Difference between revisions of "Get Longest Range Ability or Move"
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r2 = Acting Unit move | r2 = Acting Unit move | ||
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− | 001962a0: 3c03801a lui r3,0x801a | + | 001962a0: 3c03801a lui r3,0x801a | |
001962a4: 8c6301f8 lw r3,0x01f8(r3) |{{f/adr|Acting Unit AI Decision data pointer (8019f3c4 + 0x182c)}} | 001962a4: 8c6301f8 lw r3,0x01f8(r3) |{{f/adr|Acting Unit AI Decision data pointer (8019f3c4 + 0x182c)}} | ||
001962a8: 00000000 nop | | 001962a8: 00000000 nop | | ||
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001962e4: 9062000e lbu r2,0x000e(r3) |{{f/load|Load and returns }} {{f/Returns|range of closest Harmfull Ability}} | 001962e4: 9062000e lbu r2,0x000e(r3) |{{f/load|Load and returns }} {{f/Returns|range of closest Harmfull Ability}} | ||
001962e8: 080658c1 j 0x00196304 |{{f/loc|Exit routine}} | 001962e8: 080658c1 j 0x00196304 |{{f/loc|Exit routine}} | ||
− | 001962ec: 00000000 nop | + | 001962ec: 00000000 nop | |
'''Else : Targeting an Ally''' | '''Else : Targeting an Ally''' | ||
001962f0: 9062000f lbu r2,0x000f(r3) |{{f/load|Load and returns }} {{f/Returns|range of closest Helpfull Ability}} | 001962f0: 9062000f lbu r2,0x000f(r3) |{{f/load|Load and returns }} {{f/Returns|range of closest Helpfull Ability}} | ||
001962f4: 080658c1 j 0x00196304 |{{f/loc|Exit routine}} | 001962f4: 080658c1 j 0x00196304 |{{f/loc|Exit routine}} | ||
− | 001962f8: 00000000 nop | + | 001962f8: 00000000 nop | |
'''Else : Acting Unit is not targeting a Unit''' | '''Else : Acting Unit is not targeting a Unit''' | ||
− | 001962fc: 3c02801a lui r2,0x801a | + | 001962fc: 3c02801a lui r2,0x801a | |
− | 00196300: 904201fc lbu r2,0x01fc(r2) | + | 00196300: 904201fc lbu r2,0x01fc(r2) |{{f/load|load and returns}} {{f/Returns|Acting Unit move}} {{f/std| 8019f3c4 + 0x0e38}} |
00196304: 03e00008 jr r31 | 00196304: 03e00008 jr r31 | ||
00196308: 00000000 nop | 00196308: 00000000 nop |
Revision as of 19:27, 18 June 2024
BATTLE.BIN : - Get Longest Range Ability or Move ------------------------------------------------------------------------------------------ Parameter : Nothing Return : r2 = Closest Harmfull Ability if Unit is Targeting an Enemy (Acting Unit AI 0x182c 0x0e) r2 = Closest Helpfull Ability if Unit is Targeting an Ally (Acting Unit AI 0x182c + 0x0f) r2 = Acting Unit move ------------------------------------------------------------------------------------------ 001962a0: 3c03801a lui r3,0x801a | 001962a4: 8c6301f8 lw r3,0x01f8(r3) |Acting Unit AI Decision data pointer (8019f3c4 + 0x182c) 001962a8: 00000000 nop | 001962ac: 90620004 lbu r2,0x0004(r3) |Acting unit decision byte 0x04 001962b0: 3c04801a lui r4,0x801a | 001962b4: 2484f3c4 addiu r4,r4,0xf3c4 |0x8019f3c4 001962b8: 30420040 andi r2,r2,0x0040 | 001962bc: 1040000f beq r2,r0,0x001962fc #If Acting Unit has a Target (to focus) 001962c0: 00000000 nop | 001962c4: 90620005 lbu r2,0x0005(r3) |Targeted Unit ID 001962c8: 00000000 nop | 001962cc: 00021100 sll r2,r2,0x04 | 001962d0: 00441021 addu r2,r2,r4 |AI pointer + Unit offset (0x10) 001962d4: 90421834 lbu r2,0x1834(r2) |load enemy flag 0x182c + 0x08 001962d8: 00000000 nop | 001962dc: 10400004 beq r2,r0,0x001962f0 #If Targeted unit is an Enemy 001962e0: 00000000 nop | 001962e4: 9062000e lbu r2,0x000e(r3) |Load and returns range of closest Harmfull Ability 001962e8: 080658c1 j 0x00196304 |Exit routine 001962ec: 00000000 nop | Else : Targeting an Ally 001962f0: 9062000f lbu r2,0x000f(r3) |Load and returns range of closest Helpfull Ability 001962f4: 080658c1 j 0x00196304 |Exit routine 001962f8: 00000000 nop | Else : Acting Unit is not targeting a Unit 001962fc: 3c02801a lui r2,0x801a | 00196300: 904201fc lbu r2,0x01fc(r2) |load and returns Acting Unit move 8019f3c4 + 0x0e38 00196304: 03e00008 jr r31 00196308: 00000000 nop
Return locations
BATTLE.BIN 00196578: Map_movement_decision/data_setting 00198378: 001982d8_-_001984e8