Difference between revisions of "Main AI action setup"

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jumped to from 7537c
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'''BATTLE.BIN''' :  - Main AI action setup
  00193e50: 27bdffe0 addiu r29,r29,0xffe0
+
Called 2 times per AI Action (Move and Act) - Select the action to perform - Update acting unit misc 0x158 to 0x16e.
  00193e54: afb20018 sw r18,0x0018(r29)
+
------------------------------------------------------------------------------------------
  00193e58: 00809021 addu r18,r4,r0 acting unit ID?
+
Parameter : r4 = Acting Unit Battle ID (Battle 0x18a)
  00193e5c: afb10014 sw r17,0x0014(r29)
+
            r5 = Pointer to Acting Unit Misc 0x158
  00193e60: 00a08821 addu r17,r5,r0 acting unit misc data?
+
Return : r2 = 0x00 (default value)
  00193e64: 34040001 ori r4,r0,0x0001
+
          r2 = -0x01 (V_Sync Alert ?)
  00193e68: afbf001c sw r31,0x001c(r29)
+
------------------------------------------------------------------------------------------
  00193e6c: 0c0076ea jal 0x0001dba8 [[0001dba8 - 0001dcec]]
+
  00193e50: 27bdffe0 addiu r29,r29,-0x0020    |
  00193e70: afb00010 sw r16,0x0010(r29)
+
  00193e54: afb20018 sw r18,0x0018(r29)       |
  00193e74: 3c10801a lui r16,0x801a
+
  00193e58: 00809021 addu r18,r4,r0           |{{f/std|Preserves Acting Unit ID}}
  00193e78: 2610f3c4 addiu r16,r16,0xf3c4
+
  00193e5c: afb10014 sw r17,0x0014(r29)       |
  00193e7c: 284201b9 slti r2,r2,0x01b9
+
  00193e60: 00a08821 addu r17,r5,r0           |{{f/std|Pointer to Acting Unit Misc 0x158}}
  00193e80: 104000d6 beq r2,r0,0x 001941dc
+
  00193e64: 34040001 ori r4,r0,0x0001         |{{f/std|<nowiki>r4 = 1</nowiki>}}
  00193e84: 2402ffff addiu r2,r0,0xffff
+
  00193e68: afbf001c sw r31,0x001c(r29)       |
  00193e88: 3c02801a lui r2,0x801a
+
  00193e6c: 0c0076ea jal 0x0001dba8           |{{f/jal|VSync_call|VSync_call}}
  00193e8c: 90420d7b lbu r2,0x0d7b(r2) load chosen ability stuff?
+
  00193e70: afb00010 sw r16,0x0010(r29)       |
  00193e90: 00000000 nop
+
  00193e74: 3c10801a lui r16,0x801a           |
00193e94: 1040000f beq r2,r0,0x 00193ed4
+
  00193e78: 2610f3c4 addiu r16,r16,0x-0c3c    |{{f/std|<nowiki>r16 = AI Data Pointer</nowiki>}}
00193e98: 34020001 ori r2,r0,0x0001
+
  00193e7c: 284201b9 slti r2,r2,0x01b9         |
00193e9c: 3c03801a lui r3,0x801a
+
  00193e80: 104000d6 beq r2,r0,0x001941dc      {{f/Cond|If r2 > 0x1b8}} {{f/loc|Exit}} {{f/Returns|Return -0x01}} {{f/std|V_Sync alert : time to refresh animations ?}}
00193ea0: 90630298 lbu r3,0x0298(r3)
+
  00193e84: 2402ffff addiu r2,r0,-0x0001      |
00193ea4: 00000000 nop
+
  00193e88: 3c02801a lui r2,0x801a             |
00193ea8: 1062005f beq r3,r2,0x 00194028
+
  00193e8c: 90420d7b lbu r2,0x0d7b(r2)         |{{f/load|AI 0x19b7 (0x01 if coming back from refreshing animation ?)}}
00193eac: 28620002 slti r2,r3,0x0002
+
  00193e90: 00000000 nop                       |
00193eb0: 10400005 beq r2,r0,0x 00193ec8
 
00193eb4: 00000000 nop
 
00193eb8: 1060004d beq r3,r0,0x 00193ff0
 
00193ebc: 00000000 nop
 
00193ec0: 08064fb5 j 0x00193ed4
 
00193ec4: 00000000 nop
 
 
   
 
   
  00193ec8: 34020002 ori r2,r0,0x0002
+
  {{f/sec|<nowiki>==== Return to where the code left off ====</nowiki>}}
  00193ecc: 10620066 beq r3,r2,0x 00194068
+
  00193e94: 1040000f beq r2,r0,0x00193ed4      {{f/Cond|If AI 0x19b7 <> 0x00}}
00193ed0: 00000000 nop
+
  00193e98: 34020001 ori r2,r0,0x0001              |{{f/std|<nowiki>r2 = 1</nowiki>}}
00193ed4: 92031818 lbu r3,0x1818(r16)
+
  00193e9c: 3c03801a lui r3,0x801a                |
  00193ed8: 340200ff ori r2,r0,0x00ff
+
  00193ea0: 90630298 lbu r3,0x0298(r3)             |{{f/load|Load This routine memory Variable }} {{f/std|(AI 0xed4)}}
  00193edc: 1462000f bne r3,r2,0x 00193f1c
+
  00193ea4: 00000000 nop                           |
00193ee0: 02121021 addu r2,r16,r18
+
  00193ea8: 1062005f beq r3,r2,0x00194028          {{f/Cond|<nowiki>If Memory variable = 0x01 : return to </nowiki>}} {{f/loc|AI movement/panel data setting routine}}
00193ee4: 8e0417f8 lw r4,0x17f8(r16)
+
  00193eac: 28620002 slti r2,r3,0x0002            |
  00193ee8: 920219be lbu r2,0x19be(r16)
+
  00193eb0: 10400005 beq r2,r0,0x00193ec8          {{f/Cond|If Memory <0x2}}
00193eec: 90830187 lbu r3,0x0187(r4) load move flag
+
  00193eb4: 00000000 nop                               |
  00193ef0: 00000000 nop
+
  00193eb8: 1060004d beq r3,r0,0x00193ff0              {{f/Cond|<nowiki>If Memory variable = 0x00 : return to </nowiki>}} {{f/loc|Set type of target for all targets routine}}
  00193ef4: 14620009 bne r3,r2,0x 00193f1c
+
  00193ebc: 00000000 nop                              |
  00193ef8: 02121021 addu r2,r16,r18
+
00193ec0: 08064fb5 j 0x00193ed4                      {{f/jump|If invalid : }} {{f/loc|Start from beginning}}
00193efc: 90830188 lbu r3,0x0188(r4) load act flag
+
00193ec4: 00000000 nop                              |
  00193f00: 920219bd lbu r2,0x19bd(r16)
+
  00193ec8: 34020002 ori r2,r0,0x0002             |
  00193f04: 00000000 nop
+
  00193ecc: 10620066 beq r3,r2,0x00194068          {{f/Cond|<nowiki>If Memory variable = 0x02 : return to </nowiki>}} {{f/loc|AI_Initial_Targeting_Selection}}
  00193f08: 14620004 bne r3,r2,0x 00193f1c
+
  00193ed0: 00000000 nop                          |
  00193f0c: 02121021 addu r2,r16,r18
 
  00193f10: 34020002 ori r2,r0,0x0002
 
  00193f14: 08065076 j 0x001941d8
 
  00193f18: ae220000 sw r2,0x0000(r17)
 
 
   
 
   
