Difference between revisions of "Setup Act Menu"
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(Created page with " # ROUTINE: SETUP ACT MENU # Parameters: # r4 = (unitIndex) Acting unit index (from 0x8014d08a) # r5 = (skillsetList) Act men...") |
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(One intermediate revision by one other user not shown) | |||
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+ | Alternate documentation here: [[Player Skill Set]] | ||
+ | |||
# ROUTINE: SETUP ACT MENU | # ROUTINE: SETUP ACT MENU | ||
# Parameters: | # Parameters: | ||
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# if ((unit.PrimarySkillset != 0) | # if ((unit.PrimarySkillset != 0) | ||
801814a4: 34020018 ori r2,r0,0x0018 | 801814a4: 34020018 ori r2,r0,0x0018 | ||
− | 801814a8: 10820003 beq r4,r2,0x801814b8 # and (unit.PrimarySkillset != 0x18)) | + | 801814a8: 10820003 beq r4,r2,0x801814b8 # and (unit.PrimarySkillset != 0x18)) // Mimic |
801814ac: 00000000 nop # { | 801814ac: 00000000 nop # { | ||
801814b0: a2070000 sb r7,0x0000(r16) # *skillsetIDPtr = unit.PrimarySkillset | 801814b0: a2070000 sb r7,0x0000(r16) # *skillsetIDPtr = unit.PrimarySkillset | ||
Line 102: | Line 104: | ||
80181500: 26130006 addiu r19,r16,0x0006 | 80181500: 26130006 addiu r19,r16,0x0006 | ||
# for (int index = 0; index < 6; index++) { | # for (int index = 0; index < 6; index++) { | ||
− | 80181504: 92250000 lbu r5,0x0000(r17) # skillsetList[index] | + | 80181504: 92250000 lbu r5,0x0000(r17) # skillsetID = skillsetList[index] |
80181508: 00000000 nop | 80181508: 00000000 nop | ||
8018150c: 10b50012 beq r5,r21,0x80181558 # if (skillsetList[index] == 0xff) break; | 8018150c: 10b50012 beq r5,r21,0x80181558 # if (skillsetList[index] == 0xff) break; | ||
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80181514: 3c018006 lui r1,0x8006 | 80181514: 3c018006 lui r1,0x8006 | ||
80181518: 00250821 addu r1,r1,r5 | 80181518: 00250821 addu r1,r1,r5 | ||
− | 8018151c: 90265cb4 lbu r6,0x5cb4(r1) # actionMenus[ | + | 8018151c: 90265cb4 lbu r6,0x5cb4(r1) # actionMenus[skillsetID] |
80181520: 00000000 nop | 80181520: 00000000 nop | ||
80181524: 30c6000f andi r6,r6,0x000f # actionMenuID = actionMenus[skillsetList[index]] & 0x0f // Forces range 0-15; 16 possible action menus | 80181524: 30c6000f andi r6,r6,0x000f # actionMenuID = actionMenus[skillsetList[index]] & 0x0f // Forces range 0-15; 16 possible action menus | ||
− | 80181528: 0c060561 jal 0x80181584 # numAbilities = [[Skillset Loading | + | 80181528: 0c060561 jal 0x80181584 # numAbilities = [[Skillset Loading]] (actingUnitIndex, skillsetID, actionMenuID); |
8018152c: a2460000 sb r6,0x0000(r18) # actionMenuList[index] = actionMenuID | 8018152c: a2460000 sb r6,0x0000(r18) # actionMenuList[index] = actionMenuID | ||
80181530: 14400003 bne r2,r0,0x80181540 # if (numAbilities == 0) { | 80181530: 14400003 bne r2,r0,0x80181540 # if (numAbilities == 0) { |
Latest revision as of 18:30, 10 November 2024
Alternate documentation here: Player Skill Set
