Difference between revisions of "AI Target Priority Super Routine (001999c8)"

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m (Dokurider moved page 001999c8 - 00199b94 to AI Target Priority Super Routine (001999c8): Renaming and adding new documentation)
(Updated documentation)
Line 1: Line 1:
<font face='Courier New'>
 
 
 
  001999c8: 3c02801a lui r2,0x801a
 
  001999c8: 3c02801a lui r2,0x801a
  001999cc: 90420d7b lbu r2,0x0d7b(r2)
+
  001999cc: 90420d7b lbu r2,0x0d7b(r2) If Acted this Turn
 
  001999d0: 27bdffc8 addiu r29,r29,0xffc8
 
  001999d0: 27bdffc8 addiu r29,r29,0xffc8
 
  001999d4: afb3002c sw r19,0x002c(r29)
 
  001999d4: afb3002c sw r19,0x002c(r29)
 
  001999d8: 3c13801a lui r19,0x801a
 
  001999d8: 3c13801a lui r19,0x801a
  001999dc: 2673f3c4 addiu r19,r19,0xf3c4
+
  001999dc: 2673f3c4 addiu r19,r19,0xf3c4 r19 = Ability AI Pointer
 
  001999e0: afbf0034 sw r31,0x0034(r29)
 
  001999e0: afbf0034 sw r31,0x0034(r29)
 
  001999e4: afb40030 sw r20,0x0030(r29)
 
  001999e4: afb40030 sw r20,0x0030(r29)
 
  001999e8: afb20028 sw r18,0x0028(r29)
 
  001999e8: afb20028 sw r18,0x0028(r29)
 
  001999ec: afb10024 sw r17,0x0024(r29)
 
  001999ec: afb10024 sw r17,0x0024(r29)
  001999f0: 10400019 beq r2,r0,0x00199a58
+
  001999f0: 10400019 beq r2,r0,0x00199a58 Branch if Acting Unit this turn hasn't Acted yet.
 
  001999f4: afb00020 sw r16,0x0020(r29)
 
  001999f4: afb00020 sw r16,0x0020(r29)
 
  001999f8: 3c10801a lui r16,0x801a
 
  001999f8: 3c10801a lui r16,0x801a
  001999fc: 9210f3dc lbu r16,-0x0c24(r16) load acting unit X
+
  001999fc: 9210f3dc lbu r16,-0x0c24(r16) r16 = Caster X
 
  00199a00: 3c11801a lui r17,0x801a
 
  00199a00: 3c11801a lui r17,0x801a
  00199a04: 9231f3de lbu r17,-0x0c22(r17) load acting unit Y
+
  00199a04: 9231f3de lbu r17,-0x0c22(r17) r17 = Caster Y
 
  00199a08: 3c02801a lui r2,0x801a
 
  00199a08: 3c02801a lui r2,0x801a
  00199a0c: 904201f1 lbu r2,0x01f1(r2) ??
+
  00199a0c: 904201f1 lbu r2,0x01f1(r2) Caster ID
 
  00199a10: 3c12801a lui r18,0x801a
 
  00199a10: 3c12801a lui r18,0x801a
  00199a14: 9252f3dd lbu r18,-0x0c23(r18) load map level
+
  00199a14: 9252f3dd lbu r18,-0x0c23(r18) r18 = Caster map level
  00199a18: 000218c0 sll r3,r2,0x03 ??*8
+
  00199a18: 000218c0 sll r3,r2,0x03 ID*8
  00199a1c: 00621821 addu r3,r3,r2 ??*9
+
  00199a1c: 00621821 addu r3,r3,r2 ID*9
  00199a20: 000318c0 sll r3,r3,0x03 ??*72
+
  00199a20: 000318c0 sll r3,r3,0x03 ID*48
  00199a24: 00731821 addu r3,r3,r19
+
  00199a24: 00731821 addu r3,r3,r19 Get Unit AI Pointer
  00199a28: 24630a74 addiu r3,r3,0x0a74
+
  00199a28: 24630a74 addiu r3,r3,0x0a74 Unit's AI Map Pointer (36 * 2 long)
 
