Difference between revisions of "Calculate Physical Target"
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m (Nyzer moved page Calculate Physical? Target to Calculate Physical Target: Fucking question marks) |
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Returns : r2 = ID of Nearest Unit Fulfilling conditions (see notes) | Returns : r2 = ID of Nearest Unit Fulfilling conditions (see notes) | ||
+ | r2 = Acting unit ID if there's no eligible target | ||
----------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------- | ||
00199124: 27bdffc8 addiu r29,r29,-0x0038 | | 00199124: 27bdffc8 addiu r29,r29,-0x0038 | | ||
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00199248: 10400035 beq r2,r0,0x00199320 {{f/Cond|Branch to}} {{f/loc|next Unit}} '''If This Unit is not Targetable''' | 00199248: 10400035 beq r2,r0,0x00199320 {{f/Cond|Branch to}} {{f/loc|next Unit}} '''If This Unit is not Targetable''' | ||
0019924c: 00000000 nop | | 0019924c: 00000000 nop | | ||
− | 00199250: 0c066632 jal 0x001998c8 |{{f/jal|AI_Check_Options_-_Stop/Don%27t_Act/Sleep/Chicken/Charm|AI_Check_Options_-_Stop/Don%27t_Act/Sleep/Chicken/Charm}} {{f/ | + | 00199250: 0c066632 jal 0x001998c8 |{{f/jal|AI_Check_Options_-_Stop/Don%27t_Act/Sleep/Chicken/Charm|AI_Check_Options_-_Stop/Don%27t_Act/Sleep/Chicken/Charm}} {{f/std|<nowiki>r2 = 0x00 if all statuses are possible (= Unit is active ?)</nowiki>}} |
00199254: 02402021 addu r4,r18,r0 |{{f/std|<nowiki>r4 = Unit Counter</nowiki>}} | 00199254: 02402021 addu r4,r18,r0 |{{f/std|<nowiki>r4 = Unit Counter</nowiki>}} | ||
00199258: 14400031 bne r2,r0,0x00199320 {{f/Cond|If All tested statuses infliction is an option}} / Else branch to {{f/loc|next Unit}} | 00199258: 14400031 bne r2,r0,0x00199320 {{f/Cond|If All tested statuses infliction is an option}} / Else branch to {{f/loc|next Unit}} | ||
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===Return Locations=== | ===Return Locations=== | ||
'''BATTLE.BIN''' | '''BATTLE.BIN''' | ||
− | 001948e0: [[Set_AI_flags_for_target_consideration]] r4 = 0x04 | + | 001948e0: [[Set_AI_flags_for_target_consideration]] r4 = 0x04 / 0x05 |
00197280: [[Set_chosen_ability/target_for_AI_status]] r4 = 0x00 | 00197280: [[Set_chosen_ability/target_for_AI_status]] r4 = 0x00 | ||
00197488: [[Set_chosen_ability/target_for_AI_status]] r4 = 0x03 | 00197488: [[Set_chosen_ability/target_for_AI_status]] r4 = 0x03 |
Latest revision as of 22:08, 22 December 2024
BATTLE.BIN : Calculate Physical? Target - rename ? Seek Nearest Unit Fulfilling r4 conditions ----------------------------------------------------------------------------------------- Parameters : r4 = Preset Value determines condition of research Returns : r2 = ID of Nearest Unit Fulfilling conditions (see notes) r2 = Acting unit ID if there's no eligible target ----------------------------------------------------------------------------------------- 00199124: 27bdffc8 addiu r29,r29,-0x0038 | 00199128: afb40020 sw r20,0x0020(r29) | 0019912c: 0080a021 addu r20,r4,r0 |r20 = Preset Value 00199130: afb7002c sw r23,0x002c(r29) | 00199134: 3c177fff lui r23,0x7fff | 00199138: afbe0030 sw r30,0x0030(r29) | 0019913c: 3c1e801a lui r30,0x801a | 00199140: 93de01f2 lbu r30,0x01f2(r30) |Load Acting Unit ID 00199144: 36f7ffff ori r23,r23,0xffff |Forces Distance to Max Value - Will be used to track the