Difference between revisions of "User:Dokurider"

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(Created page with "Sup")
 
(Do user pages have different editing than normal pages?? Well fuck it, I'll figure it out later.)
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Sup
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Planned Uploads (Formatting, etc.)
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198b04 - Find Peril Most Unit
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00198b04: 3c03801a lui r3,0x801a
 +
00198b08: 8c630bbc lw r3,0x0bbc(r3)            Acting unit data
 +
00198b0c: 3c02801a lui r2,0x801a
 +
00198b10: 904201f2 lbu r2,0x01f2(r2)          Acting unit id
 +
00198b14: 27bdffc8 addiu r29,r29,0xffc8
 +
00198b18: afb40020 sw r20,0x0020(r29)
 +
00198b1c: 3c14801a lui r20,0x801a
 +
00198b20: 2694f3c4 addiu r20,r20,0xf3c4
 +
00198b24: afbe0030 sw r30,0x0030(r29)
 +
00198b28: 0000f021 addu r30,r0,r0
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00198b2c: afb20018 sw r18,0x0018(r29)
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00198b30: 00009021 addu r18,r0,r0
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00198b34: afb7002c sw r23,0x002c(r29)
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00198b38: 0000b821 addu r23,r0,r0
 +
00198b3c: afbf0034 sw r31,0x0034(r29)
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00198b40: afb60028 sw r22,0x0028(r29)
 +
00198b44: afb50024 sw r21,0x0024(r29)
 +
00198b48: afb3001c sw r19,0x001c(r29)
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00198b4c: afb10014 sw r17,0x0014(r29)
 +
00198b50: afb00010 sw r16,0x0010(r29)
 +
00198b54: a06201b9 sb r2,0x01b9(r3) Save Acting Unit ID
 +
00198b58: 3c028019 lui r2,0x8019
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00198b5c: 244208cc addiu r2,r2,0x08cc Unit Data
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00198b60: 00121900 sll r3,r18,0x04
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00198b64: 2463182c addiu r3,r3,0x182c
 +
00198b68: 02838821 addu r17,r20,r3
 +
00198b6c: 92230007 lbu r3,0x0007(r17)          AI Target State
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00198b70: 00000000 nop
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00198b74: 30630010 andi r3,r3,0x0010
 +
00198b78: 1460006a bne r3,r0,0x00198d24        <Unit++> if can't be targeted
 +
00198b7c: 02e28021 addu r16,r23,r2 r16 = Current Unit Data Pointer
 +
 
