Difference between revisions of "Steal/Break/Might Sword Hard Coding"

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  Steal/Break/Might Sword Hard Coding
+
  -- Steal/Break/Might Sword HardCoded routine --
  001879c8: 3c038019 lui r3,0x8019
+
Choose the item to break from the ability ID
  001879cc: 8c632d90 lw r3,0x2d90(r3) Current Action Data Pointer
+
Note : if two weapons are equiped the better one will be broken (based on weapon enemy level)
  001879d0: 340200fe ori r2,r0,0x00fe
+
return r2 = 0x00 if there's an item to remove, else r2 = 0xFFFF
  001879d4: a0620019 sb r2,0x0019(r3) Store as 0x00FE
+
------------------------------------------------------------
  001879d8: 3c048019 lui r4,0x8019
+
  001879c8: 3c038019 lui r3,0x8019                
  001879dc: 8c842d98 lw r4,0x2d98(r4) Load Defender's Stats
+
  001879cc: 8c632d90 lw r3,0x2d90(r3)             |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  001879e0: 00000000 nop
+
  001879d0: 340200fe ori r2,r0,0x00fe            
  001879e4: 90820006 lbu r2,0x0006(r4) Load Defender's Gender
+
  001879d4: a0620019 sb r2,0x0019(r3)             |<span style="color:darkviolet">Store 0xFE as action removed equipment </span> (everything removed ?)
  001879e8: 00000000 nop
+
  001879d8: 3c048019 lui r4,0x8019                 |
  001879ec: 30420020 andi r2,r2,0x0020
+
  001879dc: 8c842d98 lw r4,0x2d98(r4)             |<span style="color:#3498DB">r4 = Target data location</span>
  001879f0: 144000a5 bne r2,r0,0x00187c88 Branch if Gender is a Monster
+
  001879e0: 00000000 nop                          
  001879f4: 3402008a ori r2,r0,0x008a R2 = 8a
+
  001879e4: 90820006 lbu r2,0x0006(r4)             |<span style="color:limegreen">r2 = Target gender</span>
  001879f8: 3c038019 lui r3,0x8019
+
  001879e8: 00000000 nop                          
  001879fc: 946338d6 lhu r3,0x38d6(r3) Load Used Ability ID
+
  001879ec: 30420020 andi r2,r2,0x0020             |r2 = 0x20 if target is a monster, else 0x00
  00187a00: 00000000 nop
+
  001879f0: 144000a5 bne r2,r0,0x00187c88         '''#If target is not a monster''' (Branch if target is a monster)
  00187a04: 10620005 beq r3,r2,0x00187a1c Branch if used ability is 'Head  Break'
+
  001879f4: 3402008a ori r2,r0,0x008a                 |R2 = 8a (head break ID)
  00187a08: 340200a1 ori r2,r0,0x00a1
+
  001879f8: 3c038019 lui r3,0x8019                     |
  00187a0c: 10620003 beq r3,r2,0x00187a1c Branch if used ability is 'Blastar Punch'
+
  001879fc: 946338d6 lhu r3,0x38d6(r3)                 |<span style="color:limegreen">r3 = used Ability ID</span>
  00187a10: 3402006e ori r2,r0,0x006e
+
  00187a00: 00000000 nop                               |
  00187a14: 14620013 bne r3,r2,0x00187a64 Branch if used ability is not  'Steal Helmet'
+
  00187a04: 10620005 beq r3,r2,0x00187a1c             '''# If Ability is not 0x8A (head break)'''
  00187a18: 3402008b ori r2,r0,0x008b
+
  00187a08: 340200a1 ori r2,r0,0x00a1                     |r2 = 0xA1 (blastar punch ID)
  00187a1c: 3c028019 lui r2,0x8019
+
  00187a0c: 10620003 beq r3,r2,0x00187a1c                 '''# If Ability is not Blastar punch '''
  00187a20: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187a10: 3402006e ori r2,r0,0x006e                         |r2 = 0x6E (steal helmet)
  00187a24: 00000000 nop
+
  00187a14: 14620013 bne r3,r2,0x00187a64                     '''#If ability is steal helmet''' /Else branch to armor section
  00187a28: 9043001a lbu r3,0x001a(r2) Load Defender's Headgear
+
  00187a18: 3402008b ori r2,r0,0x008b                         |r2 = 0x8b (armor break ID)
  00187a2c: 340200ff ori r2,r0,0x00ff
+
  00187a1c: 3c028019 lui r2,0x8019                     |'''#E''' |'''#E'''    |(section for helmet removal)
  00187a30: 10620095 beq r3,r2,0x00187c88 Branch if Headgear ID is FF  (Doesn't exist?)