  00199a2c: 001210c0 sll r2,r18,0x03 maplevel*8
 
  00199a2c: 001210c0 sll r2,r18,0x03 maplevel*8
 
  00199a30: 00521021 addu r2,r2,r18 maplevel*9
 
  00199a30: 00521021 addu r2,r2,r18 maplevel*9
  00199a34: 00021080 sll r2,r2,0x02 maplevel*36
+
  00199a34: 00021080 sll r2,r2,0x02 maplevel*24
  00199a38: 00431021 addu r2,r2,r3 maplevel*36 + r3 address
+
  00199a38: 00431021 addu r2,r2,r3 AI Map Pointer + Map Level
 
  00199a3c: 00111840 sll r3,r17,0x01 Y coordinate*2
 
  00199a3c: 00111840 sll r3,r17,0x01 Y coordinate*2
  00199a40: 00621821 addu r3,r3,r2
+
  00199a40: 00621821 addu r3,r3,r2 AI Map Pointer + Y
  00199a44: 94740000 lhu r20,0x0000(r3)
+
  00199a44: 94740000 lhu r20,0x0000(r3) r20 = ? from Map Pointer
  00199a48: 080666bc j 0x00199af0
+
  00199a48: 080666bc j 0x00199af0 The game decides it's just going to start looping from the Caster Unit itself, skipping anyone before them.
 
  00199a4c: 00000000 nop
 
  00199a4c: 00000000 nop
  00199a50: 080666dd j 0x00199b74
+
 
 +
  00199a50: 080666dd j 0x00199b74 Routine comes here when AI End of Turn Routine fails
 
  00199a54: 2402ffff addiu r2,r0,0xffff
 
  00199a54: 2402ffff addiu r2,r0,0xffff
  00199a58: 00009021 addu r18,r0,r0
+
 
 +
  00199a58: 00009021 addu r18,r0,r0 Map Level = 0
 
  00199a5c: 3c01801a lui r1,0x801a
 
  00199a5c: 3c01801a lui r1,0x801a
  00199a60: a020f3d8 sb r0,-0x0c28(r1)
+
  00199a60: a020f3d8 sb r0,-0x0c28(r1) Clear Target X
 
  00199a64: 3c01801a lui r1,0x801a
 
  00199a64: 3c01801a lui r1,0x801a
  00199a68: a020f3e1 sb r0,-0x0c1f(r1)
+
  00199a68: a020f3e1 sb r0,-0x0c1f(r1) Clear Target Y
  00199a6c: 92620e3b lbu r2,0x0e3b(r19)
+
 
 +
<Map Level Loop>
 +
  00199a6c: 92620e3b lbu r2,0x0e3b(r19) Load Map Max Y
 
  00199a70: 00000000 nop
 
  00199a70: 00000000 nop
  00199a74: 18400038 blez r2,0x00199b58
+
  00199a74: 18400038 blez r2,0x00199b58 Branch if Max Y is negative
  00199a78: 00008821 addu r17,r0,r0
+
  00199a78: 00008821 addu r17,r0,r0 Initialize Current Y
  00199a7c: 92620e2d lbu r2,0x0e2d(r19)
+
<Y Loop>
 +
  00199a7c: 92620e2d lbu r2,0x0e2d(r19) Get Caster Unit ID
 
  00199a80: 00000000 nop
 
  00199a80: 00000000 nop
  00199a84: 000218c0 sll r3,r2,0x03
+
  00199a84: 000218c0 sll r3,r2,0x03 ID * 8
  00199a88: 00621821 addu r3,r3,r2
+
  00199a88: 00621821 addu r3,r3,r2 ID * 9
  00199a8c: 000318c0 sll r3,r3,0x03
+
  00199a8c: 000318c0 sll r3,r3,0x03 ID * 48
  00199a90: 00731821 addu r3,r3,r19
+
  00199a90: 00731821 addu r3,r3,r19 Get Unit AI Pointer
  00199a94: 24630a74 addiu r3,r3,0x0a74
+
  00199a94: 24630a74 addiu r3,r3,0x0a74 Get Unit AI Pointer Map
  00199a98: 001210c0 sll r2,r18,0x03
+
  00199a98: 001210c0 sll r2,r18,0x03 maplevel*8
  00199a9c: 00521021 addu r2,r2,r18
+
  00199a9c: 00521021 addu r2,r2,r18           maplevel*9
  00199aa0: 00021080 sll r2,r2,0x02
+
  00199aa0: 00021080 sll r2,r2,0x02           maplevel*24
  00199aa4: 00431021 addu r2,r2,r3
+
  00199aa4: 00431021 addu r2,r2,r3           AI Map Pointer + Map Level
  00199aa8: 00111840 sll r3,r17,0x01
+
  00199aa8: 00111840 sll r3,r17,0x01         Y coordinate*2
  00199aac: 00621821 addu r3,r3,r2
+
  00199aac: 00621821 addu r3,r3,r2           AI Map Pointer + Y
  00199ab0: 94740000 lhu r20,0x0000(r3)
+
  00199ab0: 94740000 lhu r20,0x0000(r3)       r20 = Row Tiles containing a target (8000 srl [Row Coordinate])  from Map Pointer
 