 +
00198b80: 92220008 lbu r2,0x0008(r17) Load Enemy Flag
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00198b84: 00000000 nop
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00198b88: 14400066 bne r2,r0,0x00198d24        <Unit++> if enemy
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00198b8c: 00000000 nop
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 +
00198b90: 8e8417f8 lw r4,0x17f8(r20)            Acting unit data
 +
00198b94: 0c0664db jal 0x0019936c Calculate Distance Between Units
 +
00198b98: 02002821 addu r5,r16,r0
 +
00198b9c: 96060028 lhu r6,0x0028(r16)          r6 = Load Target Current HP
 +
00198ba0: 9603002a lhu r3,0x002a(r16)          r3 = Load Target Max HP
 +
00198ba4: 000631c0 sll r6,r6,0x07              HP * 80
 +
00198ba8: 00c3001a div r6,r3                    (curHP * 80) / Max HP
 +
00198bac: 00003012 mflo r6 r6 = ""
 +
00198bb0: 02002021 addu r4,r16,r0 r4 = Current Unit Data Pointer
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00198bb4: 34050002 ori r5,r0,0x0002 r5 = Dead Status
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00198bb8: 340300ff ori r3,r0,0x00ff r3 = 0xff
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00198bbc: 00629823 subu r19,r3,r2 r19 = ff - Distance between Target and Caster (Closer distance = Higher score)
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00198bc0: 92030005 lbu r3,0x0005(r16) Load ENTD Flags
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00198bc4: 34020080 ori r2,r0,0x0080
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00198bc8: 30760003 andi r22,r3,0x0003          r22 = is unit Ramza?
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 +
<Dead?>
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00198bcc: 0c066360 jal 0x00198d80 Check for Status
 +
00198bd0: 0046a823 subu r21,r2,r6 r21 = 80 - curHP%
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00198bd4: 10400006 beq r2,r0,0x00198bf0 <HP Recovery> if this unit is not dead
 +
00198bd8: 00000000 nop
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 +
<Dead without reraise?>
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00198bdc: 92220007 lbu r2,0x0007(r17) Load AI Target State
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00198be0: 00000000 nop
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00198be4: 30420020 andi r2,r2,0x0020
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00198be8: 14400033 bne r2,r0,0x00198cb8        <Status Checks> if dead without reraise
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00198bec: 34030078 ori r3,r0,0x0078 Dead = Highest Status Priority
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 +
<HP Recovery?>
 +
00198bf0: 8e820e34 lw r2,0x0e34(r20)            Acting unit decision data
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00198bf4: 00000000 nop
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00198bf8: 90420006 lbu r2,0x0006(r2) Load AI Targeting Flags           
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00198bfc: 00000000 nop
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00198c00: 30420002 andi r2,r2,0x0002
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00198c04: 1040000b beq r2,r0,0x00198c34        <Blood Suck> if doesn't have HP recovery ability (Skip ReraiseDead and Critical)
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00198c08: 02002021 addu r4,r16,r0 r4 = Current Unit Data Pointer
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 +
<Dead w/ Reraise?>
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00198c0c: 92220007 lbu r2,0x0007(r17) Load AI Target State
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00198c10: 00000000 nop
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00198c14: 30420040 andi r2,r2,0x0040
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00198c18: 14400027 bne r2,r0,0x00198cb8        <Status Checks> if dead unit with reraise
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00198c1c: 34030077 ori r3,r0,0x0077 Dead w/ reraise = 2nd highest?
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 +
<Critical?>
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00198c20: 9202005a lbu r2,0x005a(r16) Load Current Status 3
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00198c24: 00000000 nop
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00198c28: 30420001 andi r2,r2,0x0001
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00198c2c: 14400022 bne r2,r0,0x00198cb8        <Status Checks> if critical
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00198c30: 00000000 nop Critical Unit = 2nd Highest
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 +
<Blood Suck?>
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00198c34: 0c066360 jal 0x00198d80 Check for Status
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00198c38: 3405000d ori r5,r0,0x000d Check for Blood Suck
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00198c3c: 1440001e bne r2,r0,0x00198cb8 <Status Checks> if unit has Blood Suck
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00198c40: 34030076 ori r3,r0,0x0076 Blood Suck = 3rd Highest
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<Petrify?>
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00198c44: 02002021 addu r4,r16,r0
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00198c48: 0c066360 jal 0x00198d80 Check for Status
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00198c4c: 34050008 ori r5,r0,0x0008 Check for Petrify
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00198c50: 14400019 bne r2,r0,0x00198cb8 <Status Checks> if unit is Petrified
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00198c54: 34030075 ori r3,r0,0x0075 Petrify = 4th Highest
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<Confused?>
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00198c58: 02002021 addu r4,r16,r0
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00198c5c: 0c066360 jal 0x00198d80 Check for Status
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00198c60: 3405000b ori r5,r0,0x000b Check for Confusion
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00198c64: 14400014 bne r2,r0,0x00198cb8 <Status Checks> if unit is Confused
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00198c68: 34030074 ori r3,r0,0x0074 Confusion = 5th Highest
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<Frog?>
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00198c6c: 02002021 addu r4,r16,r0
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00198c70: 0c066360 jal 0x00198d80 Check for Status
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00198c74: 34050016 ori r5,r0,0x0016 Check for Frog
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00198c78: 10400003 beq r2,r0,0x00198c88 Branch if not Frog
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00198c7c: 00000000 nop
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00198c80: 0806632e j 0x00198cb8 <Status Checks>
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00198c84: 34030073 ori r3,r0,0x0073 Frog = 6th Highest
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<HP Recovery?>
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00198c88: 8e820e34 lw r2,0x0e34(r20) Load Current AI Pointer