+
  00187a20: 8c422d98 lw r2,0x2d98(r2)                             |<span style="color:#3498DB">r2 = Target data pointer</span>
  00187a34: 34020080 ori r2,r0,0x0080 R2 = 80
+
  00187a24: 00000000 nop                                           |
  00187a38: 3c038019 lui r3,0x8019
+
  00187a28: 9043001a lbu r3,0x001a(r2)                             |<span style="color:limegreen">r3 = Helmet ID</span>
  00187a3c: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
  00187a2c: 340200ff ori r2,r0,0x00ff                             |
  00187a40: 00000000 nop
+
  00187a30: 10620095 beq r3,r2,0x00187c88                         #'''If Helmet ID <> 0xFF (nothing)''' Else branch to nearly end
  00187a44: a0620019 sb r2,0x0019(r3) Store as remove helmet
+
  00187a34: 34020080 ori r2,r0,0x0080                                 |r2 = x80
  00187a48: 3c028019 lui r2,0x8019
+
  00187a38: 3c038019 lui r3,0x8019                                     |
  00187a4c: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187a3c: 8c632d90 lw r3,0x2d90(r3)                                 |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  00187a50: 3c048019 lui r4,0x8019
+
  00187a40: 00000000 nop                                               |
  00187a54: 8c842d90 lw r4,0x2d90(r4) Load Current Action Data Pointer
+
  00187a44: a0620019 sb r2,0x0019(r3)                                 |<span style="color:darkviolet">store 0x80 as removed equiment (helmet)</span>
  00187a58: 9043001a lbu r3,0x001a(r2) Load Defender's Headgear
+
  00187a48: 3c028019 lui r2,0x8019                                     |
  00187a5c: 08061f20 j 0x00187c80
+
  00187a4c: 8c422d98 lw r2,0x2d98(r2)                                 |<span style="color:#3498DB">r2 = Target data pointer</span>
  00187a60: 00001021 addu r2,r0,r0 R2 = 0
+
  00187a50: 3c048019 lui r4,0x8019                                     |
  00187a64: 10620005 beq r3,r2,0x00187a7c Branch if used ability is 'Armor Break'
+
  00187a54: 8c842d90 lw r4,0x2d90(r4)                                 |<span style="color:#3498DB">r4 = Target current action data pointer</span>
  00187a68: 340200a0 ori r2,r0,0x00a0
+
  00187a58: 9043001a lbu r3,0x001a(r2)                                 |<span style="color:limegreen">r3 = Helmet ID</span>
  00187a6c: 10620003 beq r3,r2,0x00187a7c Branch if used ability is 'Shellbust Stab'
+
  00187a5c: 08061f20 j 0x00187c80                                     '''>> Jump to near end (will store item ID in current action 0x03)'''
  00187a70: 3402006f ori r2,r0,0x006f
+
  00187a60: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
  00187a74: 14620013 bne r3,r2,0x00187ac4 Branch if used ability is not  'Steal Armor'
+
  00187a64: 10620005 beq r3,r2,0x00187a7c             '''# if ability is not Armor Break (0x8b)'''
  00187a78: 3402008c ori r2,r0,0x008c
+
  00187a68: 340200a0 ori r2,r0,0x00a0                     |r2 = 0xA0 (shellbust stab)
  00187a7c: 3c028019 lui r2,0x8019
+
  00187a6c: 10620003 beq r3,r2,0x00187a7c                 '''# if ability is not shellbust stab'''
  00187a80: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187a70: 3402006f ori r2,r0,0x006f                         |r2 = 0x6f (Steal Armor)
  00187a84: 00000000 nop
+
  00187a74: 14620013 bne r3,r2,0x00187ac4                     '''# if Ability is steal armor''' / Else branch to shield section
  00187a88: 9043001b lbu r3,0x001b(r2) Load Defender's Armor
+
  00187a78: 3402008c ori r2,r0,0x008c                         |r2 = 0x8c (shield break ID)
  00187a8c: 340200ff ori r2,r0,0x00ff
+
  00187a7c: 3c028019 lui r2,0x8019                     |'''#E''' |'''#E'''    |(Remove armor section)
  00187a90: 1062007d beq r3,r2,0x00187c88 Branch if Armor doesn't exist
+
  00187a80: 8c422d98 lw r2,0x2d98(r2)                             |<span style="color:#3498DB">r2 = Target data location</span>
  00187a94: 34020040 ori r2,r0,0x0040
+
  00187a84: 00000000 nop                                           |
  00187a98: 3c038019 lui r3,0x8019
+
  00187a88: 9043001b lbu r3,0x001b(r2)                             |<span style="color:limegreen">r3 = Target armor ID</span>
  00187a9c: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
  00187a8c: 340200ff ori r2,r0,0x00ff                             |r2 = 0xFF
  00187aa0: 00000000 nop
+
  00187a90: 1062007d beq r3,r2,0x00187c88                         '''# If armor Exist (Armor ID <> 0xFF) ''' /(Else branch to almost end)
  00187aa4: a0620019 sb r2,0x0019(r3) Store as remove helmet?
+
  00187a94: 34020040 ori r2,r0,0x0040                                 |r2 = 0x40
  00187aa8: 3c028019 lui r2,0x8019
+
  00187a98: 3c038019 lui r3,0x8019                                     |
  00187aac: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187a9c: 8c632d90 lw r3,0x2d90(r3)                                 |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  00187ab0: 3c048019 lui r4,0x8019
+
  00187aa0: 00000000 nop                                               |
  00187ab4: 8c842d90 lw r4,0x2d90(r4) Load Current Action Data Pointer
+
  00187aa4: a0620019 sb r2,0x0019(r3)                                 |<span style="color:darkviolet">store 0x40 as removed equiment (Armor)</span>
  00187ab8: 9043001b lbu r3,0x001b(r2) Load Defender's Armor
+
  00187aa8: 3c028019 lui r2,0x8019                                     |
  00187abc: 08061f20 j 0x00187c80
+
  00187aac: 8c422d98 lw r2,0x2d98(r2)                                 |<span style="color:#3498DB">r2 = Target data pointer</span>
00187ac0: 00001021 addu r2,r0,r0 R2 = 0
+
  00187ab0: 3c048019 lui r4,0x8019                                     |
  00187ac4: 10620003 beq r3,r2,0x00187ad4 Branch if used ability is 'Shield  Break'
+
  00187ab4: 8c842d90 lw r4,0x2d90(r4)                                 |<span style="color:#3498DB">r4 = Target current action data pointer</span>
  00187ac8: 34020070 ori r2,r0,0x0070
+
  00187ab8: 9043001b lbu r3,0x001b(r2)                                 |<span style="color:limegreen">r3 = Armor ID (for display)</span>
  00187acc: 1462001f bne r3,r2,0x00187b4c Branch if used ability is not  'Steal Shield'
+
  00187abc: 08061f20 j 0x00187c80                                     '''>> Jump to near end (will store item ID in current action 0x03)'''
  00187ad0: 340200a3 ori r2,r0,0x00a3
+
00187ac0: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
  00187ad4: 9083001e lbu r3,0x001e(r4) Load Defender's Right Hand Shield
+
  00187ac4: 10620003 beq r3,r2,0x00187ad4             '''# if ability is not shield Break (0x8b)'''
  00187ad8: 340200ff ori r2,r0,0x00ff
+
  00187ac8: 34020070 ori r2,r0,0x0070                     |r2 = 0x70 (shellbust stab)
  00187adc: 1062000c beq r3,r2,0x00187b10 Branch if Right Hand Shield  doesn't exist?