nearest unit of interest 00199148: afb20018 sw r18,0x0018(r29) | 0019914c: 00009021 addu r18,r0,r0 |Reset Unit Counter 00199150: afb50024 sw r21,0x0024(r29) | 00199154: 3c15801a lui r21,0x801a | 00199158: 26b5f3c4 addiu r21,r21,-0x0c3c |r21 = Start of AI Data Pointer 8019f3c4 0019915c: afb3001c sw r19,0x001c(r29) | 00199160: 02a09821 addu r19,r21,r0 |r19 = Start of AI Data Pointer (used as offset in the loop) 00199164: afb60028 sw r22,0x0028(r29) | 00199168: 0000b021 addu r22,r0,r0 |Offset for Battle stats (+0x1c0 each iteration) 0019916c: afbf0034 sw r31,0x0034(r29) | 00199170: afb10014 sw r17,0x0014(r29) | 00199174: afb00010 sw r16,0x0010(r29) | 00199178: 3c028019 lui r2,0x8019 @LOOP - through all units 0019917c: 244208cc addiu r2,r2,0x08cc | 00199180: 02c28821 addu r17,r22,r2 |r17 = This iteration Unit Data Pointer +0x01c0 each iteration 00199184: 00121100 sll r2,r18,0x04 |Unit Offset in AI decision data 00199188: 2442182c addiu r2,r2,0x182c | 0019918c: 02a28021 addu r16,r21,r2 |r16 = This iteration Unit's AI Decision Data 8019f3c4 + 0x182c + Unit offset 00199190: 34020005 ori r2,r0,0x0005 |r2 = 5 00199194: 16820006 bne r20,r2,0x001991b0 #If Preset Value = 0x05 (Unit with less than 35% HP (Player team only ?)) 00199198: 00000000 nop | 0019919c: 92220058 lbu r2,0x0058(r17) |Load Unit Current Statuses 1 001991a0: 00000000 nop | 001991a4: 30420040 andi r2,r2,0x0040 | 001991a8: 14400054 bne r2,r0,0x001992fc #Branch to next Unit If This Unit is a Crystal 001991ac: 00000000 nop | 001991b0: 0c065b3a jal 0x00196ce8 |-->Check if Unit can be Targeted (Cryst/Trea/Mount/Trans) Returns r2 = 0x00 if OK 001991b4: 02402021 addu r4,r18,r0 |r4 = Unit Counter 001991b8: 14400059 bne r2,r0,0x00199320 #If Unit can be Targeted by AI /Else branch to next Unit 001991bc: 00000000 nop | 001991c0: 92220059 lbu r2,0x0059(r17) |Load This Unit Current Statuses 2 001991c4: 00000000 nop | 001991c8: 30420080 andi r2,r2,0x0080 | 001991cc: 14400054 bne r2,r0,0x00199320 #Branch to next Unit If This Unit is Petrified 001991d0: 34020004 ori r2,r0,0x0004 | 001991d4: 12820006 beq r20,r2,0x001991f0 #If Preset Value is not 0x04 - Ignore Deads 001991d8: 2e820006 sltiu r2,r20,0x0006 | 001991dc: 92220058 lbu r2,0x0058(r17) |Load this Unit Current Statuses 1 001991e0: 00000000 nop | 001991e4: 30420020 andi r2,r2,0x0020 |check [Dead] 001991e8: 1440004d bne r2,r0,0x00199320 #Branch to next Unit If This Unit is Dead 001991ec: 2e820006 sltiu r2,r20,0x0006 | 001991f0: 10400042 beq r2,r0,0x001992fc #If preset Value < 6 /Else branch directly to Check nearest unit section 001991f4: 00141080 sll r2,r20,0x02 |Preset Value * 4 (word offset) 001991f8: 3c068019 lui r6,0x8019 | 001991fc: 24c63d98 addiu r6,r6,0x3d98 |80193d98 / 0x80193d98 00199200: 00461021 addu r2,r2,r6 |80193d98 + Preset Value Offset 00199204: 8c420000 lw r2,0x0000(r2) |Load Code Pointer (see notes) 00199208: 00000000 nop | 0019920c: 00400008 jr r2 >>Jump to dedicated Section 00199210: 00000000 nop | 0x05 Section : Find the nearest Healer 00199214: 92020008 lbu r2,0x0008(r16) |Load this Unit Enemy Flag AI decision data 00199218: 00000000 nop | 0019921c: 14400040 bne r2,r0,0x00199320 #If This iteration Unit do not have the enemy flag 00199220: 00000000 nop | 00199224: 92020006 lbu r2,0x0006(r16) |Load this Unit AI decision byte 0x06 00199228: 00000000 nop | 0019922c: 30420002 andi r2,r2,0x0002 |check [HP recovery for Ally] 00199230: 14400032 bne r2,r0,0x001992fc #If this unit is not a healer / If Unit is a Healer branch to Check nearest unit section 00199234: 00000000 nop | 00199238: 080664c9 j 0x00199324 >>Jump to next Unit 0019923c: 26730001 addiu r19,r19,0x0001 |AI Data Pointer +1 0x01 Section : Seek Nearest Active enemy unit not at melee range 00199240: 92620c8d lbu r2,0x0c8d(r19) |Load This unit Targetable Flag Take in consideration ? 