  00199ab4: 00000000 nop
 
  00199ab4: 00000000 nop
  00199ab8: 12800022 beq r20,r0,0x00199b44
+
  00199ab8: 12800022 beq r20,r0,0x00199b44 Next Row if no targets in row
 
  00199abc: 00000000 nop
 
  00199abc: 00000000 nop
  00199ac0: 92620e3a lbu r2,0x0e3a(r19)
+
  00199ac0: 92620e3a lbu r2,0x0e3a(r19) Load Map Max X
 
  00199ac4: 00000000 nop
 
  00199ac4: 00000000 nop
  00199ac8: 1840001e blez r2,0x00199b44
+
  00199ac8: 1840001e blez r2,0x00199b44 Next Row if negative
  00199acc: 00008021 addu r16,r0,r0
+
  00199acc: 00008021 addu r16,r0,r0 Initialize Current X
  00199ad0: 02141004 sllv r2,r20,r16
+
  00199ad0: 02141004 sllv r2,r20,r16 Row Coordinate * Current X
  00199ad4: 30428000 andi r2,r2,0x8000
+
 
  00199ad8: 10400015 beq r2,r0,0x00199b30
+
<X Loop>
 +
  00199ad4: 30428000 andi r2,r2,0x8000 Will always equal 8000 if tile has a target on it.*
 +
  00199ad8: 10400015 beq r2,r0,0x00199b30 Branch if Tile has a Target on it.
 
  00199adc: 00000000 nop
 
  00199adc: 00000000 nop
  00199ae0: a2700018 sb r16,0x0018(r19)
+
 
  00199ae4: a271001a sb r17,0x001a(r19)
+
So the 0th Y tile contains a value that directs the game to X tiles in it's row that has Units of interest?
  00199ae8: 0c066ec8 jal 0x0019bb20                 [[0019bb20 - 0019bbb8]]
+
Then what happens if there are multiple units within that row?
  00199aec: a2720019 sb r18,0x0019(r19)
+
If Y Value is 0400, then only the 5th tile would activate. If Y was 2000, then the 2nd tile would activate.
  00199af0: 0c0674df jal 0x0019d37c                  [[AI End of turn, in between turn, etc.]]
+
So then what about 2400? Correct, both would produce True results!
 +
 
 +
  00199ae0: a2700018 sb r16,0x0018(r19) Save Current X
 +
  00199ae4: a271001a sb r17,0x001a(r19) Save Current Y
 +
  00199ae8: 0c066ec8 jal 0x0019bb20           Unit Priority Matrix Analysis Routine
 +
  00199aec: a2720019 sb r18,0x0019(r19) Save Current Map Level
 +
  00199af0: 0c0674df jal 0x0019d37c                  AI End of turn, in between turn, etc.
 
