Difference between revisions of "Pre Formula Setup (FDC)"
Jump to navigation
Jump to search
Line 427: | Line 427: | ||
0018b9f0: 03e00008 jr r31 | 0018b9f0: 03e00008 jr r31 | ||
0018b9f4: 00000000 nop | 0018b9f4: 00000000 nop | ||
+ | |||
+ | Return Locations: | ||
+ | |||
+ | 0017d0bc: [[Main ability loading routine?]] | ||
+ | 0017f284: [[Calculate Projected Action Effect]] | ||
+ | 0018ada8: [[Double WP if two hands is equipped?]] |
Revision as of 16:44, 11 January 2017
Pre Formula Setup (FDC) 0018b34c: 27bdffc8 addiu r29,r29,0xffc8 0018b350: afb00028 sw r16,0x0028(r29) 0018b354: 00a08021 addu r16,r5,r0 0018b358: 27a50010 addiu r5,r29,0x0010 0018b35c: afbf0034 sw r31,0x0034(r29) 0018b360: afb20030 sw r18,0x0030(r29) 0018b364: 0c01788b jal 0x0005e22c Transfer Target ID? Through Mount Data 0018b368: afb1002c sw r17,0x002c(r29) 0018b36c: 3c018019 lui r1,0x8019 0018b370: a03038c1 sb r16,0x38c1(r1) Store ID of the defending unit 0018b374: 321000ff andi r16,r16,0x00ff 0018b378: 001010c0 sll r2,r16,0x03 0018b37c: 00501023 subu r2,r2,r16 0018b380: 00021180 sll r2,r2,0x06 0018b384: 3c048019 lui r4,0x8019 0018b388: 248408cc addiu r4,r4,0x08cc Load Unit Data 0018b38c: 00441821 addu r3,r2,r4 0018b390: 3c018019 lui r1,0x8019 0018b394: ac232d98 sw r3,0x2d98(r1) Store Defender's Data 0018b398: 2483018c addiu r3,r4,0x018c 0018b39c: 00431021 addu r2,r2,r3 0018b3a0: 93a30010 lbu r3,0x0010(r29) 0018b3a4: 3c018019 lui r1,0x8019 0018b3a8: ac222d90 sw r2,0x2d90(r1) Store Defender's Current Action Data 0018b3ac: 3c028019 lui r2,0x8019 0018b3b0: 244238c0 addiu r2,r2,0x38c0 Load Attacker's Unit ID 0018b3b4: 3c018019 lui r1,0x8019 0018b3b8: a020390e sb r0,0x390e(r1) Store formula as 0x00 0018b3bc: a0430000 sb r3,0x0000(r2) Store ID of the attacking unit 0018b3c0: 90430000 lbu r3,0x0000(r2) 0018b3c4: 3c028019 lui r2,0x8019 0018b3c8: 24422da0 addiu r2,r2,0x2da0 0018b3cc: 3c018019 lui r1,0x8019 0018b3d0: ac222d8c sw r2,0x2d8c(r1) Store Attacker's Current Action Data 0018b3d4: 000310c0 sll r2,r3,0x03 0018b3d8: 00431023 subu r2,r2,r3 0018b3dc: 00021180 sll r2,r2,0x06 0018b3e0: 3c038019 lui r3,0x8019 0018b3e4: 8c63f5f0 lw r3,-0x0a10(r3) 0018b3e8: 00441021 addu r2,r2,r4 0018b3ec: 3c018019 lui r1,0x8019 0018b3f0: ac222d94 sw r2,0x2d94(r1) Store Attacker's Data 0018b3f4: 10600009 beq r3,r0,0x0018b41c 0018b3f8: 00000000 nop 0018b3fc: 0c062bcb jal 0x0018af2c Perform reaction abilities 0018b400: 00000000 nop 0018b404: 10400005 beq r2,r0,0x0018b41c Branch if Reaction failed 0018b408: 00000000 nop 0018b40c: 0c062c9d jal 0x0018b274 Store used weapon ID, modified by action menu ID 0018b410: 27a40010 addiu r4,r29,0x0010 0018b414: 08062e77 j 0x0018b9dc