Difference between revisions of "Set some target coordinates/attacker animation, others"
Jump to navigation
Jump to search
(Created page with "<font face='Courier New'> 00073b9c: 27bdffc0 addiu r29,r29,0xffc0 00073ba0: 34020001 ori r2,r0,0x0001 00073ba4: 3c018004 lui r1,0x8004 00073ba8: ac225980 sw r2,0x5980(r1...") |
|||
Line 27: | Line 27: | ||
00073bfc: 00000000 nop | 00073bfc: 00000000 nop | ||
00073c00: 1040001c beq r2,r0,0x00073c74 branch if no targets hit? | 00073c00: 1040001c beq r2,r0,0x00073c74 branch if no targets hit? | ||
− | 00073c04: 2653018c addiu r19,r18,0x018c r19 = misc data + 0x18c | + | 00073c04: 2653018c addiu r19,r18,0x018c r19 = misc data + 0x18c (misc current action data) |
Check some reaction | Check some reaction | ||
− | 00073c08: 1040001a beq r2,r0,0x00073c74 | + | 00073c08: 1040001a beq r2,r0,0x00073c74 Branch if no targets hit? again? |
− | 00073c0c: 00008821 addu r17,r0,r0 | + | 00073c0c: 00008821 addu r17,r0,r0 r17 = 0 |
− | 00073c10: 2414ffff addiu r20,r0,0xffff | + | 00073c10: 2414ffff addiu r20,r0,0xffff r20 = -1 |
00073c14: 02711021 addu r2,r19,r17 r2 = misc data + 0x18c | 00073c14: 02711021 addu r2,r19,r17 r2 = misc data + 0x18c | ||
00073c18: 90440002 lbu r4,0x0002(r2) load target ID | 00073c18: 90440002 lbu r4,0x0002(r2) load target ID | ||
Line 38: | Line 38: | ||
00073c24: 00408021 addu r16,r2,r0 | 00073c24: 00408021 addu r16,r2,r0 | ||
00073c28: 1200000d beq r16,r0,0x00073c60 branch if no misc data found? | 00073c28: 1200000d beq r16,r0,0x00073c60 branch if no misc data found? | ||
− | 00073c2c: 26310001 addiu r17,r17,0x0001 | + | 00073c2c: 26310001 addiu r17,r17,0x0001 r17 + 1 (r17 is number of accounted targets) |
00073c30: 8e020134 lw r2,0x0134(r16) load target unit data | 00073c30: 8e020134 lw r2,0x0134(r16) load target unit data | ||
00073c34: 00000000 nop | 00073c34: 00000000 nop |
Revision as of 04:13, 25 October 2021
00073b9c: 27bdffc0 addiu r29,r29,0xffc0 00073ba0: 34020001 ori r2,r0,0x0001 00073ba4: 3c018004 lui r1,0x8004 00073ba8: ac225980 sw r2,0x5980(r1) 00073bac: 3402002c ori r2,r0,0x002c 00073bb0: afbf003c sw r31,0x003c(r29) 00073bb4: afb40038 sw r20,0x0038(r29) 00073bb8: afb30034 sw r19,0x0034(r29) 00073bbc: afb20030 sw r18,0x0030(r29) 00073bc0: afb1002c sw r17,0x002c(r29) 00073bc4: afb00028 sw r16,0x0028(r29) 00073bc8: 3c018009 lui r1,0x8009 00073bcc: ac2260e4 sw r2,0x60e4(r1) 00073bd0: 0c01e875 jal 0x0007a1d4 get misc unit data 00073bd4: 00000000 nop 00073bd8: 00409021 addu r18,r2,r0 00073bdc: 924201b5 lbu r2,0x01b5(r18) 00073be0: 00000000 nop 00073be4: 14400004 bne r2,r0,0x00073bf8 branch if ?? != 0 00073be8: a6400008 sh r0,0x0008(r18) ?? 00073bec: 02402021 addu r4,r18,r0 00073bf0: 0c01c9cf jal 0x0007273c set sprite facing direction for attack? 