Targeting routine

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Revision as of 02:07, 9 March 2017 by Dokurider (talk | contribs) (Updated documentation)
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Targeting routine:
0017b874: 27bdffb8 addiu r29,r29,0xffb8
0017b878: 27a50010 addiu r5,r29,0x0010
0017b87c: afbf0040 sw r31,0x0040(r29)
0017b880: afb5003c sw r21,0x003c(r29)
0017b884: afb40038 sw r20,0x0038(r29)
0017b888: afb30034 sw r19,0x0034(r29)
0017b88c: afb20030 sw r18,0x0030(r29)
0017b890: afb1002c sw r17,0x002c(r29)
0017b894: 0c01788b jal 0x0005e22c				transfer target ID
0017b898: afb00028 sw r16,0x0028(r29)
0017b89c: 3c058019 lui r5,0x8019
0017b8a0: 24a508cc addiu r5,r5,0x08cc			Unit Data
0017b8a4: 87a20012 lh r2,0x0012(r29)           	load Ability ID
0017b8a8: 93b40010 lbu r20,0x0010(r29)         	load unit ID
0017b8ac: 000218c0 sll r3,r2,0x03
0017b8b0: 00621823 subu r3,r3,r2
0017b8b4: 00031840 sll r3,r3,0x01
0017b8b8: 3c028006 lui r2,0x8006
0017b8bc: 2442fbf0 addiu r2,r2,0xfbf0          	Ability data 2
0017b8c0: 00621821 addu r3,r3,r2
0017b8c4: 001410c0 sll r2,r20,0x03
0017b8c8: 00541023 subu r2,r2,r20
0017b8cc: 00021180 sll r2,r2,0x06
0017b8d0: 90690003 lbu r9,0x0003(r3)			r9 = Ability flags 1
0017b8d4: 90710004 lbu r17,0x0004(r3)			r17 = Ability flags 2
0017b8d8: 90640006 lbu r4,0x0006(r3)			r4 = Ability flags 4
0017b8dc: 90730001 lbu r19,0x0001(r3)			r19 = AoE
0017b8e0: 90750002 lbu r21,0x0002(r3)			r21 = Vertical
0017b8e4: 30840020 andi r4,r4,0x0020		
0017b8e8: 10800003 beq r4,r0,0x 0017b8f8		branch if not direct attack
0017b8ec: 00458021 addu r16,r2,r5				r16 =  Attacker Unit Data Pointer
0017b8f0: 35290020 ori r9,r9,0x0020				r9 = 20 (Remove all flags from Ability Flags 1 except Weapon Range)
0017b8f4: 32310039 andi r17,r17,0x0039			Remove hit allies/enemies/3 directions/linear attack/hit caster (bypasses Top Down as well)
0017b8f8: 32220006 andi r2,r17,0x0006			Check linear flag
0017b8fc: 10400006 beq r2,r0,0x 0017b918		Branch if not linear
0017b900: 34020006 ori r2,r0,0x0006		
If linear
0017b904: 92050047 lbu r5,0x0047(r16)		r5 = Target X coordinate
0017b908: 96020048 lhu r2,0x0048(r16)		r2 = Target Y & Map Level coordinate
0017b90c: 92040048 lbu r4,0x0048(r16)		r4 = Target y coordinate
0017b910: 0805ee59 j 0x 0017b964			skip following routine
0017b914: 00021bc2 srl r3,r2,0x0f			r3= Map Level?
If not linear
*0x001a - Modified in (0074308) where value is set to 05 if Unit is under player control (ENTD 08) or if Unit ID = 2 (0x0168 of Misc Unit Data (0b7308)).
I have no idea if 0x0168 is actually Unit ID and I suspect not (doesn't really seem to coordinate with Unit IDs in ENTD), but it is cycled through and changed constantly during the AI's decision making process. It could otherwise very well be the decision value or the AI derived Unit ID aka Battle ID?
Otherwise 0x001a is usually 06. I don't know the significance of 04 (Miming action?), but 02 = Player Control, 01 = AI Control. I've only ever seen 05 or 06 when the process comes here. Perhaps if it's not 04, it doesn't come here at all?
Complete guesswork on my part here, but 04 might be tied to Action Menu flags (If not Default/Elemental/Monster/etc., or any skillset type that doesn't normally take AoE, then don't even go to (0074308)?
Anyways, 0x001a is important because the AI has to get the targeted unit, then determine it's X,Y. Player Controlled Units already have the X,Y loaded into the stack.