  00193f1c: a2120e2e sb r18,0x0e2e(r16) store unit ID
+
  {{f/sec|<nowiki>==== Start from beginning ====</nowiki>}}
  00193f20: 9042198c lbu r2,0x198c(r2) load battle ID
+
00193ed4: 92031818 lbu r3,0x1818(r16)        |{{f/load|Load selected Action 0x1c}} {{f/std|AI 0x17fc + 0x1c}}
  00193f24: 00000000 nop
+
00193ed8: 340200ff ori r2,r0,0x00ff          |
  00193f28: 2c420010 sltiu r2,r2,0x0010
+
00193edc: 1462000f bne r3,r2,0x00193f1c      {{f/Cond|<nowiki>If AI 0x1818 = 0xff (Action already selected)</nowiki>}} {{f/std|Set in this routine after AI making decision (2nd pass ? 1st Act or move, then do the last action part ?)}}
  00193f2c: 14400004 bne r2,r0,0x 00193f40 branch if enemy unit?
+
00193ee0: 02121021 addu r2,r16,r18               |{{f/std|<nowiki>r2 = AI Data Pointer + Unit ID</nowiki>}}
  00193f30: 00001821 addu r3,r0,r0
+
00193ee4: 8e0417f8 lw r4,0x17f8(r16)             |{{f/adr|Pointer to Acting Unit's attle data}}
  00193f34: 34020002 ori r2,r0,0x0002
+
  00193ee8: 920219be lbu r2,0x19be(r16)            |{{f/load|Acting Unit preserved Movement Flag}} {{f/std|AI 0x19be (2nd  pass ? See last routine section)}}
  00193f38: 08065076 j 0x 001941d8
+
00193eec: 90830187 lbu r3,0x0187(r4)             |{{f/load|Load Current Unit's Movement Taken? }}
  00193f3c: ae220000 sw r2,0x0000(r17)
+
  00193ef0: 00000000 nop                           |
 +
  00193ef4: 14620009 bne r3,r2,0x00193f1c          {{f/Cond|If Acting Unit didn't move since last pass}}
 +
00193ef8: 02121021 addu r2,r16,r18              |{{f/adr|AI Data Pointer + Acting Unit ID}}
 +
00193efc: 90830188 lbu r3,0x0188(r4)                |{{f/load|Acting Unit preserved Action Flag}}
 +
  00193f00: 920219bd lbu r2,0x19bd(r16)                |{{f/load|Load Current Unit's Action Taken? }}
 +
00193f04: 00000000 nop                              |
 +
00193f08: 14620004 bne r3,r2,0x00193f1c              {{f/Cond|If Acting Unit didn't Act either since last pass (we're done here)}}
 +
  00193f0c: 02121021 addu r2,r16,r18                  |{{f/adr|AI Data Pointer + Acting Unit ID}}
 +
  00193f10: 34020002 ori r2,r0,0x0002                     |{{f/std|<nowiki>r2 = 2</nowiki>}}
 +
  00193f14: 08065076 j 0x001941d8                          |{{f/loc|Exit}} {{f/Returns|returns 0x00}}
 +
  00193f18: ae220000 sw r2,0x0000(r17)                     |{{f/store|Set Caster Misc 0x158 to 0x2 (Proceed end of turn)}}
 
   
 
   
  00193f40: 340500ff ori r5,r0,0x00ff
+
{{f/sec|<nowiki>-== Proceed : Action is not selected or Selected Action could be completed ==-</nowiki>}}
  00193f44: 00002021 addu r4,r0,r0
+
00193f1c: a2120e2e sb r18,0x0e2e(r16)        |{{f/store|Store Acting Unit's ID}}
  00193f48: 3c018019 lui r1,0x8019
+
00193f20: 9042198c lbu r2,0x198c(r2)        |{{f/load|Acting Unit's Battle ID}}
  00193f4c: 00240821 addu r1,r1,r4
+
00193f24: 00000000 nop                      |
  00193f50: 902208cd lbu r2,0x08cd(r1) load unit ID
+
00193f28: 2c420010 sltiu r2,r2,0x0010        |
  00193f54: 00000000 nop
+
00193f2c: 14400004 bne r2,r0,0x00193f40      {{f/Cond|<nowiki>If Acting Unit ID is invalid (>= 0x10)</nowiki>}}
  00193f58: 10450007 beq r2,r5,0x 00193f78 branch if = 0xff
+
00193f30: 00001821 addu r3,r0,r0            |{{f/std|Initialize Unit Counter}}
  00193f5c: 248401c0 addiu r4,r4,0x01c0
+
00193f34: 34020002 ori r2,r0,0x0002              |
  00193f60: 02031021 addu r2,r16,r3
+
00193f38: 08065076 j 0x001941d8                  |{{f/loc|Exit}} {{f/Returns|Return 0x00}}
  00193f64: 9042198c lbu r2,0x198c(r2) load battle ID
+
00193f3c: ae220000 sw r2,0x0000(r17)            |{{f/store|Store 0x02 in Acting unit misc 0x158 (leads to end of turn)}}
  00193f68: 00000000 nop
+
  00193f40: 340500ff ori r5,r0,0x00ff         |
  00193f6c: 2c420010 sltiu r2,r2,0x0010
+
  00193f44: 00002021 addu r4,r0,r0             |{{f/std|Initialize battle data offset}}
  00193f70: 1040007f beq r2,r0,0x 00194170 branch if player unit
+
  00193f48: 3c018019 lui r1,0x8019             {{f/bloop|LOOP - Though all units (Check validity of all ID at AI 0x198c)}}
  00193f74: 34020002 ori r2,r0,0x0002
+
  00193f4c: 00240821 addu r1,r1,r4                 |{{f/adr|Base of dynamic pointer to Unit battle data}}
  00193f78: 24630001 addiu r3,r3,0x0001
+
  00193f50: 902208cd lbu r2,0x08cd(r1)             |{{f/load|Load Unit's Battle ID}} {{f/std|801908cc + 0x01 + unit offset}}
  00193f7c: 28620015 slti r2,r3,0x0015
+
  00193f54: 00000000 nop                           |
  00193f80: 1440fff1 bne r2,r0,0x 00193f48 do for all units?
+
  00193f58: 10450007 beq r2,r5,0x00193f78          {{f/Cond|If this unit do not exists : branch to }} {{f/loc|next unit}}
  00193f84: 00000000 nop
+
  00193f5c: 248401c0 addiu r4,r4,0x01c0           |{{f/std|Battle data offset (+0x1c0 each iteration)}}
 
+
  00193f60: 02031021 addu r2,r16,r3               |{{f/adr|AI pointer + Unit counter}}
  00193f88: 0c06507e jal 0x001941f8 [[Acting Unit's Data Setup]]
+
  00193f64: 9042198c lbu r2,0x198c(r2)             |{{f/load|Load this iteration Unit's Battle ID (in AI data)}}
  00193f8c: 00000000 nop
+
  00193f68: 00000000 nop                           |
  00193f90: 8e0217f8 lw r2,0x17f8(r16) load unit data
+
  00193f6c: 2c420010 sltiu r2,r2,0x0010           |
  00193f94: 00000000 nop
+
  00193f70: 1040007f beq r2,r0,0x00194170          {{f/Cond|If This iteration unit ID is invalid}} {{f/loc|<nowiki>Set Caster Misc 0x158 = 0x02 and Exit</nowiki>}} {{f/Returns|Return 0x00}} {{f/std|0x02 leads to end of turn}}
  00193f98: 9043015d lbu r3,0x015d(r2) load current ability CT
+
  00193f74: 34020002 ori r2,r0,0x0002             |
  00193f9c: 340200ff ori r2,r0,0x00ff
+
  00193f78: 24630001 addiu r3,r3,0x0001           |{{f/std|Unit Counter + 1}}
  00193fa0: 14620007 bne r3,r2,0x 00193fc0 branch if charging ability
+
  00193f7c: 28620015 slti r2,r3,0x0015             |
  00193fa4: 00000000 nop
+
  00193f80: 1440fff1 bne r2,r0,0x00193f48      {{f/eloop|Loop while Counter < 0x15}}
  00193fa8: 8e030e34 lw r3,0x0e34(r16) load AI decision data
+
  00193f84: 00000000 nop                       |
  00193fac: 00000000 nop
+
  00193f88: 0c06507e jal 0x001941f8           |{{f/jal|Acting Unit's Data Setup|Acting Unit's Data Setup}} {{f/std|Set some Acting Unit Data in AI Data}}
  00193fb0: 90620006 lbu r2,0x0006(r3)
+
  00193f8c: 00000000 nop                       |
  00193fb4: 00000000 nop
+
  00193f90: 8e0217f8 lw r2,0x17f8(r16)         |{{f/adr|Pointer to Acting Unit's Battle Data }}
  00193fb8: 304200f7 andi r2,r2,0x00f7 remove 0x08 flag (charging flag)
+
  00193f94: 00000000 nop                       |
  00193fbc: a0620006 sb r2,0x0006(r3)
+
  00193f98: 9043015d lbu r3,0x015d(r2)         |{{f/load|Load Acting Unit's Current Ability CT}}
  00193fc0: 92021818 lbu r2,0x1818(r16) load ??
+
  00193f9c: 340200ff ori r2,r0,0x00ff         |
  00193fc4: 00000000 nop
+
  00193fa0: 14620007 bne r3,r2,0x00193fc0      {{f/Cond|If Acting Unit is not charging anything}}
  00193fc8: 10400007 beq r2,r0,0x 00193fe8
+
  00193fa4: 00000000 nop                           |
  00193fcc: 00000000 nop
+
  00193fa8: 8e030e34 lw r3,0x0e34(r16)             |{{f/adr|Load Acting Unit's AI Decision Pointer}}
  00193fd0: 8e0217f8 lw r2,0x17f8(r16) load acting units data
+
  00193fac: 00000000 nop                           |
  00193fd4: 00000000 nop
+
  00193fb0: 90620006 lbu r2,0x0006(r3)             |{{f/load|Load Targeting Flags }} {{f/std|Caster AI 0x182c Byte 0x06}}
  00193fd8: 90420188 lbu r2,0x0188(r2) load act flag
+
  00193fb4: 00000000 nop                           |
  00193fdc: 00000000 nop
+
  00193fb8: 304200f7 andi r2,r2,0x00f7             |
  00193fe0: 10400038 beq r2,r0,0x 001940c4 branch if disabled
+
  00193fbc: a0620006 sb r2,0x0006(r3)             |{{f/store|Disable Flag 0x08  (Charging/Performing Flag ?)}} {{f/std|Caster AI 0x182c Byte 0x06}}
  00193fe4: 00000000 nop
+
  00193fc0: 92021818 lbu r2,0x1818(r16)       |{{f/load|Load [Action selected] flag}}
00193fe8: 0c063979 jal 0x0018e5e4 [[Transfer Considered Action Data to AI]]
+
  00193fc4: 00000000 nop                       |
00193fec: 00000000 nop
+
  00193fc8: 10400007 beq r2,r0,0x00193fe8      {{f/Cond|If Actiong unit action is already selected}} {{f/std|This byte is set to 0xff in this very routine after AI choice}}
00193ff0: 0c0650c5 jal 0x00194314 [[Set type of target for all targets]]
+
  00193fcc: 00000000 nop                           |
00193ff4: 00000000 nop
+
  00193fd0: 8e0217f8 lw r2,0x17f8(r16)             |{{f/adr|Pointer to Acting Unit's Battle Data }}
00193ff8: 2403ffff addiu r3,r0,0xffff
+
  00193fd4: 00000000 nop                           |
00193ffc: 14430005 bne r2,r3,0x 00194014 branch if return value isn't 0xffff
+
  00193fd8: 90420188 lbu r2,0x0188(r2)             |{{f/load|Load Unit's Action Taken Flag}}
00194000: 2402ffff addiu r2,r0,0xffff
+
  00193fdc: 00000000 nop                           |
00194004: 34030001 ori r3,r0,0x0001
+
  00193fe0: 10400038 beq r2,r0,0x001940c4          {{f/Cond|If Acting Unit didn't act yet branch to }} {{f/loc|Selected Action resolution}} {{f/std|Acting unit moved first then act}}
00194008: a2000ed4 sb r0,0x0ed4(r16)
+
  00193fe4: 00000000 nop                           |
0019400c: 08065077 j 0x001941dc
 
