Difference between revisions of "Store target coordinates, attack display types"
Jump to navigation
Jump to search
m (link 0x0007a724) |
m (return link) |
||
Line 218: | Line 218: | ||
000739c4: 03e00008 jr r31 | 000739c4: 03e00008 jr r31 | ||
000739c8: 00000000 nop</font> | 000739c8: 00000000 nop</font> | ||
+ | === Return location === | ||
+ | '''Battle.bin''' | ||
+ | 00073f9c: [[Set_damage_display_type_based_on_ability]] |
Revision as of 20:24, 13 November 2022
store target coordinates, attack display types Ability effect calculations
r2 = ability effect ID? r3 = 9d7e0 r4 = ability ID r5 = misc data 000736d4: 27bdff00 addiu r29,r29,0xff00 000736d8: afb300f4 sw r19,0x00f4(r29) 000736dc: 00a09821 addu r19,r5,r0 r19 = misc data 000736e0: afbf00fc sw r31,0x00fc(r29) 000736e4: afb400f8 sw r20,0x00f8(r29) 000736e8: afb200f0 sw r18,0x00f0(r29) 000736ec: afb100ec sw r17,0x00ec(r29) 000736f0: afb000e8 sw r16,0x00e8(r29) 000736f4: 9262018d lbu r2,0x018d(r19) load hit counter 000736f8: a7a000b4 sh r0,0x00b4(r29) 000736fc: a7a20010 sh r2,0x0010(r29) store hit counter - 0x1ffe70 00073700: 92620004 lbu r2,0x0004(r19) load unit misc ID 00073704: 0080a021 addu r20,r4,r0 r20 = ability ID 00073708: a3a200b6 sb r2,0x00b6(r29) store attacker ID 0007370c: 926501a8 lbu r5,0x01a8(r19) load target X 00073710: 926601aa lbu r6,0x01aa(r19) load map level 00073714: 926701a9 lbu r7,0x01a9(r19) load target Y 00073718: 0c010ac7 jal 0x00042b1c transfer Target coordinates 00042b1c: a4850000 sh r5,0x0000(r4) store Store target X 00042b20: a4860002 sh r6,0x0002(r4) store Store map level 00042b24: 03e00008 jr r31 00042b28: a4870004 sh r7,0x0004(r4) store Store target Y 0007371c: 27a400ce addiu r4,r29,0x00ce 00073720: 97a20010 lhu r2,0x0010(r29) load hit counter 00073724: 00000000 nop 00073728: 1040002a beq r2,r0,0x000737d4 branch if nobody to hit 0007372c: 2672018c addiu r18,r19,0x018c r18 = current action misc data 00073730: 10400038 beq r2,r0,0x00073814 00073734: 00008021 addu r16,r0,r0 00073738: 00008821 addu r17,r0,r0 0007373c: 02501021 addu r2,r18,r16 r2 = target ID list 00073740: 90440002 lbu r4,0x0002(r2) load target ID 00073744: 0c01e9c9 jal 0x0007a724 Get_unit_misc_data_that_matches_r4_ID 00073748: 00000000 nop 0007374c: 27a30010 addiu r3,r29,0x0010 r3 = 0x1ffe70 00073750: 00712021 addu r4,r3,r17 stack + counter 00073754: a4800004 sh r0,0x0004(r4) 00073758: 90430004 lbu r3,0x0004(r2) load misc unit ID 0007375c: 00000000 nop 00073760: a0830006 sb r3,0x0006(r4) store on stack 00073764: 8c430134 lw r3,0x0134(r2) load targets data 00073768: 00000000 nop 0007376c: 10600011 beq r3,r0,0x000737b4 branch if no data found 00073770: 00000000 nop 00073774: 9062018d lbu r2,0x018d(r3) load critical hit flag 00073778: 00000000 nop 0007377c: 10400003 beq r2,r0,0x0007378c branch if no critical hit 00073780: 34020001 ori r2,r0,0x0001 00073784: 0801cdee j 0x000737b8 00073788: a0820007 sb r2,0x0007(r4) store display type = 01 - critical hit? 0007378c: 9063018e lbu r3,0x018e(r3) load evade type 00073790: 34020009 ori r2,r0,0x0009 00073794: 14620003 bne r3,r2,0x000737a4 branch if not reflected? 00073798: 34020002 ori r2,r0,0x0002 store display type = 02 - reflected 0007379c: 0801cdee j 0x000737b8 000737a0: a0820007 sb r2,0x0007(r4) 000737a4: 10600003 beq r3,r0,0x000737b4 branch if normal hit 000737a8: 34020003 ori r2,r0,0x0003 return display type = 03 - evaded? 