Difference between revisions of "Status/sprite transformation/animation display setting"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
(Return locations and navigation)
Line 1: Line 1:
<font face='Courier New'>
 
 
 
  00068d08: 27bdffe0 addiu r29,r29,0xffe0
 
  00068d08: 27bdffe0 addiu r29,r29,0xffe0
 
  00068d0c: afb00010 sw r16,0x0010(r29)
 
  00068d0c: afb00010 sw r16,0x0010(r29)
Line 74: Line 72:
 
  00068e24: 27bd0020 addiu r29,r29,0x0020
 
  00068e24: 27bd0020 addiu r29,r29,0x0020
 
  00068e28: 03e00008 jr r31
 
  00068e28: 03e00008 jr r31
  `00068e2c: 00000000 nop
+
  00068e2c: 00000000 nop
</font>
+
 
 +
==Return locations==
 +
'''Battle.bin'''
 +
00068e40: 00068e30 - 00068e54 [[Update Status/Sprite/Animation Display By Unit Misc ID]] / [[Jump to 68d08]] / [[Sprite display setting for all units based on attack]]
 +
00068e68: 00068e58 - 00068e7c [[Jump to 68d08 2]]
 +
 
 +
==Navigation==
 +
===[[BATTLE.BIN Routines]]===
 +
 
 +
<div style="float:left;">< [[Call Bow Hardcoding routine Copy?]]</div><div style="float:right;">[[Update Status/Sprite/Animation Display By Unit Misc ID]] ></div>