+
  00187acc: 1462001f bne r3,r2,0x00187b4c                 '''# if ability is steal shield''' /(Else go to accessory section)
  00187ae0: 34020008 ori r2,r0,0x0008 R2 = 8
+
  00187ad0: 340200a3 ori r2,r0,0x00a3                     |r2 = 0x00a3 (Icewolf bite ID)
  00187ae4: 3c038019 lui r3,0x8019
+
  00187ad4: 9083001e lbu r3,0x001e(r4)                 '''#E'''      |<span style="color:limegreen">r3 = Target right hand shield</span>
  00187ae8: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
  00187ad8: 340200ff ori r2,r0,0x00ff                         |r2 = 0xFF
  00187aec: 00000000 nop
+
  00187adc: 1062000c beq r3,r2,0x00187b10                     '''#If Target right hand shield exist (ID <> 0xFF)''' /Else branch to left shield section
  00187af0: a0620019 sb r2,0x0019(r3) Store as Remove Right Hand Shield
+
  00187ae0: 34020008 ori r2,r0,0x0008                             |r2 = 0x08
  00187af4: 3c028019 lui r2,0x8019
+
  00187ae4: 3c038019 lui r3,0x8019                                 |
  00187af8: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187ae8: 8c632d90 lw r3,0x2d90(r3)                             |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  00187afc: 3c048019 lui r4,0x8019
+
  00187aec: 00000000 nop                                           |
  00187b00: 8c842d90 lw r4,0x2d90(r4) Load Current Action Data Pointer
+
  00187af0: a0620019 sb r2,0x0019(r3)                             |<span style="color:darkviolet">store 0x08 in Action removed item (right hand shield)</span>
  00187b04: 9043001e lbu r3,0x001e(r2) Load Defender's Shield
+
  00187af4: 3c028019 lui r2,0x8019                                 |
  00187b08: 08061f20 j 0x00187c80
+
  00187af8: 8c422d98 lw r2,0x2d98(r2)                             |<span style="color:#3498DB">r2 = Target data pointer</span>
00187b0c: 00001021 addu r2,r0,r0 R2 = 0
+
  00187afc: 3c048019 lui r4,0x8019                                 |
  00187b10: 90820020 lbu r2,0x0020(r4) Load Left Hand Shield
+
  00187b00: 8c842d90 lw r4,0x2d90(r4)                             |<span style="color:#3498DB">r4 = Target current action data pointer</span>
  00187b14: 00000000 nop
+
  00187b04: 9043001e lbu r3,0x001e(r2)                             |<span style="color:limegreen">r3 = Shield ID (for display)</span>
  00187b18: 1043005b beq r2,r3,0x00187c88 Branch if Left Hand Shield doesn'exist
+
  00187b08: 08061f20 j 0x00187c80                                 '''>> Jump to near end (will store item ID in current action 0x03)'''
  00187b1c: 34020002 ori r2,r0,0x0002
+
00187b0c: 00001021 addu r2,r0,r0                                 |r2 = 0x00 (item removal is sucessfull)
  00187b20: 3c038019 lui r3,0x8019
+
  00187b10: 90820020 lbu r2,0x0020(r4)                         |<span style="color:limegreen">r2 = left hand shield ID</span>
  00187b24: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
  00187b14: 00000000 nop                                       |
  00187b28: 00000000 nop
+
  00187b18: 1043005b beq r2,r3,0x00187c88                     '''#If Target left hand shield exist (ID <> 0xFF)''' /Else branch to pre end section
  00187b2c: a0620019 sb r2,0x0019(r3) Store as remove Left Hand Shield
+
  00187b1c: 34020002 ori r2,r0,0x0002                             |r2 = 0x02
  00187b30: 3c028019 lui r2,0x8019
+
  00187b20: 3c038019 lui r3,0x8019                                 |
  00187b34: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187b24: 8c632d90 lw r3,0x2d90(r3)                             |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  00187b38: 3c048019 lui r4,0x8019
+
  00187b28: 00000000 nop                                           |
  00187b3c: 8c842d90 lw r4,0x2d90(r4) Load Current Action Data Pointer
+
  00187b2c: a0620019 sb r2,0x0019(r3)                             |<span style="color:darkviolet">store 0x02 in Action removed item (left hand shield)</span>
  00187b40: 90430020 lbu r3,0x0020(r2) Load Left Hand Shield
+
  00187b30: 3c028019 lui r2,0x8019                                 |
  00187b44: 08061f20 j 0x00187c80
+
  00187b34: 8c422d98 lw r2,0x2d98(r2)                             |<span style="color:#3498DB">r2 = Target data pointer</span>
  00187b48: 00001021 addu r2,r0,r0 R2 = 0
+
  00187b38: 3c048019 lui r4,0x8019                                 |
  00187b4c: 10620003 beq r3,r2,0x00187b5c Branch if used ability is 'Icewolf  Bite'
+
  00187b3c: 8c842d90 lw r4,0x2d90(r4)                             |<span style="color:#3498DB">r4 = Target current action data pointer</span>
  00187b50: 34020072 ori r2,r0,0x0072
+
  00187b40: 90430020 lbu r3,0x0020(r2)                             |<span style="color:limegreen">r3 = Shield ID (for display)</span>
  00187b54: 14620010 bne r3,r2,0x00187b98 Branch if used ability is not  'Steal Accessory'
+
  00187b44: 08061f20 j 0x00187c80                                 >>'''>> Jump to near end (will store item ID in current action 0x03)'''
  00187b58: 3402008d ori r2,r0,0x008d
+
  00187b48: 00001021 addu r2,r0,r0                                 |r2 = 0x00 (item removal is sucessfull)
  00187b5c: 9083001c lbu r3,0x001c(r4) Load Defender's Accessory
+
  00187b4c: 10620003 beq r3,r2,0x00187b5c             '''#If ability is not Icewolf bite'''
  00187b60: 340200ff ori r2,r0,0x00ff
+
  00187b50: 34020072 ori r2,r0,0x0072                     |r2 = 0x72
  00187b64: 10620048 beq r3,r2,0x00187c88 Branch if Accessory doesn't exist?