Goto End 0018b418: 00001021 addu r2,r0,r0 r2 = 0 0018b41c: 3c028019 lui r2,0x8019 0018b420: 904238ed lbu r2,0x38ed(r2) Load can poach/post action byte 0018b424: 00000000 nop 0018b428: 30420080 andi r2,r2,0x0080 0018b42c: 10400005 beq r2,r0,0x0018b444 Branch if 0x801938ed does not have 0x80 active 0018b430: 00000000 nop 0018b434: 0c062b8f jal 0x0018ae3c Knockback? - Fall Damage 0018b438: 00000000 nop 0018b43c: 08062e77 j 0x0018b9dc Jump to end 0018b440: 00001021 addu r2,r0,r0 r2 = 0x00 0018b444: 3c048019 lui r4,0x8019 0018b448: 8c842d98 lw r4,0x2d98(r4) Load Defender's Data 0018b44c: 0c060428 jal 0x001810a0 Map Location Calculation 0018b450: 00000000 nop 0018b454: 000210c0 sll r2,r2,0x03 0018b458: 3c018019 lui r1,0x8019 0018b45c: 00220821 addu r1,r1,r2 0018b460: 9022f8cc lbu r2,-0x0734(r1) Load Tile Data 0018b464: 3c038019 lui r3,0x8019 0018b468: 906338c3 lbu r3,0x38c3(r3) Load Weapon Hand (0 = R, 1 = L) 0018b46c: 3042003f andi r2,r2,0x003f 0018b470: 3c018019 lui r1,0x8019 0018b474: a02238cd sb r2,0x38cd(r1) Store terrain type 0018b478: 14600005 bne r3,r0,0x0018b490 Branch if Weapon is in left hand 0018b47c: 00000000 nop 0018b480: 3c078019 lui r7,0x8019 0018b484: 90e738c4 lbu r7,0x38c4(r7) Load Right Arm Equip ID 0018b488: 08062d26 j 0x0018b498 0018b48c: 00000000 nop 0018b490: 3c078019 lui r7,0x8019 0018b494: 90e738c5 lbu r7,0x38c5(r7) Load Left Arm Equip ID 0018b498: 93a30011 lbu r3,0x0011(r29) Load equipment ID type 0018b49c: 34020013 ori r2,r0,0x0013 r2 = 0x13 0018b4a0: 14620004 bne r3,r2,0x0018b4b4 If not a Shield, r2 is Weapon ID 0018b4a4: 30e200ff andi r2,r7,0x00ff 0018b4a8: 93a70018 lbu r7,0x0018(r29) 0018b4ac: 00000000 nop 0018b4b0: 30e200ff andi r2,r7,0x00ff 0018b4b4: 2c420080 sltiu r2,r2,0x0080 0018b4b8: 14400002 bne r2,r0,0x0018b4c4 0018b4bc: 00000000 nop 0018b4c0: 00003821 addu r7,r0,r0 If equipment was a shield, Weapon ID = 0 0018b4c4: 97a30012 lhu r3,0x0012(r29) 0018b4c8: 3c108019 lui r16,0x8019 0018b4cc: 261038d8 addiu r16,r16,0x38d8 Load Spell Proc Ability ID 0018b4d0: a2070000 sb r7,0x0000(r16) Store Weapon ID 0018b4d4: 3c018019 lui r1,0x8019 0018b4d8: a42338d6 sh r3,0x38d6(r1) Store Used Ability ID 0018b4dc: 3c028019 lui r2,0x8019 0018b4e0: 944238d6 lhu r2,0x38d6(r2) Load Used Ability ID 0018b4e4: 3c018019 lui r1,0x8019 0018b4e8: a02038d9 sb r0,0x38d9(r1) Store Two Hands as inactive 0018b4ec: 2c420171 sltiu r2,r2,0x0171 0018b4f0: 14400002 bne r2,r0,0x0018b4fc If Ability ID < Hi-Potion, go get ability pointer 0018b4f4: 26050018 addiu r5,r16,0x0018 0018b4f8: 00001821 addu r3,r0,r0 Else load the pointer of first attack 0018b4fc: 000320c0 sll r4,r3,0x03 Used Ability ID * 8 0018b500: 00832023 