Usable Ability Setting
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Usable Ability Setting 0019a5f8: 27bdffb8 addiu r29,r29,0xffb8 0019a5fc: afb60038 sw r22,0x0038(r29) 0019a600: 0080b021 addu r22,r4,r0 r22 = Unit's ID 0019a604: afb40030 sw r20,0x0030(r29) 0019a608: 00a0a021 addu r20,r5,r0 r20 = Unit's Skillset 0019a60c: afb3002c sw r19,0x002c(r29) 0019a610: 00c09821 addu r19,r6,r0 r19 = Counter 0019a614: afbf0044 sw r31,0x0044(r29) 0019a618: afbe0040 sw r30,0x0040(r29) 0019a61c: afb7003c sw r23,0x003c(r29) 0019a620: afb50034 sw r21,0x0034(r29) 0019a624: afb20028 sw r18,0x0028(r29) 0019a628: afb10024 sw r17,0x0024(r29) 0019a62c: 16800010 bne r20,r0,0x0019a670 Branch if Skillset != 0 0019a630: afb00020 sw r16,0x0020(r29) 0019a634: 08066a87 j 0x0019aa1c if skillset = 0, END return counter 0019a638: 02601021 addu r2,r19,r0 r2 = Counter
*Part of the Weapon Inventory* 0019a63c: 00121100 sll r2,r18,0x04 Battle ID * 0x10 0019a640: 00521021 addu r2,r2,r18 ID * 0x11 0019a644: 000210c0 sll r2,r2,0x03 ID * 0x88 0019a648: 24420ef0 addiu r2,r2,0x0ef0 0019a64c: 3c08801a lui r8,0x801a 0019a650: 2508f3c4 addiu r8,r8,0xf3c4 0019a654: 01021021 addu r2,r8,r2 r2 = Unit's Usable Move List Pointer 0019a658: 00131880 sll r3,r19,0x02 Counter * 4 0019a65c: 00438821 addu r17,r2,r3 Ability list + counter * 4 0019a660: 26730001 addiu r19,r19,0x0001 Counter ++ 0019a664: 00161280 sll r2,r22,0x0a Unit's ID * 0x400 0019a668: 08066a85 j 0x 0019aa14 0019a66c: a2340002 sb r20,0x0002(r17) Store Unit's Skillset
*Ability Loading* 0019a670: 02802021 addu r4,r20,r0 r4 = Unit's Skillset 0019a674: 34050001 ori r5,r0,0x0001 Check = 1 (Ability) 0019a678: 0c01698e jal 0x0005a638 Store Skillset's Abilities? 0019a67c: afa00010 sw r0,0x0010(r29) Store Jump Stored Flag = False 0019a680: 00402021 addu r4,r2,r0 r4 = Temp Ability List? Pointer 0019a684: 3c08801a lui r8,0x801a 0019a688: 2508f3c4 addiu r8,r8,0xf3c4 start of some ai data 0019a68c: 02c81021 addu r2,r22,r8 AI data + unit ID 0019a690: 34030002 ori r3,r0,0x0002 r3 = 2 0019a694: 3c018006 lui r1,0x8006 0019a698: 00340821 addu r1,r1,r20 0019a69c: 903e5cb4 lbu r30,0x5cb4(r1) Load Skillset's Action Menu 0019a6a0: 9052198c lbu r18,0x198c(r2) Load Unit's Battle ID? (very missing in the site wiki :/)
*Weapon Inventory* 0019a6a4: 17c3003f bne r30,r3,0x 0019a7a4 Beanch if Action Menu != Throw 0019a6a8: 34020003 ori r2,r0,0x0003 r2 = 3 0019a6ac: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a6b0: 02802821 addu r5,r20,r0 r5 = Unit's Skillset 0019a6b4: 0c066a94 jal 0x 0019aa50 Load Known Ability Flag 0019a6b8: 00003021 addu r6,r0,r0 Counter2 = 0 (Throw Shuriken) 0019a6bc: 10400014 beq r2,r0,0x 0019a710 Branch if Ability isn't known 0019a6c0: 00162280 sll r4,r22,0x0a Unit's ID * 0x400 0019a6c4: 00008021 addu r16,r0,r0 Item Counter = 0 0019a6c8: 00121100 sll r2,r18,0x04 Battle ID * 0x10 0019a6cc: 00521021 addu r2,r2,r18 ID * 0x11 0019a6d0: 000210c0 sll r2,r2,0x03 ID * 0x88 0019a6d4: 24420ef0 addiu r2,r2,0x0ef0 ID * 0x88 + 0xef0 0019a6d8: 3c08801a lui r8,0x801a 0019a6dc: 2508f3c4 addiu r8,r8,0xf3c4 