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00198c8c: 00000000 nop
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00198c90: 90420006 lbu r2,0x0006(r2) Load AI Target Flags
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00198c94: 00000000 nop
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00198c98: 30420002 andi r2,r2,0x0002
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00198c9c: 10400006 beq r2,r0,0x00198cb8        <Status Checks> if doesn't have healing ability
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00198ca0: 00001821 addu r3,r0,r0 No Priority if unit can heal itself (No low HP check)
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<Low HP Unit?>
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00198ca4: 92220007 lbu r2,0x0007(r17) Load AI Target State
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00198ca8: 00000000 nop
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00198cac: 30420001 andi r2,r2,0x0001 Get Low HP Flag
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00198cb0: 00021023 subu r2,r0,r2 -1 if Low HP Flag, else 0
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00198cb4: 30430072 andi r3,r2,0x0072 Low HP = 72 (7th Lowest)
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<Status Checks>
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00198cb8: 1460000f bne r3,r0,0x00198cf8        <Peril Score B> if low HP unit
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00198cbc: 00031600 sll r2,r3,0x18 Status Score * 1000000
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<Most usable abilities?>
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00198cc0: 92220006 lbu r2,0x0006(r17) Load AI Target Flags
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00198cc4: 00000000 nop
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00198cc8: 30420004 andi r2,r2,0x0004
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00198ccc: 14400015 bne r2,r0,0x00198d24          <Unit++> if unit has most usable abilities
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00198cd0: 00000000 nop
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<Acting Unit = Current Unit?>
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00198cd4: 92820e2e lbu r2,0x0e2e(r20) Load Acting Unit ID
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00198cd8: 00000000 nop
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00198cdc: 14520002 bne r2,r18,0x00198ce8 <Peril Score A> if Acting Unit and Current Unit are the same unit
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00198ce0: 00161a00 sll r3,r22,0x08` Ramza check * 100 = 300 (Ultimate Priority for AI)
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00198ce4: 00009821 addu r19,r0,r0 Distance between targets is zero (same unit, duh)
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<Peril Score A = (Missing HP% * 10000) + (Ramza Check * 100) + Close Distance> (Non Statused Units)
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00198ce8: 00151400 sll r2,r21,0x10 Missing HP% (80 - curHP%) * 10000
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00198cec: 00431021 addu r2,r2,r3 Missing HP% + Ramza Check * 100
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00198cf0: 08066343 j 0x00198d0c
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00198cf4: 00531821 addu r3,r2,r19 r3 = Missing HP% + Ramza Check + Distance
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<Peril Score B = (Missing HP% * 100) + (State Check * 1000000) + (Close Distance * 10000) + Ramza> (Statused Unit)
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00198cf8: 00131c00 sll r3,r19,0x10 Close Distance * 10000
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00198cfc: 00431021 addu r2,r2,r3 Close Distance + State Check * 1000000
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00198d00: 00151a00 sll r3,r21,0x08 Missing HP% * 100
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00198d04: 00431021 addu r2,r2,r3 Close Distance + State Check + Missing HP%
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00198d08: 00561821 addu r3,r2,r22 Close Distance + State Check + Missing HP% + Ramza Check
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<Highest Peril Check>
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00198d0c: 03c3102a slt r2,r30,r3
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00198d10: 10400004 beq r2,r0,0x00198d24 <Unit++> if this unit is not the current most unit in peril
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00198d14: 00000000 nop
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00198d18: 8e8217f8 lw r2,0x17f8(r20) Load Acting Unit Data Pointer
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00198d1c: 0060f021 addu r30,r3,r0 r30 = Highest Peril Score so far
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00198d20: a05201b9 sb r18,0x01b9(r2) Current Unit that needs to be saved the most
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<Unit++>
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00198d24: 26520001 addiu r18,r18,0x0001
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00198d28: 2a420015 slti r2,r18,0x0015
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00198d2c: 1440ff8a bne r2,r0,0x00198b58 Do for all units
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00198d30: 26f701c0 addiu r23,r23,0x01c0
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<Peril Minimum>
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00198d34: 8e840e34 lw r4,0x0e34(r20) Acting Unit's AI Decision Pointer
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00198d38: 3c020200 lui r2,0x0200
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00198d3c: 90830004 lbu r3,0x0004(r4) Load Range
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00198d40: 005e102a slt r2,r2,r30 Set if Highest Peril Score > 0x02000000
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00198d44: 306300f7 andi r3,r3,0x00f7
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00198d48: a0830004 sb r3,0x0004(r4) Only look for units up to 7 range away
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00198d4c: 8fbf0034 lw r31,0x0034(r29)
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00198d50: 8fbe0030 lw r30,0x0030(r29)
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00198d54: 8fb7002c lw r23,0x002c(r29)
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00198d58: 8fb60028 lw r22,0x0028(r29)
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00198d5c: 8fb50024 lw r21,0x0024(r29)
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00198d60: 8fb40020 lw r20,0x0020(r29)
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00198d64: 8fb3001c lw r19,0x001c(r29)
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00198d68: 8fb20018 lw r18,0x0018(r29)
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00198d6c: 8fb10014 lw r17,0x0014(r29)
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00198d70: 8fb00010 lw r16,0x0010(r29)
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00198d74: 27bd0038 addiu r29,r29,0x0038
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00198d78: 03e00008 jr r31
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00198d7c: 00000000 nop