+
  00187b54: 14620010 bne r3,r2,0x00187b98                 '''#If ability is steal accessory''' /Else branch to weapon section
  00187b68: 34020020 ori r2,r0,0x0020
+
  00187b58: 3402008d ori r2,r0,0x008d                     |r2 = 0x8d (weapon break ID)
  00187b6c: 3c038019 lui r3,0x8019
+
  00187b5c: 9083001c lbu r3,0x001c(r4)                 '''#E'''  |<span style="color:limegreen">r3 = Target accessory ID</span>
  00187b70: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
  00187b60: 340200ff ori r2,r0,0x00ff                         |r2 =0xFF
  00187b74: 00000000 nop
+
  00187b64: 10620048 beq r3,r2,0x00187c88                     '''# If accessory exist''' /Else branch to pre end section
  00187b78: a0620019 sb r2,0x0019(r3) Store as remove accessory
+
  00187b68: 34020020 ori r2,r0,0x0020                             |r2 = 0x20
  00187b7c: 3c028019 lui r2,0x8019
+
  00187b6c: 3c038019 lui r3,0x8019                                 |
  00187b80: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187b70: 8c632d90 lw r3,0x2d90(r3)                             |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  00187b84: 3c048019 lui r4,0x8019
+
  00187b74: 00000000 nop                                           |
  00187b88: 8c842d90 lw r4,0x2d90(r4) Load Current Action Data Pointer
+
  00187b78: a0620019 sb r2,0x0019(r3)                             |<span style="color:darkviolet">store 0x20 in Action removed item (accessory)</span>
  00187b8c: 9043001c lbu r3,0x001c(r2) Load Defender's Accessory
+
  00187b7c: 3c028019 lui r2,0x8019                                 |
  00187b90: 08061f20 j 0x00187c80
+
  00187b80: 8c422d98 lw r2,0x2d98(r2)                             |<span style="color:#3498DB">r2 = Target data pointer</span>
  00187b94: 00001021 addu r2,r0,r0 R2 = 0
+
  00187b84: 3c048019 lui r4,0x8019                                 |
  00187b98: 10620006 beq r3,r2,0x00187bb4 Branch if used ability is 'Weapon  Break'
+
  00187b88: 8c842d90 lw r4,0x2d90(r4)                             |<span style="color:#3498DB">r4 = Target current action data pointer</span>
  00187b9c: 2405ffff addiu r5,r0,0xffff R5 = 0xFFFF ?
+
  00187b8c: 9043001c lbu r3,0x001c(r2)                             |<span style="color:limegreen">r3 = Accessory ID (for display)</span>
  00187ba0: 340200a2 ori r2,r0,0x00a2
+
  00187b90: 08061f20 j 0x00187c80                                 '''>> Jump to near end (will store item ID in current action 0x03)'''
  00187ba4: 10620003 beq r3,r2,0x00187bb4 Branch if used ability is 'Hellcry Punch'
+
  00187b94: 00001021 addu r2,r0,r0                                 |r2 = 0x00 (item removal is sucessfull)
  00187ba8: 34020071 ori r2,r0,0x0071
+
  00187b98: 10620006 beq r3,r2,0x00187bb4             '''# If ability is not weapon break (0x8D)'''
  00187bac: 14620036 bne r3,r2,0x00187c88 Branch if used ability is not 'Steal Weapon'
+
  00187b9c: 2405ffff addiu r5,r0,0xffff               |r5 = 0xFFFF (for later purpose -  r5 will become left hand weapon enemy level if target has a left hand weapon)
  00187bb0: 00000000 nop
+
  00187ba0: 340200a2 ori r2,r0,0x00a2                     |r2 = 0xA2 (Hellcry punch ID)
  00187bb4: 3c068019 lui r6,0x8019
+
  00187ba4: 10620003 beq r3,r2,0x00187bb4                 '''# if ability is not Hellcry Punch '''
  00187bb8: 8cc62d98 lw r6,0x2d98(r6) Load Defender's Stats
+
  00187ba8: 34020071 ori r2,r0,0x0071                         |r2 = 0x71 (Steal weapon iD)
  00187bbc: 00000000 nop
+
  00187bac: 14620036 bne r3,r2,0x00187c88                     '''#If ability is steal weapon''' /Else branch to pre end section
  00187bc0: 90c3001d lbu r3,0x001d(r6) Load Right Hand Weapon
+
  00187bb0: 00000000 nop                                           |
  00187bc4: 340700ff ori r7,r0,0x00ff
+
  00187bb4: 3c068019 lui r6,0x8019                     |'''#E''' |'''#E'''    |(remove weapon section)
  00187bc8: 10670007 beq r3,r7,0x00187be8 Branch if Right Hand Weapon  doesn't exist
+
  00187bb8: 8cc62d98 lw r6,0x2d98(r6)                             |<span style="color:#3498DB">r6 = Target data pointer</span>
  00187bcc: 2404ffff addiu r4,r0,0xffff R4 = FFFF
+
  00187bbc: 00000000 nop                                           |
  00187bd0: 00031040 sll r2,r3,0x01 Right Hand Weapon * 2
+
  00187bc0: 90c3001d lbu r3,0x001d(r6)                             |<span style="color:limegreen">r3 = Target right hand weapon ID</span>
  00187bd4: 00431021 addu r2,r2,r3 Right Hand Weapon * 3
+
  00187bc4: 340700ff ori r7,r0,0x00ff                             |r7 = 0xFF
  00187bd8: 00021080 sll r2,r2,0x02 Right Hand Weapon * 12
+
  00187bc8: 10670007 beq r3,r7,0x00187be8                         '''# If Target right hand weapon exist''' /Else branch to left hand section
  00187bdc: 3c018006 lui r1,0x8006
+
  00187bcc: 2404ffff addiu r4,r0,0xffff                           |r4 = 0xFFFF
  00187be0: 00220821 addu r1,r1,r2
+
  00187bd0: 00031040 sll r2,r3,0x01                                   |r2 = weapon ID * 2
  00187be4: 90242eba lbu r4,0x2eba(r1)
+
  00187bd4: 00431021 addu r2,r2,r3                                     |r2 = weapon ID * 3
00187be8: 90c3001f lbu r3,0x001f(r6) Load Left Hand Weapon
+
  00187bd8: 00021080 sll r2,r2,0x02                                   |r2 = weapon ID * 12
  00187bec: 00000000 nop
+
  00187bdc: 3c018006 lui r1,0x8006                                     |
  00187bf0: 10670006 beq r3,r7,0x00187c0c Branch if Left Hand Weapon doesn't  exist
+
  00187be0: 00220821 addu r1,r1,r2                                     |<span style="color:#3498DB">r1 = 0x8006 XXXX (weapon ID *12)</span>
  00187bf4: 00031040 sll r2,r3,0x01 Left Hand Weapon * 2
+
  00187be4: 90242eba lbu r4,0x2eba(r1)                                 |<span style="color:limegreen">r4 = right hand Weapon enemy level</span>
  00187bf8: 00431021 addu r2,r2,r3 Left Hand Weapon * 3
+
00187be8: 90c3001f lbu r3,0x001f(r6)                             |<span style="color:limegreen">r3 = Target left hand weapon</span>
  00187bfc: 00021080 sll r2,r2,0x02 Left Hand Weapon * 12