0x8019f3c4 0019a6e0: 00481021 addu r2,r2,r8 r2 = 0x801a02b4 + ID * 0x88 (unit's ability list) 0019a6e4: 00131880 sll r3,r19,0x02 Counter * 4 0019a6e8: 00621821 addu r3,r3,r2 Ability list + counter * 4 0019a6ec: 00901021 addu r2,r4,r16 Item counter + Unit ID * 0x400 0019a6f0: 2442007a addiu r2,r2,0x007a Item Counter + Unit ID * 0x400 + 0x7a (shuriken) 0019a6f4: a0740002 sb r20,0x0002(r3) Store Unit's Skillset 0019a6f8: a4620000 sh r2,0x0000(r3) store Unit ID + 0x400 and Item Counter + 0x7a 0019a6fc: 24630004 addiu r3,r3,0x0004 ability list counter + 0x4 0019a700: 26100001 addiu r16,r16,0x0001 Item Counter + 0x1 0019a704: 2a020003 slti r2,r16,0x0003 0019a708: 1440fff8 bne r2,r0,0x 0019a6ec loop while Item Counter < 3 (shuriken, flame shuriken, dark shuriken) 0019a70c: 26730001 addiu r19,r19,0x0001 ability counter + 1 0019a710: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a714: 02802821 addu r5,r20,r0 r5 = Unit's Skillset 0019a718: 0c066a94 jal 0x 0019aa50 Load Known Ability Flag 0019a71c: 34060001 ori r6,r0,0x0001 Counter2 = 1 (Throw Ball) 0019a720: 10400014 beq r2,r0,0x 0019a774 Branch if Ability isn't known 0019a724: 00008021 addu r16,r0,r0 Item Counter = 0 0019a728: 00162280 sll r4,r22,0x0a Unit ID * 0x400 0019a72c: 00121100 sll r2,r18,0x04 Battle ID * 0x10 0019a730: 00521021 addu r2,r2,r18 ID * 0x11 0019a734: 000210c0 sll r2,r2,0x03 ID * 0x88 0019a738: 24420ef0 addiu r2,r2,0x0ef0 ID * 0x88 + 0x0ef0 0019a73c: 3c08801a lui r8,0x801a 0019a740: 2508f3c4 addiu r8,r8,0xf3c4 0019a744: 01021021 addu r2,r8,r2 Unit's ability list 0019a748: 00131880 sll r3,r19,0x02 ability counter * 4 (continued from shuriken) 0019a74c: 00621821 addu r3,r3,r2 Unit's ability list + counter * 4 0019a750: 00901021 addu r2,r4,r16 Unit's ID * 0x400 + Item Counter 0019a754: 2442007d addiu r2,r2,0x007d 0019a758: a0740002 sb r20,0x0002(r3) Store Unit's Skillset 0019a75c: a4620000 sh r2,0x0000(r3) Store Unit's ID + Ball ID + item counter 0019a760: 24630004 addiu r3,r3,0x0004 ability Pointer + 4 0019a764: 26100001 addiu r16,r16,0x0001 Item Counter ++ 0019a768: 2a020003 slti r2,r16,0x0003 0019a76c: 1440fff8 bne r2,r0,0x 0019a750 Loop while Item counter < 3 (fire bomb, water bomb, lightning bomb) 0019a770: 26730001 addiu r19,r19,0x0001 ability counter + 1 0019a774: 34100002 ori r16,r0,0x0002 Throw Counter = 2 0019a778: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a77c: 02802821 addu r5,r20,r0 r5 = Unit's Skillset 0019a780: 0c066a94 jal 0x 0019aa50 Load Known Ability Flag 0019a784: 02003021 addu r6,r16,r0 Counter2 = Throw Counter (Knife and on) 0019a788: 1440ffac bne r2,r0,0x0019a63c Branch if Ability is known 0019a78c: 26100001 addiu r16,r16,0x0001 Throw Counter ++ 0019a790: 2a02000c slti r2,r16,0x000c 0019a794: 1440fff9 bne r2,r0,0x 0019a77c Loop for the remaining 11 throw abilities 0019a798: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a79c: 08066a87 j 0x 0019aa1c 0019a7a0: 02601021 addu r2,r19,r0 r2 = Counter Above logic places shuriken and bombs at the top of the item list, and other equipment below it in ID order.