0017b918: 93a3001a lbu r3,0x001a(r29)		r3 = Player/AI*
0017b91c: 00000000 nop
0017b920: 10620006 beq r3,r2,0x 0017b93c	branch if Target was not Player Determined (AI).
0017b924: 00000000 nop
Player Chosen Target
0017b928: 93a5001c lbu r5,0x001c(r29)		r5 = Target X
0017b92c: 93a40020 lbu r4,0x0020(r29)		r4 = Target Y
0017b930: 93a3001e lbu r3,0x001e(r29)		r3 = Map level
0017b934: 0805ee59 j 0x 0017b964			
0017b938: 00000000 nop
AI Chosen Target
0017b93c: 93a2001b lbu r2,0x001b(r29)		load Unit ID
0017b940: 00000000 nop
0017b944: 000218c0 sll r3,r2,0x03
0017b948: 00621823 subu r3,r3,r2
0017b94c: 00031980 sll r3,r3,0x06
0017b950: 00651821 addu r3,r3,r5			Get Target Unit Data
0017b954: 90650047 lbu r5,0x0047(r3)		r5 = Target X
0017b958: 94620048 lhu r2,0x0048(r3)		r2 = Target Y & Map Level (0x8000 = High Tile)
0017b95c: 90640048 lbu r4,0x0048(r3)		r4 = Target Y
0017b960: 00021bc2 srl r3,r2,0x0f			r3 = Target map level
Coordinate Vetting
0017b964: 3c06800e lui r6,0x800e
0017b968: 90c64e9c lbu r6,0x4e9c(r6)		r6 = Map Max X
0017b96c: 00000000 nop	
0017b970: 00a6102a slt r2,r5,r6				set if Target X < Max X
0017b974: 104000b6 beq r2,r0,0x 0017bc50	Exit if Target is off the map (Invalid Location)
0017b978: 2402ffff addiu r2,r0,0xffff		return 0xffff
0017b97c: 3c02800e lui r2,0x800e
0017b980: 90424ea0 lbu r2,0x4ea0(r2)		r2 = Max Y
0017b984: 00000000 nop
0017b988: 0082102a slt r2,r4,r2				Set if Target Y < Max Y
0017b98c: 10400010 beq r2,r0,0x 0017b9d0	Exit if Target is off the map (Invalid Location)	
0017b990: 28620002 slti r2,r3,0x0002		Set if Target Map Level < 02
0017b994: 1040000e beq r2,r0,0x 0017b9d0	Exit if Target is off the map (Invalid Location)
isSelectable Location?
0017b998: 00860018 mult r4,r6				Target Y * Map Max X
0017b99c: 00031200 sll r2,r3,0x08			r2 = Map Level (00 or 01) * 100
0017b9a0: 00001812 mflo r3
0017b9a4: 00431021 addu r2,r2,r3			
0017b9a8: 00453021 addu r6,r2,r5			Target Y * Map Max X + Map Level + Target X
0017b9ac: 000618c0 sll r3,r6,0x03			
0017b9b0: 3c028019 lui r2,0x8019
0017b9b4: 2442f8cc addiu r2,r2,0xf8cc		load Tile Geography Data start
0017b9b8: 00622821 addu r5,r3,r2			r5 = Target Tile Geography
0017b9bc: 90a20006 lbu r2,0x0006(r5)		load Selectability
0017b9c0: 00000000 nop
0017b9c4: 30420001 andi r2,r2,0x0001		
0017b9c8: 10400003 beq r2,r0,0x 0017b9d8	Branch if Selectable
0017b9cc: 00000000 nop
0017b9d0: 0805ef14 j 0x 0017bc50			Exit
0017b9d4: 2402ffff addiu r2,r0,0xffff		return 0xffff
Get Tile Height
0017b9d8: 90a40002 lbu r4,0x0002(r5)		load tile height
0017b9dc: 90a30003 lbu r3,0x0003(r5)		load depth
0017b9e0: 90a20003 lbu r2,0x0003(r5)		load depth