+
  00187bec: 00000000 nop                                           |
  00187c00: 3c018006 lui r1,0x8006
+
  00187bf0: 10670006 beq r3,r7,0x00187c0c                         '''# if target left hand weapon exist''' /Else branch to weapon resolution section
  00187c04: 00220821 addu r1,r1,r2
+
  00187bf4: 00031040 sll r2,r3,0x01                                   |r2 = weapon ID * 2
  00187c08: 90252eba lbu r5,0x2eba(r1)
+
  00187bf8: 00431021 addu r2,r2,r3                                     |r2 = weapon ID * 3
  00187c0c: 2402ffff addiu r2,r0,0xffff R2 = 0xFFFF
+
  00187bfc: 00021080 sll r2,r2,0x02                                   |r2 = weapon ID * 12
  00187c10: 14820003 bne r4,r2,0x00187c20
+
  00187c00: 3c018006 lui r1,0x8006                                     |
  00187c14: 00000000 nop
+
  00187c04: 00220821 addu r1,r1,r2                                     |<span style="color:#3498DB">r1 = 0x8006 XXXX (weapon ID *12)</span>
  00187c18: 10a4001b beq r5,r4,0x00187c88
+
  00187c08: 90252eba lbu r5,0x2eba(r1)                                 |<span style="color:limegreen">r5 = left hand weapon enemy level</span>
00187c1c: 00000000 nop
+
  00187c0c: 2402ffff addiu r2,r0,0xffff                           |r2 = 0xFFFF
00187c20: 0085102a slt r2,r4,r5
+
  00187c10: 14820003 bne r4,r2,0x00187c20                         '''# If r4 = 0xFFFF'''
  00187c24: 1440000c bne r2,r0,0x00187c58
+
  00187c14: 00000000 nop                                           |
  00187c28: 34020004 ori r2,r0,0x0004
+
  00187c18: 10a4001b beq r5,r4,0x00187c88                             #'''If r5 <> 0xFFFF''' /Else branch to pre-end (r4 = r5 = 0xFFFF : target has no weapon)
  00187c2c: 3c038019 lui r3,0x8019
+
00187c1c: 00000000 nop                                                      |
  00187c30: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
00187c20: 0085102a slt r2,r4,r5                                 |r2 = 1 if right hand weapon enemy level is < at left hand weapon enemy level (else 0)
  00187c34: 34020010 ori r2,r0,0x0010
+
  00187c24: 1440000c bne r2,r0,0x00187c58                         '''# If left hand weapon enemy level > right hand's one'''
  00187c38: a0620019 sb r2,0x0019(r3) Store as remove right hand weapon
+
  00187c28: 34020004 ori r2,r0,0x0004                             |r2 = 0x0004  (for action removed weapon data : 0x04 = left hand weapon)
  00187c3c: 3c028019 lui r2,0x8019
+
  00187c2c: 3c038019 lui r3,0x8019                                 |
  00187c40: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187c30: 8c632d90 lw r3,0x2d90(r3)                                 |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  00187c44: 3c048019 lui r4,0x8019
+
  00187c34: 34020010 ori r2,r0,0x0010                                 |r2 = 0x10
  00187c48: 8c842d90 lw r4,0x2d90(r4) Load Current Action Data Pointer
+
  00187c38: a0620019 sb r2,0x0019(r3)                                 |<span style="color:darkviolet">store 0x10 in action removed equipment (right hand weapon)</span>
  00187c4c: 9043001d lbu r3,0x001d(r2) Load Right Hand Weapon
+
  00187c3c: 3c028019 lui r2,0x8019                                     |
  00187c50: 08061f20 j 0x00187c80
+
  00187c40: 8c422d98 lw r2,0x2d98(r2)                                 |<span style="color:#3498DB">r2 = Target data pointer</span>
  00187c54: 00001021 addu r2,r0,r0 R2 = 0
+
  00187c44: 3c048019 lui r4,0x8019                                     |
  00187c58: 3c038019 lui r3,0x8019
+
  00187c48: 8c842d90 lw r4,0x2d90(r4)                                 |<span style="color:#3498DB">r4 = Target current action data pointer</span>
  00187c5c: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
  00187c4c: 9043001d lbu r3,0x001d(r2)                                 |<span style="color:limegreen">r3 = Right hand weapon ID (for display)</span>
  00187c60: 00000000 nop
+
  00187c50: 08061f20 j 0x00187c80                                     ''>> jump to display section'''
  00187c64: a0620019 sb r2,0x0019(r3) Store as remove left hand weapon
+
  00187c54: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
  00187c68: 3c028019 lui r2,0x8019
+
  00187c58: 3c038019 lui r3,0x8019                                 |'''Else If left hand weapon enemy level < right hand's one'''
  00187c6c: 8c422d98 lw r2,0x2d98(r2) Load Defender's Stats
+
  00187c5c: 8c632d90 lw r3,0x2d90(r3)                                 |<span style="color:#3498DB">r3 = Target current action data pointer</span>
  00187c70: 3c048019 lui r4,0x8019
+
  00187c60: 00000000 nop                                               |
  00187c74: 8c842d90 lw r4,0x2d90(r4) Load Current Action Data Pointer
+
  00187c64: a0620019 sb r2,0x0019(r3)                                 |<span style="color:darkviolet">store 0x04 in action removed equipment (left hand weapon)</span>
  00187c78: 9043001f lbu r3,0x001f(r2) Load Left Hand Weapon
+
  00187c68: 3c028019 lui r2,0x8019                                     |
  00187c7c: 00001021 addu r2,r0,r0 R2 = 0
+
  00187c6c: 8c422d98 lw r2,0x2d98(r2)                                 |<span style="color:#3498DB">r2 = Target data pointer</span>
  00187c80: 08061f26 j 0x00187c98
+
  00187c70: 3c048019 lui r4,0x8019                                     |
  00187c84: a0830003 sb r3,0x0003(r4) Store Equipment... ?
+
  00187c74: 8c842d90 lw r4,0x2d90(r4)                                 |<span style="color:#3498DB">r4 = Target current action data pointer</span>
  00187c88: 3c038019 lui r3,0x8019
+
  00187c78: 9043001f lbu r3,0x001f(r2)                                 |<span style="color:limegreen">r3 = Left hand weapon ID (for display)</span>
  00187c8c: 8c632d90 lw r3,0x2d90(r3) Load Current Action Data Pointer
+
  00187c7c: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
  00187c90: 2402ffff addiu r2,r0,0xffff R2 = 0xFFFF
+
  00187c80: 08061f26 j 0x00187c98                                 >>L''' >> jump to end '''(landing site of alll equipment section jump)
  00187c94: a0600019 sb r0,0x0019(r3) Store equipment as 0 ?
