Difference between revisions of "Reaction Target/Hit Calculation"
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m (Notes Formatting, return location) |
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+ | Set Targets number and targets ID list for most of reaction abilities (except counter abilities and auto potion - not supported here and flag 0x08 enabled) | ||
+ | ------------------------------------------------------------------------------ | ||
Parameters: r5 = Attacker misc action data (misc 0x18c) r4 = Attacker ID | Parameters: r5 = Attacker misc action data (misc 0x18c) r4 = Attacker ID | ||
r6 = Main ability inner stack pointer 1 (r29 0x28) | r6 = Main ability inner stack pointer 1 (r29 0x28) | ||
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{{f/com|--- Other Reactions ---}} | {{f/com|--- Other Reactions ---}} | ||
− | 0017ccc0: 3c028019 lui r2,0x8019 | + | 0017ccc0: 3c028019 lui r2,0x8019 | |
0017ccc4: 84422d9c lh r2,0x2d9c(r2) |{{f/load|<nowiki>r2 = Reaction ID</nowiki>}} | 0017ccc4: 84422d9c lh r2,0x2d9c(r2) |{{f/load|<nowiki>r2 = Reaction ID</nowiki>}} | ||
0017ccc8: 3c018006 lui r1,0x8006 | | 0017ccc8: 3c018006 lui r1,0x8006 | |
Revision as of 20:47, 5 December 2021
Set Targets number and targets ID list for most of reaction abilities (except counter abilities and auto potion - not supported here and flag 0x08 enabled) ------------------------------------------------------------------------------ Parameters: r5 = Attacker misc action data (misc 0x18c) r4 = Attacker ID r6 = Main ability inner stack pointer 1 (r29 0x28) r7 = Main ability inner stack pointer 2 (r29 0x10) Returns : r2 = 0x01 if reaction is reflect distribute or damage split (failed or not) r2 = 0x01 if other reaction with flag 0x04 enabled r2 = 0x00 if other reaction with flag 0x08 enabled Store : If Reflect : Target coordinates in misc attacker data 0x1c 0x1d 0x1e List of targets ID at previous routine r29 0x10 Number of units hitted at previous routine r29 0x28 ------------------------------------------------------------------------------ 0017cacc: 27bdffd0 addiu r29,r29,0xffd0 | 0017cad0: 00a04021 addu r8,r5,r0 |r8 = Attacker misc action data (misc 0x18c) 0017cad4: afb1001c sw r17,0x001c(r29) | 0017cad8: 00c08821 addu r17,r6,r0 |r17 = Stack Pointer 1 0017cadc: afb20020 sw r18,0x0020(r29) | 0017cae0: 00e09021 addu r18,r7,r0 |r18 = Stack Pointer 2 0017cae4: 000410c0 sll r2,r4,0x03 |r2 = Attacker ID *8 0017cae8: 00441023 subu r2,r2,r4 |r2 = Attacker ID *7 0017caec: 00021180 sll r2,r2,0x06 |r2 = Attacker ID *448 - = 0x1c0 (size of units data) 0017caf0: afb30024 sw r19,0x0024(r29) | 0017caf4: 3c138019 lui r19,0x8019 | 0017caf8: 267308cc addiu r19,r19,0x08cc |r19 = 0x801908cc (start of 1st unit data) 0017cafc: 00533821 addu r7,r2,r19 |r7 = Attacker data pointer 0017cb00: 3c038019 lui r3,0x8019 | 0017cb04: 84632d9c lh r3,0x2d9c(r3) |r3 = Reaction ID 0017cb08: 340201bc ori r2,r0,0x01bc |r2 = 0x01bc (distribute ability ID) 0017cb0c: afbf0028 sw r31,0x0028(r29) | 0017cb10: 1062002a beq r3,r2,0x0017cbbc #If Reaction ID <> Distribute /Else branch to distribute section 