00194010: a20319b7 sb r3,0x19b7(r16)
 
 
   
 
   
  00194014: 8e0217f8 lw r2,0x17f8(r16) load unit data
+
{{f/sec|<nowiki>-== ACTION SELECTION  (Big AI routines are here) ==-</nowiki>}}
  00194018: 00000000 nop
+
00193fe8: 0c063979 jal 0x0018e5e4            |{{f/jal|Transfer Considered Action Data to AI|Transfer Considered Action Data to AI}} {{f/std|Preserve current action data from 0x8019389c (at 0x80193d24)}}
  0019401c: 90440188 lbu r4,0x0188(r2) load able to act flag
+
00193fec: 00000000 nop                      |
  00194020: 0c065396 jal 0x00194e58 [[Set AI ability considerations for all units and self]]
+
00193ff0: 0c0650c5 jal 0x00194314            |{{f/jal|Set type of target for all targets|Set type of target for all targets}} {{f/std|Set Some AI decision flags for all units (AI 0x182c)}}
  00194024: 00000000 nop
+
00193ff4: 00000000 nop                      |
  00194028: 8e0217f8 lw r2,0x17f8(r16)
+
00193ff8: 2403ffff addiu r3,r0,-0x0001      |
  0019402c: 00000000 nop
+
00193ffc: 14430005 bne r2,r3,0x00194014      {{f/Cond|<nowiki>If returned value = -0x01</nowiki>}} {{f/std| VSync_call alert (time to refresh animations ?)}}
  00194030: 90440187 lbu r4,0x0187(r2) load move flag
+
00194000: 2402ffff addiu r2,r0,-0x0001          |{{f/std|<nowiki>r2 = -0x01</nowiki>}}
  00194034: 0c065251 jal 0x00194944 [[AI movement/panel data setting]]
+
00194004: 34030001 ori r3,r0,0x0001              |{{f/std|<nowiki>r3 =0x01</nowiki>}}
  00194038: 00000000 nop
+
00194008: a2000ed4 sb r0,0x0ed4(r16)            |{{f/store|<nowiki>Memory Variable = 0x00 (AI 0xed4)</nowiki>}}
  0019403c: 2403ffff addiu r3,r0,0xffff
+
0019400c: 08065077 j 0x001941dc                  |{{f/loc|Exit}} {{f/Returns|Return -0x01}}
  00194040: 14430005 bne r2,r3,0x 00194058
+
00194010: a20319b7 sb r3,0x19b7(r16)            |{{f/store|<nowiki>Set AI 0x19b7 = 0x01</nowiki>}} {{f/std|Enable [return to memory] flag}}
  00194044: 2402ffff addiu r2,r0,0xffff
+
  00194014: 8e0217f8 lw r2,0x17f8(r16)         |{{f/adr|Active Unit Battle data pointer}}
  00194048: 34030001 ori r3,r0,0x0001
+
  00194018: 00000000 nop                       |
  0019404c: a2030ed4 sb r3,0x0ed4(r16)
+
  0019401c: 90440188 lbu r4,0x0188(r2)         |{{f/load|Action Taken Flag}}
  00194050: 08065077 j 0x 001941dc
+
  00194020: 0c065396 jal 0x00194e58           |{{f/jal|Set AI ability considerations for all units and self|Set AI ability considerations for all units and self}} {{f/std|Update some Data at AI 0x182c - Set Data at AI 0xef0 (list of abilities for each unit)}}
  00194054: a20319b7 sb r3,0x19b7(r16)
+
  00194024: 00000000 nop                       |
 +
  00194028: 8e0217f8 lw r2,0x17f8(r16)         |{{f/adr|Acting Unit battle data pointer}}
 +
  0019402c: 00000000 nop                       |
 +
  00194030: 90440187 lbu r4,0x0187(r2)         |{{f/load|load Movement taken flag}}
 +
  00194034: 0c065251 jal 0x00194944           |{{f/jal|AI movement/panel data setting|AI movement/panel data setting}} {{f/std|Set Tiles Data in AI 0xc24 (walkable) and AI 0xa74 (Reachable)}}
 +
  00194038: 00000000 nop                       |
 +
  0019403c: 2403ffff addiu r3,r0,-0x0001      |
 +
  00194040: 14430005 bne r2,r3,0x00194058      {{f/Cond|<nowiki>If returned value = -0x01</nowiki>}} {{f/std| VSync_call alert (time to refresh animations ?)}}
 +
  00194044: 2402ffff addiu r2,r0,-0x0001          |
 +
  00194048: 34030001 ori r3,r0,0x0001             |
 +
  0019404c: a2030ed4 sb r3,0x0ed4(r16)             |{{f/store|Set Memory to 0x01 (Ai 0xed4)}}
 +
  00194050: 08065077 j 0x001941dc                  |{{f/loc|Exit}} {{f/Returns|Return -0x01}}
 +
  00194054: a20319b7 sb r3,0x19b7(r16)             |{{f/store|<nowiki>Set AI 0x19b7 = 0x01</nowiki>}} {{f/std|Enable [return to memory] flag}}
 +
00194058: 0c06515c jal 0x00194570            |{{f/jal|Some targetability setting|Some targetability setting}} {{f/std|Set some flags at AI 0xcb4 / AI 0x182c and AI 0x19bb}}
 +
0019405c: a20019b7 sb r0,0x19b7(r16)        |{{f/store|Disable [return to memory] flag}}
 +
00194060: 0c0651c7 jal 0x0019471c            |{{f/jal|Set AI flags for target consideration|Set AI flags for target consideration}} {{f/std|Set Target for unit without special behavior}}
 +
00194064: 00000000 nop                      |
 +
00194068: 0c065765 jal 0x00195d94            |{{f/jal|AI_Initial_Targeting_Selection|AI_Initial_Targeting_Selection}} {{f/std| Select the best action and store it in AI 0x17fc}}
 +
0019406c: 00000000 nop                      |
 +
00194070: 2403ffff addiu r3,r0,-0x0001      |
 +
00194074: 14430007 bne r2,r3,0x00194094      {{f/Cond|<nowiki>If returned value = -0x01</nowiki>}} {{f/std| VSync_call alert (time to refresh animations ?)}}
 +
00194078: 340200ff ori r2,r0,0x00ff              |
 +
0019407c: 2402ffff addiu r2,r0,-0x0001          |{{f/std|<nowiki>r2 = -0x01</nowiki>}}
 +
00194080: 34030002 ori r3,r0,0x0002              |
 +
00194084: a2030ed4 sb r3,0x0ed4(r16)            |{{f/store|<nowiki>Set Memory Variable (AI 0xed4) = 0x02</nowiki>}}
 +
00194088: 34030001 ori r3,r0,0x0001              |
 +
0019408c: 08065077 j 0x001941dc                  |{{f/loc|Exit}} {{f/Returns|Return -0x01}}
 +
00194090: a20319b7 sb r3,0x19b7(r16)            |{{f/store|<nowiki>Set AI 0x19b7 = 0x01</nowiki>}} {{f/std|Enable [return to memory] flag}}
 +
00194094: 920317fd lbu r3,0x17fd(r16)        |{{f/load|Load selected Action 0x01}} {{f/std|AI 0x17fc + 0x01}}
 +
00194098: a20019b7 sb r0,0x19b7(r16)        |{{f/store|Disable AI 0x19b7}}
 +
0019409c: 10600007 beq r3,r0,0x001940bc      {{f/Cond|if [0x17fd] <> 0x00}} {{f/std|Selected Action 0x01 (unknown purpose)}}
 +
001940a0: a2021818 sb r2,0x1818(r16)        |{{f/store|Set AI 0x1818 to 0xff (Enable [action is selected] flag )}} {{f/std|Seems to be only used in this very routine}}
 +
001940a4: 8e030e34 lw r3,0x0e34(r16)            |{{f/adr|Acting Unit AI decision data pointer}}
 +
001940a8: 00000000 nop                          |
 +
001940ac: 90620006 lbu r2,0x0006(r3)            |{{f/load|[Decision 0x06]}}
 +
001940b0: 00000000 nop                          |
 +
001940b4: 34420008 ori r2,r2,0x0008              |
 +
001940b8: a0620006 sb r2,0x0006(r3)              |{{f/store|Enable [Flag 0x08] of [AI Decision 0x06]}}
 +
001940bc: 0c06398a jal 0x0018e628            |{{f/jal|0018e628_-_0018e65c|0018e628_-_0018e65c}} {{f/std|Restore current action data (from 0x80193d24 to 0x8019389c) - and Set Action state to Executing}}
 +
001940c0: 00000000 nop                      |
 
