Set chosen ability/target for AI status
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Pick ability/target for berserk/confuse/chicken/bloodsuck
Note: Chicken should override all AI status because it's the first status handled, then Bloodsuck, Confusion, and finally Berserk.
001971b8: 3c02801a lui r2,0x801a 001971bc: 90420d7b lbu r2,0x0d7b(r2) If Action = Decided 001971c0: 27bdffd8 addiu r29,r29,0xffd8 001971c4: afb3001c sw r19,0x001c(r29) 001971c8: 3c13801a lui r19,0x801a 001971cc: 2673f3c4 addiu r19,r19,0xf3c4 r19 = AI Data Offset 001971d0: afbf0020 sw r31,0x0020(r29) 001971d4: afb20018 sw r18,0x0018(r29) 001971d8: afb10014 sw r17,0x0014(r29) 001971dc: 10400008 beq r2,r0,0x 00197200 Branch if Action = Not Decided 001971e0: afb00010 sw r16,0x0010(r29)
<Action = Decided>
001971e4: 3c02801a lui r2,0x801a 001971e8: 90420032 lbu r2,0x0032(r2) load Decision Byte 001971ec: 00000000 nop 001971f0: 1040000c beq r2,r0,0x 00197224 <Chicken> if Decision Byte is unset 001971f4: 00000000 nop 001971f8: 08065cb9 j 0x 001972e4 else <Movement> 001971fc: 00000000 nop
<Action = Undecided>
00197200: 3c03801a lui r3,0x801a 00197204: 8c630bbc lw r3,0x0bbc(r3) load acting units data 00197208: 3c01801a lui r1,0x801a 0019720c: a02001f1 sb r0,0x01f1(r1) Ability Decided = False 00197210: 9064005a lbu r4,0x005a(r3) load status 00197214: 00000000 nop 00197218: 30820004 andi r2,r4,0x0004 0019721c: 10400011 beq r2,r0,0x 00197264 <Blood Suck> if not Chicken 00197220: 00000000 nop
<Chicken>
00197224: 0c066672 jal 0x 001999c8 AI Target Priority Super Routine (Sets a ton of data) 00197228: 00000000 nop 0019722c: 2403ffff addiu r3,r0,0xffff 00197230: 14430004 bne r2,r3,0x 00197244 Continue if frame cycle is not ending yet 00197234: 266403b4 addiu r4,r19,0x03b4 00197238: a2600c6e sb r0,0x0c6e(r19) Action Decided = False 0019723c: 08065d46 j 0x 00197518 Frame Cycle is ending, exit out of everything 00197240: 2402ffff addiu r2,r0,0xffff 00197244: 0c066ade jal 0x 0019ab78 Null Words (Matrix Data) 00197248: 34050240 ori r5,r0,0x0240 0019724c: 340400ff ori r4,r0,0x00ff 00197250: 0c065a4f jal 0x 0019693c AI Ability CT Usage 00197254: 34050001 ori r5,r0,0x0001 00197258: 8e620cc4 lw r2,0x0cc4(r19) Load Target Unit AI Pointer 0019725c: 08065ccb j 0x 0019732c Jump to Empty more bytes 00197260: a26017fc sb r0,0x17fc(r19) Empty ?
001a0b34: 84a700c8 (Blood Suck) [Ability ID = Blood Suck, Unit ID, Skillset = a7, Usage = Effect HP and Unequip...?] 001a0b38: 84a9016f (Berserk) [Ability ID = Frog Attack, Skillset = a9, Usage = Effect HP and Unequip...?]
