Difference between revisions of "Weapon Guard Usability"

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m
m (Added a note about how this routine is used by the Player Control Routine and what it seems to be for in that case.)
 
(One intermediate revision by one other user not shown)
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  Weapon Guard Usability (more likely : Check if unit can evade, since it used in abandon too)
 
  Weapon Guard Usability (more likely : Check if unit can evade, since it used in abandon too)
 +
Actually, this routine is used by the [Player Control Routine] too. Seems to be in order to check if the unit is underwater/being ridden/Don't Acted.
 
  - requires r4 = Target's Data Pointer
 
  - requires r4 = Target's Data Pointer
 
  - returns r2 = 0x00 if unit can evade, 0x01 if can not, 0x02 if underwater (no evasion either)
 
  - returns r2 = 0x00 if unit can evade, 0x01 if can not, 0x02 if underwater (no evasion either)
Line 55: Line 56:
 
  00140b4c: - [[00140b04_-_00140cd0]]
 
  00140b4c: - [[00140b04_-_00140cd0]]
 
  00140d30: - [[Ability_selected_routine]]
 
  00140d30: - [[Ability_selected_routine]]
  0017da74: - [[MP Cost (Half of MP) Section]]  Duplicated [[Ability_Usage_Checks_and_MP_Reduction]]
+
  0017da74: - [[Ability_Usage_Checks_and_MP_Reduction]]
 
  0017e1f4: - [[Main_reaction_routine%3F]]
 
  0017e1f4: - [[Main_reaction_routine%3F]]
 
  00181280: - [[Player Control Routine?]]
 
  00181280: - [[Player Control Routine?]]

Latest revision as of 19:45, 21 April 2024

Weapon Guard Usability (more likely : Check if unit can evade, since it used in abandon too)
Actually, this routine is used by the [Player Control Routine] too. Seems to be in order to check if the unit is underwater/being ridden/Don't Acted. 
- requires r4 = Target's Data Pointer
- returns r2 = 0x00 if unit can evade, 0x01 if can not, 0x02 if underwater (no evasion either)
----------------------------------------------------------------------------------------------------
0018130c: 27bdffe8 addiu r29,r29,0xffe8     |
00181310: afb00010 sw r16,0x0010(r29)       |
00181314: 00808021 addu r16,r4,r0           |r16 = Target's Data Pointer
00181318: afbf0014 sw r31,0x0014(r29)       |
0018131c: 9202005c lbu r2,0x005c(r16)       |r2 = Target 5th set of statuses  /5th set of statuses
00181320: 00000000 nop                      |
00181324: 30420004 andi r2,r2,0x0004        |r2 = 0x04 if target has don't act - else 0x00
00181328: 14400020 bne r2,r0,0x001813ac     #If target can act /Else Target has Don't Act - branch to end (r2 = 0x01)
0018132c: 34020001 ori r2,r0,0x0001         |r2 = 0x01
00181330: 92020182 lbu r2,0x0182(r16)            |r2 = target mount info /Mount Info
00181334: 00000000 nop                           |
00181338: 30420040 andi r2,r2,0x0040             |r2 = 0x40 
0018133c: 1440001b bne r2,r0,0x001813ac          #If target is not being ridden /Else Target is being ridden Branch to end (r2 = 0x01)
00181340: 34020001 ori r2,r0,0x0001              |r2 = 1
00181344: 0c060428 jal 0x001810a0                    |-->Map Location Calculation Return r2 = Tile ID
00181348: 02002021 addu r4,r16,r0                    |r4 = Target data pointer
0018134c: 000210c0 sll r2,r2,0x03                    |Tile ID * 8 (tile offset in tile data table)
00181350: 3c018019 lui r1,0x8019                     |
00181354: 00220821 addu r1,r1,r2                     |r1 = 8019 + Tiles offset
00181358: 9022f8cf lbu r2,-0x0731(r1)                |r2 = Targt tile Depht + height/2  0x8018F8CC + 0x03  + tile ID*8
0018135c: 00000000 nop                               |
00181360: 00021142 srl r2,r2,0x05                    |r2 = tiles depht
00181364: 28420002 slti r2,r2,0x0002                 |r2 = 0x01 if depht is 0 or 1
00181368: 14400010 bne r2,r0,0x001813ac              #If Depht >= 2 /Else Depth <= 1 Branch to end (r2 = 0x00)
0018136c: 00001021 addu r2,r0,r0                     |r2 = 0x00
00181370: 9202005a lbu r2,0x005a(r16)                    |r3 = Target 3rd set of statuses /3rd set of statuses
00181374: 00000000 nop                                   |
00181378: 30420046 andi r2,r2,0x0046                     |r2 <> 0x00 if target has either chicken, frog or float
0018137c: 1440000b bne r2,r0,0x001813ac                  #If r2 = 0x00 (target don't have chicken, frog or float) /Else Branch to end (r2 = 0x00)
00181380: 00001021 addu r2,r0,r0                         |r2 = 0x00
00181384: 92020095 lbu r2,0x0095(r16)                        |r2 = target third set of mouvement skill
00181388: 00000000 nop                                       |
0018138c: 304200c8 andi r2,r2,0x00c8                         |r2 <> 0x00 if Branch if Target has Move in/Walk on Water/Float
00181390: 14400006 bne r2,r0,0x001813ac                      #If Target is underwater /Else Target has Move in/Walk on Water/Float - Branch to end (r2 = 0x00)
00181394: 00001021 addu r2,r0,r0                             |r2 = 0x00
00181398: 92020182 lbu r2,0x0182(r16)                            |r2 = target mount info /Mount Info
0018139c: 00000000 nop                                           |
001813a0: 30420080 andi r2,r2,0x0080                             |r2 = 0x80 if target is ridding a unit - Else 0x00
001813a4: 2c420001 sltiu r2,r2,0x0001                            |r2 = 0x01 if not riding a unit - Else 0x00
001813a8: 00021040 sll r2,r2,0x01                                |r2 = 0x02 if not riding a unit  - r2 = 0x00 if riding (can evade attack)
001813ac: 8fbf0014 lw r31,0x0014(r29)                            
001813b0: 8fb00010 lw r16,0x0010(r29)                            
001813b4: 27bd0018 addiu r29,r29,0x0018                          
001813b8: 03e00008 jr r31                                        
001813bc: 00000000 nop                                           


Return Locations

BATTLE.bin
00140534: - 001404cc - 00140728
00140b4c: - 00140b04_-_00140cd0
00140d30: - Ability_selected_routine
0017da74: - Ability_Usage_Checks_and_MP_Reduction
0017e1f4: - Main_reaction_routine?
00181280: - Player Control Routine?
00183d24: - Able to move/act checks (Menu?)
00184fc8: - Equipment Evasion Setting (Physical)
00185394: - Abandon_Calculation
0018c954: - Check_if_unit_can_react_1
0018caa0: - 'Reflect', Blade Grasp, and Arrow Guard