   
 
   
  00194058: 0c06515c jal 0x00194570 [[Some targetability setting]]
+
  {{f/sec|<nowiki>-== SELECTED ACTION RESOLUTION ==-</nowiki>}}
  0019405c: a2 0019b7 sb r0,0x19b7(r16)
+
  001940c4: 8e0317f8 lw r3,0x17f8(r16)         |{{f/adr|Pointer to Caster Battle data}}
  00194060: 0c0651c7 jal 0x0019471c [[Set AI flags for target consideration]]
+
  001940c8: 00000000 nop                       |
00194064: 00000000 nop
+
  001940cc: 90620187 lbu r2,0x0187(r3)        |{{f/load|Caster Movement Taken flag}}
  00194068: 0c065765 jal 0x00195d94 [[00195d94 - 00195f68]]
+
  001940d0: 00000000 nop                       |
  0019406c: 00000000 nop
+
  001940d4: 14400019 bne r2,r0,0x0019413c      {{f/Cond|If Caster Movement is already Taken : branch to}} {{f/loc|Attack resolution section}}
  00194070: 2403ffff addiu r3,r0,0xffff
+
001940d8: 00000000 nop                      |
  00194074: 14430007 bne r2,r3,0x 00194094
+
  001940dc: 90620188 lbu r2,0x0188(r3)        |{{f/load|Caster Action Taken flag}}
  00194078: 340200ff ori r2,r0,0x00ff
+
  001940e0: 00000000 nop                      |
  0019407c: 2402ffff addiu r2,r0,0xffff
+
  001940e4: 14400005 bne r2,r0,0x001940fc      {{f/Cond|If Caster Action is already taken Taken }} {{f/loc|Movement resolution section}}
  00194080: 34030002 ori r3,r0,0x0002
+
  001940e8: 00000000 nop                      |
  00194084: a2030ed4 sb r3,0x0ed4(r16)
+
  001940ec: 920217fc lbu r2,0x17fc(r16)       |{{f/load|Select action 0x00}} {{f/std|AI 0x17fc}}
  00194088: 34030001 ori r3,r0,0x0001
+
  001940f0: 00000000 nop                      |
0019408c: 08065077 j 0x 001941dc
+
001940f4: 14400011 bne r2,r0,0x0019413c      {{f/Cond|If Acting Unit will act first : branch to }} {{f/loc|Attack resolution section}} {{f/std|AI Action 0x00 is set to 0x01 if Unit act first and then move}}
  00194090: a20319b7 sb r3,0x19b7(r16)
+
  001940f8: 00000000 nop                      |
 
   
 
   
  00194094: 920317fd lbu r3,0x17fd(r16)
+
  {{f/sec|<nowiki>--- MOVEMENT RESOLUTION - Movement not taken and Action taken or Move then Hit (AI 0x17fc = 0x00 ) ---</nowiki>}}
  00194098: a2 0019b7 sb r0,0x19b7(r16)
+
  001940fc: a2001803 sb r0,0x1803(r16)             |{{f/store|<nowiki>Set Selected Action 0x07 = 0x00</nowiki>}} {{f/std|AI 0x17fc + 0x07 - (unknown purpose, always seen at 0x00)}}
  0019409c: 10600007 beq r3,r0,0x 001940bc
+
  00194100: 8e031800 lw r3,0x1800(r16)             |{{f/load|Selected destination coordinates (X, Elevation and Y)}}
001940a0: a2021818 sb r2,0x1818(r16)
+
  00194104: 8e020e30 lw r2,0x0e30(r16)             |{{f/load|Acting Unit  current Coordinates (X elevation and Y)}}
001940a4: 8e030e34 lw r3,0x0e34(r16) load decision data
+
  00194108: 00000000 nop                           |
001940a8: 00000000 nop
+
  0019410c: 1062000b beq r3,r2,0x0019413c          {{f/Cond|If Caster is already at selected destination (not moving) : branch to}} {{f/loc|Action resolution}}
001940ac: 90620006 lbu r2,0x0006(r3)
+
  00194110: 00000000 nop                           |
001940b0: 00000000 nop
+
                                                  '''Else : Caster is not at selected destination (will move)'''
001940b4: 34420008 ori r2,r2,0x0008
+
  00194114: ae200000 sw r0,0x0000(r17)                 |{{f/store|<nowiki>Set action unit misc 0x158 = 0x00 (Will move)</nowiki>}}
001940b8: a0620006 sb r2,0x0006(r3) store charging byte
+
  00194118: 92021800 lbu r2,0x1800(r16)               |{{f/load|Load destination X}}
001940bc: 0c06398a jal 0x0018e628 [[Store current attack data into AI?]]
+
  0019411c: 00000000 nop                               |
001940c0: 00000000 nop
+
  00194120: a6220004 sh r2,0x0004(r17)                 |{{f/store|Store Destination's X at Misc 0x15c}}
001940c4: 8e0317f8 lw r3,0x17f8(r16)
+
  00194124: 92021802 lbu r2,0x1802(r16)               |{{f/load|Load Destination Y}}
001940c8: 00000000 nop
+
  00194128: 00000000 nop                               |
001940cc: 90620187 lbu r2,0x0187(r3) load move flag
+
  0019412c: a6220008 sh r2,0x0008(r17)                 |{{f/store|Store Destination's Y at Misc 0x160}}
001940d0: 00000000 nop
+
  00194130: 92021801 lbu r2,0x1801(r16)               |{{f/load|Load Destination Elevation}}
001940d4: 1440 0019 bne r2,r0,0x 0019413c branch if able to move
+
  00194134: 08065063 j 0x0019418c                     {{f/jump|Jump to}} {{f/loc| last section (transfer data)}}
001940d8: 00000000 nop
+
  00194138: a6220006 sh r2,0x0006(r17)                 |{{f/store|Store Destination's elvation at Misc 0x15e}}
001940dc: 90620188 lbu r2,0x0188(r3) load act flag
 