subu r4,r4,r3 Used Ability ID * 7 0018b504: 00042040 sll r4,r4,0x01 Used Ability ID * 14 0018b508: 3c028006 lui r2,0x8006 0018b50c: 2442fbf0 addiu r2,r2,0xfbf0 Load Ability Data 0018b510: 00822021 addu r4,r4,r2 Get Used Ability ID Data 0018b514: 3406000e ori r6,r0,0x000e r6 = 0x0e 0018b518: 30e200ff andi r2,r7,0x00ff Transfer Weapon ID to r2 0018b51c: 000210c0 sll r2,r2,0x03 Weapon ID * 8 0018b520: 3c038006 lui r3,0x8006 0018b524: 24633ab8 addiu r3,r3,0x3ab8 Load Weapon Secondary Data 0018b528: 0c017895 jal 0x0005e254 Store X Byte into Y - Store ability data into 0x1938f0 0018b52c: 00438821 addu r17,r2,r3 0x80063ab8 + Weapon ID * 8 0018b530: 02202021 addu r4,r17,r0 r4 = 0x80063ab8 + Weapon ID * 8 0018b534: 26050026 addiu r5,r16,0x0026 0018b538: 0c017895 jal 0x0005e254 Store X Byte into Y - Store Weapon Data into 0x1938fe-905 0018b53c: 34060008 ori r6,r0,0x0008 r6 = 0x08 0018b540: 92240007 lbu r4,0x0007(r17) Load Inflict Status/Cast Spell ID from Weapon 0018b544: 3c038019 lui r3,0x8019 0018b548: 8c632d94 lw r3,0x2d94(r3) Load Attacker Data 0018b54c: 34020001 ori r2,r0,0x0001 R2 = 1 0018b550: 3c018019 lui r1,0x8019 0018b554: a02038e4 sb r0,0x38e4(r1) Store Charge Power as 0? 0018b558: 3c018019 lui r1,0x8019 0018b55c: a02238e5 sb r2,0x38e5(r1) Store Ability Formula 0018b560: 3c018019 lui r1,0x8019 0018b564: a02438da sb r4,0x38da(r1) Store Weapon Proc 0018b568: 90620026 lbu r2,0x0026(r3) Load Attacker's Faith 0018b56c: 3c038019 lui r3,0x8019 0018b570: 8c632d98 lw r3,0x2d98(r3) Load Defender Data 0018b574: 3c018019 lui r1,0x8019 0018b578: a02238d3 sb r2,0x38d3(r1) Store Attacker's Faith 0018b57c: 90620026 lbu r2,0x0026(r3) Load Defender's Faith 0018b580: 3c018019 lui r1,0x8019 0018b584: a02238d2 sb r2,0x38d2(r1) Store Defender's Faith 0018b588: 0c062b7d jal 0x0018adf4 Action data nulling 0018b58c: 00000000 nop 0018b590: 93a20011 lbu r2,0x0011(r29) 0018b594: 3c038019 lui r3,0x8019 0018b598: 946338c8 lhu r3,0x38c8(r3) r3 = 0x1 if spell proc is true, and 0x0 otherwise 0018b59c: 3c018019 lui r1,0x8019 0018b5a0: a02238d4 sb r2,0x38d4(r1) Store Action Menu ID (put a read on this location to find hard-coded???) 0018b5a4: 304200ff andi r2,r2,0x00ff 0018b5a8: 3c018006 lui r1,0x8006 0018b5ac: 00220821 addu r1,r1,r2 0018b5b0: 90325cb4 lbu r18,0x5cb4(r1) Load Action Menu into r18 0018b5b4: 10600009 beq r3,r0,0x0018b5dc Branch if Weapon Proc failed 0018b5b8: 00000000 nop 0018b5bc: 3c028019 lui r2,0x8019 0018b5c0: 944238c6 lhu r2,0x38c6(r2) Load ??? 