00199244: 00000000 nop | 00199248: 10400035 beq r2,r0,0x00199320 #Branch to next Unit If This Unit is not Targetable 0019924c: 00000000 nop | 00199250: 0c066632 jal 0x001998c8 |-->AI_Check_Options_-_Stop/Don%27t_Act/Sleep/Chicken/Charm r2 = 0x00 if all statuses are possible (= Unit is active ?) 00199254: 02402021 addu r4,r18,r0 |r4 = Unit Counter 00199258: 14400031 bne r2,r0,0x00199320 #If All tested statuses infliction is an option / Else branch to next Unit 0019925c: 00000000 nop | 00199260: 8ea417f8 lw r4,0x17f8(r21) |Load Acting Unit's Data Pointer 00199264: 0c0664db jal 0x0019936c |-->Calculate Distance Between Units Returns r2 with distance 00199268: 02202821 addu r5,r17,r0 |This iteration Unit Data Pointer 0019926c: 28420002 slti r2,r2,0x0002 |Check if unit is at melee range 00199270: 10400022 beq r2,r0,0x001992fc #If Target is at melee range #Else go to find nearest unit fullfiling condition 00199274: 26a40e30 addiu r4,r21,0x0e30 |r4 = Acting Unit's Coordinate Pointer 00199278: 0c066dac jal 0x0019b6b0 |-->Calculate Height Difference Between Units returns r2 = (Target Height - Actor Height) 0019927c: 02202821 addu r5,r17,r0 |r5 = Current Unit's Data Pointer 00199280: 080664bd j 0x001992f4 >>Jump with r2 - Unit will be ignored if r2 = 0x01 00199284: 2842fffe slti r2,r2,-0x0002 |0x1 if Acting unit is at least 2 tiles above Target Melee range test ? From above only ? 0x02 Section : Seek Nearest Enemy 00199288: 92020008 lbu r2,0x0008(r16) |Load this Unit Enemy Flag AI decision data 0019928c: 00000000 nop | 00199290: 1440001a bne r2,r0,0x001992fc #If Unit is an enemy : Branch to Check nearest unit section 00199294: 00000000 nop | 00199298: 080664c9 j 0x00199324 >>Else : jump to next Unit Iteration 0019929c: 26730001 addiu r19,r19,0x0001 |AI Data Pointer +1 0x04 Section : Seek Nearest enemy (not Counted as KO nor Death sentenced) 001992a0: 92020008 lbu r2,0x0008(r16) |Load this Unit Enemy Flag AI decision data 001992a4: 00000000 nop | 001992a8: 1040001d beq r2,r0,0x00199320 #If This Unit is an Enemy / Else branch to next Unit 001992ac: 00000000 nop | 001992b0: 92020007 lbu r2,0x0007(r16) |Load AI Targeting Flags 001992b4: 00000000 nop | 001992b8: 30420020 andi r2,r2,0x0020 |Check [Dead without reraise] 001992bc: 14400018 bne r2,r0,0x00199320 #If Unit is not dead for good / Else ignore this dead unit and go to next Unit 001992c0: 00000000 nop | 001992c4: 92620c8d lbu r2,0x0c8d(r19) |Load this unit Current Targetable Flag 001992c8: 00000000 nop | 001992cc: 10400014 beq r2,r0,0x00199320 #If Unit is Targetable /Else ignore it and go to next Unit 001992d0: 00000000 nop | 001992d4: 92020004 lbu r2,0x0004(r16) |Load This Unit ENTD behavior flag 001992d8: 00000000 nop | 001992dc: 30420080 andi r2,r2,0x0080 |Check [0x80] - Performing or Charging ? Maybe not counted as KO (dead petrified Death sentence) 001992e0: 1040000f beq r2,r0,0x00199320 #If Flag [0x80] is