001940e0: 00000000 nop
 
001940e4: 14400005 bne r2,r0,0x 001940fc branch if able to act
 
001940e8: 00000000 nop
 
001940ec: 920217fc lbu r2,0x17fc(r16)
 
001940f0: 00000000 nop
 
001940f4: 14400011 bne r2,r0,0x 0019413c
 
001940f8: 00000000 nop
 
if able to act but not move
 
  001940fc: a2001803 sb r0,0x1803(r16)
 
  00194100: 8e031800 lw r3,0x1800(r16)
 
  00194104: 8e020e30 lw r2,0x0e30(r16)
 
  00194108: 00000000 nop
 
  0019410c: 1062000b beq r3,r2,0x 0019413c
 
  00194110: 00000000 nop
 
  00194114: ae200000 sw r0,0x0000(r17)
 
  00194118: 92021800 lbu r2,0x1800(r16)
 
  0019411c: 00000000 nop
 
  00194120: a6220004 sh r2,0x0004(r17)
 
  00194124: 92021802 lbu r2,0x1802(r16)
 
  00194128: 00000000 nop
 
  0019412c: a6220008 sh r2,0x0008(r17)
 
  00194130: 92021801 lbu r2,0x1801(r16)
 
  00194134: 08065063 j 0x0019418c
 
  00194138: a6220006 sh r2,0x0006(r17)
 
if able to move
 
0019413c: 8e0217f8 lw r2,0x17f8(r16)
 
00194140: 00000000 nop
 
00194144: 90420188 lbu r2,0x0188(r2) load act flag
 
00194148: 00000000 nop
 
0019414c: 14400006 bne r2,r0,0x 00194168 branch if able to act
 
00194150: 34020002 ori r2,r0,0x0002
 
if able to move but not act
 
00194154: 92021805 lbu r2,0x1805(r16)
 
00194158: 00000000 nop
 
0019415c: 14400006 bne r2,r0,0x 00194178
 
00194160: 34020001 ori r2,r0,0x0001
 
00194164: 34020002 ori r2,r0,0x0002
 
if able to move and act
 
00194168: 08065063 j 0x 0019418c
 
0019416c: ae220000 sw r2,0x0000(r17)
 
 
   
 
   
  00194170: 08065076 j 0x 001941d8
+
{{f/sec|<nowiki>--- ATTACK/ABILITY RESOLUTION - Movement Taken / Not moving / Hit then run (Action not taken and AI 0x17fc = 0x01) ---</nowiki>}}
  00194174: ae220000 sw r2,0x0000(r17)
+
0019413c: 8e0217f8 lw r2,0x17f8(r16)            |{{f/adr|Acting Unit data pointer}}
 +
00194140: 00000000 nop                          |
 +
00194144: 90420188 lbu r2,0x0188(r2)            |{{f/load|Caster Action Taken flag}}
 +
00194148: 00000000 nop                          |
 +
0019414c: 14400006 bne r2,r0,0x00194168          {{f/Cond|If Caster action is not Taken}}
 +
00194150: 34020002 ori r2,r0,0x0002              |{{f/std|<nowiki>r2 = 0x02</nowiki>}}
 +
00194154: 92021805 lbu r2,0x1805(r16)                |{{f/load|Selected Action Skillset}}
 +
00194158: 00000000 nop                              |
 +
0019415c: 14400006 bne r2,r0,0x00194178              {{f/Cond|If Skillset <> 0x00 : branch to }} {{f/loc|Transfer Action data}}
 +
00194160: 34020001 ori r2,r0,0x0001                  |
 +
00194164: 34020002 ori r2,r0,0x0002                  |{{f/std|<nowiki>r2 = 0x02</nowiki>}}
 +
                                                  '''<nowiki>Else : action is Taken or Skillset = 0x00 (selected action is move only)</nowiki>'''
 +
00194168: 08065063 j 0x0019418c                      {{f/jump|Jump to}} {{f/loc| last section (transfer data)}}
 +
0019416c: ae220000 sw r2,0x0000(r17)                |{{f/store|Store 0x02 at misc 0x158 (End of turn)}}
 +
 +
                  {{f/sec|<nowiki>--- Illegal unit ID jump (r2 = 0x2) ---</nowiki>}}
 +
  00194170: 08065076 j 0x001941d8                      |{{f/loc|Exit and do not transfer data}} {{f/Returns|return 0x00}}
 +
  00194174: ae220000 sw r2,0x0000(r17)                 |{{f/store|Store 0x02 at misc 0x158 (End of turn)}}
 +
 +
{{f/sec|--- TRANSFERT ACTION DATA to MISC. Data (action not taken - skillset is valid) ---}}
 +
                                                      ''''''
 +
00194178: ae220000 sw r2,0x0000(r17)            |{{f/store|<nowiki>Set Acting Unit misc 0x158 = 0x01 (will Act)</nowiki>}}
 +
0019417c: 26240004 addiu r4,r17,0x0004          |{{f/adr|Pointer to caster Misc 0x158 + 0x04}}
 +
00194180: 26051804 addiu r5,r16,0x1804          |{{f/adr|Pointer to selected Action + 0x08 (start of [battle 0x16e like] data}}
 +
00194184: 0c066ac2 jal 0x0019ab08                |{{f/jal|Transfer Halfword Values|Transfer Halfword Values}} {{f/std|Transfer selected action data from  AI 0x1804 to misc 0x15c}}
 +
00194188: 34060014 ori r6,r0,0x0014              |{{f/std|Copy 0x14 Bytes}}
 +
 +
{{f/sec|<nowiki>-== LAST SECTION (transfer / preserve data) ==-</nowiki>}}
 +
0019418c: 8e0217f8 lw r2,0x17f8(r16)        |{{f/adr|Acting Unit data pointer}}
 +
00194190: 8e0317f8 lw r3,0x17f8(r16)        |{{f/adr|Acting Unit data pointer}}
 +
00194194: 90420187 lbu r2,0x0187(r2)        |{{f/load|Movement Taken flag}}
 +
00194198: 00000000 nop                      |
 +
0019419c: a20219be sb r2,0x19be(r16)        |{{f/store|Preserve/Save movement taken flag}}
 +
001941a0: 90620188 lbu r2,0x0188(r3)        |{{f/load|Action Taken flag}}
 +
001941a4: 26040e30 addiu r4,r16,0x0e30      |{{f/adr|Pointer to Active unit coordinates (AI 0xe30)}}
 +
001941a8: 0c067c96 jal 0x0019f258            |{{f/jal|Store units coordinates|Store units coordinates}} {{f/std|From AI data to Unit Battle data (0x47 0x48 0x49)}}
 +
001941ac: a20219bd sb r2,0x19bd(r16)        |{{f/store|Preserve/Save action taken flag}}
 +
001941b0: 3c04801a lui r4,0x801a            |
 +
001941b4: 24840d94 addiu r4,r4,0x0d94        |{{f/std|AI 19d0}} {{f/std| 0x801a0d94 }}
 +
001941b8: 24900018 addiu r16,r4,0x0018      |{{f/std|AI 19e8}} {{f/std| 0x801a0dac (1st part of selected action (move or act) may be stored here}}
 +
001941bc: 02002821 addu r5,r16,r0            |
 +
001941c0: 0c066ac2 jal 0x0019ab08            |{{f/jal|Transfer Halfword Values|Transfer Halfword Values}} {{f/std|Preserve AI 0x19e8 at AI 0x19d0 (can't find a case were 0x19d0 is read)}}
 +
001941c4: 34060018 ori r6,r0,0x0018          |{{f/std|0x18 Bytes to send}}
 +
001941c8: 02002021 addu r4,r16,r0            |{{f/std|0x801a0dac}} {{f/std|AI 19e8}}
 +
001941cc: 02202821 addu r5,r17,r0            |{{f/std|Misc 0x158}}
 +
001941d0: 0c066ac2 jal 0x0019ab08            |{{f/jal|Transfer Halfword Values|Transfer Halfword Values}} {{f/std| Transfer data from Misc 0x158 to 0x801a0dac (AI 0x19e8)}} {{f/std|Update 19e8 with current instruction (move or act)}}
 +
001941d4: 34060018 ori r6,r0,0x0018          |{{f/std|0x18 Bytes to send}}
 +
001941d8: 00001021 addu r2,r0,r0            |{{f/Returns|Return 0x00}}
 
   
 
   
00194178: ae220000 sw r2,0x0000(r17)
 
0019417c: 26240004 addiu r4,r17,0x0004
 
00194180: 26051804 addiu r5,r16,0x1804
 
00194184: 0c066ac2 jal 0x0019ab08 [[Transfer Halfword Values]]
 
00194188: 34060014 ori r6,r0,0x0014
 
0019418c: 8e0217f8 lw r2,0x17f8(r16)
 
00194190: 8e0317f8 lw r3,0x17f8(r16)
 
00194194: 90420187 lbu r2,0x0187(r2) load move flag?
 