0018b5c4: 00000000 nop 0018b5c8: a7a20012 sh r2,0x0012(r29) If Spell proc is true, store proc ID as used ability ID (temporary) 0018b5cc: 3c018019 lui r1,0x8019 0018b5d0: a42238d6 sh r2,0x38d6(r1) Store Spell Proc ID as Used Ability ID 0018b5d4: 08062d79 j 0x0018b5e4 0018b5d8: 00009021 addu r18,r0,r0 Clear Action Menu ID 0018b5dc: 3c018019 lui r1,0x8019 0018b5e0: a42038c6 sh r0,0x38c6(r1) Store ??? as 0x00 0018b5e4: 87a30012 lh r3,0x0012(r29) 0018b5e8: 3c028006 lui r2,0x8006 0018b5ec: 2442ebf0 addiu r2,r2,0xebf0 Load first set of Ability Data 0018b5f0: 000318c0 sll r3,r3,0x03 r3 * 8 0018b5f4: 00621821 addu r3,r3,r2 0x8006ebf0 + r3 * 8 0018b5f8: 90620004 lbu r2,0x0004(r3) Load first set of AI Flags 0018b5fc: 3c048019 lui r4,0x8019 0018b600: 8c842d90 lw r4,0x2d90(r4) Load Defender Current Action Data 0018b604: 30420003 andi r2,r2,0x0003 0018b608: a0820018 sb r2,0x0018(r4) Store Abilities AI Target Enemies/Allies into 0x18 of Current Action Data 0018b60c: 90620007 lbu r2,0x0007(r3) Load fourth set of AI Flags? 0018b610: 00000000 nop 0018b614: 30420001 andi r2,r2,0x0001 0018b618: 10400009 beq r2,r0,0x0018b640 Branch if bit 0x01 is not active 0018b61c: 324300ff andi r3,r18,0x00ff Load Action Menu ID into r3 0018b620: 3c038019 lui r3,0x8019 0018b624: 8c632d90 lw r3,0x2d90(r3) Load Defender Current Action Data 0018b628: 00000000 nop 0018b62c: 90620018 lbu r2,0x0018(r3) Load byte 0x18 0018b630: 00000000 nop 0018b634: 24420080 addiu r2,r2,0x0080 0018b638: a0620018 sb r2,0x0018(r3) If animate on miss, store animate on miss flag as bit 8 into byte 0x18 0018b63c: 324300ff andi r3,r18,0x00ff Load Action Menu ID into r3 0018b640: 34020007 ori r2,r0,0x0007 r2 0x07 0018b644: 14620006 bne r3,r2,0x0018b660 Branch if Action Menu ID = Draw Out 0018b648: 2c62000b sltiu r2,r3,0x000b 0018b64c: 93a20018 lbu r2,0x0018(r29) 0018b650: 00000000 nop 0018b654: 24420026 addiu r2,r2,0x0026 0018b658: a7a20012 sh r2,0x0012(r29) 0018b65c: 2c62000b sltiu r2,r3,0x000b 0018b660: 10400095 beq r2,r0,0x0018b8b8 Branch if Action Menu Type is defend or equip change; weapon formula = 0x01 0018b664: 00031080 sll r2,r3,0x02 0018b668: 3c018017 lui r1,0x8017 0018b66c: 00220821 addu r1,r1,r2 0018b670: 8c224344 lw r2,0x4344(r1) Load ??? Table 0018b674: 00000000 nop 0018b678: 00400008 jr r2 0018b67c: 00000000 nop 0018b680: 3c048019 lui r4,0x8019 0018b684: 8c842d94 lw r4,0x2d94(r4) Load Attacker Data 0018b688: 0c05fcb6 jal 0x0017f2d8 Get Elemental Ability ID ELEMENTAL terrain to skill hard-coding 0018b68c: 00000000 nop 0018b690: a7a20012 sh r2,0x0012(r29) 0018b694: 87a20012 lh r2,0x0012(r29) 0018b698: 00000000 nop 0018b69c: 28420171 slti r2,r2,0x0171 0018b6a0: 10400086 beq r2,r0,0x0018b8bc Branch if Ability ID > 171 (Hi-Potion? Not Potion?) 