0017b9e4: 00042040 sll r4,r4,0x01			height*2
0017b9e8: 3063001f andi r3,r3,0x001f		r3 = height(halves)
0017b9ec: 00832021 addu r4,r4,r3			r4 = (height*2) + height halves
0017b9f0: 00021142 srl r2,r2,0x05			depth/2^5
0017b9f4: 00021040 sll r2,r2,0x01			depth*2
0017b9f8: 00829021 addu r18,r4,r2			r18 = Total Height
AoE = entire map if AoE = 255
0017b9fc: 326300ff andi r3,r19,0x00ff		r3 = ability AoE
0017ba00: 340200ff ori r2,r0,0x00ff		
0017ba04: 1462000c bne r3,r2,0x 0017ba38		Skip to Initialize Panels if AoE isn't 255
0017ba08: 00002021 addu r4,r0,r0
0017ba0c: 34050001 ori r5,r0,0x0001		
0017ba10: 3c038019 lui r3,0x8019		
0017ba14: 24632dd8 addiu r3,r3,0x2dd8		
0017ba18: a0650000 sb r5,0x0000(r3)			store highlight panel for targeting
0017ba1c: a0600001 sb r0,0x0001(r3)			store panel not targeted
0017ba20: 24840001 addiu r4,r4,0x0001		Counter++
0017ba24: 28820200 slti r2,r4,0x0200		Do for all tiles
0017ba28: 1440fffb bne r2,r0,0x 0017ba18
0017ba2c: 24630005 addiu r3,r3,0x0005		tile counter++
0017ba30: 0805eebf j 0x 0017bafc			skip to Caster Tile
0017ba34: 00000000 nop
Initialize panels for targeting
Initial Clearing of all panels
0017ba38: 3c038019 lui r3,0x8019
0017ba3c: 24632dd8 addiu r3,r3,0x2dd8		
0017ba40: a0600000 sb r0,0x0000(r3)			store panel not targetable
0017ba44: a0600001 sb r0,0x0001(r3)			store panel not targeted
0017ba48: 24840001 addiu r4,r4,0x0001
0017ba4c: 28820200 slti r2,r4,0x0200
0017ba50: 1440fffb bne r2,r0,0x 0017ba40	Do for all panels
0017ba54: 24630005 addiu r3,r3,0x0005
Save Target/AoE data to Map Copies
0017ba58: 00061080 sll r2,r6,0x02			Target panel * 4
0017ba5c: 00461821 addu r3,r2,r6			Target panel * 5
0017ba60: 3c048019 lui r4,0x8019
0017ba64: 24842dd8 addiu r4,r4,0x2dd8		Load Tile Coordinate Data (192dd8)
0017ba68: 00644021 addu r8,r3,r4			r8 = Targeted Panel
0017ba6c: 26620001 addiu r2,r19,0x0001		r2 = AoE + 1
0017ba70: a1020000 sb r2,0x0000(r8)			Store AoE + 1
0017ba74: 28c20100 slti r2,r6,0x0100		set if Target panel = High Tile
0017ba78: 10400005 beq r2,r0,0x 0017ba90	branch if not
0017ba7c: 24820500 addiu r2,r4,0x0500		r2 = Copy of Tile Coordinate Data + 500 (1932d8)
0017ba80: 00623821 addu r7,r3,r2			r7 = Targeted Tile on Copy of Map
0017ba84: 34020001 ori r2,r0,0x0001
0017ba88: 0805eea8 j 0x 0017baa0			Next
0017ba8c: a1020001 sb r2,0x0001(r8)			Tile = Targeted on Copy of Low Tile Map
0017ba90: 2482fb00 addiu r2,r4,0xfb00		Copy of Tile Coordinate Data - 500 (1928d8)
0017ba94: 00623821 addu r7,r3,r2
0017ba98: 34020001 ori r2,r0,0x0001
0017ba9c: a0e20001 sb r2,0x0001(r7)			Tile = Targeted on Copy of High Tile Map
0017baa0: 30c300ff andi r3,r6,0x00ff		r3 = Absolute Coordinate of Targeted Tile