+
  00187c84: a0830003 sb r3,0x0003(r4)                                 |<span style="color:darkviolet">Store item ID in current action"item to remove"</span>
  00187c98: 03e00008 jr r31
+
  00187c88: 3c038019 lui r3,0x8019                             |>>L Landing site of all section when there is no item to remove
 +
  00187c8c: 8c632d90 lw r3,0x2d90(r3)                         |<span style="color:limegreen">r3 = Target current action data pointer</span>
 +
  00187c90: 2402ffff addiu r2,r0,0xffff                       |r2 = 0xFFFF
 +
  00187c94: a0600019 sb r0,0x0019(r3)                         |<span style="color:darkviolet">store 0x00 in action removed item (set to 0xFE at the start of the routine)</span>
 +
  00187c98: 03e00008 jr r31                                  
 
  00187c9c: 00000000 nop
 
  00187c9c: 00000000 nop
 +
 +
== Return locations ==
 +
001896fc: [[25_Equipped:_Break_Hit_(PA%2BWP%2BX)%25|Formula 25 - Equipped: Break Hit (PA+WP+X)%]]
 +
001897a4: [[26_Equipped:_Steal_Hit_(SP%2BX)%25|Formula 26 - Equipped: Steal Hit (SP+X)%]]
 +
00189bb4: [[2E_Equipped:Break_Dmg_(PA*WP)|Formula 2E - Equipped:Break Dmg (PA*WP)]]

Revision as of 20:46, 6 November 2021

-- Steal/Break/Might Sword HardCoded routine --
Choose the item to break from the ability ID
Note : if two weapons are equiped the better one will be broken (based on weapon enemy level)
return r2 = 0x00 if there's an item to remove, else r2 = 0xFFFF
------------------------------------------------------------
001879c8: 3c038019 lui r3,0x8019                 
001879cc: 8c632d90 lw r3,0x2d90(r3)              |r3 = Target current action data pointer
001879d0: 340200fe ori r2,r0,0x00fe              
001879d4: a0620019 sb r2,0x0019(r3)              |Store 0xFE as action removed equipment  (everything removed ?)
001879d8: 3c048019 lui r4,0x8019                 |
001879dc: 8c842d98 lw r4,0x2d98(r4)              |r4 = Target data location
001879e0: 00000000 nop                           
001879e4: 90820006 lbu r2,0x0006(r4)             |r2 = Target gender
001879e8: 00000000 nop                           
001879ec: 30420020 andi r2,r2,0x0020             |r2 = 0x20 if target is a monster, else 0x00
001879f0: 144000a5 bne r2,r0,0x00187c88          #If target is not a monster (Branch if target is a monster)
001879f4: 3402008a ori r2,r0,0x008a                  |R2 = 8a (head break ID)
001879f8: 3c038019 lui r3,0x8019                     |
001879fc: 946338d6 lhu r3,0x38d6(r3)                 |r3 = used Ability ID
00187a00: 00000000 nop                               |
00187a04: 10620005 beq r3,r2,0x00187a1c              # If Ability is not 0x8A (head break)
00187a08: 340200a1 ori r2,r0,0x00a1                      |r2 = 0xA1 (blastar punch ID)
00187a0c: 10620003 beq r3,r2,0x00187a1c                  # If Ability is not Blastar punch 
00187a10: 3402006e ori r2,r0,0x006e                          |r2 = 0x6E (steal helmet)
00187a14: 14620013 bne r3,r2,0x00187a64                      #If ability is steal helmet /Else branch to armor section
00187a18: 3402008b ori r2,r0,0x008b                          |r2 = 0x8b (armor break ID)
00187a1c: 3c028019 lui r2,0x8019                     |#E |#E     |(section for helmet removal)
00187a20: 8c422d98 lw r2,0x2d98(r2)                              |r2 = Target data pointer
00187a24: 00000000 nop                                           |
00187a28: 9043001a lbu r3,0x001a(r2)                             |r3 = Helmet ID
00187a2c: 340200ff ori r2,r0,0x00ff                              |
00187a30: 10620095 beq r3,r2,0x00187c88                          #If Helmet ID <> 0xFF (nothing) Else branch to nearly end
00187a34: 34020080 ori r2,r0,0x0080                                  |r2 = x80
00187a38: 3c038019 lui r3,0x8019                                     |
00187a3c: 8c632d90 lw r3,0x2d90(r3)                                  |r3 = Target current action data pointer
00187a40: 00000000 nop                                               |
00187a44: a0620019 sb r2,0x0019(r3)                                  |store 0x80 as removed equiment (helmet)
00187a48: 3c028019 lui r2,0x8019                                     |
00187a4c: 8c422d98 lw r2,0x2d98(r2)                                  |r2 = Target data pointer
00187a50: 3c048019 lui r4,0x8019                                     |
00187a54: 8c842d90 lw r4,0x2d90(r4)                                  |r4 = Target current action data pointer
00187a58: 9043001a lbu r3,0x001a(r2)                                 |r3 = Helmet ID
00187a5c: 08061f20 j 0x00187c80                                      >> Jump to near end (will store item ID in current action 0x03)
00187a60: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
00187a64: 10620005 beq r3,r2,0x00187a7c              # if ability is not Armor Break (0x8b)
00187a68: 340200a0 ori r2,r0,0x00a0                      |r2 = 0xA0 (shellbust stab)
00187a6c: 10620003 beq r3,r2,0x00187a7c                  # if ability is not shellbust stab
00187a70: 3402006f ori r2,r0,0x006f                          |r2 = 0x6f (Steal Armor)
00187a74: 14620013 bne r3,r2,0x00187ac4                      # if Ability is steal armor / Else branch to shield section
00187a78: 3402008c ori r2,r0,0x008c                          |r2 = 0x8c (shield break ID)
00187a7c: 3c028019 lui r2,0x8019                     |#E |#E     |(Remove armor section)
00187a80: 8c422d98 lw r2,0x2d98(r2)                              |r2 = Target data location
00187a84: 00000000 nop                                           |
00187a88: 9043001b lbu r3,0x001b(r2)                             |r3 = Target armor ID
00187a8c: 340200ff ori r2,r0,0x00ff                              |r2 = 0xFF
00187a90: 1062007d beq r3,r2,0x00187c88                          # If armor Exist (Armor ID <> 0xFF)  /(Else branch to almost end)
00187a94: 34020040 ori r2,r0,0x0040                                  |r2 = 0x40
00187a98: 3c038019 lui r3,0x8019                                     |
00187a9c: 8c632d90 lw r3,0x2d90(r3)                                  |r3 = Target current action data pointer
