Difference between revisions of "Set attack animation flags and facing 3"

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m (Jal link)
m
 
Line 9: Line 9:
 
  00082c28: 3c018009 lui r1,0x8009
 
  00082c28: 3c018009 lui r1,0x8009
 
  00082c2c: 00220821 addu r1,r1,r2
 
  00082c2c: 00220821 addu r1,r1,r2
  00082c30: 90234749 lbu r3,0x4749(r1) load spritesheet type?
+
  00082c30: 90234749 lbu r3,0x4749(r1) load spritesheet SEQ type
 
  00082c34: 00000000 nop
 
  00082c34: 00000000 nop
  00082c38: 28620008 slti r2,r3,0x0008
+
  00082c38: 28620008 slti r2,r3,0x0008                   check if invalid (this could include wep/wep2/eff/eff2/trap, if that should accidentally occur.)
  00082c3c: 10400006 beq r2,r0,0x00082c58 branch if invalid?
+
  00082c3c: 10400006 beq r2,r0,0x00082c58 branch if invalid
  00082c40: 28620005 slti r2,r3,0x0005
+
  00082c40: 28620005 slti r2,r3,0x0005                          
  00082c44: 14400004 bne r2,r0,0x00082c58 branch if not kanzen
+
  00082c44: 14400004 bne r2,r0,0x00082c58 branch if not RUKA, ARUTE, KANZEN
 
  00082c48: 3404002c ori r4,r0,0x002c animation flag = 0x2c
 
  00082c48: 3404002c ori r4,r0,0x002c animation flag = 0x2c
 
  00082c4c: 84c50070 lh r5,0x0070(r6) load facing
 
  00082c4c: 84c50070 lh r5,0x0070(r6) load facing
  00082c50: 08020b2b j 0x00082cac
+
  00082c50: 08020b2b j 0x00082cac if lucavi/altima SEQ, use animation 0x2c (cast execute) and store
 
  00082c54: 00000000 nop
 
  00082c54: 00000000 nop
 
  00082c58: 94c30138 lhu r3,0x0138(r6) load used ability
 
  00082c58: 94c30138 lhu r3,0x0138(r6) load used ability
Line 25: Line 25:
 
  00082c68: 3c018009 lui r1,0x8009
 
  00082c68: 3c018009 lui r1,0x8009
 
  00082c6c: 00220821 addu r1,r1,r2
 
  00082c6c: 00220821 addu r1,r1,r2
  00082c70: 90243e11 lbu r4,0x3e11(r1) load 2nd flag
+
  00082c70: 90243e11 lbu r4,0x3e11(r1) load animation to play
 
  00082c74: 00000000 nop
 
  00082c74: 00000000 nop
  00082c78: 14800005 bne r4,r0,0x00082c90 branch if not 00 weapon strike?
+
  00082c78: 14800005 bne r4,r0,0x00082c90 branch if not 00 weapon strike
 
  00082c7c: 34020001 ori r2,r0,0x0001
 
  00082c7c: 34020001 ori r2,r0,0x0001
  00082c80: 0c020a23 jal 0x0008288c                      [[Target_spritesheet_calculations%3F]]
+
  00082c80: 0c020a23 jal 0x0008288c                      [[Target_spritesheet_calculations%3F]] if 00, calculate animation based on weapon equipped
 
  00082c84: 00c02021 addu r4,r6,r0
 
  00082c84: 00c02021 addu r4,r6,r0
 
  00082c88: 08020b2d j 0x00082cb4
 
  00082c88: 08020b2d j 0x00082cb4
 
  00082c8c: 00000000 nop
 
  00082c8c: 00000000 nop
  00082c90: 14820005 bne r4,r2,0x00082ca8 branch if not item ability?
+
  00082c90: 14820005 bne r4,r2,0x00082ca8 branch if not 01 (item/throw?)
 
  00082c94: 00000000 nop
 
  00082c94: 00000000 nop
 
  00082c98: 0c020a91 jal 0x00082a44                      [[Set_animation_for_Item_abilities]]
 
  00082c98: 0c020a91 jal 0x00082a44                      [[Set_animation_for_Item_abilities]]

Latest revision as of 05:47, 10 January 2024

00082c10: 27bdffe8 addiu r29,r29,0xffe8
00082c14: 00803021 addu r6,r4,r0
00082c18: afbf0010 sw r31,0x0010(r29)
00082c1c: 90c20006 lbu r2,0x0006(r6)			load spritesheet ID
00082c20: 00000000 nop
00082c24: 00021080 sll r2,r2,0x02				ID*4
00082c28: 3c018009 lui r1,0x8009
00082c2c: 00220821 addu r1,r1,r2
00082c30: 90234749 lbu r3,0x4749(r1)			load spritesheet SEQ type
00082c34: 00000000 nop
00082c38: 28620008 slti r2,r3,0x0008                   check if invalid (this could include wep/wep2/eff/eff2/trap, if that should accidentally occur.)
00082c3c: 10400006 beq r2,r0,0x00082c58			branch if invalid
00082c40: 28620005 slti r2,r3,0x0005                           
00082c44: 14400004 bne r2,r0,0x00082c58			branch if not RUKA, ARUTE, KANZEN
00082c48: 3404002c ori r4,r0,0x002c				animation flag = 0x2c
00082c4c: 84c50070 lh r5,0x0070(r6)				load facing
00082c50: 08020b2b j 0x00082cac				if lucavi/altima SEQ, use animation 0x2c (cast execute) and store
00082c54: 00000000 nop
00082c58: 94c30138 lhu r3,0x0138(r6)			load used ability
00082c5c: 00000000 nop
00082c60: 00031040 sll r2,r3,0x01
00082c64: 00431021 addu r2,r2,r3
00082c68: 3c018009 lui r1,0x8009
00082c6c: 00220821 addu r1,r1,r2
00082c70: 90243e11 lbu r4,0x3e11(r1)			load animation to play
00082c74: 00000000 nop
00082c78: 14800005 bne r4,r0,0x00082c90			branch if not 00 weapon strike
00082c7c: 34020001 ori r2,r0,0x0001				
00082c80: 0c020a23 jal 0x0008288c                      Target_spritesheet_calculations? if 00, calculate animation based on weapon equipped
00082c84: 00c02021 addu r4,r6,r0
00082c88: 08020b2d j 0x00082cb4
00082c8c: 00000000 nop
00082c90: 14820005 bne r4,r2,0x00082ca8			branch if not 01 (item/throw?)
00082c94: 00000000 nop
00082c98: 0c020a91 jal 0x00082a44                      Set_animation_for_Item_abilities
00082c9c: 00c02021 addu r4,r6,r0
00082ca0: 08020b2d j 0x00082cb4
00082ca4: 00000000 nop
00082ca8: 84c50070 lh r5,0x0070(r6)
00082cac: 0c02065e jal 0x00081978                      Store_unit_animation_and_facing_value
00082cb0: 00000000 nop
00082cb4: 8fbf0010 lw r31,0x0010(r29)
00082cb8: 27bd0018 addiu r29,r29,0x0018
00082cbc: 03e00008 jr r31
00082cc0: 00000000 nop