000737ac: 0801cdee j 0x000737b8 000737b0: a0820007 sb r2,0x0007(r4) default to 0x03 000737b4: a0800007 sb r0,0x0007(r4) store 0x00 - normal hit 000737b8: 97a20010 lhu r2,0x0010(r29) load hit counter 000737bc: 26100001 addiu r16,r16,0x0001 000737c0: 0202102a slt r2,r16,r2 set if counter < hit counter 000737c4: 1440ffdd bne r2,r0,0x0007373c 000737c8: 2631000a addiu r17,r17,0x000a stack address + 0x0a 000737cc: 0801ce06 j 0x00073818 000737d0: 00008821 addu r17,r0,r0 If No hit counter 000737d4: 9262019e lbu r2,0x019e(r19) animate on miss thing 000737d8: 00000000 nop 000737dc: 1440000e bne r2,r0,0x00073818 branch if not animate on miss 000737e0: 00008821 addu r17,r0,r0 000737e4: 34020001 ori r2,r0,0x0001 000737e8: a7a20010 sh r2,0x0010(r29) store hit counter = 1 000737ec: a7a20014 sh r2,0x0014(r29) store animate on miss flag? 000737f0: 926201a8 lbu r2,0x01a8(r19) load X coordinate 000737f4: 00000000 nop 000737f8: a7a20016 sh r2,0x0016(r29) 000737fc: 926201a9 lbu r2,0x01a9(r19) load Y coordinate 00073800: 00000000 nop 00073804: a7a2001a sh r2,0x001a(r29) 00073808: 926201aa lbu r2,0x01aa(r19) load map level 0007380c: 00000000 nop 00073810: a7a20018 sh r2,0x0018(r29) 00073814: 00008821 addu r17,r0,r0 00073818: 00008021 addu r16,r0,r0 <All units loop> 0007381c: 92620004 lbu r2,0x0004(r19) load attacker misc ID 00073820: 00000000 nop 00073824: 12020022 beq r16,r2,0x000738b0 branch if considered unit is attacker 00073828: 00000000 nop 0007382c: 0c01e9b9 jal 0x0007a6e4 get misc unit data 00073830: 3204ffff andi r4,r16,0xffff 00073834: 00403021 addu r6,r2,r0 00073838: 10c0001d beq r6,r0,0x000738b0 0007383c: 00000000 nop 00073840: 8cc20134 lw r2,0x0134(r6) load units data 00073844: 00000000 nop 00073848: 10400019 beq r2,r0,0x000738b0 0007384c: 00000000 nop 00073850: 92450001 lbu r5,0x0001(r18) load hit counter 00073854: 00000000 nop 00073858: 18a00010 blez r5,0x0007389c branch if hit coutner <= 0x00 0007385c: 00001821 addu r3,r0,r0 00073860: 9044018a lbu r4,0x018a(r2) load unit ID 00073864: 02431021 addu r2,r18,r3 coutner + hit counter address <check if unit is on target list> 00073868: 90420002 lbu r2,0x0002(r2) load Target ID 0007386c: 00000000 nop 00073870: 10820005 beq r4,r2,0x00073888 branch if Unit = Target 00073874: 00000000 nop 00073878: 24630001 addiu r3,r3,0x0001 Hit counter++ 0007387c: 0065102a slt r2,r3,r5 set if not last on list 00073880: 1440fff9 bne r2,r0,0x00073868 branch if so 00073884: 02431021 addu r2,r18,r3 address + Hit counter </check if unit is on target list> 00073888: 92420001 lbu r2,0x0001(r18) load hit counter 0007388c: 00000000 nop 00073890: 0062102a slt r2,r3,r2 set if counter < hit counter 00073894: 14400006 bne r2,r0,0x000738b0 branch if so 00073898: 00000000 nop 0007389c: 27a200be addiu r2,r29,0x00be 000738a0: 00511021 addu r2,r2,r17 000738a4: 90c30004 lbu r3,0x0004(r6) load unit misc ID 000738a8: 26310001 addiu r17,r17,0x0001 000738ac: a0430000 sb r3,0x0000(r2) store misc ID on stack 000738b0: 26100001 addiu r16,r16,0x0001 unit counter++ 000738b4: 2a020010 slti r2,r16,0x0010 do for all units 000738b8: 1440ffd8 bne r2,r0,0x0007381c branch if so 000738bc: 00000000 nop </all units loop> Check enemy units if they match the stored target IDs in 0x18e of misc data? 000738c0: a3b10012 sb r17,0x0012(r29) store Counter... 