*Math SKill* 0019a7a4: 17c2000f bne r30,r2,0x 0019a7e4 Branch if Action Menu != Math Skill 0019a7a8: 3402000a ori r2,r0,0x000a r2 = a 0019a7ac: 00121100 sll r2,r18,0x04 Battle ID * 0x10 0019a7b0: 00521021 addu r2,r2,r18 ID * 0x11 0019a7b4: 000210c0 sll r2,r2,0x03 ID * 0x88 0019a7b8: 24420ef0 addiu r2,r2,0x0ef0 0019a7bc: 3c08801a lui r8,0x801a 0019a7c0: 2508f3c4 addiu r8,r8,0xf3c4 0019a7c4: 00481021 addu r2,r2,r8 r2 = Usable ability pointer 0019a7c8: 00131880 sll r3,r19,0x02 Counter * 4 0019a7cc: 00438821 addu r17,r2,r3 0019a7d0: 26620001 addiu r2,r19,0x0001 r2 = Counter + 1 0019a7d4: 00161a80 sll r3,r22,0x0a 0019a7d8: a2340002 sb r20,0x0002(r17) Store Skillset 0019a7dc: 08066a87 j 0x 0019aa1c 0019a7e0: a6230000 sh r3,0x0000(r17) Store Unit's ID * 0x400
*Charge* 0019a7e4: 17c2000c bne r30,r2,0x 0019a818 Branch if Action Menu != Charge 0019a7e8: 001610c0 sll r2,r22,0x03 Unit's ID * 8 0019a7ec: 001210c0 sll r2,r18,0x03 Unit's Battle ID * 8 0019a7f0: 3c08801a lui r8,0x801a 0019a7f4: 2508f3c4 addiu r8,r8,0xf3c4 0019a7f8: 00481021 addu r2,r2,r8 0019a7fc: 9050177c lbu r16,0x177c(r2) Load Unit's Weapon ID 0019a800: 00000000 nop 0019a804: 2602ffb9 addiu r2,r16,0xffb9 Weapon ID - 0x47 (Romanda Gun) 0019a808: 2c420006 sltiu r2,r2,0x0006 0019a80c: 14400083 bne r2,r0,0x0019aa1c End if Weapon is a Gun ? (can AI not charge with a gun...?) 0019a810: 02601021 addu r2,r19,r0 r2 = Counter 0019a814: 001610c0 sll r2,r22,0x03 Unit's ID * 8
*Others* 0019a818: 00561023 subu r2,r2,r22 ID * 7 0019a81c: 00021180 sll r2,r2,0x06 ID * 1c0 0019a820: 3c038019 lui r3,0x8019 0019a824: 246308cc addiu r3,r3,0x08cc 0019a828: 0043a821 addu r21,r2,r3 r21 = Unit's Data Pointer 0019a82c: 00008021 addu r16,r0,r0 Ability Counter = 0 0019a830: 00121100 sll r2,r18,0x04 Battle ID * 16 0019a834: 00521021 addu r2,r2,r18 ID * 17 0019a838: 000210c0 sll r2,r2,0x03 ID * 136 0019a83c: 24420ef0 addiu r2,r2,0x0ef0 0019a840: 3c08801a lui r8,0x801a 0019a844: 2508f3c4 addiu r8,r8,0xf3c4 0019a848: 01023821 addu r7,r8,r2 r7 = Usable Ability List Pointer 0019a84c: 0080b821 addu r23,r4,r0 r23 = Temp Ability Pointer 0019a850: 96f20000 lhu r18,0x0000(r23) Load Ability ID 0019a854: 00000000 nop 0019a858: 12400060 beq r18,r0,0x0019a9dc Branch if Ability ID = 0 0019a85c: 00131880 sll r3,r19,0x02 Counter * 4 0019a860: 001220c0 sll r4,r18,0x03 ID * 8 0019a864: 3c018006 lui r1,0x8006 0019a868: 00240821 addu r1,r1,r4 0019a86c: 9022ebf7 lbu r2,-0x1409(r1) Load AI behaviour flags 4 0019a870: 00000000 nop 0019a874: 30420080 andi r2,r2,0x0080 0019a878: 10400058 beq r2,r0,0x0019a9dc Branch if ability isn't Usable by AI (I get the feeling these checks disable the AI using these abilities under certain circumstances.) 