  00199af4: 00000000 nop
 
  00199af4: 00000000 nop
 +
 
  00199af8: 2403ffff addiu r3,r0,0xffff
 
  00199af8: 2403ffff addiu r3,r0,0xffff
  00199afc: 1043ffd4 beq r2,r3,0x00199a50
+
  00199afc: 1043ffd4 beq r2,r3,0x00199a50 Branch to an routine exiting jump if AI routine failed; return -1
  00199b00: 001210c0 sll r2,r18,0x03
+
  00199b00: 001210c0 sll r2,r18,0x03 Map Level * 8
  00199b04: 00521021 addu r2,r2,r18
+
  00199b04: 00521021 addu r2,r2,r18 Map Level * 9
  00199b08: 00021180 sll r2,r2,0x06
+
  00199b08: 00021180 sll r2,r2,0x06 Map Level * 240
  00199b0c: 00531021 addu r2,r2,r19
+
  00199b0c: 00531021 addu r2,r2,r19 AI Pointer + Map Level
  00199b10: 244205f4 addiu r2,r2,0x05f4
+
  00199b10: 244205f4 addiu r2,r2,0x05f4 Current Unit's Units of Interest?
  00199b14: 00111940 sll r3,r17,0x05
+
  00199b14: 00111940 sll r3,r17,0x05 Y * 20
  00199b18: 00621821 addu r3,r3,r2
+
  00199b18: 00621821 addu r3,r3,r2 Pointer + Map Level + Y
  00199b1c: 00102040 sll r4,r16,0x01
+
  00199b1c: 00102040 sll r4,r16,0x01 X * 2
  00199b20: 96620032 lhu r2,0x0032(r19)
+
  00199b20: 96620032 lhu r2,0x0032(r19) Load Unit Target Priority
  00199b24: 00832021 addu r4,r4,r3
+
  00199b24: 00832021 addu r4,r4,r3 Get Coordinates of current Unit
  00199b28: 00021023 subu r2,r0,r2
+
  00199b28: 00021023 subu r2,r0,r2 -Priority
  00199b2c: a4820000 sh r2,0x0000(r4)
+
  00199b2c: a4820000 sh r2,0x0000(r4) Save Priority to Units of Interest Map
  00199b30: 92620e3a lbu r2,0x0e3a(r19)
+
 
  00199b34: 26100001 addiu r16,r16,0x0001
+
  00199b30: 92620e3a lbu r2,0x0e3a(r19) Load Max X
 +
  00199b34: 26100001 addiu r16,r16,0x0001 Current X++
 
  00199b38: 0202102a slt r2,r16,r2
 
  00199b38: 0202102a slt r2,r16,r2
  00199b3c: 1440ffe5 bne r2,r0,0x00199ad4
+
  00199b3c: 1440ffe5 bne r2,r0,0x00199ad4 Loop for Max X
  00199b40: 02141004 sllv r2,r20,r16
+
  00199b40: 02141004 sllv r2,r20,r16 Row Coordinate * Current X
  00199b44: 92620e3b lbu r2,0x0e3b(r19)
+
 
  00199b48: 26310001 addiu r17,r17,0x0001
+
 
 +
  00199b44: 92620e3b lbu r2,0x0e3b(r19) Load Max Y
 +
  00199b48: 26310001 addiu r17,r17,0x0001 Current Y++
 
  00199b4c: 0222102a slt r2,r17,r2
 
  00199b4c: 0222102a slt r2,r17,r2
  00199b50: 1440ffca bne r2,r0,0x00199a7c
+
  00199b50: 1440ffca bne r2,r0,0x00199a7c Loop for Max Y
 
  00199b54: 00000000 nop
 
  00199b54: 00000000 nop
  00199b58: 26520001 addiu r18,r18,0x0001
+
 
 +
  00199b58: 26520001 addiu r18,r18,0x0001 Map Level++
 
  00199b5c: 2a420002 slti r2,r18,0x0002
 
  00199b5c: 2a420002 slti r2,r18,0x0002
  00199b60: 1440ffc2 bne r2,r0,0x00199a6c
+
  00199b60: 1440ffc2 bne r2,r0,0x00199a6c Loop for both low and high tiles
 
  00199b64: 00000000 nop
 
  00199b64: 00000000 nop
  00199b68: 0c067c96 jal 0x0019f258                  [[Store units coordinates]]
+
 
 +
  00199b68: 0c067c96 jal 0x0019f258                  Store units coordinates
 
  00199b6c: 26640e30 addiu r4,r19,0x0e30
 
  00199b6c: 26640e30 addiu r4,r19,0x0e30
 
  00199b70: 00001021 addu r2,r0,r0
 
  00199b70: 00001021 addu r2,r0,r0
Line 117: Line 134:
 
