Difference between revisions of "Load Ability From Skillset"
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− | Load Ability From Skillset | + | '''SCUS_942.21''' - Load Ability From Skillset DUPLICATED : [[Get_Ability_ID_From_Skillset]] |
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Parameters : r4 - Skillset ID | Parameters : r4 - Skillset ID | ||
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Returns : r2 = Ability ID (halfword) | Returns : r2 = Ability ID (halfword) | ||
+ | r2 = 0x00 if Ability counter or skillset ID is invalid | ||
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0005a568: 288200b0 slti r2,r4,0x00b0 |{{f/std|Check if skillset is a monster skillset}} | 0005a568: 288200b0 slti r2,r4,0x00b0 |{{f/std|Check if skillset is a monster skillset}} |
Latest revision as of 18:24, 3 August 2023
SCUS_942.21 - Load Ability From Skillset DUPLICATED : Get_Ability_ID_From_Skillset ---------------------------------------------------------------------------------------------- Parameters : r4 - Skillset ID r5 - Ability counter (position in the skillset) Returns : r2 = Ability ID (halfword) r2 = 0x00 if Ability counter or skillset ID is invalid ---------------------------------------------------------------------------------------------- 0005a568: 288200b0 slti r2,r4,0x00b0 |Check if skillset is a monster skillset 0005a56c: 10400017 beq r2,r0,0x0005a5cc #If Not a monster skillset 0005a570: 28a20016 slti r2,r5,0x0016 |Check if Ability counter is valid (max is 0x15 for skillset) 0005a574: 1040002d beq r2,r0,0x0005a62c #Branch to END if Ability counter is invalid 0005a578: 00a03021 addu r6,r5,r0 |r6 = Ability Counter 0005a57c: 3c038006 lui r3,0x8006 | 0005a580: 24634a94 addiu r3,r3,0x4a94 |1st skillset data address 0005a584: 00041040 sll r2,r4,0x01 |Skillset ID * 2 0005a588: 00441021 addu r2,r2,r4 |ID * 3 0005a58c: 000210c0 sll r2,r2,0x03 |ID * 24 0005a590: 00441021 addu r2,r2,r4 |ID * 25 (Size of each skillset data) 0005a594: 04a10002 bgez r5,0x0005a5a0 #If counter < 0 ? 0005a598: 00432021 addu r4,r2,r3 |r4 = Pointer to Skillset's data 0005a59c: 24a60007 addiu r6,r5,0x0007 |r6 = Counter + 7 0005a5a0: 000618c3 sra r3,r6,0x03 |Ability Counter / 8 0x00 or 0x01 (used to check the [100h] flag of ability 0005a5a4: 00831021 addu r2,r4,r3 |Skillset pointer +0 or +1 0005a5a8: 000318c0 sll r3,r3,0x03 |Counter / 8 * 8 - 0x00 or 0x08 (prep bitmask for [100h] flag) 0005a5ac: 00a31823 subu r3,r5,r3 |r3 is between 0x00 and 0x07 (prep bitmask for [100h] flag) 0005a5b0: 90420000 lbu r2,0x0000(r2) |Load Ability Flag 1 or 2 (based on counter being more than 8 or not) 0005a5b4: 24630001 addiu r3,r3,0x0001 |Bitmask for [100h] flag between 0x1 and 0x8 0005a5b8: 00621004 sllv r2,r2,r3 |Shift ability flag so the ability [100h] becomes 0x100 0005a5bc: 00851821 addu r3,r4,r5 |Pointer to Ability ID byte in skillset data 0005a5c0: 90630003 lbu r3,0x0003(r3) |Load Ability ID (Byte without [100h] flag 0005a5c4: 08016989 j 0x0005a624 | 0005a5c8: 30420100 andi r2,r2,0x0100 |0x000 or 0x100 (will be added to r3 to gve the Ability ID) #Else : Monster section 0005a5cc: 288200e0 slti r2,r4,0x00e0 |Check if skillset is valid (last ID if 0xDF) 0005a5d0: 10400016 beq r2,r0,0x0005a62c #Branch to END if skillset ID is invalid 0005a5d4: 28a20004 slti r2,r5,0x0004 |Check if ability counter is valid (max is 0x3 for monsters) 0005a5d8: 10400014 beq r2,r0,0x0005a62c #Branch to END if ability counter is invalid 0005a5dc: 00a03021 addu r6,r5,r0 |r6 = Counter 0005a5e0: 3c038006 lui r3,0x8006 | 0005a5e4: 24635854 addiu r3,r3,0x5854 |Fake pointer to monster skillset (Avoid substraction of 0xB0 to set the offset) 0005a5e8: 00041080 sll r2,r4,0x02 |Skillset * 4 0005a5ec: 00441021 addu r2,r2,r4 |Skillset * 5 0005a5f0: 04a10002 bgez r5,0x0005a5fc #If Ability counter < 0x00 0005a5f4: 00432021 addu r4,r2,r3 |Pointer to monster skillset data 0005a5f8: 24a60007 addiu r6,r5,0x0007 |Ability Counter +7 0005a5fc: 000618c3 sra r3,r6,0x03 |Always 0x00 (for monsters) 0005a600: 00831021 addu r2,r4,r3 | 0005a604: 000318c0 sll r3,r3,0x03 |0x00 0005a608: 00a31823 subu r3,r5,r3 |r3 = Ability counter 0005a60c: 90420000 lbu r2,0x0000(r2) |Load Ability Flag 1 0005a610: 24630001 addiu r3,r3,0x0001 |Bitmask for [100h] flag between 0x1 and 0x4 0005a614: 00621004 sllv r2,r2,r3 |Shift ability flag so the ability [100h] becomes 0x100 0005a618: 00851821 addu r3,r4,r5 |Pointer to Ability ID byte in skillset data 0005a61c: 90630001 lbu r3,0x0001(r3) |Load Ability ID (Byte without [100h] flag 0005a620: 30420100 andi r2,r2,0x0100 |0x000 or 0x100 (will be added to r3 to gve the Ability ID) 0005a624: 0801698c j 0x0005a630 >>Avoid Ability ID nullification and returns ability ID 0005a628: 00621025 or r2,r3,r2 |returns Full Ability ID (Base ID + 0x100 flag) ---- Invalid ID/Ability counter ---- 0005a62c: 00001021 addu r2,r0,r0 |r2 = 0 (Attack) 0005a630: 03e00008 jr r31 0005a634: 00000000 nop
Return location
SCUS_942.21 0005a67c: Store Skillset's Abilities 0005cfac: Calculate Learned Abilities 0005d268: Calculate Unit's R/S/M Battle.bin 001807c4: Generate Crystal or Treasure 0018199c: Load ability data for skillset 00182380: Monster skill, frog attack ability loading 0018e830: Learn on hit 1 0018e964: Learn on hit 2