off : ignore this unit, else go to 0x00 section (blood suck) 001992e4: 00000000 nop | 0x00 Section : Nearest Unit without Blood Suck / End of 0x04 001992e8: 92220059 lbu r2,0x0059(r17) |Load Current Unit's Statuses 2 001992ec: 00000000 nop | 001992f0: 30420004 andi r2,r2,0x0004 |check [Blood Suck] 0x00 - Blood suck check / 0x01 - Height difference check 001992f4: 1440000a bne r2,r0,0x00199320 #Ignore Unit with Blood Suck (count as KO) / Or Adjacent Unit 2 tiles (or more) below Attacker 001992f8: 00000000 nop | Check Distance and Save Nearest Unit / Section 0x03 001992fc: 8ea417f8 lw r4,0x17f8(r21) |Load Acting Unit's Data Pointer 00199300: 0c0664db jal 0x0019936c |-->Calculate Distance Between Units Returns r2 with distance 00199304: 02202821 addu r5,r17,r0 |r5 = Current Unit's Data Pointer 00199308: 00401821 addu r3,r2,r0 |r3 = Distance 0019930c: 0077102a slt r2,r3,r23 |Check This unit distance Vs Minimum distance found 00199310: 10400003 beq r2,r0,0x00199320 #If This unit is the nearest (so far) 00199314: 00000000 nop | 00199318: 0060b821 addu r23,r3,r0 |Update lowest distance 0019931c: 0240f021 addu r30,r18,r0 |Keep Nearest Unit ID in r30 End of Loop 00199320: 26730001 addiu r19,r19,0x0001 |AI Data Pointer + 1 (Unit offset in AI data) 00199324: 26520001 addiu r18,r18,0x0001 |Unit Counter +1 00199328: 2a420015 slti r2,r18,0x0015 |Check counter Vs Limit 0019932c: 1440ff92 bne r2,r0,0x00199178 Λ Loop while counter < 0x15 00199330: 26d601c0 addiu r22,r22,0x01c0 |Unit data pointer + offset (0x1c0 each iteration) 00199334: 03c01021 addu r2,r30,r0 |r2 = Chosen Unit ID 00199338: 8fbf0034 lw r31,0x0034(r29) END 0019933c: 8fbe0030 lw r30,0x0030(r29) 00199340: 8fb7002c lw r23,0x002c(r29) 00199344: 8fb60028 lw r22,0x0028(r29) 00199348: 8fb50024 lw r21,0x0024(r29) 0019934c: 8fb40020 lw r20,0x0020(r29) 00199350: 8fb3001c lw r19,0x001c(r29) 00199354: 8fb20018 lw r18,0x0018(r29) 00199358: 8fb10014 lw r17,0x0014(r29) 0019935c: 8fb00010 lw r16,0x0010(r29) 00199360: 27bd0038 addiu r29,r29,0x0038 00199364: 03e00008 jr r31 00199368: 00000000 nop
Notes
Mechanics Loop through all unit, scanning AI decision data and status data: Always ignore petrified units Ignore untargetable units Condition of research depends on Preset Value (r4): - 0x01 : Returns Nearest Active Enemy ? (Enemy that could take Stop, Don't Act, Sleep, Chicken and Charm) - 0x02 : Returns Nearest Enemy - 0x03 : Nearest Unit - 0x04 : Returns Nearest Enemy not counted as KO - 0x00 : Nearest Unit without bloodsuck - 0x05 : Returns Nearest Ally with healing skillset Address pointers Offset is based on Preset Value (Parameter r4) Offset - Address - Jump Address --------------------------------- 0x00 | 80193d98 | 801992e8 0x01 | 00193d9c | 80199240 0x02 | 00193da0 | 80199288 0x03 | 00193da4 | 801992fc 0x04 | 00193da8 | 801992a0 0x05 | 00193dac | 80199214
Return Locations
BATTLE.BIN 001948e0: Set_AI_flags_for_target_consideration r4 = 0x04 / 0x05 00197280: Set_chosen_ability/target_for_AI_status r4 = 0x00 00197488: Set_chosen_ability/target_for_AI_status r4 = 0x03 001974a0: Set_chosen_ability/target_for_AI_status r4 = 0x02 00198148: Fight_for_Life_-_Auto_Battle_(00197ff4) r4 = 0x04 00198ed8: 00198e60_-_00199058 r4 = 0x05 0019acbc: Some_Map_calculations_-_height_diff.,_coordinates r4 = 0x01 0019acd0: Some_Map_calculations_-_height_diff.,_coordinates r4 = 0x02