00194198: 00000000 nop
 
0019419c: a20219be sb r2,0x19be(r16) store move flag?
 
001941a0: 90620188 lbu r2,0x0188(r3) load act flag
 
001941a4: 26040e30 addiu r4,r16,0x0e30
 
001941a8: 0c067c96 jal 0x0019f258 [[Store units coordinates]]
 
001941ac: a20219bd sb r2,0x19bd(r16) store act flag
 
001941b0: 3c04801a lui r4,0x801a
 
001941b4: 24840d94 addiu r4,r4,0x0d94
 
001941b8: 24900018 addiu r16,r4,0x0018
 
001941bc: 02002821 addu r5,r16,r0
 
001941c0: 0c066ac2 jal 0x0019ab08 [[Transfer Halfword Values]]
 
001941c4: 34060018 ori r6,r0,0x0018
 
001941c8: 02002021 addu r4,r16,r0
 
001941cc: 02202821 addu r5,r17,r0
 
001941d0: 0c066ac2 jal 0x0019ab08 [[Transfer Halfword Values]]
 
001941d4: 34060018 ori r6,r0,0x0018
 
001941d8: 00001021 addu r2,r0,r0
 
 
  001941dc: 8fbf001c lw r31,0x001c(r29)
 
  001941dc: 8fbf001c lw r31,0x001c(r29)
 
  001941e0: 8fb20018 lw r18,0x0018(r29)
 
  001941e0: 8fb20018 lw r18,0x0018(r29)
Line 247: Line 265:
 
  001941f0: 03e00008 jr r31
 
  001941f0: 03e00008 jr r31
 
  001941f4: 00000000 nop
 
  001941f4: 00000000 nop
 +
===Return locations===
 +
'''BATTLE.BIN'''
 +
  00075384: [[Set_move/act_based_on_skillset]]

Latest revision as of 20:18, 7 July 2024

BATTLE.BIN :  - Main AI action setup
Called 2 times per AI Action (Move and Act) - Select the action to perform - Update acting unit misc 0x158 to 0x16e.
------------------------------------------------------------------------------------------
Parameter : r4 = Acting Unit Battle ID (Battle 0x18a)
            r5 = Pointer to Acting Unit Misc 0x158
Return : r2 = 0x00 (default value)
         r2 = -0x01 (V_Sync Alert ?)
------------------------------------------------------------------------------------------
00193e50: 27bdffe0 addiu r29,r29,-0x0020     |
00193e54: afb20018 sw r18,0x0018(r29)        |
00193e58: 00809021 addu r18,r4,r0            |Preserves Acting Unit ID
00193e5c: afb10014 sw r17,0x0014(r29)        |
00193e60: 00a08821 addu r17,r5,r0            |Pointer to Acting Unit Misc 0x158
00193e64: 34040001 ori r4,r0,0x0001          |r4 = 1
00193e68: afbf001c sw r31,0x001c(r29)        |
00193e6c: 0c0076ea jal 0x0001dba8            |-->VSync_call
00193e70: afb00010 sw r16,0x0010(r29)        |
00193e74: 3c10801a lui r16,0x801a            |
00193e78: 2610f3c4 addiu r16,r16,0x-0c3c     |r16 = AI Data Pointer
00193e7c: 284201b9 slti r2,r2,0x01b9         |
00193e80: 104000d6 beq r2,r0,0x001941dc      #If r2 > 0x1b8 Exit Return -0x01 V_Sync alert : time to refresh animations ?
00193e84: 2402ffff addiu r2,r0,-0x0001       |
00193e88: 3c02801a lui r2,0x801a             |
00193e8c: 90420d7b lbu r2,0x0d7b(r2)         |AI 0x19b7 (0x01 if coming back from refreshing animation ?)
00193e90: 00000000 nop                       |

==== Return to where the code left off ====
00193e94: 1040000f beq r2,r0,0x00193ed4      #If AI 0x19b7 <> 0x00
00193e98: 34020001 ori r2,r0,0x0001              |r2 = 1
00193e9c: 3c03801a lui r3,0x801a                 |
00193ea0: 90630298 lbu r3,0x0298(r3)             |Load This routine memory Variable  (AI 0xed4)
00193ea4: 00000000 nop                           |
00193ea8: 1062005f beq r3,r2,0x00194028          #If Memory variable = 0x01 : return to  AI movement/panel data setting routine
00193eac: 28620002 slti r2,r3,0x0002             |
00193eb0: 10400005 beq r2,r0,0x00193ec8          #If Memory <0x2
00193eb4: 00000000 nop                               |
00193eb8: 1060004d beq r3,r0,0x00193ff0              #If Memory variable = 0x00 : return to  Set type of target for all targets routine
00193ebc: 00000000 nop                               |
00193ec0: 08064fb5 j 0x00193ed4                      >>If invalid :  Start from beginning
00193ec4: 00000000 nop                               |
00193ec8: 34020002 ori r2,r0,0x0002              |
00193ecc: 10620066 beq r3,r2,0x00194068          #If Memory variable = 0x02 : return to  AI_Initial_Targeting_Selection
00193ed0: 00000000 nop                           |

==== Start from beginning ====
00193ed4: 92031818 lbu r3,0x1818(r16)        |Load selected Action 0x1c AI 0x17fc + 0x1c
00193ed8: 340200ff ori r2,r0,0x00ff          |
00193edc: 1462000f bne r3,r2,0x00193f1c      #If AI 0x1818 = 0xff (Action already selected) Set in this routine after AI making decision (2nd pass ? 1st Act or move, then do the last action part ?)
00193ee0: 02121021 addu r2,r16,r18               |r2 = AI Data Pointer + Unit ID
00193ee4: 8e0417f8 lw r4,0x17f8(r16)             |Pointer to Acting Unit's attle data
00193ee8: 920219be lbu r2,0x19be(r16)            |Acting Unit preserved Movement Flag AI 0x19be (2nd  pass ? See last routine section)
00193eec: 90830187 lbu r3,0x0187(r4)             |Load Current Unit's Movement Taken? 
00193ef0: 00000000 nop                           |
00193ef4: 14620009 bne r3,r2,0x00193f1c          #If Acting Unit didn't move since last pass
00193ef8: 02121021 addu r2,r16,r18               |AI Data Pointer + Acting Unit ID
00193efc: 90830188 lbu r3,0x0188(r4)                 |Acting Unit preserved Action Flag
00193f00: 920219bd lbu r2,0x19bd(r16)                |Load Current Unit's Action Taken? 
00193f04: 00000000 nop                               |
00193f08: 14620004 bne r3,r2,0x00193f1c              #If Acting Unit didn't Act either since last pass (we're done here)
00193f0c: 02121021 addu r2,r16,r18                   |AI Data Pointer + Acting Unit ID
00193f10: 34020002 ori r2,r0,0x0002                      |r2 = 2
00193f14: 08065076 j 0x001941d8                          |Exit returns 0x00
00193f18: ae220000 sw r2,0x0000(r17)                     |Set Caster Misc 0x158 to 0x2 (Proceed end of turn)