<Blood Suck>
00197264: 90630059 lbu r3,0x0059(r3) 00197268: 00000000 nop 0019726c: 30620004 andi r2,r3,0x0004 00197270: 10400031 beq r2,r0,0x 00197338 <Confusion> if not blood suck 00197274: 00000000 nop 00197278: 0c066449 jal 0x 00199124 calculate physical target 0019727c: 00002021 addu r4,r0,r0 00197280: 00409021 addu r18,r2,r0 00197284: 26711770 addiu r17,r19,0x1770 Load AI-Status abilities Hardcode 00197288: 3c02801a lui r2,0x801a 0019728c: 904201f2 lbu r2,0x01f2(r2) load acting unit ID? 00197290: 96631770 lhu r3,0x1770(r19) r3 = 00c8 (Blood Suck's Ability ID) 00197294: 00021280 sll r2,r2,0x0a ID * 400 00197298: 00621825 or r3,r3,r2 0019729c: a6631770 sh r3,0x1770(r19) Save Unit ID to 0x1771
<Get Ability Properties> (Berserk jumps here)
001972a0: 0c06561e jal 0x 00195878 AI ability setting 001972a4: 02202021 addu r4,r17,r0 001972a8: 34100014 ori r16,r0,0x0014 CLEAR TARGETABLE LIST 001972ac: 26620014 addiu r2,r19,0x0014 r2 = AI data + 0x14 001972b0: a0400c8d sb r0,0x0c8d(r2) clear byte 001972b4: 2610ffff addiu r16,r16,0xffff counter-- 001972b8: 0601fffd bgez r16,0x 001972b0 001972bc: 2442ffff addiu r2,r2,0xffff address--
001972c0: 02721821 addu r3,r19,r18 8019f3c4 + chosen targets ID 001972c4: 34020001 ori r2,r0,0x0001 001972c8: 0c065d4e jal 0x 00197538 Ability Usage/Targeting 001972cc: a0620c8d sb r2,0x0c8d(r3) set unit targetable 001972d0: 14400091 bne r2,r0,0x 00197518 Exit if Ability Usage/Targeting was successful 001972d4: 34020001 ori r2,r0,0x0001
<Validation>
001972d8: 02402021 addu r4,r18,r0 001972dc: 0c067ca9 jal 0x 0019f2a4 transfer unit coordinates to AI 001972e0: 26650c74 addiu r5,r19,0x0c74
<Movement>
001972e4: 0c06653e jal 0x 001994f8 See if able to move to target 001972e8: 26640c74 addiu r4,r19,0x0c74 001972ec: 2403ffff addiu r3,r0,0xffff 001972f0: 14430005 bne r2,r3,0x 00197308 branch if able to move to target 001972f4: 3c047fff lui r4,0x7fff
<Can't Move to Target>
001972f8: 34020001 ori r2,r0,0x0001 001972fc: a2620c6e sb r2,0x0c6e(r19) Set Decision Byte to 1 00197300: 08065d46 j 0x 00197518 <Exit> 00197304: 2402ffff addiu r2,r0,0xffff return 0xffff (Fail) ???? 00197308: 3484ffff ori r4,r4,0xffff 0019730c: 0c065a4f jal 0x 0019693c AI Ability CT? Usage 00197310: 34050001 ori r5,r0,0x0001 00197314: 92620e2d lbu r2,0x0e2d(r19) Ability = isDecided 00197318: 00000000 nop 0019731c: 00021080 sll r2,r2,0x02 ??*4 00197320: 00531021 addu r2,r2,r19 AI data + ??*4 00197324: 8c420cc4 lw r2,0x0cc4(r2) Load Target Unit AI Pointer 00197328: a26017fc sb r0,0x17fc(r19) Empty ? 0019732c: a2601805 sb r0,0x1805(r19) Empty ? 00197330: 08065d45 j 0x 00197514 <Exit> 00197334: ae621800 sw r2,0x1800(r19) Save Target Unit AI Pointer
<Confusion>
00197338: 30620010 andi r2,r3,0x0010 0019733c: 10400054 beq r2,r0,0x 00197490 <Berserk> if not Confusion 00197340: 30820008 andi r2,r4,0x0008 00197344: 00002021 addu r4,r0,r0 00197348: 0c065f43 jal 0x 00197d0c Set valid targets for turn consideration 0019734c: 340500ff ori r5,r0,0x00ff #Any Target (besides self) 00197350: 1040004b beq r2,r0,0x 00197480 Next Unit if no targets are available 00197354: 00000000 nop (r16 is -1 at this point) 00197358: 00008021 addu r16,r0,r0 0019735c: 02708821 addu r17,r19,r16 00197360: a2200c8d sb r0,0x0c8d(r17) clear targetable unit list byte 00197364: 0c065b23 jal 0x 00196c8c check target type 00197368: 02002021 addu r4,r16,r0 