Revision as of 12:56, 4 March 2017

Planned Uploads (Formatting, etc.)

198b04 - Find Peril Most Unit

00198b04: 3c03801a lui r3,0x801a 00198b08: 8c630bbc lw r3,0x0bbc(r3) Acting unit data 00198b0c: 3c02801a lui r2,0x801a 00198b10: 904201f2 lbu r2,0x01f2(r2) Acting unit id 00198b14: 27bdffc8 addiu r29,r29,0xffc8 00198b18: afb40020 sw r20,0x0020(r29) 00198b1c: 3c14801a lui r20,0x801a 00198b20: 2694f3c4 addiu r20,r20,0xf3c4 00198b24: afbe0030 sw r30,0x0030(r29) 00198b28: 0000f021 addu r30,r0,r0 00198b2c: afb20018 sw r18,0x0018(r29) 00198b30: 00009021 addu r18,r0,r0 00198b34: afb7002c sw r23,0x002c(r29) 00198b38: 0000b821 addu r23,r0,r0 00198b3c: afbf0034 sw r31,0x0034(r29) 00198b40: afb60028 sw r22,0x0028(r29) 00198b44: afb50024 sw r21,0x0024(r29) 00198b48: afb3001c sw r19,0x001c(r29) 00198b4c: afb10014 sw r17,0x0014(r29) 00198b50: afb00010 sw r16,0x0010(r29) 00198b54: a06201b9 sb r2,0x01b9(r3) Save Acting Unit ID 00198b58: 3c028019 lui r2,0x8019 00198b5c: 244208cc addiu r2,r2,0x08cc Unit Data 00198b60: 00121900 sll r3,r18,0x04 00198b64: 2463182c addiu r3,r3,0x182c 00198b68: 02838821 addu r17,r20,r3 00198b6c: 92230007 lbu r3,0x0007(r17) AI Target State 00198b70: 00000000 nop 00198b74: 30630010 andi r3,r3,0x0010 00198b78: 1460006a bne r3,r0,0x00198d24 <Unit++> if can't be targeted 00198b7c: 02e28021 addu r16,r23,r2 r16 = Current Unit Data Pointer

00198b80: 92220008 lbu r2,0x0008(r17) Load Enemy Flag 00198b84: 00000000 nop 00198b88: 14400066 bne r2,r0,0x00198d24 <Unit++> if enemy 00198b8c: 00000000 nop

00198b90: 8e8417f8 lw r4,0x17f8(r20) Acting unit data 00198b94: 0c0664db jal 0x0019936c Calculate Distance Between Units 00198b98: 02002821 addu r5,r16,r0 00198b9c: 96060028 lhu r6,0x0028(r16) r6 = Load Target Current HP 00198ba0: 9603002a lhu r3,0x002a(r16) r3 = Load Target Max HP 00198ba4: 000631c0 sll r6,r6,0x07 HP * 80 00198ba8: 00c3001a div r6,r3 (curHP * 80) / Max HP 00198bac: 00003012 mflo r6 r6 = "" 00198bb0: 02002021 addu r4,r16,r0 r4 = Current Unit Data Pointer 00198bb4: 34050002 ori r5,r0,0x0002 r5 = Dead Status 00198bb8: 340300ff ori r3,r0,0x00ff r3 = 0xff 00198bbc: 00629823 subu r19,r3,r2 r19 = ff - Distance between Target and Caster (Closer distance = Higher score) 00198bc0: 92030005 lbu r3,0x0005(r16) Load ENTD Flags 00198bc4: 34020080 ori r2,r0,0x0080 00198bc8: 30760003 andi r22,r3,0x0003 r22 = is unit Ramza?

