Difference between revisions of "001ade7c - 001adfa8"

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  001ade88: afb10014 sw r17,0x0014(r29)
 
  001ade88: afb10014 sw r17,0x0014(r29)
 
  001ade8c: afbf0018 sw r31,0x0018(r29)
 
  001ade8c: afbf0018 sw r31,0x0018(r29)
  001ade90: 0c06b60a jal 0x001ad828 #[[001ad828 - 001ad940]] - effect related (like really dense effect related.)
+
  001ade90: 0c06b60a jal 0x001ad828 #[[001ad828 - 001ad940]] - returns current ETID
 
  001ade94: 00a08821 addu r17,r5,r0 #stack + 0x30
 
  001ade94: 00a08821 addu r17,r5,r0 #stack + 0x30
  001ade98: 304200ff andi r2,r2,0x00ff #No. effects played? target ID in relation to being targeted? (so, first target hit is 1, second target hit is 2, etc)
+
  001ade98: 304200ff andi r2,r2,0x00ff #current ETID
 
  001ade9c: 00021880 sll r3,r2,0x02 #
 
  001ade9c: 00021880 sll r3,r2,0x02 #
 
  001adea0: 00621821 addu r3,r3,r2
 
  001adea0: 00621821 addu r3,r3,r2
 
  001adea4: 00031880 sll r3,r3,0x02
 
  001adea4: 00031880 sll r3,r3,0x02
 
  001adea8: 00621821 addu r3,r3,r2
 
  001adea8: 00621821 addu r3,r3,r2
  001adeac: 00031880 sll r3,r3,0x02 #ID * 0x14
+
  001adeac: 00031880 sll r3,r3,0x02 #ID * 0x54
 
  001adeb0: 3c01801c lui r1,0x801c
 
  001adeb0: 3c01801c lui r1,0x801c
 
  001adeb4: 00230821 addu r1,r1,r3
 
  001adeb4: 00230821 addu r1,r1,r3
  001adeb8: a4308ba0 sh r16,-0x7460(r1) #store...? (the pain of this being in that 0x54 effect table is felt. though this seems to be why effects + bows don't work well.)
+
  001adeb8: a4308ba0 sh r16,-0x7460(r1) #store secondary effect from weapon type (as parsed)
 
  001adebc: 3c01801c lui r1,0x801c
 
  001adebc: 3c01801c lui r1,0x801c
 
  001adec0: 00230821 addu r1,r1,r3
 
  001adec0: 00230821 addu r1,r1,r3
  001adec4: 94248ba0 lhu r4,-0x7460(r1)
+
  001adec4: 94248ba0 lhu r4,-0x7460(r1) #load secondary effect from weapon (X-bows: linear projectile (3), bows: arc arrow (1). thrown items are all 0.)
 
  001adec8: 00108403 sra r16,r16,0x10
 
  001adec8: 00108403 sra r16,r16,0x10
 
  001adecc: 3c01801c lui r1,0x801c
 
  001adecc: 3c01801c lui r1,0x801c
 
  001aded0: 00230821 addu r1,r1,r3
 
  001aded0: 00230821 addu r1,r1,r3
  001aded4: a4208ba8 sh r0,-0x7458(r1) #0
+
  001aded4: a4208ba8 sh r0,-0x7458(r1) #store 0 at ETID's 0xc
 
  001aded8: 3c01801c lui r1,0x801c
 
  001aded8: 3c01801c lui r1,0x801c
 
  001adedc: 00230821 addu r1,r1,r3
 
  001adedc: 00230821 addu r1,r1,r3
  001adee0: a4308ba2 sh r16,-0x745e(r1) #stores 0 every time.
+
  001adee0: a4308ba2 sh r16,-0x745e(r1) #ability element (if parsed)
 
  001adee4: 00042080 sll r4,r4,0x02
 
  001adee4: 00042080 sll r4,r4,0x02
 
  001adee8: 3c01801c lui r1,0x801c
 
  001adee8: 3c01801c lui r1,0x801c
 
  001adeec: 00240821 addu r1,r1,r4
 
  001adeec: 00240821 addu r1,r1,r4
  001adef0: 902484dc lbu r4,-0x7b24(r1)
+
  001adef0: 902484dc lbu r4,-0x7b24(r1) #load secondary effect's functoin byte
 
  001adef4: 3c01801c lui r1,0x801c
 
  001adef4: 3c01801c lui r1,0x801c
 
  001adef8: 00230821 addu r1,r1,r3
 
  001adef8: 00230821 addu r1,r1,r3
  001adefc: a0248b9f sb r4,-0x7461(r1)
+
  001adefc: a0248b9f sb r4,-0x7461(r1) #stores to ETID data
 
  001adf00: 3c04801c lui r4,0x801c
 
  001adf00: 3c04801c lui r4,0x801c
 
  001adf04: 24848bac addiu r4,r4,0x8bac
 
  001adf04: 24848bac addiu r4,r4,0x8bac
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  001adf54: b8850000 swr r5,0x0000(r4)
 
  001adf54: b8850000 swr r5,0x0000(r4)
 
  001adf58: a8860007 swl r6,0x0007(r4)
 
  001adf58: a8860007 swl r6,0x0007(r4)
  001adf5c: b8860004 swr r6,0x0004(r4) #store to that 0x54 table that I despise.
+
  001adf5c: b8860004 swr r6,0x0004(r4) #store to that 0x54 table that I despise. (above needs to be verified. later.)
 