0017baa4: 00031080 sll r2,r3,0x02			
0017baa8: 00431021 addu r2,r2,r3			Tile ID * 5
0017baac: 34030001 ori r3,r0,0x0001
0017bab0: 3c018019 lui r1,0x8019
0017bab4: 00220821 addu r1,r1,r2			
0017bab8: a0232dd9 sb r3,0x2dd9(r1)			Tile = Targeted
0017babc: 31220020 andi r2,r9,0x0020		Direct/Weapon Range check
0017bac0: 1440000e bne r2,r0,0x 0017bafc	Branch to Caster Tile (No AoE is generated)
0017bac4: 02602021 addu r4,r19,r0			r4 = AoE
Generate AoE
0017bac8: 00002821 addu r5,r0,r0
0017bacc: 26620001 addiu r2,r19,0x0001
0017bad0: a1020000 sb r2,0x0000(r8)			store aoe + 1
0017bad4: 0c05e546 jal 0x00179518			Store surrounding panels AoE value
0017bad8: a0e20000 sb r2,0x0000(r7)			store aoe + 1
Check AoE against Vertical
0017badc: 324400ff andi r4,r18,0x00ff		r4 = Targeted Tile Height
0017bae0: 02a02821 addu r5,r21,r0			r5 = Vertical
0017bae4: 00113142 srl r6,r17,0x05			r6 = Top Down, Hit Enemy/Ally
0017bae8: 0c05e4a9 jal 0x001792a4			check vertical tolerance + if tiles can be chosen
0017baec: 30c60001 andi r6,r6,0x0001		r6 = Top Down Targeting
0017baf0: 87a40012 lh r4,0x0012(r29)		Load Ability ID
0017baf4: 0c05e481 jal 0x00179204			Moldball Virus Depth Check
0017baf8: 00000000 nop
Caster Tile
0017bafc: 0c060428 jal 0x001810a0			Map Location Calculation (Caster)
0017bb00: 02002021 addu r4,r16,r0			r4 = Caster ID
0017bb04: 00021880 sll r3,r2,0x02			Caster Tile ID * 4
0017bb08: 00621821 addu r3,r3,r2			Caster Tile ID * 5
0017bb0c: 3c128019 lui r18,0x8019
0017bb10: 26522dd8 addiu r18,r18,0x2dd8		Load Tile Coordinate Data
0017bb14: 32220001 andi r2,r17,0x0001		Get Hit Caster
0017bb18: 10400002 beq r2,r0,0x 0017bb24	branch if hitting Caster is allowed
0017bb1c: 00721821 addu r3,r3,r18			r3 = caster tile
0017bb20: a0600000 sb r0,0x0000(r3)			Caster Tile is not targeted
Linear
0017bb24: 32220004 andi r2,r17,0x0004
0017bb28: 10400003 beq r2,r0,0x 0017bb38		Branch if not Linear
0017bb2c: 27a40010 addiu r4,r29,0x0010
0017bb30: 0c05ef9a jal 0x 0017be68				Linear/Tri routine
0017bb34: 34050001 ori r5,r0,0x0001				r5 = isLinear
3 directions
0017bb38: 32220002 andi r2,r17,0x0002
0017bb3c: 10400004 beq r2,r0,0x 0017bb50	Branch if not 3 directions
0017bb40: 323000c0 andi r16,r17,0x00c0
0017bb44: 27a40010 addiu r4,r29,0x0010
0017bb48: 0c05ef9a jal 0x 0017be68			Linear/Tri routine
0017bb4c: 34050003 ori r5,r0,0x0003			r5 = isTri
Hit Ally/Enemy Routine Prep
0017bb50: 12000006 beq r16,r0,0x 0017bb6c	branch if neither hit ally/enemy are flagged (Normal Targeting)
0017bb54: 02802021 addu r4,r20,r0			r4 = Unit ID
0017bb58: 32250080 andi r5,r17,0x0080		r5 = HitEnemies?
0017bb5c: 32260040 andi r6,r17,0x0040		r6 = HitAllies?