0018b6a4: 34100001 ori r16,r0,0x0001 r16 = 0x01 0018b6a8: 3c028019 lui r2,0x8019 0018b6ac: 8c422d94 lw r2,0x2d94(r2) Load Attacker Data 0018b6b0: 00000000 nop 0018b6b4: 9042005a lbu r2,0x005a(r2) Load third set of Current Status 0018b6b8: 00000000 nop 0018b6bc: 30420002 andi r2,r2,0x0002 0018b6c0: 1040000d beq r2,r0,0x0018b6f8 Branch if unit is not a frog 0018b6c4: 00000000 nop 0018b6c8: 3c058019 lui r5,0x8019 0018b6cc: 24a538c8 addiu r5,r5,0x38c8 Load Spell Proc Ability ID 0018b6d0: 94a20000 lhu r2,0x0000(r5) Load Spell Proc Ability ID into r2 0018b6d4: 00000000 nop 0018b6d8: 14400007 bne r2,r0,0x0018b6f8 Branch if spell proc is true (Check is redundant) 0018b6dc: 24a50036 addiu r5,r5,0x0036 0x801938c8 + 0x36 0018b6e0: 3c018019 lui r1,0x8019 0018b6e4: a02038d8 sb r0,0x38d8(r1) If frogged and no spell proc, store Used Weapon ID as 0x00 0018b6e8: 3c048006 lui r4,0x8006 0018b6ec: 24843ab8 addiu r4,r4,0x3ab8 Load Weapon Secondary Data 0018b6f0: 0c017895 jal 0x0005e254 Store X Byte into Y Store data for the null weapon (fists) into 0x801938fe - 0x80193905 0018b6f4: 34060008 ori r6,r0,0x0008 r6 = 0x08 (limit) 0018b6f8: 3c058019 lui r5,0x8019 0018b6fc: 24a538f0 addiu r5,r5,0x38f0 Load Ability Range 0018b700: 87a20012 lh r2,0x0012(r29) Load Used Ability ID? 0018b704: 3406000e ori r6,r0,0x000e r6 = 0x0e (limit for 0x8018b720) 0018b708: 000280c0 sll r16,r2,0x03 ID * 8 0018b70c: 02028023 subu r16,r16,r2 ID * 7 0018b710: 00108040 sll r16,r16,0x01 ID * 14 0018b714: 3c028006 lui r2,0x8006 0018b718: 2442fbf0 addiu r2,r2,0xfbf0 0018b71c: 02028021 addu r16,r16,r2 0x8006fbf0 + ID * 14 0018b720: 0c017895 jal 0x0005e254 Store X Byte into Y Store ability data into 0x801938f0 - 0x801938fd 0018b724: 02002021 addu r4,r16,r0 Load 0x8006fbf0 + ID * 14 into r4 0018b728: 9202000b lbu r2,0x000b(r16) Load Inflict Status ID 0018b72c: 3c018019 lui r1,0x8019 0018b730: a02238da sb r2,0x38da(r1) Store status proc from spell 0018b734: 3c028019 lui r2,0x8019 0018b738: 904238f3 lbu r2,0x38f3(r2) Load first set of Ability Flags 0018b73c: 92100008 lbu r16,0x0008(r16) Load Ability Formula 0018b740: 30420024 andi r2,r2,0x0024 0018b744: 1440005e bne r2,r0,0x0018b8c0 Branch if ranged weapon or weapon strike to get formula address, using the spell's formula 0018b748: 320200ff andi r2,r16,0x00ff 0018b74c: 324300ff andi r3,r18,0x00ff Load Action Menu into r3 0018b750: 34020007 ori r2,r0,0x0007 r2 = 0x07 0018b754: 1062005a beq r3,r2,0x0018b8c0 Branch if Action Menu = Draw Out 0018b758: 320200ff andi r2,r16,0x00ff Load Ability Formula into r16 0018b75c: 3c018019 lui r1,0x8019 0018b760: a02038d8 sb r0,0x38d8(r1) Store Used Weapon ID as 0x00 0018b764: 08062e2f j 0x0018b8bc 0018b768: 00000000 nop 0018b76c: 93a70018 lbu r7,0x0018(r29) 0018b770: 00000000 