# ROUTINE: SETUP ACT MENU # Parameters: # r4 = (unitIndex) Acting unit index (from 0x8014d08a) # r5 = (skillsetList) Act menu skillset list (0x80174060) # r6 = (isDisabledList) Array of booleans to determine whether each skillset is disabled # r7 = (actionMenuList) Act menu action menu list (0x8017404c) 801813c0: 27bdffd0 addiu r29,r29,-0x0030 801813c4: afb40020 sw r20,0x0020(r29) 801813c8: 0080a021 addu r20,r4,r0 # actingUnit 801813cc: afb00010 sw r16,0x0010(r29) 801813d0: 00a08021 addu r16,r5,r0 # skillsetList 801813d4: afb10014 sw r17,0x0014(r29) 801813d8: 00c08821 addu r17,r6,r0 # isDisabledList 801813dc: afb20018 sw r18,0x0018(r29) 801813e0: 00e09021 addu r18,r7,r0 # actionMenuList 801813e4: afbf0028 sw r31,0x0028(r29) 801813e8: afb50024 sw r21,0x0024(r29) 801813ec: 0c060435 jal 0x801810d4 # unit = Get Existent Battle Unit Pointer (actingUnit); 801813f0: afb3001c sw r19,0x001c(r29) 801813f4: 00401821 addu r3,r2,r0 # unit 801813f8: 10600058 beq r3,r0,0x8018155c # if (unit == null) 801813fc: 2402ffff addiu r2,r0,-0x0001 # return -1; 80181400: 90670012 lbu r7,0x0012(r3) # unit.PrimarySkillset 80181404: 90650013 lbu r5,0x0013(r3) # unit.SecondarySkillset 80181408: 30e400ff andi r4,r7,0x00ff # unit.PrimarySkillset 8018140c: 2c8200b0 sltiu r2,r4,0x00b0 80181410: 10400004 beq r2,r0,0x80181424 80181414: 02004021 addu r8,r16,r0 # skillsetList # if ((unit.PrimarySkillset >= 0xb0) 80181418: 2ca200b0 sltiu r2,r5,0x00b0 # or (unit.SecondarySkillset >= 0xb0)) // If either skillset is a Monster skillset 8018141c: 1440000b bne r2,r0,0x8018144c # { 80181420: 00000000 nop 80181424: a2070000 sb r7,0x0000(r16) # skillsetList[0] = unit.PrimarySkillset; 80181428: a2200000 sb r0,0x0000(r17) # isDisabledList[0] = false; 8018142c: 3c018006 lui r1,0x8006 80181430: 00240821 addu r1,r1,r4 80181434: 90235cb4 lbu r3,0x5cb4(r1) # actionMenus[unit.PrimarySkillset] 80181438: 34020001 ori r2,r0,0x0001 8018143c: a2430000 sb r3,0x0000(r18) # actionMenuList[0] = actionMenus[unit.PrimarySkillset] 80181440: 340300ff ori r3,r0,0x00ff 80181444: 08060557 j 0x8018155c 80181448: a2030001 sb r3,0x0001(r16) # skillsetList[1] = 0xff; // Sentinel value # return 1; # } 8018144c: 9062005a lbu r2,0x005a(r3) # unit.CurrentStatus3 80181450: 90660092 lbu r6,0x0092(r3) # supportCheckFlags = unit.Support4 80181454: 30420002 andi r2,r2,0x0002 # unit.CurrentStatus3 & STATUS_FROG 80181458: 10400002 beq r2,r0,0x80181464 # if (unit.CurrentStatus3 & STATUS_FROG) { 8018145c: 00000000 nop 80181460: 00003021 addu r6,r0,r0 # supportCheckFlags = 0 # } 80181464: 9062005c lbu r2,0x005c(r3) # unit.CurrentStatus5 80181468: 00000000 nop 8018146c: 30420004 andi r2,r2,0x0004 # unit.CurrentStatus5 & STATUS_DONT_ACT 80181470: 14400006 bne r2,r0,0x8018148c # if ((unit.CurrentStatus5 & STATUS_DONT_ACT) 80181474: 340200ff ori r2,r0,0x00ff 80181478: 90620182 lbu r2,0x0182(r3) 8018147c: 00000000 nop 80181480: 30420040 andi r2,r2,0x0040 80181484: 10400003 beq r2,r0,0x80181494 # or (unit.MountInfo & MOUNTINFO_BEING_RIDDEN)) 80181488: 340200ff ori r2,r0,0x00ff # { 8018148c: 08060556 j 0x80181558 80181490: a2020000 sb r2,0x0000(r16) # skillsetList[0] = 0xff; // Sentinel value # return 0; # } 80181494: 34020001 ori r2,r0,0x0001 80181498: a2020000 sb r2,0x0000(r16) # skillsetList[0] = 0x01; // Attack 8018149c: 10800006 beq