-== Proceed : Action is not selected or Selected Action could be completed ==-
00193f1c: a2120e2e sb r18,0x0e2e(r16)        |Store Acting Unit's ID
00193f20: 9042198c lbu r2,0x198c(r2)         |Acting Unit's Battle ID
00193f24: 00000000 nop                       |
00193f28: 2c420010 sltiu r2,r2,0x0010        |
00193f2c: 14400004 bne r2,r0,0x00193f40      #If Acting Unit ID is invalid (>= 0x10)
00193f30: 00001821 addu r3,r0,r0             |Initialize Unit Counter
00193f34: 34020002 ori r2,r0,0x0002              |
00193f38: 08065076 j 0x001941d8                  |Exit Return 0x00
00193f3c: ae220000 sw r2,0x0000(r17)             |Store 0x02 in Acting unit misc 0x158 (leads to end of turn)
00193f40: 340500ff ori r5,r0,0x00ff          |
00193f44: 00002021 addu r4,r0,r0             |Initialize battle data offset
00193f48: 3c018019 lui r1,0x8019             @LOOP - Though all units (Check validity of all ID at AI 0x198c)
00193f4c: 00240821 addu r1,r1,r4                 |Base of dynamic pointer to Unit battle data
00193f50: 902208cd lbu r2,0x08cd(r1)             |Load Unit's Battle ID 801908cc + 0x01 + unit offset
00193f54: 00000000 nop                           |
00193f58: 10450007 beq r2,r5,0x00193f78          #If this unit do not exists : branch to  next unit
00193f5c: 248401c0 addiu r4,r4,0x01c0            |Battle data offset (+0x1c0 each iteration)
00193f60: 02031021 addu r2,r16,r3                |AI pointer + Unit counter
00193f64: 9042198c lbu r2,0x198c(r2)             |Load this iteration Unit's Battle ID (in AI data)
00193f68: 00000000 nop                           |
00193f6c: 2c420010 sltiu r2,r2,0x0010            |
00193f70: 1040007f beq r2,r0,0x00194170          #If This iteration unit ID is invalid Set Caster Misc 0x158 = 0x02 and Exit Return 0x00 0x02 leads to end of turn
00193f74: 34020002 ori r2,r0,0x0002              |
00193f78: 24630001 addiu r3,r3,0x0001            |Unit Counter + 1
00193f7c: 28620015 slti r2,r3,0x0015             |
00193f80: 1440fff1 bne r2,r0,0x00193f48      Λ Loop while Counter < 0x15
00193f84: 00000000 nop                       |
00193f88: 0c06507e jal 0x001941f8            |-->Acting Unit's Data Setup Set some Acting Unit Data in AI Data
00193f8c: 00000000 nop                       |
00193f90: 8e0217f8 lw r2,0x17f8(r16)         |Pointer to Acting Unit's Battle Data 
00193f94: 00000000 nop                       |
00193f98: 9043015d lbu r3,0x015d(r2)         |Load Acting Unit's Current Ability CT
00193f9c: 340200ff ori r2,r0,0x00ff          |
00193fa0: 14620007 bne r3,r2,0x00193fc0      #If Acting Unit is not charging anything
00193fa4: 00000000 nop                           |
00193fa8: 8e030e34 lw r3,0x0e34(r16)             |Load Acting Unit's AI Decision Pointer
00193fac: 00000000 nop                           |
00193fb0: 90620006 lbu r2,0x0006(r3)             |Load Targeting Flags  Caster AI 0x182c Byte 0x06
00193fb4: 00000000 nop                           |
00193fb8: 304200f7 andi r2,r2,0x00f7             |
00193fbc: a0620006 sb r2,0x0006(r3)              |Disable Flag 0x08  (Charging/Performing Flag ?) Caster AI 0x182c Byte 0x06
00193fc0: 92021818 lbu r2,0x1818(r16)        |Load [Action selected] flag
00193fc4: 00000000 nop                       |
00193fc8: 10400007 beq r2,r0,0x00193fe8      #If Actiong unit action is already selected This byte is set to 0xff in this very routine after AI choice
00193fcc: 00000000 nop                           |
00193fd0: 8e0217f8 lw r2,0x17f8(r16)             |Pointer to Acting Unit's Battle Data 
00193fd4: 00000000 nop                           |
00193fd8: 90420188 lbu r2,0x0188(r2)             |Load Unit's Action Taken Flag
00193fdc: 00000000 nop                           |
00193fe0: 10400038 beq r2,r0,0x001940c4          #If Acting Unit didn't act yet branch to  Selected Action resolution Acting unit moved first then act
00193fe4: 00000000 nop                           |

-== ACTION SELECTION   (Big AI routines are here) ==-
00193fe8: 0c063979 jal 0x0018e5e4            |-->Transfer Considered Action Data to AI Preserve current action data from 0x8019389c (at 0x80193d24)
00193fec: 00000000 nop                       |
00193ff0: 0c0650c5 jal 0x00194314            |-->Set type of target for all targets Set Some AI decision flags for all units (AI 0x182c)
00193ff4: 00000000 nop                       |
00193ff8: 2403ffff addiu r3,r0,-0x0001       |
00193ffc: 14430005 bne r2,r3,0x00194014      #If returned value = -0x01  VSync_call alert (time to refresh animations ?)
00194000: 2402ffff addiu r2,r0,-0x0001           |r2 = -0x01
00194004: 34030001 ori r3,r0,0x0001              |r3 =0x01
00194008: a2000ed4 sb r0,0x0ed4(r16)             |Memory Variable = 0x00 (AI 0xed4)
0019400c: 08065077 j 0x001941dc                  |Exit Return -0x01
00194010: a20319b7 sb r3,0x19b7(r16)             |Set AI 0x19b7 = 0x01 Enable [return to memory] flag
00194014: 8e0217f8 lw r2,0x17f8(r16)         |Active Unit Battle data pointer
00194018: 00000000 nop                       |
0019401c: 90440188 lbu r4,0x0188(r2)         |Action Taken Flag
00194020: 0c065396 jal 0x00194e58            |-->Set AI ability considerations for all units and self Update some Data at AI 0x182c - Set Data at AI 0xef0 (list of abilities for each unit)
00194024: 00000000 nop                       |
00194028: 8e0217f8 lw r2,0x17f8(r16)         |Acting Unit battle data pointer
0019402c: 00000000 nop                       |
00194030: 90440187 lbu r4,0x0187(r2)         |load Movement taken flag
00194034: 0c065251 jal 0x00194944            |-->AI movement/panel data setting Set Tiles Data in AI 0xc24 (walkable) and AI 0xa74 (Reachable)
00194038: 00000000 nop                       |
0019403c: 2403ffff addiu r3,r0,-0x0001       |
00194040: 14430005 bne r2,r3,0x00194058      #If returned value = -0x01  VSync_call alert (time to refresh animations ?)
00194044: 2402ffff addiu r2,r0,-0x0001           |
00194048: 34030001 ori r3,r0,0x0001              |
0019404c: a2030ed4 sb r3,0x0ed4(r16)             |Set Memory to 0x01 (Ai 0xed4)
00194050: 08065077 j 0x001941dc                  |Exit Return -0x01
00194054: a20319b7 sb r3,0x19b7(r16)             |Set AI 0x19b7 = 0x01 Enable [return to memory] flag
00194058: 0c06515c jal 0x00194570            |-->Some targetability setting Set some flags at AI 0xcb4 / AI 0x182c and AI 0x19bb
0019405c: a20019b7 sb r0,0x19b7(r16)         |Disable [return to memory] flag
00194060: 0c0651c7 jal 0x0019471c            |-->Set AI flags for target consideration Set Target for unit without special behavior
00194064: 00000000 nop                       |
00194068: 0c065765 jal 0x00195d94            |-->AI_Initial_Targeting_Selection  Select the best action and store it in AI 0x17fc
0019406c: 00000000 nop                       |
00194070: 2403ffff addiu r3,r0,-0x0001       |
00194074: 14430007 bne r2,r3,0x00194094      #If returned value = -0x01  VSync_call alert (time to refresh animations ?)
00194078: 340200ff ori r2,r0,0x00ff              |
0019407c: 2402ffff addiu r2,r0,-0x0001           |r2 = -0x01
00194080: 34030002 ori r3,r0,0x0002              |
00194084: a2030ed4 sb r3,0x0ed4(r16)             |Set Memory Variable (AI 0xed4) = 0x02
00194088: 34030001 ori r3,r0,0x0001              |
0019408c: 08065077 j 0x001941dc                  |Exit Return -0x01
00194090: a20319b7 sb r3,0x19b7(r16)             |Set AI 0x19b7 = 0x01 Enable [return to memory] flag
00194094: 920317fd lbu r3,0x17fd(r16)        |Load selected Action 0x01 AI 0x17fc + 0x01
00194098: a20019b7 sb r0,0x19b7(r16)         |Disable AI 0x19b7
0019409c: 10600007 beq r3,r0,0x001940bc      #if [0x17fd] <> 0x00 Selected Action 0x01 (unknown purpose)
001940a0: a2021818 sb r2,0x1818(r16)         |Set AI 0x1818 to 0xff (Enable [action is selected] flag ) Seems to be only used in this very routine
001940a4: 8e030e34 lw r3,0x0e34(r16)             |Acting Unit AI decision data pointer
001940a8: 00000000 nop                           |
001940ac: 90620006 lbu r2,0x0006(r3)             |[Decision 0x06]
001940b0: 00000000 nop                           |
001940b4: 34420008 ori r2,r2,0x0008              |
001940b8: a0620006 sb r2,0x0006(r3)              |Enable [Flag 0x08] of [AI Decision 0x06]
001940bc: 0c06398a jal 0x0018e628            |-->0018e628_-_0018e65c Restore current action data (from 0x80193d24 to 0x8019389c) - and Set Action state to Executing
001940c0: 00000000 nop                       |