0019a87c: 00e38821 addu r17,r7,r3 r17 = Current Usable Ability Pointer 0019a880: 2a420170 slti r2,r18,0x0170 0019a884: 1040002c beq r2,r0,0x0019a938 Branch if ID >= 0x170 (Potion) 0019a888: 00921023 subu r2,r4,r18 ID * 7 0019a88c: 00022040 sll r4,r2,0x01 ID * 14 0019a890: 92a20090 lbu r2,0x0090(r21) Load Unit's Support set 2 0019a894: 3c018006 lui r1,0x8006 0019a898: 00240821 addu r1,r1,r4 0019a89c: 9023fbfd lbu r3,-0x0403(r1) Load Ability's MP Cost 0019a8a0: 30420080 andi r2,r2,0x0080 0019a8a4: 10400002 beq r2,r0,0x0019a8b0 Branch if Unit doesn't have Half of MP 0019a8a8: 00000000 nop 0019a8ac: 00031842 srl r3,r3,0x01 MP Cost / 2 0019a8b0: 96a2002e lhu r2,0x002e(r21) Load Unit's Max MP 0019a8b4: 00000000 nop 0019a8b8: 0043102a slt r2,r2,r3 0019a8bc: 14400047 bne r2,r0,0x0019a9dc Branch if Unit has enough MP to use 0019a8c0: 00000000 nop 0019a8c4: 3c02801a lui r2,0x801a 0019a8c8: 8c42f3d0 lw r2,-0x0c30(r2) Load AI Behavior Data 0019a8cc: 00000000 nop 0019a8d0: 30420400 andi r2,r2,0x0400 0019a8d4: 10400006 beq r2,r0,0x0019a8f0 Branch if AI doesn't check Faith 0019a8d8: 00000000 nop 0019a8dc: 92a20052 lbu r2,0x0052(r21) Load Unit's Innate Statuses 0019a8e0: 00000000 nop 0019a8e4: 30420040 andi r2,r2,0x0040 0019a8e8: 1440003c bne r2,r0,0x 0019a9dc Branch if Unit has Innate Innocent 0019a8ec: 00000000 nop 0019a8f0: 3c018006 lui r1,0x8006 0019a8f4: 00240821 addu r1,r1,r4 0019a8f8: 9023fbf6 lbu r3,-0x040a(r1) Load Ability Flags 4 0019a8fc: 00000000 nop 0019a900: 30620008 andi r2,r3,0x0008 0019a904: 10400004 beq r2,r0,0x 0019a918 Branch if it doesn't require Sword 0019a908: 00000000 nop 0019a90c: 92a20184 lbu r2,0x0184(r21) Load Equipped Flags? 0019a910: 08066a4c j 0x 0019a930 0019a914: 30420008 andi r2,r2,0x0008 Check for Sword 0019a918: 30620004 andi r2,r3,0x0004 0019a91c: 10400007 beq r2,r0,0x 0019a93c Branch if it doesn't require Materia B. 0019a920: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a924: 92a20184 lbu r2,0x0184(r21) Load Equipped Flags? 0019a928: 00000000 nop 0019a92c: 30420004 andi r2,r2,0x0004 0019a930: 1040002a beq r2,r0,0x 0019a9dc Branch if Sword/Materia Blade not used 0019a934: 00000000 nop 0019a938: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a93c: 02802821 addu r5,r20,r0 r5 = Skillset 0019a940: 02003021 addu r6,r16,r0 r6 = Ability Counter 0019a944: 0c066a94 jal 0x 0019aa50 Load Known Ability Flag 0019a948: afa70018 sw r7,0x0018(r29) 0019a94c: 8fa70018 lw r7,0x0018(r29) 0019a950: 10400022 beq r2,r0,0x0019a9dc Branch if Ability isn't known 0019a954: 2a8200b0 slti r2,r20,0x00b0 0019a958: 1440000c bne r2,r0,0x0019a98c Branch if not a monster skillset 0019a95c: 34020009 ori r2,r0,0x0009 r2 = 9 0019a960: 34020003 ori r2,r0,0x0003 r2 = 3 0019a964: 16020004 bne r16,r2,0x0019a978 Branch if Ability Counter < 3 0019a968: 00000000 nop 0019a96c: 96220002 lhu r2,0x0002(r17) Load Ability's Skillset/flags 0019a970: 08066a61 j 0x 0019a984 0019a974: 34420800 ori r2,r2,0x0800 r2 = Monster Skill Needed check? 