00073bf4: 00002821 addu r5,r0,r0 00073bf8: 9242018d lbu r2,0x018d(r18) load target hit counter 00073bfc: 00000000 nop 00073c00: 1040001c beq r2,r0,0x00073c74 branch if no targets hit? 00073c04: 2653018c addiu r19,r18,0x018c r19 = misc data + 0x18c (misc current action data) Check some reaction 00073c08: 1040001a beq r2,r0,0x00073c74 Branch if no targets hit? again? 00073c0c: 00008821 addu r17,r0,r0 r17 = 0 00073c10: 2414ffff addiu r20,r0,0xffff r20 = -1 00073c14: 02711021 addu r2,r19,r17 r2 = misc data + 0x18c 00073c18: 90440002 lbu r4,0x0002(r2) load target ID 00073c1c: 0c01e9c9 jal 0x0007a724 find misc unit data 00073c20: 00000000 nop 00073c24: 00408021 addu r16,r2,r0 00073c28: 1200000d beq r16,r0,0x00073c60 branch if no misc data found? 00073c2c: 26310001 addiu r17,r17,0x0001 r17 + 1 (r17 is number of accounted targets) 00073c30: 8e020134 lw r2,0x0134(r16) load target unit data 00073c34: 00000000 nop 00073c38: 9044018a lbu r4,0x018a(r2) load unit ID 00073c3c: 0c062f82 jal 0x0018be08 Main reaction routine 00073c40: 00000000 nop 00073c44: 14540006 bne r2,r20,0x00073c60 branch if reaction occurred? 00073c48: ae020180 sw r2,0x0180(r16) store reaction ID? 00073c4c: 8e020134 lw r2,0x0134(r16) 00073c50: 00000000 nop 00073c54: 9044018a lbu r4,0x018a(r2) 00073c58: 0c05fb06 jal 0x0017ec18 map/panel validation? 00073c5c: 26050184 addiu r5,r16,0x0184 r5 = target misc data + 0x184 00073c60: 92620001 lbu r2,0x0001(r19) load hit counter 00073c64: 00000000 nop 00073c68: 0222102a slt r2,r17,r2 set if counter < hit counter 00073c6c: 1440ffea bne r2,r0,0x00073c18 branch if so 00073c70: 02711021 addu r2,r19,r17 r2 = address of next target in list 00073c74: 3c038009 lui r3,0x8009 00073c78: 8c636214 lw r3,0x6214(r3) load action phase 00073c7c: 34020001 ori r2,r0,0x0001 00073c80: 1462002b bne r3,r2,0x00073d30 branch if not first attack 00073c84: 34020200 ori r2,r0,0x0200 00073c88: 96420138 lhu r2,0x0138(r18) load used ability ID 00073c8c: 00000000 nop 00073c90: 1040001d beq r2,r0,0x00073d08 branch if = 0x00 (attack) 00073c94: 00000000 nop If not attack 00073c98: 9242013a lbu r2,0x013a(r18) load used Item/weapon ID 00073c9c: 00000000 nop 00073ca0: 2442ffb6 addiu r2,r2,0xffb6 00073ca4: 2c420002 sltiu r2,r2,0x0002 00073ca8: 14400009 bne r2,r0,0x00073cd0 branch if item is an elemental gun 00073cac: 3402004c ori r2,r0,0x004c 00073cb0: 9243013a lbu r3,0x013a(r18) load used item/weapon 00073cb4: 00000000 nop 00073cb8: 10620005 beq r3,r2,0x00073cd0 branch if = blast gun 00073cbc: 00000000 nop 00073cc0: 92620017 lbu r2,0x0017(r19) load last attack used 00073cc4: 00000000 nop 00073cc8: 1040005c beq r2,r0,0x00073e3c branch if = attack 00073ccc: 00000000 nop Elemental Gun 00073cd0: 96420138 lhu r2,0x0138(r18) load used ability 00073cd4: 00000000 nop 00073cd8: 1040000b beq r2,r0,0x00073d08 branch if = attack 00073cdc: 00000000 nop 00073ce0: 9242013a lbu r2,0x013a(r18) load used item/weapon 00073ce4: 00000000 nop 00073ce8: 2442ffb6 addiu r2,r2,0xffb6 00073cec: 2c420002 sltiu r2,r2,0x0002 