<Dead?> 00198bcc: 0c066360 jal 0x00198d80 Check for Status 00198bd0: 0046a823 subu r21,r2,r6 r21 = 80 - curHP% 00198bd4: 10400006 beq r2,r0,0x00198bf0 <HP Recovery> if this unit is not dead 00198bd8: 00000000 nop

<Dead without reraise?> 00198bdc: 92220007 lbu r2,0x0007(r17) Load AI Target State 00198be0: 00000000 nop 00198be4: 30420020 andi r2,r2,0x0020 00198be8: 14400033 bne r2,r0,0x00198cb8 <Status Checks> if dead without reraise 00198bec: 34030078 ori r3,r0,0x0078 Dead = Highest Status Priority

<HP Recovery?> 00198bf0: 8e820e34 lw r2,0x0e34(r20) Acting unit decision data 00198bf4: 00000000 nop 00198bf8: 90420006 lbu r2,0x0006(r2) Load AI Targeting Flags 00198bfc: 00000000 nop 00198c00: 30420002 andi r2,r2,0x0002 00198c04: 1040000b beq r2,r0,0x00198c34 <Blood Suck> if doesn't have HP recovery ability (Skip ReraiseDead and Critical) 00198c08: 02002021 addu r4,r16,r0 r4 = Current Unit Data Pointer

<Dead w/ Reraise?> 00198c0c: 92220007 lbu r2,0x0007(r17) Load AI Target State 00198c10: 00000000 nop 00198c14: 30420040 andi r2,r2,0x0040 00198c18: 14400027 bne r2,r0,0x00198cb8 <Status Checks> if dead unit with reraise 00198c1c: 34030077 ori r3,r0,0x0077 Dead w/ reraise = 2nd highest?

<Critical?> 00198c20: 9202005a lbu r2,0x005a(r16) Load Current Status 3 00198c24: 00000000 nop 00198c28: 30420001 andi r2,r2,0x0001 00198c2c: 14400022 bne r2,r0,0x00198cb8 <Status Checks> if critical 00198c30: 00000000 nop Critical Unit = 2nd Highest

<Blood Suck?> 00198c34: 0c066360 jal 0x00198d80 Check for Status 00198c38: 3405000d ori r5,r0,0x000d Check for Blood Suck 00198c3c: 1440001e bne r2,r0,0x00198cb8 <Status Checks> if unit has Blood Suck 00198c40: 34030076 ori r3,r0,0x0076 Blood Suck = 3rd Highest

<Petrify?> 00198c44: 02002021 addu r4,r16,r0 00198c48: 0c066360 jal 0x00198d80 Check for Status 00198c4c: 34050008 ori r5,r0,0x0008 Check for Petrify 00198c50: 14400019 bne r2,r0,0x00198cb8 <Status Checks> if unit is Petrified 00198c54: 34030075 ori r3,r0,0x0075 Petrify = 4th Highest

<Confused?> 00198c58: 02002021 addu r4,r16,r0 00198c5c: 0c066360 jal 0x00198d80 Check for Status 00198c60: 3405000b ori r5,r0,0x000b Check for Confusion 00198c64: 14400014 bne r2,r0,0x00198cb8 <Status Checks> if unit is Confused 00198c68: 34030074 ori r3,r0,0x0074 Confusion = 5th Highest

<Frog?> 00198c6c: 02002021 addu r4,r16,r0 00198c70: 0c066360 jal 0x00198d80 Check for Status 00198c74: 34050016 ori r5,r0,0x0016 Check for Frog 00198c78: 10400003 beq r2,r0,0x00198c88 Branch if not Frog 00198c7c: 00000000 nop 00198c80: 0806632e j 0x00198cb8 <Status Checks> 00198c84: 34030073 ori r3,r0,0x0073 Frog = 6th Highest

<HP Recovery?> 00198c88: 8e820e34 lw r2,0x0e34(r20) Load Current AI Pointer 00198c8c: 00000000 nop 00198c90: 90420006 lbu r2,0x0006(r2) Load AI Target Flags 00198c94: 00000000 nop 00198c98: 30420002 andi r2,r2,0x0002 00198c9c: 10400006 beq r2,r0,0x00198cb8 <Status Checks> if doesn't have healing ability 00198ca0: 00001821 addu r3,r0,r0 No Priority if unit can heal itself (No low HP check)

<Low HP Unit?> 00198ca4: 92220007 lbu r2,0x0007(r17) Load AI Target State 00198ca8: 00000000 nop 00198cac: 30420001 andi r2,r2,0x0001 Get Low HP Flag 00198cb0: 00021023 subu r2,r0,r2 -1 if Low HP Flag, else 0 00198cb4: 30430072 andi r3,r2,0x0072 Low HP = 72 (7th Lowest)