0017cb14: afb00018 sw r16,0x0018(r29) | 0017cb18: 286201bd slti r2,r3,0x01bd |r2 = 1 if reaction ID < 0x1bd (MP switch ID) 0017cb1c: 10400005 beq r2,r0,0x0017cb34 #If reaction ID < MP switch 0017cb20: 340201b8 ori r2,r0,0x01b8 |r2 = 0x1b8 (reflect ID) 0017cb24: 10620008 beq r3,r2,0x0017cb48 #If Reaction ID <> reflect /Else branch to reflect section 0017cb28: 00000000 nop | 0017cb2c: 0805f330 j 0x0017ccc0 >>Jump to Other reaction section 0017cb30: 00000000 nop | 0017cb34: 340201be ori r2,r0,0x01be #Else - Reaction >= MP switch r2 = 0x1be (Damage split ID) 0017cb38: 10620051 beq r3,r2,0x0017cc80 #If reaction ID <> Damage split / Else branch to Damage split section 0017cb3c: 00000000 nop | 0017cb40: 0805f330 j 0x0017ccc0 >>Jump to Other reaction section 0017cb44: 00000000 nop | --- REFLECT SECTION --- 0017cb48: 90e4017a lbu r4,0x017a(r7) |r4 = Attacker current action (ACA) Target tile X (position) 0017cb4c: 00000000 nop | 0017cb50: a104001c sb r4,0x001c(r8) |Store ACA Target tile pos. X in Attacker misc. Current action tile pos. X 0017cb54: 90e5017e lbu r5,0x017e(r7) |r5 = Attacker current action (ACA) Target tile Y (position) 0017cb58: 00000000 nop | 0017cb5c: a105001d sb r5,0x001d(r8) |Store ACA Target tile pos. Y in Attacker misc. Current action tile pos. Y 0017cb60: 90e6017c lbu r6,0x017c(r7) |r6 = Attacker current action (ACA) Target tile elevation 0017cb64: 0c05f722 jal 0x0017dc88 |-->Get_ID_of_Unit_if_Tile_is_Targetable retruns r2 = Unit ID if Theres a unit at coordinates / Else r2 < 0x00 0017cb68: a106001e sb r6,0x001e(r8) |Store ACA Target tile elevation in Attacker misc. Current action tile elevation Store Target's Map Level 0017cb6c: 00408021 addu r16,r2,r0 |r16 = Target ID (or -0x01 if no units or -0x02 if coordinates are invalid) 0017cb70: 06000062 bltz r16,0x0017ccfc #If Target is valid /Else jump to near end setting 0x00 on stack pointer 1 (hit counter) - r2 will be set to 0x01 0017cb74: 001010c0 sll r2,r16,0x03 |ID * 8 0017cb78: 00501023 subu r2,r2,r16 |ID * 7 0017cb7c: 00021180 sll r2,r2,0x06 |ID * 448 (0x1c0) 0017cb80: 00532821 addu r5,r2,r19 |r5 = Target's Data Pointer 0017cb84: 90a30182 lbu r3,0x0182(r5) |r3 = Target mount info 0017cb88: 00000000 nop | 0017cb8c: 30620040 andi r2,r3,0x0040 |r2 = 0x40 if target is been ridden / Else 0x00 0017cb90: 10400003 beq r2,r0,0x0017cba0 #If target is being ridden /Else branch with r4 = Target ID 0017cb94: 02002021 addu r4,r16,r0 |r4 = Target ID 0017cb98: 3070001f andi r16,r3,0x001f |r16 = Target Rider ID 0017cb9c: 02002021 addu r4,r16,r0 |r4 = Target Rider ID 0017cba0: 0c05ef74 jal 0x0017bdd0 |-->Check_if_Unit_can_be_Targeted -returns r2 = 0x00 if unit can be targeted (else 0x01) 0017cba4: 27a50010 addiu r5,r29,0x0010 |r5 = Stack pointer for above jal (routine will store here Target Tile ID - no use here ?) 0017cba8: 14400054 bne r2,r0,0x0017ccfc #If Unit can be targeted /Else jump to near end setting 0x00 on stack pointer 1 (hit counter) - r2 will be set to 0x01 0017cbac: 34020001 ori r2,r0,0x0001 |r2 = 0x01 0017cbb0: ae220000 sw r2,0x0000(r17) |Store 0x01 at stack pointer 1 (number of target ?) 