00073cf0: 14400005 bne r2,r0,0x00073d08 branch if elemental gun (again) 00073cf4: 3402004c ori r2,r0,0x004c 00073cf8: 9243013a lbu r3,0x013a(r18) 00073cfc: 00000000 nop 00073d00: 14620071 bne r3,r2,0x00073ec8 Skip to end if not an elemental gun 00073d04: 00000000 nop Don't overwrite animation Attack + elemental gun 00073d08: 92620001 lbu r2,0x0001(r19) load hit counter 00073d0c: 00000000 nop 00073d10: 1040006a beq r2,r0,0x00073ebc branch if no targets hit 00073d14: 02402021 addu r4,r18,r0 r4 = misc data 00073d18: 92640002 lbu r4,0x0002(r19) load target ID 00073d1c: 0c01e9c9 jal 0x0007a724 get misc data 00073d20: 00000000 nop 00073d24: 02402021 addu r4,r18,r0 00073d28: 0801cfb0 j 0x00073ec0 jump to bottom 00073d2c: 00402821 addu r5,r2,r0 <Change Facing/coordinates for multi hits?> If targeting or reacting 00073d30: 96440138 lhu r4,0x0138(r18) load used ability 00073d34: 00000000 nop 00073d38: 14820028 bne r4,r2,0x00073ddc branch if not = 0x200 00073d3c: 340201b8 ori r2,r0,0x01b8 00073d40: 9242018d lbu r2,0x018d(r18) load target hit counter 00073d44: 00000000 nop 00073d48: 1840005f blez r2,0x00073ec8 branch if no targets hit 00073d4c: 00008821 addu r17,r0,r0 00073d50: 02711021 addu r2,r19,r17 00073d54: 90440002 lbu r4,0x0002(r2) load target ID 00073d58: 0c01e9c9 jal 0x0007a724 get misc data 00073d5c: 00000000 nop 00073d60: 00408021 addu r16,r2,r0 00073d64: 12000016 beq r16,r0,0x00073dc0 branch if unit data not found? 00073d68: 00000000 nop 00073d6c: 924201a8 lbu r2,0x01a8(r18) load target X coordinate 00073d70: 86080070 lh r8,0x0070(r16) load facing 00073d74: 8e030134 lw r3,0x0134(r16) r3 = unit data 00073d78: a202007c sb r2,0x007c(r16) store X coordinate (to move to?) 00073d7c: 924201a9 lbu r2,0x01a9(r18) load Y 00073d80: 9205007c lbu r5,0x007c(r16) load X 00073d84: a202007d sb r2,0x007d(r16) store Y coordinate (to move to?) 00073d88: 924201aa lbu r2,0x01aa(r18) load map level 00073d8c: 9206007d lbu r6,0x007d(r16) load Y 00073d90: a202007e sb r2,0x007e(r16) store map level 00073d94: 9064018a lbu r4,0x018a(r3) load unit ID 00073d98: 9207007e lbu r7,0x007e(r16) load map level 00073d9c: 05010003 bgez r8,0x00073dac branch if facing is greater/equal to zero 00073da0: 00081282 srl r2,r8,0x0a 00073da4: 250803ff addiu r8,r8,0x03ff 00073da8: 00081282 srl r2,r8,0x0a 00073dac: 304200ff andi r2,r2,0x00ff 00073db0: 0c05ff77 jal 0x0017fddc set rider/mount data? 00073db4: afa20010 sw r2,0x0010(r29) 00073db8: 0c0206c3 jal 0x00081b0c ?? 00073dbc: 02002021 addu r4,r16,r0 00073dc0: 9242018d lbu r2,0x018d(r18) load hit counter 00073dc4: 26310001 addiu r17,r17,0x0001 coutner++ 00073dc8: 0222102a slt r2,r17,r2 set if counter < hit counter 00073dcc: 1440ffe1 bne r2,r0,0x00073d54 branch if so 00073dd0: 02711021 addu r2,r19,r17 r2 = next targets address in list 00073dd4: 0801cfb2 j 0x00073ec8 jump to end, don't store animation 00073dd8: 00000000 nop ability is not 0x200 00073ddc: 86630020 lh r3,0x0020(r19) load ?? 