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