00187aa0: 00000000 nop                                               |
00187aa4: a0620019 sb r2,0x0019(r3)                                  |store 0x40 as removed equiment (Armor)
00187aa8: 3c028019 lui r2,0x8019                                     |
00187aac: 8c422d98 lw r2,0x2d98(r2)                                  |r2 = Target data pointer
00187ab0: 3c048019 lui r4,0x8019                                     |
00187ab4: 8c842d90 lw r4,0x2d90(r4)                                  |r4 = Target current action data pointer
00187ab8: 9043001b lbu r3,0x001b(r2)                                 |r3 = Armor ID (for display)
00187abc: 08061f20 j 0x00187c80                                      >> Jump to near end (will store item ID in current action 0x03)
00187ac0: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
00187ac4: 10620003 beq r3,r2,0x00187ad4              # if ability is not shield Break (0x8b)
00187ac8: 34020070 ori r2,r0,0x0070                      |r2 = 0x70 (shellbust stab)
00187acc: 1462001f bne r3,r2,0x00187b4c                  # if ability is steal shield /(Else go to accessory section)
00187ad0: 340200a3 ori r2,r0,0x00a3                      |r2 = 0x00a3 (Icewolf bite ID)
00187ad4: 9083001e lbu r3,0x001e(r4)                 #E      |r3 = Target right hand shield 
00187ad8: 340200ff ori r2,r0,0x00ff                          |r2 = 0xFF
00187adc: 1062000c beq r3,r2,0x00187b10                      #If Target right hand shield exist (ID <> 0xFF) /Else branch to left shield section
00187ae0: 34020008 ori r2,r0,0x0008                              |r2 = 0x08
00187ae4: 3c038019 lui r3,0x8019                                 |
00187ae8: 8c632d90 lw r3,0x2d90(r3)                              |r3 = Target current action data pointer
00187aec: 00000000 nop                                           |
00187af0: a0620019 sb r2,0x0019(r3)                              |store 0x08 in Action removed item (right hand shield)
00187af4: 3c028019 lui r2,0x8019                                 |
00187af8: 8c422d98 lw r2,0x2d98(r2)                              |r2 = Target data pointer
00187afc: 3c048019 lui r4,0x8019                                 |
00187b00: 8c842d90 lw r4,0x2d90(r4)                              |r4 = Target current action data pointer
00187b04: 9043001e lbu r3,0x001e(r2)                             |r3 = Shield ID (for display)
00187b08: 08061f20 j 0x00187c80                                  >> Jump to near end (will store item ID in current action 0x03)
00187b0c: 00001021 addu r2,r0,r0                                 |r2 = 0x00 (item removal is sucessfull)
00187b10: 90820020 lbu r2,0x0020(r4)                         |r2 = left hand shield ID
00187b14: 00000000 nop                                       |
00187b18: 1043005b beq r2,r3,0x00187c88                      #If Target left hand shield exist (ID <> 0xFF) /Else branch to pre end section
00187b1c: 34020002 ori r2,r0,0x0002                              |r2 = 0x02
00187b20: 3c038019 lui r3,0x8019                                 |
00187b24: 8c632d90 lw r3,0x2d90(r3)                              |r3 = Target current action data pointer
00187b28: 00000000 nop                                           |
00187b2c: a0620019 sb r2,0x0019(r3)                              |store 0x02 in Action removed item (left hand shield)
00187b30: 3c028019 lui r2,0x8019                                 |
00187b34: 8c422d98 lw r2,0x2d98(r2)                              |r2 = Target data pointer
00187b38: 3c048019 lui r4,0x8019                                 |
00187b3c: 8c842d90 lw r4,0x2d90(r4)                              |r4 = Target current action data pointer
00187b40: 90430020 lbu r3,0x0020(r2)                             |r3 = Shield ID (for display)
00187b44: 08061f20 j 0x00187c80                                  >>>> Jump to near end (will store item ID in current action 0x03)
00187b48: 00001021 addu r2,r0,r0                                 |r2 = 0x00 (item removal is sucessfull)
00187b4c: 10620003 beq r3,r2,0x00187b5c              #If ability is not Icewolf bite
00187b50: 34020072 ori r2,r0,0x0072                      |r2 = 0x72
00187b54: 14620010 bne r3,r2,0x00187b98                  #If ability is steal accessory /Else branch to weapon section
00187b58: 3402008d ori r2,r0,0x008d                      |r2 = 0x8d (weapon break ID)
00187b5c: 9083001c lbu r3,0x001c(r4)                 #E  |r3 = Target accessory ID 
00187b60: 340200ff ori r2,r0,0x00ff                          |r2 =0xFF
00187b64: 10620048 beq r3,r2,0x00187c88                      # If accessory exist /Else branch to pre end section
00187b68: 34020020 ori r2,r0,0x0020                              |r2 = 0x20
00187b6c: 3c038019 lui r3,0x8019                                 |
00187b70: 8c632d90 lw r3,0x2d90(r3)                              |r3 = Target current action data pointer
00187b74: 00000000 nop                                           |
00187b78: a0620019 sb r2,0x0019(r3)                              |store 0x20 in Action removed item (accessory)
00187b7c: 3c028019 lui r2,0x8019                                 |
00187b80: 8c422d98 lw r2,0x2d98(r2)                              |r2 = Target data pointer
00187b84: 3c048019 lui r4,0x8019                                 |
00187b88: 8c842d90 lw r4,0x2d90(r4)                              |r4 = Target current action data pointer
00187b8c: 9043001c lbu r3,0x001c(r2)                             |r3 = Accessory ID (for display)
00187b90: 08061f20 j 0x00187c80                                  >> Jump to near end (will store item ID in current action 0x03)
00187b94: 00001021 addu r2,r0,r0                                 |r2 = 0x00 (item removal is sucessfull)
00187b98: 10620006 beq r3,r2,0x00187bb4              # If ability is not weapon break (0x8D)
00187b9c: 2405ffff addiu r5,r0,0xffff                |r5 = 0xFFFF (for later purpose -  r5 will become left hand weapon enemy level if target has a left hand weapon)
00187ba0: 340200a2 ori r2,r0,0x00a2                      |r2 = 0xA2 (Hellcry punch ID)
00187ba4: 10620003 beq r3,r2,0x00187bb4                  # if ability is not Hellcry Punch 