nop 0018b774: 2ce200f0 sltiu r2,r7,0x00f0 0018b778: 14400050 bne r2,r0,0x0018b8bc Branch if ITEM command not used 0018b77c: 34100001 ori r16,r0,0x0001 r16 = 0x01 0018b780: 3c048019 lui r4,0x8019 0018b784: 248438d8 addiu r4,r4,0x38d8 Load Used Weapon ID 0018b788: a0870000 sb r7,0x0000(r4) Load Used Weapon ID into r7 0018b78c: 24e70010 addiu r7,r7,0x0010 Used Weapon ID + 0x10 0018b790: 24840018 addiu r4,r4,0x0018 Used Weapon ID + 0x18 0018b794: 30e200ff andi r2,r7,0x00ff Move Used Weapon ID + 0x10 into R2 0018b798: 00028040 sll r16,r2,0x01 ID * 2 0018b79c: 02028021 addu r16,r16,r2 ID * 3 0018b7a0: 3c028006 lui r2,0x8006 0018b7a4: 24423f98 addiu r2,r2,0x3f98 Load Item Secondary Data (For ITEM) 0018b7a8: 02028021 addu r16,r16,r2 Item Data + ID * 3 0018b7ac: 3c018019 lui r1,0x8019 0018b7b0: a02738db sb r7,0x38db(r1) Store Consumed Item ID 0018b7b4: 92020002 lbu r2,0x0002(r16) Load Item's inflicted Status 0018b7b8: 3c018019 lui r1,0x8019 0018b7bc: a02238da sb r2,0x38da(r1) Store status proc of item 0018b7c0: 0c017991 jal 0x0005e644 Data Nullifying 0018b7c4: 3405000e ori r5,r0,0x000e r5 = 0x0e (limit) 0018b7c8: 92100000 lbu r16,0x0000(r16) 0018b7cc: 08062e30 j 0x0018b8c0 If ITEM command, get formula address of item formula 0018b7d0: 320200ff andi r2,r16,0x00ff 0018b7d4: 08062e2f j 0x0018b8bc If THROW command, get formula address with formula = 0x63 0018b7d8: 34100063 ori r16,r0,0x0063 0018b7dc: 08062e2f j 0x0018b8bc If JUMP command, get formula address with formula = 0x64 0018b7e0: 34100064 ori r16,r0,0x0064 0018b7e4: 97a30012 lhu r3,0x0012(r29) 0018b7e8: 00000000 nop 0018b7ec: 2462fe6a addiu r2,r3,0xfe6a 0018b7f0: 2c420008 sltiu r2,r2,0x0008 0018b7f4: 14400003 bne r2,r0,0x0018b804 Branch if skill is CHARGE (where does CHARGE decide to always use formula 05?) 0018b7f8: 00031040 sll r2,r3,0x01 0018b7fc: 34030196 ori r3,r0,0x0196 default to Charge +1 0018b800: 00031040 sll r2,r3,0x01 0018b804: 3c018006 lui r1,0x8006 0018b808: 00220821 addu r1,r1,r2 0018b80c: 90220d19 lbu r2,0x0d19(r1) Load Charge Power boost 0018b810: 3c018019 lui r1,0x8019 0018b814: a02238e4 sb r2,0x38e4(r1) Store Charge Power boost 0018b818: 3c028019 lui r2,0x8019 0018b81c: 904238ff lbu r2,0x38ff(r2) Load Weapon Characteristics 0018b820: 92300002 lbu r16,0x0002(r17) 0018b824: 30420004 andi r2,r2,0x0004 0018b828: 10400025 beq r2,r0,0x0018b8c0 Branch if 2h is not active 0018b82c: 320200ff andi r2,r16,0x00ff 0018b830: 3c038019 lui r3,0x8019 0018b834: 8c632d94 lw r3,0x2d94(r3) Load Attacker's Data 0018b838: 00000000 nop 0018b83c: 90620091 lbu r2,0x0091(r3) Load third set of support 0018b840: 00000000 nop 0018b844: 30420002 andi r2,r2,0x0002 0018b848: 