  001adf60: a4870008 sh r7,0x0008(r4)
 
  001adf60: a4870008 sh r7,0x0008(r4)
 
  001adf64: 962500c6 lhu r5,0x00c6(r17) #used weapon ID
 
  001adf64: 962500c6 lhu r5,0x00c6(r17) #used weapon ID

Latest revision as of 05:56, 27 May 2023

001ade7c: 27bdffe0 addiu r29,r29,0xffe0
001ade80: afb00010 sw r16,0x0010(r29)
001ade84: 00808021 addu r16,r4,r0
001ade88: afb10014 sw r17,0x0014(r29)
001ade8c: afbf0018 sw r31,0x0018(r29)
001ade90: 0c06b60a jal 0x001ad828			#001ad828 - 001ad940 - returns current ETID
001ade94: 00a08821 addu r17,r5,r0			#stack + 0x30
001ade98: 304200ff andi r2,r2,0x00ff			#current ETID
001ade9c: 00021880 sll r3,r2,0x02			#
001adea0: 00621821 addu r3,r3,r2
001adea4: 00031880 sll r3,r3,0x02
001adea8: 00621821 addu r3,r3,r2
001adeac: 00031880 sll r3,r3,0x02			#ID * 0x54
001adeb0: 3c01801c lui r1,0x801c
001adeb4: 00230821 addu r1,r1,r3
001adeb8: a4308ba0 sh r16,-0x7460(r1)			#store secondary effect from weapon type (as parsed)
001adebc: 3c01801c lui r1,0x801c
001adec0: 00230821 addu r1,r1,r3
001adec4: 94248ba0 lhu r4,-0x7460(r1)			#load secondary effect from weapon (X-bows: linear projectile (3), bows: arc arrow (1). thrown items are all 0.)
001adec8: 00108403 sra r16,r16,0x10
001adecc: 3c01801c lui r1,0x801c
001aded0: 00230821 addu r1,r1,r3
001aded4: a4208ba8 sh r0,-0x7458(r1)			#store 0 at ETID's 0xc
001aded8: 3c01801c lui r1,0x801c
001adedc: 00230821 addu r1,r1,r3
001adee0: a4308ba2 sh r16,-0x745e(r1)			#ability element (if parsed)
001adee4: 00042080 sll r4,r4,0x02
001adee8: 3c01801c lui r1,0x801c
001adeec: 00240821 addu r1,r1,r4
001adef0: 902484dc lbu r4,-0x7b24(r1)			#load secondary effect's functoin byte
001adef4: 3c01801c lui r1,0x801c
001adef8: 00230821 addu r1,r1,r3
001adefc: a0248b9f sb r4,-0x7461(r1)			#stores to ETID data
001adf00: 3c04801c lui r4,0x801c
001adf04: 24848bac addiu r4,r4,0x8bac
001adf08: 00642821 addu r5,r3,r4			#0x801b8bac + target ID No.
001adf0c: 8a2600a7 lwl r6,0x00a7(r17)			#a4, a5, a6, a7 (a6 & a7 are attacker misc unit ID.)
001adf10: 9a2600a4 lwr r6,0x00a4(r17)
001adf14: 8a2700ab lwl r7,0x00ab(r17)
001adf18: 9a2700a8 lwr r7,0x00a8(r17)			#unrelated(?) stack
001adf1c: 862800ac lh r8,0x00ac(r17)
001adf20: a8a60003 swl r6,0x0003(r5)
001adf24: b8a60000 swr r6,0x0000(r5)			#store attacker misc ID to 0x801b8ba2
001adf28: a8a70007 swl r7,0x0007(r5)
001adf2c: b8a70004 swr r7,0x0004(r5)
001adf30: a4a80008 sh r8,0x0008(r5)
001adf34: 2484000a addiu r4,r4,0x000a
001adf38: 00642021 addu r4,r3,r4			#that before but + 0xa
001adf3c: 8a250007 lwl r5,0x0007(r17)			#only for 1st onwards ID: loads hit effect (0x7), only for 0th ID: tile X (0x6,0x7), hit flag? (0x4,0x5)
001adf40: 9a250004 lwr r5,0x0004(r17)
001adf44: 8a26000b lwl r6,0x000b(r17)			#only for 0th ID?: tile Y and height level
001adf48: 9a260008 lwr r6,0x0008(r17)
001adf4c: 8627000c lh r7,0x000c(r17)
001adf50: a8850003 swl r5,0x0003(r4)
001adf54: b8850000 swr r5,0x0000(r4)
001adf58: a8860007 swl r6,0x0007(r4)
001adf5c: b8860004 swr r6,0x0004(r4)			#store to that 0x54 table that I despise. (above needs to be verified. later.)
001adf60: a4870008 sh r7,0x0008(r4)
001adf64: 962500c6 lhu r5,0x00c6(r17)			#used weapon ID
001adf68: 34040001 ori r4,r0,0x0001
001adf6c: 3c01801c lui r1,0x801c
001adf70: 00230821 addu r1,r1,r3
001adf74: ac248ba4 sw r4,-0x745c(r1)
001adf78: 3c01801c lui r1,0x801c
001adf7c: 00230821 addu r1,r1,r3
001adf80: ac258bc0 sw r5,-0x7440(r1)			#store used weapon ID
001adf84: 96240000 lhu r4,0x0000(r17)			#load hit counter
001adf88: 3c01801c lui r1,0x801c
001adf8c: 00230821 addu r1,r1,r3
001adf90: ac248bc4 sw r4,-0x743c(r1)			#store hit counter
001adf94: 8fbf0018 lw r31,0x0018(r29)
001adf98: 8fb10014 lw r17,0x0014(r29)
001adf9c: 8fb00010 lw r16,0x0010(r29)
001adfa0: 27bd0020 addiu r29,r29,0x0020
001adfa4: 03e00008 jr r31
001adfa8: 00000000 nop