Revision as of 00:32, 7 April 2023

00068d08: 27bdffe0 addiu r29,r29,0xffe0
00068d0c: afb00010 sw r16,0x0010(r29)
00068d10: 00808021 addu r16,r4,r0			r16 = Unit Misc Data Pointer
00068d14: afbf0018 sw r31,0x0018(r29)
00068d18: 1200003f beq r16,r0,0x00068e18	Branch if Pointer doesn't exist
00068d1c: afb10014 sw r17,0x0014(r29)
00068d20: 9204007c lbu r4,0x007c(r16)		Load Unit's X Coordinate
00068d24: 9205007d lbu r5,0x007d(r16)		Load Unit's Y Coordinate
00068d28: 9206007e lbu r6,0x007e(r16)		Load Unit's Map Level
00068d2c: 0c060fed jal 0x00183fb4			Deals with map coordinates 1
00068d30: 00000000 nop
00068d34: 02002021 addu r4,r16,r0			r4 = Unit Misc Data Pointer
00068d38: 00408821 addu r17,r2,r0			r17 = Tile's Data Pointer
00068d3c: 8e030150 lw r3,0x0150(r16)		Load Statuses to Remove 1
00068d40: 8e050140 lw r5,0x0140(r16)		Load Statuses 1
00068d44: 8e060148 lw r6,0x0148(r16)		Load Statuses to Add 1
00068d48: 8e07014c lw r7,0x014c(r16)		Load Statuses to Add 5
00068d4c: 00031827 nor r3,r0,r3
00068d50: 00651824 and r3,r3,r5				Disable Statuses
00068d54: ae030140 sw r3,0x0140(r16)		Store new Statuses 1
00068d58: 8e030154 lw r3,0x0154(r16)		Load Statuses to Remove 5
00068d5c: 8e050144 lw r5,0x0144(r16)		Load Statuses 5
00068d60: 00031827 nor r3,r0,r3
00068d64: 00651824 and r3,r3,r5				Disable Statuses
00068d68: ae030144 sw r3,0x0144(r16)		Store new Statuses 5
00068d6c: 8e030140 lw r3,0x0140(r16)		Load Statuses 1
00068d70: 8e050144 lw r5,0x0144(r16)		Load Statuses 5
00068d74: 00661825 or r3,r3,r6				Enable Statuses
00068d78: 00a72825 or r5,r5,r7
00068d7c: ae030140 sw r3,0x0140(r16)		Store new Statuses 1
00068d80: 0c0206e2 jal 0x00081b88			Store some movement coordinate data
00068d84: ae050144 sw r5,0x0144(r16)		Store new Statuses 5
00068d88: 0c020954 jal 0x00082550			00082300 - 000829e4 Transparent Check
00068d8c: 02002021 addu r4,r16,r0			r4 = Unit Misc Data Pointer
00068d90: 0c020942 jal 0x00082508			00082300 - 000829e4 (Status/? Misc ID checks)
00068d94: 02002021 addu r4,r16,r0			r4 = Unit Misc Data Pointer
00068d98: 3c028009 lui r2,0x8009
00068d9c: 8c42612c lw r2,0x612c(r2)			Load ?
00068da0: 00000000 nop
00068da4: 10400004 beq r2,r0,0x00068db8		Branch if ? = 0
00068da8: 00003021 addu r6,r0,r0			r6 = 0
00068dac: 92250006 lbu r5,0x0006(r17)		Load Tile's ?
00068db0: 0801a371 j 0x00068dc4
00068db4: 02002021 addu r4,r16,r0			r4 = Unit's Misc Data Pointer
00068db8: 02002021 addu r4,r16,r0			r4 = "
00068dbc: 92250006 lbu r5,0x0006(r17)		Load Tile's ?
00068dc0: 34060001 ori r6,r0,0x0001			r6 = 1
00068dc4: 00052882 srl r5,r5,0x02			? / 4
00068dc8: 0c02091a jal 0x00082468			00082300 - 000829e4 tile shadow mod?
00068dcc: 30a50003 andi r5,r5,0x0003		r5 = Tile's Shadow
00068dd0: 0c020d1b jal 0x0008346c			Poach/Morbol Transformation
00068dd4: 02002021 addu r4,r16,r0			r4 = Unit's Misc Data Pointer
00068dd8: 0c020bbb jal 0x00082eec			Set Animation based on status
00068ddc: 02002021 addu r4,r16,r0			r4 = Unit's Misc Data Pointer
00068de0: 0c020c6e jal 0x000831b8			More animation based on status, death sound effects
00068de4: 02002021 addu r4,r16,r0			r4 = Unit's Misc Data Pointer
00068de8: 92250006 lbu r5,0x0006(r17)		Load Tile's ?
00068dec: 02002021 addu r4,r16,r0			r4 = Unit's Misc Data Pointer
00068df0: 00052882 srl r5,r5,0x02			? / 4
00068df4: 0c020d5c jal 0x00083570			Sprite changing stuff?
00068df8: 30a50003 andi r5,r5,0x0003		r5 = Tile's Shadow
00068dfc: 0c020963 jal 0x0008258c                      0008258c - 0008261c
00068e00: 02002021 addu r4,r16,r0
00068e04: ae000154 sw r0,0x0154(r16)		Store Statuses to Add/Remove = 0
00068e08: ae000150 sw r0,0x0150(r16)
00068e0c: ae00014c sw r0,0x014c(r16)
00068e10: ae000148 sw r0,0x0148(r16)
00068e14: a20002d0 sb r0,0x02d0(r16)		Store ? = 0
00068e18: 8fbf0018 lw r31,0x0018(r29)
00068e1c: 8fb10014 lw r17,0x0014(r29)
00068e20: 8fb00010 lw r16,0x0010(r29)
00068e24: 27bd0020 addiu r29,r29,0x0020
00068e28: 03e00008 jr r31
00068e2c: 00000000 nop

Return locations

Battle.bin
00068e40: 00068e30 - 00068e54	Update Status/Sprite/Animation Display By Unit Misc ID / Jump to 68d08 / Sprite display setting for all units based on attack
00068e68: 00068e58 - 00068e7c	Jump to 68d08 2

Navigation

BATTLE.BIN Routines

< Call Bow Hardcoding routine Copy?
Update Status/Sprite/Animation Display By Unit Misc ID >