r4,r0,0x801814b8 801814a0: 26100001 addiu r16,r16,0x0001 # skillsetIDPtr = &skillsetList[1] # if ((unit.PrimarySkillset != 0) 801814a4: 34020018 ori r2,r0,0x0018 801814a8: 10820003 beq r4,r2,0x801814b8 # and (unit.PrimarySkillset != 0x18)) // Mimic 801814ac: 00000000 nop # { 801814b0: a2070000 sb r7,0x0000(r16) # *skillsetIDPtr = unit.PrimarySkillset 801814b4: 26100001 addiu r16,r16,0x0001 # skillsetIDPtr++ # } 801814b8: 10a00003 beq r5,r0,0x801814c8 801814bc: 30c20040 andi r2,r6,0x0040 # supportCheckFlags & FLAG_DEFEND # if (unit.SecondarySkillset != 0) { 801814c0: a2050000 sb r5,0x0000(r16) # *skillsetIDPtr = unit.SecondarySkillset 801814c4: 26100001 addiu r16,r16,0x0001 # skillsetIDPtr++ # } 801814c8: 10400003 beq r2,r0,0x801814d8 801814cc: 34020002 ori r2,r0,0x0002 # if (supportCheckFlags & FLAG_DEFEND) { 801814d0: a2020000 sb r2,0x0000(r16) # *skillsetIDPtr = 2 // Defend 801814d4: 26100001 addiu r16,r16,0x0001 # skillsetIDPtr++ # } 801814d8: 30c20020 andi r2,r6,0x0020 801814dc: 10400004 beq r2,r0,0x801814f0 801814e0: 341500ff ori r21,r0,0x00ff # if (supportCheckFlags & FLAG_EQUIP_CHANGE) { 801814e4: 34020003 ori r2,r0,0x0003 801814e8: a2020000 sb r2,0x0000(r16) # *skillsetIDPtr = 3 // Equip Change 801814ec: 26100001 addiu r16,r16,0x0001 # } 801814f0: 340200ff ori r2,r0,0x00ff 801814f4: a2020000 sb r2,0x0000(r16) # *skillsetIDPtr = 0xff // Sentinel value 801814f8: 02208021 addu r16,r17,r0 # isDisabledList 801814fc: 01008821 addu r17,r8,r0 # skillsetList 80181500: 26130006 addiu r19,r16,0x0006 # for (int index = 0; index < 6; index++) { 80181504: 92250000 lbu r5,0x0000(r17) # skillsetID = skillsetList[index] 80181508: 00000000 nop 8018150c: 10b50012 beq r5,r21,0x80181558 # if (skillsetList[index] == 0xff) break; 80181510: 02802021 addu r4,r20,r0 # actingUnitIndex 80181514: 3c018006 lui r1,0x8006 80181518: 00250821 addu r1,r1,r5 8018151c: 90265cb4 lbu r6,0x5cb4(r1) # actionMenus[skillsetID] 80181520: 00000000 nop 80181524: 30c6000f andi r6,r6,0x000f # actionMenuID = actionMenus[skillsetList[index]] & 0x0f // Forces range 0-15; 16 possible action menus 80181528: 0c060561 jal 0x80181584 # numAbilities = Skillset Loading (actingUnitIndex, skillsetID, actionMenuID); 8018152c: a2460000 sb r6,0x0000(r18) # actionMenuList[index] = actionMenuID 80181530: 14400003 bne r2,r0,0x80181540 # if (numAbilities == 0) { 80181534: 34020001 ori r2,r0,0x0001 80181538: 08060551 j 0x80181544 8018153c: a2020000 sb r2,0x0000(r16) # isDisabledList[index] = true # } else { 80181540: a2000000 sb r0,0x0000(r16) # isDisabledList[index] = false # } 80181544: 26100001 addiu r16,r16,0x0001 80181548: 26520001 addiu r18,r18,0x0001 8018154c: 0213102a slt r2,r16,r19 80181550: 1440ffec bne r2,r0,0x80181504 80181554: 26310001 addiu r17,r17,0x0001 # } 80181558: 00001021 addu r2,r0,r0 # return 0; 8018155c: 8fbf0028 lw r31,0x0028(r29) 80181560: 8fb50024 lw r21,0x0024(r29) 80181564: 8fb40020 lw r20,0x0020(r29) 80181568: 8fb3001c lw r19,0x001c(r29) 8018156c: 8fb20018 lw r18,0x0018(r29) 80181570: 8fb10014 lw r17,0x0014(r29) 80181574: 8fb00010 lw r16,0x0010(r29) 80181578: 27bd0030 addiu r29,r29,0x0030 8018157c: 03e00008 jr r31 80181580: 00000000 nop