Difference between revisions of "Non-Specific AI AutoBattle (Enemies)"
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00196244: 00002821 addu r5,r0,r0 |{{f/std|Set Look for self too}} | 00196244: 00002821 addu r5,r0,r0 |{{f/std|Set Look for self too}} | ||
00196248: 10400009 beq r2,r0,0x00196270 {{f/Cond|If There is no Unit to Target }} {{f/loc|Avoid Abilities evaluation}} | 00196248: 10400009 beq r2,r0,0x00196270 {{f/Cond|If There is no Unit to Target }} {{f/loc|Avoid Abilities evaluation}} | ||
− | 0019624c: 00000000 nop | + | 0019624c: 00000000 nop | |
{{f/sec|--- Evaluate All possible actions ---}} | {{f/sec|--- Evaluate All possible actions ---}} |
Revision as of 19:37, 25 June 2024
BATTLE.BIN : - Non-Specific AI AutoBattle (Enemies) Test any combination of [Ability / Destination /Targeted Tile] and store selected action data in AI 0x17fc ------------------------------------------------------------------------------------------ Parameter : Nothing Return : r2 = 0x00 (default) r2 = -0x01 (Abort on Vsync alert ?) ------------------------------------------------------------------------------------------ 0019619c: 3c02801a lui r2,0x801a | 001961a0: 90420d7b lbu r2,0x0d7b(r2) |Load AI 0x19b7 Flag to return where the code stops after a V_Sync alert (refresh animation on screen ?) 001961a4: 27bdffe8 addiu r29,r29,-0x0018 | 001961a8: afb00010 sw r16,0x0010(r29) | 001961ac: 3c10801a lui r16,0x801a | 001961b0: 2610f3c4 addiu r16,r16,-0x0c3c |8019f3c4 === Return to where the code left off === 001961b4: 1040000a beq r2,r0,0x001961e0 #If AI 0x19b7 <> 0x00 - Read Control variable 001961b8: afbf0014 sw r31,0x0014(r29) | 001961bc: 3c03801a lui r3,0x801a | 001961c0: 90630299 lbu r3,0x0299(r3) |AI 0xe5d (this routine memory variable) 0x801a0299 001961c4: 34020004 ori r2,r0,0x0004 | 001961c8: 10620008 beq r3,r2,0x001961ec #if AI 0xe5d = 0x04 Return to Evaluate best destination 001961cc: 34020002 ori r2,r0,0x0002 | 001961d0: 1062000f beq r3,r2,0x00196210 #if AI 0xe5d = 0x02 Return to Evaluate best destination if Caster is charging 001961d4: 00000000 nop | 001961d8: 08065894 j 0x00196250 #Else (AI 0xe5d = 0x7) Return to Abilities evaluation 001961dc: 00000000 nop | === Proceed to AI non specific auto battle (from beginning) === Else : AI 0x19b7 = 0x00 001961e0: 34020001 ori r2,r0,0x0001 | 001961e4: 3c01801a lui r1,0x801a | 001961e8: a02201f1 sb r2,0x01f1(r1) |Store 0x01 at 8019f3c4 + 0x0e2d Consider moving toward target --- Evaluate best destination --- 001961ec: 0c0658e3 jal 0x0019638c |-->Map movement decision/data setting Set best Tile to move on and store it in AI 0xcc4 001961f0: 00000000 nop | 001961f4: 2403ffff addiu r3,r0,-0x0001 | 001961f8: 1043001a beq r2,r3,0x00196264 #If returned value is -0x01 Set AI 0xed5 = 0x04 and Exit return -0x01 001961fc: 34020004 ori r2,r0,0x0004 | 00196200: 0c0658c3 jal 0x0019630c |-->Invert_Target_Priority_(0019630c) Store priority from considered Tile (at AI 0xcc4) and store it reverted at Table AI 0x154 + 0x1e 00196204: a2000e2d sb r0,0x0e2d(r16) |0xe2d = 0x0 No Target consideration 00196208: 34020001 ori r2,r0,0x0001 | 0019620c: a2020e2d sb r2,0x0e2d(r16) |0xe2d = 0x1 Consider moving closer to Target 00196210: 0c0657e3 jal 0x00195f8c |-->Set_or_Remove_Charging_(00195f8c) If Caster is Charging Simulate Movement, with or without charge 00196214: 00000000 nop | 00196218: 00401821 addu r3,r2,r0 | 0019621c: 2402ffff addiu r2,r0,-0x0001 | 00196220: 10620010 beq r3,r2,0x00196264 #If Returned value is -0x01 : Set AI 0xed5 = 0x02 and Exit Returns -0x01 V_Sync alert ? 00196224: 34020002 ori r2,r0,0x0002 | 00196228: 34020001 ori r2,r0,0x0001 | 0019622c: 10620017 beq r3,r2,0x0019628c #If returned value is 0x01 Exit Returns 0x00 AI 0x14 Action data is better then AI 0x17fc Action data (move and cancel charged ability) 00196230: 00001021 addu r2,r0,r0 | 00196234: 34020001 ori r2,r0,0x0001 | 00196238: a2020e2d sb r2,0x0e2d(r16) |Set AI 0xe2d = 0x01 Consider getting closer to Target 0019623c: 00002021 addu r4,r0,r0 |Set Look for any unit 00196240: 0c065f43 jal 0x00197d0c |-->Find_which_units_are_active%3F Fill AI List 0xa78 with any targetable Units - returns Nb of unit in list 00196244: 00002821 addu r5,r0,r0 |Set Look for self too 00196248: 10400009 beq r2,r0,0x00196270 #If There is no Unit to Target Avoid Abilities evaluation 0019624c: 00000000 nop | --- Evaluate All possible actions --- 00196250: 0c065f98 jal 0x00197e60 |-->Chose_Move_from_Move_List%3F Test All abilities in any situation - save best results in AI 0x54 to AI 0x134 00196254: 00000000 nop | 00196258: 2403ffff addiu r3,r0,-0x0001 | 0019625c: 14430004 bne r2,r3,0x00196270 #If returned value is not -0x01 : Avoid routine abortion 00196260: 34020007 ori r2,r0,0x0007 | Else : r2 = -0x01 === Abort section === 00196264: a2020ed5 sb r2,0x0ed5(r16) |Update this routine control variable 00196268: 080658a3 j 0x0019628c |Exit Return -0x01 0019626c: 2402ffff addiu r2,r0,-0x0001 | === Select best action and store it at AI 0x17fc === 00196270: 0c065c2f jal 0x001970bc |-->Randomly_Transfer_Data Set selected action in AI 0x17fc 00196274: 00000000 nop | 00196278: 14400004 bne r2,r0,0x0019628c #If No Action selected 0019627c: 00001021 addu r2,r0,r0 | 00196280: 0c066526 jal 0x00199498 |-->Tranfer_AI_Ability_Data_and_Set_Defend_flag_(00199498) Set Selected action to move and use Defend if possible 00196284: a2000e2d sb r0,0x0e2d(r16) |AI 0xe2d = 0x00 No target consideration 00196288: 00001021 addu r2,r0,r0 |Returns 0x00 0019628c: 8fbf0014 lw r31,0x0014(r29) 00196290: 8fb00010 lw r16,0x0010(r29) 00196294: 27bd0018 addiu r29,r29,0x0018 00196298: 03e00008 jr r31 0019629c: 00000000 nop
Return locations
BATTLE.BIN 00195f38: AI_Initial_Targeting_Selection 00198e44: Save_Fading_Life_-_Auto_Battle_(00198df0)