00073de0: 00000000 nop 00073de4: 10620038 beq r3,r2,0x00073ec8 branch if not = 0x18d? 00073de8: 00000000 nop 00073dec: 10800029 beq r4,r0,0x00073e94 branch if attack? 00073df0: 00000000 nop 00073df4: 9242013a lbu r2,0x013a(r18) load used item/weapon 00073df8: 00000000 nop 00073dfc: 2442ffb6 addiu r2,r2,0xffb6 00073e00: 2c420002 sltiu r2,r2,0x0002 00073e04: 14400015 bne r2,r0,0x00073e5c branch if elemental gun (are you serious?) 00073e08: 3402004c ori r2,r0,0x004c 00073e0c: 9243013a lbu r3,0x013a(r18) load used item/weapon 00073e10: 00000000 nop 00073e14: 10620011 beq r3,r2,0x00073e5c branch if blast gun 00073e18: 00000000 nop 00073e1c: 924201b5 lbu r2,0x01b5(r18) load ?? 00073e20: 00000000 nop 00073e24: 1440000d bne r2,r0,0x00073e5c branch if not zero 00073e28: 00000000 nop 00073e2c: 92620017 lbu r2,0x0017(r19) load reaction? 00073e30: 00000000 nop 00073e34: 14400024 bne r2,r0,0x00073ec8 branch if reaction occurred? 00073e38: 00000000 nop Attack + no elemental gun 00073e3c: 92640002 lbu r4,0x0002(r19) load hit counter 00073e40: 0c01e9c9 jal 0x0007a724 get misc data 00073e44: 00000000 nop 00073e48: 02402021 addu r4,r18,r0 00073e4c: 0c020b04 jal 0x00082c10 00073e50: 00402821 addu r5,r2,r0 00073e54: 0801cfb2 j 0x00073ec8 jump to end 00073e58: 00000000 nop Elemental Gun 00073e5c: 96420138 lhu r2,0x0138(r18) load used ability 00073e60: 00000000 nop 00073e64: 1040000b beq r2,r0,0x00073e94 branch if attack 00073e68: 00000000 nop 00073e6c: 9242013a lbu r2,0x013a(r18) load used weapon 00073e70: 00000000 nop 00073e74: 2442ffb6 addiu r2,r2,0xffb6 00073e78: 2c420002 sltiu r2,r2,0x0002 00073e7c: 14400005 bne r2,r0,0x00073e94 branch if elemental gun 00073e80: 3402004c ori r2,r0,0x004c 00073e84: 9243013a lbu r3,0x013a(r18) load used weapon 00073e88: 00000000 nop 00073e8c: 1462000e bne r3,r2,0x00073ec8 branch if not blast gun 00073e90: 00000000 nop Elemental Gun 00073e94: 92620001 lbu r2,0x0001(r19) load hit counter 00073e98: 00000000 nop 00073e9c: 10400007 beq r2,r0,0x00073ebc branch if no targets hit 00073ea0: 02402021 addu r4,r18,r0 00073ea4: 92640002 lbu r4,0x0002(r19) load unit ID 00073ea8: 0c01e9c9 jal 0x0007a724 get good ol' misc data 00073eac: 00000000 nop 00073eb0: 02402021 addu r4,r18,r0 00073eb4: 0801cfb0 j 0x00073ec0 00073eb8: 00402821 addu r5,r2,r0 If no targets hit 00073ebc: 00002821 addu r5,r0,r0 Store no animation 00073ec0: 0c020a23 jal 0x0008288c Store attack/weapon strike animation 00073ec4: 00000000 nop 00073ec8: 8fbf003c lw r31,0x003c(r29) occurs after animation is stored for non-attack abilities? 00073ecc: 8fb40038 lw r20,0x0038(r29) 00073ed0: 8fb30034 lw r19,0x0034(r29) 00073ed4: 8fb20030 lw r18,0x0030(r29) 00073ed8: 8fb1002c lw r17,0x002c(r29) 00073edc: 8fb00028 lw r16,0x0028(r29) 00073ee0: 27bd0040 addiu r29,r29,0x0040 00073ee4: 03e00008 jr r31 00073ee8: 00000000 nop