0017cbb4: 0805f341 j 0x0017cd04 >>Jump to End - r2 set to 0x01 0017cbb8: a2500000 sb r16,0x0000(r18) |Store unit ID on previous routine stack pointer 2 --- Distribute section --- 0017cbbc: 00008021 addu r16,r0,r0 |r16 = 0x00 (will be hit counter) 0017cbc0: 00003021 addu r6,r0,r0 |r6 = 0x00 (will be routine counter) 0017cbc4: 340a00ff ori r10,r0,0x00ff |r10 = 0xff 0017cbc8: 02604021 addu r8,r19,r0 |r8 = 1st Unit Data Pointer (0x801908cc) 0017cbcc: 90e20005 lbu r2,0x0005(r7) |r2 = Attacker ENTD flags 0017cbd0: 02403821 addu r7,r18,r0 |r7 = Stack pointer 2 (list of units targeted (ID)) 0017cbd4: 30490030 andi r9,r2,0x0030 |r9 = Attacker Unit's Team (filtered from ENTD byte) 0017cbd8: 10c40021 beq r6,r4,0x0017cc60 @LOOP #If Counter <> acting unit ID /Else branch to next loop iteration Check all units 0017cbdc: 01002821 addu r5,r8,r0 |r5 = Unit Data Pointer (r8 gains 0x1c0 each loop iteration) 0017cbe0: 90a20001 lbu r2,0x0001(r5) |r2 = Unit's ID 0017cbe4: 00000000 nop | 0017cbe8: 104a001d beq r2,r10,0x0017cc60 #If Unit's ID <> 0xff (unit exists) /Else branch to next loop iteration 0017cbec: 00000000 nop | 0017cbf0: 90a20182 lbu r2,0x0182(r5) |r2 = Unit's Mount info 0017cbf4: 00000000 nop | 0017cbf8: 30420040 andi r2,r2,0x0040 |r2 = 0x40 if unit is being ridden 0017cbfc: 14400018 bne r2,r0,0x0017cc60 #If Unit is not ridden (?) /Else branch to next loop iteration 0017cc00: 00000000 nop | 0017cc04: 94a30028 lhu r3,0x0028(r5) |r3 = Unit's Current HP 0017cc08: 94a2002a lhu r2,0x002a(r5) |r2 = Unit's Max HP 0017cc0c: 00000000 nop | 0017cc10: 10620013 beq r3,r2,0x0017cc60 #If Unit is not at Max HP /Else branch to next loop iteration 0017cc14: 00000000 nop | 0017cc18: 90a20058 lbu r2,0x0058(r5) |r2 = Unit's Current Statuses 1 0017cc1c: 00000000 nop | 0017cc20: 30420064 andi r2,r2,0x0064 |r2 <> 0x00 if unit has dead, crystal or is jumping 0017cc24: 1440000e bne r2,r0,0x0017cc60 #If Unit has neither dead, crystal nor jump /Else branch to next loop iteration 0017cc28: 00000000 nop | 0017cc2c: 90a20059 lbu r2,0x0059(r5) |r2 = Unit's Current Statuses 2 0017cc30: 00000000 nop | 0017cc34: 30420081 andi r2,r2,0x0081 |r2 <> 0x00 if unit has petrify or treasure 0017cc38: 14400009 bne r2,r0,0x0017cc60 #If unit has neither petrify nor treasure /Else branch to next loop iteration 0017cc3c: 00000000 nop | 0017cc40: 90a201ba lbu r2,0x01ba(r5) |r2 = Unit's modified ENTD flags ( 0x1ba ) 0017cc44: 00000000 nop | 0017cc48: 30420030 andi r2,r2,0x0030 |r2 = Unit's team 0017cc4c: 14490004 bne r2,r9,0x0017cc60 #If unit's team = attacker team /Else branch to next loop iteration 0017cc50: afa20010 sw r2,0x0010(r29) |Store unit team to stack (r29 0x10) (why ? It's unused…) 0017cc54: a0e60000 sb r6,0x0000(r7) |Store counter (= unit ID) in stack pointer 2 + offset (each time a unit is stored, r7 gain 0x01) 0017cc58: 24e70001 addiu r7,r7,0x0001 |r7 = Stack pointer + 0x01 0017cc5c: 26100001 addiu r16,r16,0x0001 |r16 = Hit counter + 0x01 (number of unit stored in r7) 0017cc60: 24c60001 addiu r6,r6,0x0001 |r6 = Loop counter + 0x01 0017cc64: 28c20015 slti r2,r6,0x0015 |r2 = 0x01 if loop counter < 0x15 0017cc68: 1440ffdb bne r2,r0,0x0017cbd8 Λ Loop while counter < 0x15 0017cc6c: 250801c0 addiu r8,r8,0x01c0 |r8 = Unit data pointer += 0x1c0 (used in loop) 0017cc70: 3c018019 lui r1,0x8019 | 0017cc74: ac303878 sw r16,0x3878(r1) |Store number of units hitted at 0x80193878 0017cc78: 0805f340 j 0x0017cd00 >>Jump to End r2 will be set to 0x01 0017cc7c: ae300000 sw r16,0x0000(r17) |Store number of units hitted on stack pointer 1 --- Damage split section --- 0017cc80: 3c038019 lui r3,0x8019 | 0017cc84: 8c63f8c8 lw r3,-0x0738(r3) |r3 = Acting Unit's ID 0017cc88: 00000000 nop | 0017cc8c: 000310c0 sll r2,r3,0x03 |r2 = Acting Unit's ID *8 ID * 8 0017cc90: 00431023 subu r2,r2,r3 |r2 = Acting Unit's ID *7 ID * 7 0017cc94: 00021180 sll r2,r2,0x06 |r2 = Acting Unit's ID *448 ID * 448 0017cc98: 00532821 addu r5,r2,r19 |r5 = Acting Unit's Data Pointer r5 = Unit's Data Pointer 0017cc9c: 90a30001 lbu r3,0x0001(r5) |r3 = Acting unit ID (?) Load Unit's ID 0017cca0: 340200ff ori r2,r0,0x00ff |r2 = 0xff 0017cca4: 10620015 beq r3,r2,0x0017ccfc #If acting unit exists /Else jump to near end setting 0x00 on stack pointer 1 (hit counter) - r2 will be set to 0x01 0017cca8: 34020001 ori r2,r0,0x0001 |r2 = 0x01 0017ccac: ae220000 sw r2,0x0000(r17) |Store 0x01 on stack pointer 1 (1 unit hit) 0017ccb0: 3c028019 lui r2,0x8019 | 0017ccb4: 9042f8c8 lbu r2,-0x0738(r2) |r2 = Acting unit ID 0017ccb8: 0805f340 j 0x0017cd00 >>Jump to End r2 will be set to 0x01 0017ccbc: a2420000 sb r2,0x0000(r18) |Store Acting unit ID on Stack 2 (hitted unit ID list) --- Other Reactions --- 0017ccc0: 3c028019 lui r2,0x8019 | 0017ccc4: 84422d9c lh r2,0x2d9c(r2) |r2 = Reaction ID 0017ccc8: 3c018006 lui r1,0x8006 | 0017cccc: 00220821 addu r1,r1,r2 | 0017ccd0: 9023ea2a lbu r3,-0x15d6(r1) |r3 = Reaction Flags -->Reaction_Flags 0017ccd4: 00000000 nop | 0017ccd8: 30620004 andi r2,r3,0x0004 |r2 = 0x04 if this flag is enabled (target self ?) 0017ccdc: 10400004 beq r2,r0,0x0017ccf0 #If self targetting is enabled /Else skip #Branch if ? doesn't have 0x4 0017cce0: 34020001 ori r2,r0,0x0001 |r2 = 0x01 r2 = 1 0017cce4: ae220000 sw r2,0x0000(r17) |Store 0x01 on stack pointer 1 (1 unit hit) Store #Targets = 1 0017cce8: 0805f341 j 0x0017cd04 >>Jump to End r2 will is set to 0x01 0017ccec: a2440000 sb r4,0x0000(r18) |Store Attacker ID on Stack 2 (hitted unit ID) Store ID on Stack 3 0017ccf0: 30620008 andi r2,r3,0x0008 |r2 = 0x08 is enabled (counter ?) 0017ccf4: 14400003 bne r2,r0,0x0017cd04 #If 0x08 isn't enabled / Else Branch to end with r2 = 0x00 (and nothing stored on stack pointer 1) #Branch if ? has 0x8 0017ccf8: 00001021 addu r2,r0,r0 |r2 = 0x00 r2 = 0 0017ccfc: ae200000 sw r0,0x0000(r17) |Store 0x00 on stack pointer 1 (0 units hitted) 0017cd00: 34020001 ori r2,r0,0x0001 |r2 = 0x01 0017cd04: 8fbf0028 lw r31,0x0028(r29) #END 0017cd08: 8fb30024 lw r19,0x0024(r29) 0017cd0c: 8fb20020 lw r18,0x0020(r29) 0017cd10: 8fb1001c lw r17,0x001c(r29) 0017cd14: 8fb00018 lw r16,0x0018(r29) 0017cd18: 27bd0030 addiu r29,r29,0x0030 0017cd1c: 03e00008 jr r31 0017cd20: 00000000 nop
Return location
0017cf34: Main_ability_loading_routine?