000738c4: 92420013 lbu r2,0x0013(r18) load ?? 000738c8: 00000000 nop 000738cc: a3a20013 sb r2,0x0013(r29) store ?? 000738d0: 9242001f lbu r2,0x001f(r18) load used weapon ID 000738d4: 00000000 nop 000738d8: a7a200d6 sh r2,0x00d6(r29) store used weapon ID 000738dc: 86420014 lh r2,0x0014(r18) load used ability iD 000738e0: 00000000 nop 000738e4: 10400014 beq r2,r0,0x00073938 branch if ability = ATTACK 000738e8: 00002021 addu r4,r0,r0 if not attack 000738ec: 92420017 lbu r2,0x0017(r18) load reaction thing? 000738f0: 00000000 nop 000738f4: 14400010 bne r2,r0,0x00073938 branch if reaction? 000738f8: 34020001 ori r2,r0,0x0001 000738fc: 3c038009 lui r3,0x8009 00073900: 8c636214 lw r3,0x6214(r3) load ?? (word) 00073904: 00000000 nop 00073908: 1462000b bne r3,r2,0x00073938 branch if not 0x01 0007390c: 00000000 nop 00073910: 9262013a lbu r2,0x013a(r19) load weapon ID 00073914: 00000000 nop 00073918: 2442ffb6 addiu r2,r2,0xffb6 0007391c: 2c420002 sltiu r2,r2,0x0002 00073920: 14400005 bne r2,r0,0x00073938 branch if weapon ID = 0x4a, 0x4b - elemental guns 00073924: 3402004c ori r2,r0,0x004c 00073928: 9265013a lbu r5,0x013a(r19) load used weapon ID 0007392c: 00000000 nop 00073930: 14a20003 bne r5,r2,0x00073940 branch if used weapon != 0x4c - blast gun 00073934: 34020189 ori r2,r0,0x0189 if attack 00073938: 0801ce68 j 0x000739a0 0007393c: 02802821 addu r5,r20,r0 return ability ID 00073940: 1682000a bne r20,r2,0x0007396c branch if ability is not 0x189 - Ball 00073944: 00141040 sll r2,r20,0x01 ability ID*2 00073948: 000510c0 sll r2,r5,0x03 weapon ID*8 0007394c: 3c018006 lui r1,0x8006 00073950: 00220821 addu r1,r1,r2 00073954: 90223abe lbu r2,0x3abe(r1) load weapon element 00073958: 3c048009 lui r4,0x8009 0007395c: 908442ab lbu r4,0x42ab(r4) load ball ability animation flags? 00073960: 00021400 sll r2,r2,0x10 weapon element*2^0x10 00073964: 0801ce67 j 0x0007399c 00073968: 00822025 or r4,r4,r2 set ?? (12 4c 00) - adds weapon element flag value to first byte of animation if not ball 0007396c: 00541021 addu r2,r2,r20 ability ID*3 00073970: 001418c0 sll r3,r20,0x03 r3 = ability ID*8 00073974: 00741823 subu r3,r3,r20 ability ID*8-ability ID*3 00073978: 00031840 sll r3,r3,0x01 0007397c: 3c018006 lui r1,0x8006 00073980: 00230821 addu r1,r1,r3 00073984: 9023fbf7 lbu r3,-0x0409(r1) load ability element 00073988: 3c018009 lui r1,0x8009 0007398c: 00220821 addu r1,r1,r2 00073990: 90243e10 lbu r4,0x3e10(r1) load ability animation flags 00073994: 00031c00 sll r3,r3,0x10 00073998: 00832025 or r4,r4,r3 add ability element flags to first byte of animation flags 0007399c: 02802821 addu r5,r20,r0 r5 = ability ID 000739a0: 0c06856d jal 0x001a15b4 ability effect prep 000739a4: 27a60010 addiu r6,r29,0x0010 000739a8: 8fbf00fc lw r31,0x00fc(r29) 000739ac: 8fb400f8 lw r20,0x00f8(r29) 000739b0: 8fb300f4 lw r19,0x00f4(r29) 000739b4: 8fb200f0 lw r18,0x00f0(r29) 000739b8: 8fb100ec lw r17,0x00ec(r29) 000739bc: 8fb000e8 lw r16,0x00e8(r29) 000739c0: 27bd0100 addiu r29,r29,0x0100 000739c4: 03e00008 jr r31 000739c8: 00000000 nop
Return location
Battle.bin 00073f9c: Set_damage_display_type_based_on_ability