x0019(r8)                         |Save New Elevation
0019c334: 24630001 addiu r3,r3,0x0001                    |Offset for AI 0x174
0019c338: 91020e3a lbu r2,0x0e3a(r8)                     |Max X
0019c33c: 24a50001 addiu r5,r5,0x0001                    |X counter + 1
0019c340: 00a2102a slt r2,r5,r2                          |
0019c344: 1440ffec bne r2,r0,0x0019c2f8              #Loop while X < Max X
0019c348: 24c60002 addiu r6,r6,0x0002                    |AI Table 0x5f4 Tile offset (halfword)
0019c34c: 254a0020 addiu r10,r10,0x0020              |AI Table0x5f4 offset
0019c350: 91020e3b lbu r2,0x0e3b(r8)                 |max Y
0019c354: 24e70001 addiu r7,r7,0x0001                |Y counter +1
0019c358: 00e2102a slt r2,r7,r2                      |
0019c35c: 1440ffd8 bne r2,r0,0x0019c2c0          #Loop While Y < Max Y
0019c360: 25290002 addiu r9,r9,0x0002                |AI Table 0xb4c offset
0019c364: 27180120 addiu r24,r24,0x0120          |AI 0x174 elevation offset
0019c368: 25ef0240 addiu r15,r15,0x0240          |AI 0x5f4 elevation offset
0019c36c: 256b0001 addiu r11,r11,0x0001          |Elevation counter +1
0019c370: 29620002 slti r2,r11,0x0002            |
0019c374: 1440ffcb bne r2,r0,0x0019c2a4      #Loop twice
0019c378: 25ce0024 addiu r14,r14,0x0024          |AI 0xb4c elevation offset
0019c37c: 91030019 lbu r3,0x0019(r8)         |best Tile elevation
0019c380: 9104001a lbu r4,0x001a(r8)         |best Tile Y coordinates
0019c384: 91050018 lbu r5,0x0018(r8)         |best Tile X coordinates
0019c388: 000310c0 sll r2,r3,0x03            |
0019c38c: 00431021 addu r2,r2,r3             |
0019c390: 00021080 sll r2,r2,0x02            |
0019c394: 00481021 addu r2,r2,r8             |
0019c398: 24420b94 addiu r2,r2,0x0b94        |
0019c39c: 00042040 sll r4,r4,0x01            |
0019c3a0: 00822021 addu r4,r4,r2             |Pointer to AI 0xb94 best tile's Y row of flags
0019c3a4: 34038000 ori r3,r0,0x8000          |Prepare bitmask
0019c3a8: 94820000 lhu r2,0x0000(r4)         |Best Tile Y row of flags
0019c3ac: 00a31807 srav r3,r3,r5             |Set The bitmask in Tile position
0019c3b0: 00431026 xor r2,r2,r3              |
0019c3b4: a4820000 sh r2,0x0000(r4)          |Disable best Tile flag Will be processed
0019c3b8: 91020cbc lbu r2,0x0cbc(r8)         |
0019c3bc: 00000000 nop                       |
0019c3c0: 2442ffff addiu r2,r2,-0x0001       |
0019c3c4: a1020cbc sb r2,0x0cbc(r8)          |Decrement Tile counter in AI 0xb94 Table
0019c3c8: 27bd0010 addiu r29,r29,0x0010
0019c3cc: 03e00008 jr r31
0019c3d0: 00000000 nop

Return locations

BATTLE.BIN
 0019c0b4: Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c)