0019a978: 96220002 lhu r2,0x0002(r17) Load Ability's Skillset/flags 0019a97c: 00000000 nop 0019a980: 3042f7ff andi r2,r2,0xf7ff Disable Monster Skill Needed check? 0019a984: a6220002 sh r2,0x0002(r17) Store new Skillset/flags 0019a988: 34020009 ori r2,r0,0x0009 r2 = 9 0019a98c: a2340002 sb r20,0x0002(r17) Store Skillset 0019a990: 17c2000d bne r30,r2,0x 0019a9c8 Branch if Action Menu != Jump 0019a994: a6320000 sh r18,0x0000(r17) Store Ability ID
*Jump1* 0019a998: 2a42018f slti r2,r18,0x018f 0019a99c: 1040000f beq r2,r0,0x0019a9dc Branch if ID >= 0x18f (Vertical Jump2, AI shouldn't consider vertical when using jump?) 0019a9a0: 34020001 ori r2,r0,0x0001 r2 = 1 0019a9a4: 8fa80010 lw r8,0x0010(r29) Load Jump Stored Flag 0019a9a8: 00000000 nop 0019a9ac: 15020005 bne r8,r2,0x 0019a9c4 Branch if Jump isn't stored 0019a9b0: 34080001 ori r8,r0,0x0001 Jump Stored = True 0019a9b4: 2673ffff addiu r19,r19,0xffff Counter -1 0019a9b8: 00131080 sll r2,r19,0x02 Counter * 4 0019a9bc: 00e28821 addu r17,r7,r2 usable ability list pointer + counter * 4 (stores best jump data?) 0019a9c0: a6320000 sh r18,0x0000(r17) Store Ability ID 0019a9c4: afa80010 sw r8,0x0010(r29) Store new Jump Stored Flag 0019a9c8: 26730001 addiu r19,r19,0x0001 Counter +1 0019a9cc: 96220000 lhu r2,0x0000(r17) Load Ability ID 0019a9d0: 00161a80 sll r3,r22,0x0a Unit ID * 0x400 0019a9d4: 00431021 addu r2,r2,r3 Ability ID + Unit ID * 0x400 0019a9d8: a6220000 sh r2,0x0000(r17) Store Ability/Unit ID Data AI can't use? 0019a9dc: 26100001 addiu r16,r16,0x0001 Ability Counter + 1 0019a9e0: 2a020010 slti r2,r16,0x0010 0019a9e4: 1440ff9a bne r2,r0,0x 0019a850 Branch if Ability Counter < 16 0019a9e8: 26f70002 addiu r23,r23,0x0002 Ability ID Pointer += 2 0019a9ec: 34020009 ori r2,r0,0x0009 r2 = 9 0019a9f0: 17c20009 bne r30,r2,0x0019aa18 Branch if Action Menu isn't Jump 0019a9f4: 00000000 nop
*Jump2* 0019a9f8: 8fa80010 lw r8,0x0010(r29) Load Jump Stored Flag 0019a9fc: 00000000 nop 0019aa00: 15000006 bne r8,r0,0x 0019aa1c Branch if Jump is Stored 0019aa04: 02601021 addu r2,r19,r0 r2 = Counter 0019aa08: 34020012 ori r2,r0,0x0012 r2 = 0x12 0019aa0c: a2220002 sb r2,0x0002(r17) Store Skillset = Jump 0019aa10: 00161280 sll r2,r22,0x0a Unit ID * 1024 0019aa14: a6220000 sh r2,0x0000(r17) Store Unit's ID 0019aa18: 02601021 addu r2,r19,r0 r2 = Counter (number of usable abilities? is this an AI thing?) 0019aa1c: 8fbf0044 lw r31,0x0044(r29) 0019aa20: 8fbe0040 lw r30,0x0040(r29) 0019aa24: 8fb7003c lw r23,0x003c(r29) 0019aa28: 8fb60038 lw r22,0x0038(r29) 0019aa2c: 8fb50034 lw r21,0x0034(r29) 0019aa30: 8fb40030 lw r20,0x0030(r29) 0019aa34: 8fb3002c lw r19,0x002c(r29) 0019aa38: 8fb20028 lw r18,0x0028(r29) 0019aa3c: 8fb10024 lw r17,0x0024(r29) 0019aa40: 8fb00020 lw r16,0x0020(r29) 0019aa44: 27bd0048 addiu r29,r29,0x0048 0019aa48: 03e00008 jr r31 0019aa4c: 00000000 nop