Initialise Animation for TRAP

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Revision as of 07:02, 27 May 2023 by Talcall (talk | contribs) (Talcall moved page 001b0c88 - 001b0cec to Initialise Animation for TRAP)
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< BATTLE.BIN

001b0c88: 00041040 sll r2,r4,0x01
001b0c8c: 00441021 addu r2,r2,r4
001b0c90: 000210c0 sll r2,r2,0x03
001b0c94: 00441023 subu r2,r2,r4			graphic ID? (PV1)
001b0c98: 00021040 sll r2,r2,0x01			PV 1 * 0x2e
001b0c9c: a4c50088 sh r5,0x0088(r6)			store VRAM palette ID
001b0ca0: 3c01801c lui r1,0x801c
001b0ca4: 00220821 addu r1,r1,r2
001b0ca8: 90228564 lbu r2,-0x7a9c(r1)			load graphic's animation ID?
001b0cac: 00000000 nop
001b0cb0: 00021040 sll r2,r2,0x01
001b0cb4: 3c01801c lui r1,0x801c
001b0cb8: 00220821 addu r1,r1,r2
001b0cbc: 94238320 lhu r3,-0x7ce0(r1)			load first frame of animation from here
001b0cc0: 34020080 ori r2,r0,0x0080
001b0cc4: a0c20086 sb r2,0x0086(r6)
001b0cc8: a0c20085 sb r2,0x0085(r6)
001b0ccc: a0c20084 sb r2,0x0084(r6)			store 0x80 palette modification (50% RGB)
001b0cd0: 3c02801c lui r2,0x801c
001b0cd4: 24428320 addiu r2,r2,0x8320
001b0cd8: a4c0008a sh r0,0x008a(r6)
001b0cdc: a4c0008c sh r0,0x008c(r6)
001b0ce0: a4c0008e sh r0,0x008e(r6)
001b0ce4: 00621821 addu r3,r3,r2
001b0ce8: 03e00008 jr r31
001b0cec: acc30090 sw r3,0x0090(r6)			store pointer to ?

Return Locations

Battle.Bin
001b0e84: 001b0cf0 - 001b0f04
001b1788: 001b153c - 001b1ae8
001b1894: (same as above)
001b21a8: 001b1c04 - 001b27d8
001b2fdc: 001b2e68 - 001b3114
001b32a0: 001b3120 - 001b33d0
001b4394: 001b4234 - 001b47dc