1040001c beq r2,r0,0x0018b8bc Branch if not using Two Hands 0018b84c: 340200ff ori r2,r0,0x00ff r2 = 0xff 0018b850: 9064001d lbu r4,0x001d(r3) Load Right Hand Weapon 0018b854: 00000000 nop 0018b858: 14820009 bne r4,r2,0x0018b880 Branch if Right hand weapon exists 0018b85c: 00000000 nop 0018b860: 9062001e lbu r2,0x001e(r3) Load Left Hand Weapon 0018b864: 00000000 nop 0018b868: 14440005 bne r2,r4,0x0018b880 branch if Left hand weapon Exists 0018b86c: 34020001 ori r2,r0,0x0001 0018b870: 3c018019 lui r1,0x8019 0018b874: a02238d9 sb r2,0x38d9(r1) Store Two Hands as active 0018b878: 3c038019 lui r3,0x8019 0018b87c: 8c632d94 lw r3,0x2d94(r3) Load Attacker's Data 0018b880: 00000000 nop 0018b884: 9064001f lbu r4,0x001f(r3) Load Left Hand Weapon 0018b888: 340200ff ori r2,r0,0x00ff 0018b88c: 1482000c bne r4,r2,0x0018b8c0 Branch if Left Hand Weapon Does exist 0018b890: 320200ff andi r2,r16,0x00ff 0018b894: 90620020 lbu r2,0x0020(r3) Load Right Hand Weapon 0018b898: 00000000 nop 0018b89c: 14440008 bne r2,r4,0x0018b8c0 Branch if Right Hand Weapon does exist 0018b8a0: 320200ff andi r2,r16,0x00ff 0018b8a4: 34020001 ori r2,r0,0x0001 0018b8a8: 3c018019 lui r1,0x8019 0018b8ac: a02238d9 sb r2,0x38d9(r1) Store Two Hands as active 0018b8b0: 08062e30 j 0x0018b8c0 0018b8b4: 320200ff andi r2,r16,0x00ff Load Ability formula into r2 0018b8b8: 34100001 ori r16,r0,0x0001 0018b8bc: 320200ff andi r2,r16,0x00ff Load Ability formula into r2 0018b8c0: 3c018019 lui r1,0x8019 0018b8c4: a42038c8 sh r0,0x38c8(r1) Store Spell Proc Ability ID as 0x00 0018b8c8: 3c018019 lui r1,0x8019 0018b8cc: a02038ed sb r0,0x38ed(r1) Zero byte 0x1938ed (but this byte is always either zero or above 0x80, in which this code gets skipped??) 0018b8d0: 10400003 beq r2,r0,0x0018b8e0 0018b8d4: 2c420065 sltiu r2,r2,0x0065 0018b8d8: 14400002 bne r2,r0,0x0018b8e4 If formula is from 0x01 to 0x64, GOTO calculate offset 0018b8dc: 00000000 nop 0018b8e0: 34100001 ori r16,r0,0x0001 r16 = 0x01 0018b8e4: 3c058019 lui r5,0x8019 0018b8e8: 24a538da addiu r5,r5,0x38da Load Weapon Proc 0018b8ec: 90a70000 lbu r7,0x0000(r5) Load Weapon Proc into r7 0018b8f0: 321100ff andi r17,r16,0x00ff Load Weapon type into r17 0018b8f4: 34020003 ori r2,r0,0x0003 r2 = 0x03 0018b8f8: 16220002 bne r17,r2,0x0018b904 Branch if Weapon is Gun? 0018b8fc: 24a5002c addiu r5,r5,0x002c 0x801938da + 2c 0018b900: 00003821 addu r7,r0,r0 Clear Weapon Proc ID 0018b904: 30e200ff andi r2,r7,0x00ff Load Weapon Proc ID into r2 0018b908: 00022040 sll r4,r2,0x01 ID * 2 0018b90c: 00822021 addu r4,r4,r2 ID * 3 0018b910: 00042040 sll r4,r4,0x01 ID * 6 0018b914: 3c028006 lui r2,0x8006 0018b918: 24423fc4 addiu r2,r2,0x3fc4 Load