  00199b90: 03e00008 jr r31
 
  00199b90: 03e00008 jr r31
 
  00199b94: 00000000 nop
 
  00199b94: 00000000 nop
</font>
 

Revision as of 01:22, 9 March 2017

001999c8: 3c02801a lui r2,0x801a
001999cc: 90420d7b lbu r2,0x0d7b(r2)		If Acted this Turn
001999d0: 27bdffc8 addiu r29,r29,0xffc8
001999d4: afb3002c sw r19,0x002c(r29)
001999d8: 3c13801a lui r19,0x801a
001999dc: 2673f3c4 addiu r19,r19,0xf3c4		r19 = Ability AI Pointer
001999e0: afbf0034 sw r31,0x0034(r29)
001999e4: afb40030 sw r20,0x0030(r29)
001999e8: afb20028 sw r18,0x0028(r29)
001999ec: afb10024 sw r17,0x0024(r29)
001999f0: 10400019 beq r2,r0,0x00199a58		Branch if Acting Unit this turn hasn't Acted yet.
001999f4: afb00020 sw r16,0x0020(r29)
001999f8: 3c10801a lui r16,0x801a
001999fc: 9210f3dc lbu r16,-0x0c24(r16)		r16 = Caster X
00199a00: 3c11801a lui r17,0x801a
00199a04: 9231f3de lbu r17,-0x0c22(r17)		r17 = Caster Y
00199a08: 3c02801a lui r2,0x801a
00199a0c: 904201f1 lbu r2,0x01f1(r2)		Caster ID
00199a10: 3c12801a lui r18,0x801a
00199a14: 9252f3dd lbu r18,-0x0c23(r18)		r18 = Caster map level
00199a18: 000218c0 sll r3,r2,0x03			ID*8
00199a1c: 00621821 addu r3,r3,r2			ID*9
00199a20: 000318c0 sll r3,r3,0x03			ID*48
00199a24: 00731821 addu r3,r3,r19			Get Unit AI Pointer
00199a28: 24630a74 addiu r3,r3,0x0a74		Unit's AI Map Pointer (36 * 2 long)
00199a2c: 001210c0 sll r2,r18,0x03			maplevel*8
00199a30: 00521021 addu r2,r2,r18			maplevel*9
00199a34: 00021080 sll r2,r2,0x02			maplevel*24
00199a38: 00431021 addu r2,r2,r3			AI Map Pointer + Map Level
00199a3c: 00111840 sll r3,r17,0x01			Y coordinate*2
00199a40: 00621821 addu r3,r3,r2			AI Map Pointer + Y
00199a44: 94740000 lhu r20,0x0000(r3)		r20 = ? from Map Pointer
00199a48: 080666bc j 0x00199af0				The game decides it's just going to start looping from the Caster Unit itself, skipping anyone before them.
00199a4c: 00000000 nop
00199a50: 080666dd j 0x00199b74				Routine comes here when AI End of Turn Routine fails
00199a54: 2402ffff addiu r2,r0,0xffff
00199a58: 00009021 addu r18,r0,r0			Map Level = 0
00199a5c: 3c01801a lui r1,0x801a
00199a60: a020f3d8 sb r0,-0x0c28(r1)		Clear Target X
00199a64: 3c01801a lui r1,0x801a
00199a68: a020f3e1 sb r0,-0x0c1f(r1)		Clear Target Y
<Map Level Loop>
00199a6c: 92620e3b lbu r2,0x0e3b(r19)		Load Map Max Y
00199a70: 00000000 nop
00199a74: 18400038 blez r2,0x00199b58		Branch if Max Y is negative
00199a78: 00008821 addu r17,r0,r0			Initialize Current Y
<Y Loop>
00199a7c: 92620e2d lbu r2,0x0e2d(r19)		Get Caster Unit ID
00199a80: 00000000 nop
00199a84: 000218c0 sll r3,r2,0x03			ID * 8
00199a88: 00621821 addu r3,r3,r2			ID * 9
00199a8c: 000318c0 sll r3,r3,0x03			ID * 48
00199a90: 00731821 addu r3,r3,r19			Get Unit AI Pointer
00199a94: 24630a74 addiu r3,r3,0x0a74		Get Unit AI Pointer Map
00199a98: 001210c0 sll r2,r18,0x03			maplevel*8
00199a9c: 00521021 addu r2,r2,r18           maplevel*9
00199aa0: 00021080 sll r2,r2,0x02           maplevel*24
00199aa4: 00431021 addu r2,r2,r3            AI Map Pointer + Map Level
00199aa8: 00111840 sll r3,r17,0x01          Y coordinate*2
00199aac: 00621821 addu r3,r3,r2            AI Map Pointer + Y
00199ab0: 94740000 lhu r20,0x0000(r3)       r20 = Row Tiles containing a target (8000 srl [Row Coordinate])  from Map Pointer
00199ab4: 00000000 nop
00199ab8: 12800022 beq r20,r0,0x00199b44	Next Row if no targets in row
00199abc: 00000000 nop
00199ac0: 92620e3a lbu r2,0x0e3a(r19)		Load Map Max X
00199ac4: 00000000 nop
00199ac8: 1840001e blez r2,0x00199b44		Next Row if negative
00199acc: 00008021 addu r16,r0,r0			Initialize Current X
00199ad0: 02141004 sllv r2,r20,r16			Row Coordinate * Current X
<X Loop>
00199ad4: 30428000 andi r2,r2,0x8000		Will always equal 8000 if tile has a target on it.*
00199ad8: 10400015 beq r2,r0,0x00199b30		Branch if Tile has a Target on it.
00199adc: 00000000 nop
So the 0th Y tile contains a value that directs the game to X tiles in it's row that has Units of interest?
Then what happens if there are multiple units within that row?
If Y Value is 0400, then only the 5th tile would activate. If Y was 2000, then the 2nd tile would activate.
So then what about 2400? Correct, both would produce True results!
00199ae0: a2700018 sb r16,0x0018(r19)		Save Current X
00199ae4: a271001a sb r17,0x001a(r19)		Save Current Y
00199ae8: 0c066ec8 jal 0x0019bb20           Unit Priority Matrix Analysis Routine
00199aec: a2720019 sb r18,0x0019(r19)		Save Current Map Level
00199af0: 0c0674df jal 0x0019d37c                  AI End of turn, in between turn, etc.
00199af4: 00000000 nop
00199af8: 2403ffff addiu r3,r0,0xffff
00199afc: 1043ffd4 beq r2,r3,0x00199a50				Branch to an routine exiting jump if AI routine failed; return -1
00199b00: 001210c0 sll r2,r18,0x03			Map Level * 8
00199b04: 00521021 addu r2,r2,r18			Map Level * 9
00199b08: 00021180 sll r2,r2,0x06			Map Level * 240
00199b0c: 00531021 addu r2,r2,r19			AI Pointer + Map Level
00199b10: 244205f4 addiu r2,r2,0x05f4		Current Unit's Units of Interest?
00199b14: 00111940 sll r3,r17,0x05			Y * 20
00199b18: 00621821 addu r3,r3,r2			Pointer + Map Level + Y
00199b1c: 00102040 sll r4,r16,0x01			X * 2
00199b20: 96620032 lhu r2,0x0032(r19)		Load Unit Target Priority
00199b24: 00832021 addu r4,r4,r3			Get Coordinates of current Unit
00199b28: 00021023 subu r2,r0,r2			-Priority
00199b2c: a4820000 sh r2,0x0000(r4)			Save Priority to Units of Interest Map
00199b30: 92620e3a lbu r2,0x0e3a(r19)			Load Max X
00199b34: 26100001 addiu r16,r16,0x0001			Current X++
00199b38: 0202102a slt r2,r16,r2
00199b3c: 1440ffe5 bne r2,r0,0x00199ad4			Loop for Max X
00199b40: 02141004 sllv r2,r20,r16				Row Coordinate * Current X	