00187ba8: 34020071 ori r2,r0,0x0071                          |r2 = 0x71 (Steal weapon iD)
00187bac: 14620036 bne r3,r2,0x00187c88                      #If ability is steal weapon /Else branch to pre end section
00187bb0: 00000000 nop                                           |
00187bb4: 3c068019 lui r6,0x8019                     |#E |#E     |(remove weapon section)
00187bb8: 8cc62d98 lw r6,0x2d98(r6)                              |r6 = Target data pointer
00187bbc: 00000000 nop                                           |
00187bc0: 90c3001d lbu r3,0x001d(r6)                             |r3 = Target right hand weapon ID
00187bc4: 340700ff ori r7,r0,0x00ff                              |r7 = 0xFF
00187bc8: 10670007 beq r3,r7,0x00187be8                          # If Target right hand weapon exist /Else branch to left hand section
00187bcc: 2404ffff addiu r4,r0,0xffff                            |r4 = 0xFFFF 
00187bd0: 00031040 sll r2,r3,0x01                                    |r2 = weapon ID * 2
00187bd4: 00431021 addu r2,r2,r3                                     |r2 = weapon ID * 3
00187bd8: 00021080 sll r2,r2,0x02                                    |r2 = weapon ID * 12
00187bdc: 3c018006 lui r1,0x8006                                     |
00187be0: 00220821 addu r1,r1,r2                                     |r1 = 0x8006 XXXX (weapon ID *12)
00187be4: 90242eba lbu r4,0x2eba(r1)                                 |r4 = right hand Weapon enemy level
00187be8: 90c3001f lbu r3,0x001f(r6)                             |r3 = Target left hand weapon
00187bec: 00000000 nop                                           |
00187bf0: 10670006 beq r3,r7,0x00187c0c                          # if target left hand weapon exist /Else branch to weapon resolution section
00187bf4: 00031040 sll r2,r3,0x01                                    |r2 = weapon ID * 2
00187bf8: 00431021 addu r2,r2,r3                                     |r2 = weapon ID * 3
00187bfc: 00021080 sll r2,r2,0x02                                    |r2 = weapon ID * 12
00187c00: 3c018006 lui r1,0x8006                                     |
00187c04: 00220821 addu r1,r1,r2                                     |r1 = 0x8006 XXXX (weapon ID *12)
00187c08: 90252eba lbu r5,0x2eba(r1)                                 |r5 = left hand weapon enemy level
00187c0c: 2402ffff addiu r2,r0,0xffff                            |r2 = 0xFFFF
00187c10: 14820003 bne r4,r2,0x00187c20                          # If r4 = 0xFFFF
00187c14: 00000000 nop                                           |
00187c18: 10a4001b beq r5,r4,0x00187c88                              #If r5 <> 0xFFFF /Else branch to pre-end (r4 = r5 = 0xFFFF : target has no weapon)
00187c1c: 00000000 nop                                                       |
00187c20: 0085102a slt r2,r4,r5                                  |r2 = 1 if right hand weapon enemy level is < at left hand weapon enemy level (else 0)
00187c24: 1440000c bne r2,r0,0x00187c58                          # If left hand weapon enemy level > right hand's one
00187c28: 34020004 ori r2,r0,0x0004                              |r2 = 0x0004  (for action removed weapon data : 0x04 = left hand weapon)
00187c2c: 3c038019 lui r3,0x8019                                 |
00187c30: 8c632d90 lw r3,0x2d90(r3)                                  |r3 = Target current action data pointer
00187c34: 34020010 ori r2,r0,0x0010                                  |r2 = 0x10
00187c38: a0620019 sb r2,0x0019(r3)                                  |store 0x10 in action removed equipment (right hand weapon)
00187c3c: 3c028019 lui r2,0x8019                                     |
00187c40: 8c422d98 lw r2,0x2d98(r2)                                  |r2 = Target data pointer
00187c44: 3c048019 lui r4,0x8019                                     |
00187c48: 8c842d90 lw r4,0x2d90(r4)                                  |r4 = Target current action data pointer
00187c4c: 9043001d lbu r3,0x001d(r2)                                 |r3 = Right hand weapon ID (for display)
00187c50: 08061f20 j 0x00187c80                                      >> jump to display section'
00187c54: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
00187c58: 3c038019 lui r3,0x8019                                 |Else If left hand weapon enemy level < right hand's one
00187c5c: 8c632d90 lw r3,0x2d90(r3)                                  |r3 = Target current action data pointer
00187c60: 00000000 nop                                               |
00187c64: a0620019 sb r2,0x0019(r3)                                  |store 0x04 in action removed equipment (left hand weapon)
00187c68: 3c028019 lui r2,0x8019                                     |
00187c6c: 8c422d98 lw r2,0x2d98(r2)                                  |r2 = Target data pointer
00187c70: 3c048019 lui r4,0x8019                                     |
00187c74: 8c842d90 lw r4,0x2d90(r4)                                  |r4 = Target current action data pointer
00187c78: 9043001f lbu r3,0x001f(r2)                                 |r3 = Left hand weapon ID (for display)
00187c7c: 00001021 addu r2,r0,r0                                     |r2 = 0x00 (item removal is sucessfull)
00187c80: 08061f26 j 0x00187c98                                  >>L >> jump to end (landing site of alll equipment section jump)
00187c84: a0830003 sb r3,0x0003(r4)                                  |Store item ID in current action"item to remove"
00187c88: 3c038019 lui r3,0x8019                             |>>L Landing site of all section when there is no item to remove
00187c8c: 8c632d90 lw r3,0x2d90(r3)                          |r3 = Target current action data pointer
00187c90: 2402ffff addiu r2,r0,0xffff                        |r2 = 0xFFFF
00187c94: a0600019 sb r0,0x0019(r3)                          |store 0x00 in action removed item (set to 0xFE at the start of the routine)
00187c98: 03e00008 jr r31                                    
00187c9c: 00000000 nop

Return locations

001896fc: Formula 25 - Equipped: Break Hit (PA+WP+X)%
001897a4: Formula 26 - Equipped: Steal Hit (SP+X)%
00189bb4: Formula 2E - Equipped:Break Dmg (PA*WP)