-== SELECTED ACTION RESOLUTION ==-
001940c4: 8e0317f8 lw r3,0x17f8(r16)         |Pointer to Caster Battle data
001940c8: 00000000 nop                       |
001940cc: 90620187 lbu r2,0x0187(r3)         |Caster Movement Taken flag
001940d0: 00000000 nop                       |
001940d4: 14400019 bne r2,r0,0x0019413c      #If Caster Movement is already Taken : branch to Attack resolution section
001940d8: 00000000 nop                       |
001940dc: 90620188 lbu r2,0x0188(r3)         |Caster Action Taken flag
001940e0: 00000000 nop                       |
001940e4: 14400005 bne r2,r0,0x001940fc      #If Caster Action is already taken Taken  Movement resolution section
001940e8: 00000000 nop                       |
001940ec: 920217fc lbu r2,0x17fc(r16)        |Select action 0x00 AI 0x17fc
001940f0: 00000000 nop                       |
001940f4: 14400011 bne r2,r0,0x0019413c      #If Acting Unit will act first : branch to  Attack resolution section AI Action 0x00 is set to 0x01 if Unit act first and then move
001940f8: 00000000 nop                       |

--- MOVEMENT RESOLUTION -  Movement not taken and  Action taken or Move then Hit (AI 0x17fc = 0x00 ) ---
001940fc: a2001803 sb r0,0x1803(r16)             |Set Selected Action 0x07 = 0x00 AI 0x17fc + 0x07 - (unknown purpose, always seen at 0x00)
00194100: 8e031800 lw r3,0x1800(r16)             |Selected destination coordinates (X, Elevation and Y)
00194104: 8e020e30 lw r2,0x0e30(r16)             |Acting Unit  current Coordinates (X elevation and Y)
00194108: 00000000 nop                           |
0019410c: 1062000b beq r3,r2,0x0019413c          #If Caster is already at selected destination (not moving) : branch to Action resolution
00194110: 00000000 nop                           |
                                                 Else : Caster is not at selected destination (will move)
00194114: ae200000 sw r0,0x0000(r17)                 |Set action unit misc 0x158 = 0x00 (Will move)
00194118: 92021800 lbu r2,0x1800(r16)                |Load destination X
0019411c: 00000000 nop                               |
00194120: a6220004 sh r2,0x0004(r17)                 |Store Destination's X at Misc 0x15c
00194124: 92021802 lbu r2,0x1802(r16)                |Load Destination Y
00194128: 00000000 nop                               |
0019412c: a6220008 sh r2,0x0008(r17)                 |Store Destination's Y at Misc 0x160
00194130: 92021801 lbu r2,0x1801(r16)                |Load Destination Elevation
00194134: 08065063 j 0x0019418c                      >>Jump to  last section (transfer data)
00194138: a6220006 sh r2,0x0006(r17)                 |Store Destination's elvation at Misc 0x15e

--- ATTACK/ABILITY RESOLUTION - Movement Taken / Not moving / Hit then run (Action not taken and AI 0x17fc = 0x01) ---
0019413c: 8e0217f8 lw r2,0x17f8(r16)             |Acting Unit data pointer
00194140: 00000000 nop                           |
00194144: 90420188 lbu r2,0x0188(r2)             |Caster Action Taken flag
00194148: 00000000 nop                           |
0019414c: 14400006 bne r2,r0,0x00194168          #If Caster action is not Taken
00194150: 34020002 ori r2,r0,0x0002              |r2 = 0x02
00194154: 92021805 lbu r2,0x1805(r16)                |Selected Action Skillset
00194158: 00000000 nop                               |
0019415c: 14400006 bne r2,r0,0x00194178              #If Skillset <> 0x00 : branch to  Transfer Action data
00194160: 34020001 ori r2,r0,0x0001                  |
00194164: 34020002 ori r2,r0,0x0002                  |r2 = 0x02
                                                 Else : action is Taken or Skillset = 0x00 (selected action is move only)
00194168: 08065063 j 0x0019418c                      >>Jump to  last section (transfer data)
0019416c: ae220000 sw r2,0x0000(r17)                 |Store 0x02 at misc 0x158 (End of turn)

                  --- Illegal unit ID jump (r2 = 0x2) ---
00194170: 08065076 j 0x001941d8                      |Exit and do not transfer data return 0x00
00194174: ae220000 sw r2,0x0000(r17)                 |Store 0x02 at misc 0x158 (End of turn)

--- TRANSFERT ACTION DATA to MISC. Data (action not taken - skillset is valid) ---
                                                     '
00194178: ae220000 sw r2,0x0000(r17)             |Set Acting Unit misc 0x158 = 0x01 (will Act)
0019417c: 26240004 addiu r4,r17,0x0004           |Pointer to caster Misc 0x158 + 0x04
00194180: 26051804 addiu r5,r16,0x1804           |Pointer to selected Action + 0x08 (start of [battle 0x16e like] data
00194184: 0c066ac2 jal 0x0019ab08                |-->Transfer Halfword Values Transfer selected action data from  AI 0x1804 to misc 0x15c
00194188: 34060014 ori r6,r0,0x0014              |Copy 0x14 Bytes

-== LAST SECTION (transfer / preserve data) ==-
0019418c: 8e0217f8 lw r2,0x17f8(r16)         |Acting Unit data pointer
00194190: 8e0317f8 lw r3,0x17f8(r16)         |Acting Unit data pointer
00194194: 90420187 lbu r2,0x0187(r2)         |Movement Taken flag
00194198: 00000000 nop                       |
0019419c: a20219be sb r2,0x19be(r16)         |Preserve/Save movement taken flag
001941a0: 90620188 lbu r2,0x0188(r3)         |Action Taken flag
001941a4: 26040e30 addiu r4,r16,0x0e30       |Pointer to Active unit coordinates (AI 0xe30)
001941a8: 0c067c96 jal 0x0019f258            |-->Store units coordinates From AI data to Unit Battle data (0x47 0x48 0x49)
001941ac: a20219bd sb r2,0x19bd(r16)         |Preserve/Save action taken flag
001941b0: 3c04801a lui r4,0x801a             |
001941b4: 24840d94 addiu r4,r4,0x0d94        |AI 19d0  0x801a0d94 
001941b8: 24900018 addiu r16,r4,0x0018       |AI 19e8  0x801a0dac (1st part of selected action (move or act) may be stored here
001941bc: 02002821 addu r5,r16,r0            |
001941c0: 0c066ac2 jal 0x0019ab08            |-->Transfer Halfword Values Preserve AI 0x19e8 at AI 0x19d0 (can't find a case were 0x19d0 is read)
001941c4: 34060018 ori r6,r0,0x0018          |0x18 Bytes to send
001941c8: 02002021 addu r4,r16,r0            |0x801a0dac AI 19e8
001941cc: 02202821 addu r5,r17,r0            |Misc 0x158
001941d0: 0c066ac2 jal 0x0019ab08            |-->Transfer Halfword Values  Transfer data from Misc 0x158 to 0x801a0dac (AI 0x19e8) Update 19e8 with current instruction (move or act)
001941d4: 34060018 ori r6,r0,0x0018          |0x18 Bytes to send
001941d8: 00001021 addu r2,r0,r0             |Return 0x00

001941dc: 8fbf001c lw r31,0x001c(r29)
001941e0: 8fb20018 lw r18,0x0018(r29)
001941e4: 8fb10014 lw r17,0x0014(r29)
001941e8: 8fb00010 lw r16,0x0010(r29)
001941ec: 27bd0020 addiu r29,r29,0x0020
001941f0: 03e00008 jr r31
001941f4: 00000000 nop

Return locations

BATTLE.BIN
 00075384: Set_move/act_based_on_skillset