00199b44: 92620e3b lbu r2,0x0e3b(r19)			Load Max Y
00199b48: 26310001 addiu r17,r17,0x0001			Current Y++
00199b4c: 0222102a slt r2,r17,r2
00199b50: 1440ffca bne r2,r0,0x00199a7c			Loop for Max Y
00199b54: 00000000 nop
00199b58: 26520001 addiu r18,r18,0x0001				Map Level++
00199b5c: 2a420002 slti r2,r18,0x0002
00199b60: 1440ffc2 bne r2,r0,0x00199a6c				Loop for both low and high tiles
00199b64: 00000000 nop
00199b68: 0c067c96 jal 0x0019f258                   Store units coordinates
00199b6c: 26640e30 addiu r4,r19,0x0e30
00199b70: 00001021 addu r2,r0,r0
00199b74: 8fbf0034 lw r31,0x0034(r29)
00199b78: 8fb40030 lw r20,0x0030(r29)
00199b7c: 8fb3002c lw r19,0x002c(r29)
00199b80: 8fb20028 lw r18,0x0028(r29)
00199b84: 8fb10024 lw r17,0x0024(r29)
00199b88: 8fb00020 lw r16,0x0020(r29)
00199b8c: 27bd0038 addiu r29,r29,0x0038
00199b90: 03e00008 jr r31
00199b94: 00000000 nop