Inflict Status 0018b91c: 00822021 addu r4,r4,r2 0018b920: 0c017895 jal 0x0005e254 Store X Byte into Y - Store Status information at 0x80193906 - 0x8019390b 0018b924: 34060006 ori r6,r0,0x0006 r6 = 0x06 (limit for above) 0018b928: 0c062e7e jal 0x0018b9f8 Remove Status 0018b92c: 00000000 nop 0018b930: 3c018019 lui r1,0x8019 0018b934: a03038e5 sb r16,0x38e5(r1) Store Ability ID 0018b938: 0c063279 jal 0x0018c9e4 'Reflect', Blade Grasp, and Arrow Guard 0018b93c: 00000000 nop 0018b940: 3c028019 lui r2,0x8019 0018b944: 8c422d90 lw r2,0x2d90(r2) Load Defender Current Action Data 0018b948: 00000000 nop 0018b94c: 90420000 lbu r2,0x0000(r2) Load Hit Flag 0018b950: 00000000 nop 0018b954: 14400003 bne r2,r0,0x0018b964 Branch if attack hit 0018b958: 00111080 sll r2,r17,0x02 0018b95c: 08062e77 j 0x0018b9dc Jump to end if Attack Missed 0018b960: 34020001 ori r2,r0,0x0001 r2 = 0x01 0018b964: 3c018019 lui r1,0x8019 0018b968: 00220821 addu r1,r1,r2 0018b96c: 8c22f610 lw r2,-0x09f0(r1) Load Formula Table 0018b970: 00000000 nop 0018b974: 0040f809 jalr r2,r31 0018b978: 00000000 nop 0018b97c: 2e220007 sltiu r2,r17,0x0007 0018b980: 10400004 beq r2,r0,0x0018b994 Branch in Formula > 0x06 0018b984: 34020064 ori r2,r0,0x0064 r2 = 0x64 0018b988: 0c061f28 jal 0x00187ca0 Formula 01 - 06 Aftermath 0018b98c: 00000000 nop 0018b990: 34020064 ori r2,r0,0x0064 r2 = 0x64 0018b994: 16220003 bne r17,r2,0x0018b9a4 Branch if Formula ID =/= 0x64 0018b998: 00000000 nop 0018b99c: 3c018019 lui r1,0x8019 0018b9a0: a02038d8 sb r0,0x38d8(r1) Load Used Weapon ID 0018b9a4: 0c062e91 jal 0x0018ba44 Set some data for current attack 0018b9a8: 00000000 nop 0018b9ac: 3c038019 lui r3,0x8019 0018b9b0: 8c632d90 lw r3,0x2d90(r3) Load Defender Current Action Data 0018b9b4: 00000000 nop 0018b9b8: 94620010 lhu r2,0x0010(r3) Load Special Action Flags 0018b9bc: 00000000 nop 0018b9c0: 10400006 beq r2,r0,0x0018b9dc Branch if no Special Flags are active 0018b9c4: 00001021 addu r2,r0,r0 r2 = 0x00 (why are we setting r2 to 0 if we're branch if its already 0?) 0018b9c8: 90620025 lbu r2,0x0025(r3) Load attack-type 0018b9cc: 00000000 nop 0018b9d0: 34420001 ori r2,r2,0x0001 r2 = 0x01 0018b9d4: a0620025 sb r2,0x0025(r3) Store attack-type as Pseudo-Status change 0018b9d8: 00001021 addu r2,r0,r0 r2 = 0x00 0018b9dc: 8fbf0034 lw r31,0x0034(r29) 0018b9e0: 8fb20030 lw r18,0x0030(r29) 0018b9e4: 8fb1002c lw r17,0x002c(r29) 0018b9e8: 8fb00028 lw r16,0x0028(r29) 0018b9ec: 27bd0038 addiu r29,r29,0x0038 0018b9f0: 03e00008 jr r31 0018b9f4: 00000000 nop
Return Locations:
0017d0bc: Main ability loading routine? 0017f284: Calculate Projected Action Effect 0018ada8: Double WP if two hands is equipped?