0017bb60: 3a6700ff xori r7,r19,0x00ff		r7 = AoE - 255
0017bb64: 0c05ef1e jal 0x 0017bc78			hit ally/enemy routine
0017bb68: 2ce70001 sltiu r7,r7,0x0001		r7 = True if AoE = 255
Mark AoE on Map
0017bb6c: 1600001d bne r16,r0,0x 0017bbe4	branch if either Hit Ally/Enemy
0017bb70: 00003021 addu r6,r0,r0			r6 = Targeted Panel Counter
0017bb74: 00002021 addu r4,r0,r0			r4 = Tile Counter
0017bb78: 02402821 addu r5,r18,r0			r5 = Tile Coordinate Data
0017bb7c: 3c038019 lui r3,0x8019
0017bb80: 2463f8cc addiu r3,r3,0xf8cc		r3 = Tile Geography Data
0017bb84: 90a20000 lbu r2,0x0000(r5)		Load Tile AoE
0017bb88: 00000000 nop
0017bb8c: 1040000a beq r2,r0,0x 0017bbb8	Branch if no AoE
0017bb90: 00000000 nop
0017bb94: 90620006 lbu r2,0x0006(r3)		Load Targetable/Selectable
0017bb98: 00000000 nop
0017bb9c: 30420003 andi r2,r2,0x0003
0017bba0: 14400005 bne r2,r0,0x 0017bbb8	Branch if not Targetable/Selectable
0017bba4: 00000000 nop
0017bba8: 90620005 lbu r2,0x0005(r3)		Load Panel Marking
0017bbac: 24c60001 addiu r6,r6,0x0001		Targeted Panel Counter++
0017bbb0: 0805eef1 j 0x 0017bbc4
0017bbb4: 34420080 ori r2,r2,0x0080			Add Marked Flag
0017bbb8: 90620005 lbu r2,0x0005(r3)		Load Panel Marking
0017bbbc: 00000000 nop
0017bbc0: 3042007f andi r2,r2,0x007f		Invalidate Targeted Flag
0017bbc4: a0620005 sb r2,0x0005(r3)			Add or Invalidate Marked Flag
0017bbc8: 24a50005 addiu r5,r5,0x0005		Tile Coordinate Data++
0017bbcc: 24840001 addiu r4,r4,0x0001		Tile Counter++
0017bbd0: 28820200 slti r2,r4,0x0200
0017bbd4: 1440ffeb bne r2,r0,0x 0017bb84	Branch for all 0200 panels
0017bbd8: 24630008 addiu r3,r3,0x0008		Tile Geography Data++
0017bbdc: 0805ef14 j 0x 0017bc50			End Routine
0017bbe0: 00c01021 addu r2,r6,r0			Return # of Targeted Panels
Mark Targeted Panels on Map
(Hit Enemy/Ally denotes panels that have targetable units on them via marking them as Targeted, as opposed to just zeroing out the AoE for the panels that shouldn't be targeted.)
0017bbe4: 00002021 addu r4,r0,r0			r4 = Tile Counter
0017bbe8: 02402821 addu r5,r18,r0			r5 = Tile Coordinate Data
0017bbec: 3c038019 lui r3,0x8019
0017bbf0: 2463f8cc addiu r3,r3,0xf8cc		r3 = Tile Geography Data
0017bbf4: 90a20001 lbu r2,0x0001(r5)		Load Targeted Flag
0017bbf8: 00000000 nop
0017bbfc: 1040000a beq r2,r0,0x 0017bc28	Branch if not Targeted
0017bc00: 00000000 nop
0017bc04: 90620006 lbu r2,0x0006(r3)		load Targetable/Selectable
0017bc08: 00000000 nop
0017bc0c: 30420003 andi r2,r2,0x0003
0017bc10: 14400005 bne r2,r0,0x 0017bc28	Branch if not Targetable/Selectable
0017bc14: 00000000 nop
0017bc18: 90620005 lbu r2,0x0005(r3)		load Map Marking
0017bc1c: 24c60001 addiu r6,r6,0x0001		Targeted Panel Counter++
0017bc20: 0805ef0d j 0x 0017bc34				
0017bc24: 34420080 ori r2,r2,0x0080			Add Map Marking		
0017bc28: 90620005 lbu r2,0x0005(r3)			
0017bc2c: 00000000 nop
0017bc30: 3042007f andi r2,r2,0x007f		Invalidate Targeted Flag
0017bc34: a0620005 sb r2,0x0005(r3)			Add or Invalidate Map Marking
0017bc38: 24a50005 addiu r5,r5,0x0005		Tile Coordinate Data++
0017bc3c: 24840001 addiu r4,r4,0x0001       Tile Counter++
0017bc40: 28820200 slti r2,r4,0x0200       
0017bc44: 1440ffeb bne r2,r0,0x 0017bbf4	Branch for all 0200 panels (multiple selections how?)
0017bc48: 24630008 addiu r3,r3,0x0008       Tile Geography Data++
0017bc4c: 00c01021 addu r2,r6,r0			Return # of Targeted Panels
<>
0017bc50: 8fbf0040 lw r31,0x0040(r29)
0017bc54: 8fb5003c lw r21,0x003c(r29)
0017bc58: 8fb40038 lw r20,0x0038(r29)
0017bc5c: 8fb30034 lw r19,0x0034(r29)
0017bc60: 8fb20030 lw r18,0x0030(r29)
0017bc64: 8fb1002c lw r17,0x002c(r29)
0017bc68: 8fb00028 lw r16,0x0028(r29)
0017bc6c: 27bd0048 addiu r29,r29,0x0048
0017bc70: 03e00008 jr r31
0017bc74: 00000000 nop