<Status Checks> 00198cb8: 1460000f bne r3,r0,0x00198cf8 <Peril Score B> if low HP unit 00198cbc: 00031600 sll r2,r3,0x18 Status Score * 1000000

<Most usable abilities?> 00198cc0: 92220006 lbu r2,0x0006(r17) Load AI Target Flags 00198cc4: 00000000 nop 00198cc8: 30420004 andi r2,r2,0x0004 00198ccc: 14400015 bne r2,r0,0x00198d24 <Unit++> if unit has most usable abilities 00198cd0: 00000000 nop

<Acting Unit = Current Unit?> 00198cd4: 92820e2e lbu r2,0x0e2e(r20) Load Acting Unit ID 00198cd8: 00000000 nop 00198cdc: 14520002 bne r2,r18,0x00198ce8 <Peril Score A> if Acting Unit and Current Unit are the same unit 00198ce0: 00161a00 sll r3,r22,0x08` Ramza check * 100 = 300 (Ultimate Priority for AI) 00198ce4: 00009821 addu r19,r0,r0 Distance between targets is zero (same unit, duh)

<Peril Score A = (Missing HP% * 10000) + (Ramza Check * 100) + Close Distance> (Non Statused Units) 00198ce8: 00151400 sll r2,r21,0x10 Missing HP% (80 - curHP%) * 10000 00198cec: 00431021 addu r2,r2,r3 Missing HP% + Ramza Check * 100 00198cf0: 08066343 j 0x00198d0c 00198cf4: 00531821 addu r3,r2,r19 r3 = Missing HP% + Ramza Check + Distance

<Peril Score B = (Missing HP% * 100) + (State Check * 1000000) + (Close Distance * 10000) + Ramza> (Statused Unit) 00198cf8: 00131c00 sll r3,r19,0x10 Close Distance * 10000 00198cfc: 00431021 addu r2,r2,r3 Close Distance + State Check * 1000000 00198d00: 00151a00 sll r3,r21,0x08 Missing HP% * 100 00198d04: 00431021 addu r2,r2,r3 Close Distance + State Check + Missing HP% 00198d08: 00561821 addu r3,r2,r22 Close Distance + State Check + Missing HP% + Ramza Check

<Highest Peril Check> 00198d0c: 03c3102a slt r2,r30,r3 00198d10: 10400004 beq r2,r0,0x00198d24 <Unit++> if this unit is not the current most unit in peril 00198d14: 00000000 nop 00198d18: 8e8217f8 lw r2,0x17f8(r20) Load Acting Unit Data Pointer 00198d1c: 0060f021 addu r30,r3,r0 r30 = Highest Peril Score so far 00198d20: a05201b9 sb r18,0x01b9(r2) Current Unit that needs to be saved the most

<Unit++> 00198d24: 26520001 addiu r18,r18,0x0001 00198d28: 2a420015 slti r2,r18,0x0015 00198d2c: 1440ff8a bne r2,r0,0x00198b58 Do for all units 00198d30: 26f701c0 addiu r23,r23,0x01c0

<Peril Minimum> 00198d34: 8e840e34 lw r4,0x0e34(r20) Acting Unit's AI Decision Pointer 00198d38: 3c020200 lui r2,0x0200 00198d3c: 90830004 lbu r3,0x0004(r4) Load Range 00198d40: 005e102a slt r2,r2,r30 Set if Highest Peril Score > 0x02000000 00198d44: 306300f7 andi r3,r3,0x00f7 00198d48: a0830004 sb r3,0x0004(r4) Only look for units up to 7 range away

00198d4c: 8fbf0034 lw r31,0x0034(r29) 00198d50: 8fbe0030 lw r30,0x0030(r29) 00198d54: 8fb7002c lw r23,0x002c(r29) 00198d58: 8fb60028 lw r22,0x0028(r29) 00198d5c: 8fb50024 lw r21,0x0024(r29) 00198d60: 8fb40020 lw r20,0x0020(r29) 00198d64: 8fb3001c lw r19,0x001c(r29) 00198d68: 8fb20018 lw r18,0x0018(r29) 00198d6c: 8fb10014 lw r17,0x0014(r29) 00198d70: 8fb00010 lw r16,0x0010(r29) 00198d74: 27bd0038 addiu r29,r29,0x0038 00198d78: 03e00008 jr r31 00198d7c: 00000000 nop