0019736c: 14400004 bne r2,r0,0x 00197380 branch if not targetable 00197370: 26100001 addiu r16,r16,0x0001 00197374: 92220c78 lbu r2,0x0c78(r17) load active unit list 00197378: 00000000 nop 0019737c: a2220c8d sb r2,0x0c8d(r17) store targetable/nontargetable 00197380: 2a020015 slti r2,r16,0x0015 00197384: 1440fff6 bne r2,r0,0x 00197360 do for all units 00197388: 02708821 addu r17,r19,r16 0019738c: 00009021 addu r18,r0,r0 00197390: 00008021 addu r16,r0,r0 00197394: 92630e2f lbu r3,0x0e2f(r19) load battle ID? 00197398: 340400ff ori r4,r0,0x00ff 0019739c: 00031100 sll r2,r3,0x04 byte*16 001973a0: 00431021 addu r2,r2,r3 byte*17 001973a4: 000210c0 sll r2,r2,0x03 byte*136 (0x88) 001973a8: 24420ef0 addiu r2,r2,0x0ef0 r2 = units move pointer 001973ac: 02621821 addu r3,r19,r2 r3 = units move list 001973b0: 00101080 sll r2,r16,0x02 move counter prep
<Count usable Abilities>
001973b4: 00628821 addu r17,r3,r2 r17 = units move list address 001973b8: 92220002 lbu r2,0x0002(r17) load skillset 001973bc: 00000000 nop 001973c0: 1044000a beq r2,r4,0x 001973ec <Get Random Move> if invalid skillset (0xff) 001973c4: 00000000 nop 001973c8: 96220002 lhu r2,0x0002(r17) load usage type 001973cc: 00000000 nop 001973d0: 30428000 andi r2,r2,0x8000 001973d4: 10400002 beq r2,r0,0x 001973e0 branch if not usable 001973d8: 26100001 addiu r16,r16,0x0001 move counter++ 001973dc: 26520001 addiu r18,r18,0x0001 usable move counter++ 001973e0: 2a020022 slti r2,r16,0x0022 do for all moves 001973e4: 1440fff3 bne r2,r0,0x 001973b4 001973e8: 00101080 sll r2,r16,0x02 move address prep
<Get Random Ability>
001973ec: 12400024 beq r18,r0,0x 00197480 <Calculate Target> if no moves found 001973f0: 00000000 nop 001973f4: 0c0088c3 jal 0x0002230c random routine 001973f8: 00000000 nop 001973fc: 00002021 addu r4,r0,r0 00197400: 92630e2f lbu r3,0x0e2f(r19) load units ID 00197404: 0052001a div r2,r18 random / move list 00197408: 00008010 mfhi r16 r16 = remainder 0019740c: 00031100 sll r2,r3,0x04 00197410: 00431021 addu r2,r2,r3 00197414: 000210c0 sll r2,r2,0x03 00197418: 24420ef0 addiu r2,r2,0x0ef0 0019741c: 02621821 addu r3,r19,r2
<Pick move?>
00197420: 00608821 addu r17,r3,r0 r3, r17 = move list 00197424: 94620002 lhu r2,0x0002(r3) load usage 00197428: 00000000 nop 0019742c: 30428000 andi r2,r2,0x8000 00197430: 10400004 beq r2,r0,0x 00197444 Branch if unusable 00197434: 26230004 addiu r3,r17,0x0004 move list++ 00197438: 12000006 beq r16,r0,0x 00197454 branch if remainder of random / move list = 0 0019743c: 00000000 nop 00197440: 2610ffff addiu r16,r16,0xffff remainder-- 00197444: 24840001 addiu r4,r4,0x0001 move counter++ 00197448: 28820022 slti r2,r4,0x0022 0019744c: 1440fff4 bne r2,r0,0x 00197420 do for all moves 00197450: 00000000 nop
00197454: 0c06561e jal 0x 00195878 AI ability setting 00197458: 02202021 addu r4,r17,r0 r4 = address of chosen move in list? 0019745c: 0c065d4e jal 0x 00197538 Store ability/skillset data, set AI settings for ability? 00197460: 00000000 nop 00197464: 1440002b bne r2,r0,0x 00197514 branch to end if return != 0 00197468: 2652ffff addiu r18,r18,0xffff move counter-- 0019746c: 96220002 lhu r2,0x0002(r17) load usage flags 00197470: 00000000 nop 00197474: 30427fff andi r2,r2,0x7fff remove usable flag 00197478: 1640ffde bne r18,r0,0x 001973f4 branch if not finished? 0019747c: a6220002 sh r2,0x0002(r17) store new flags 00197480: 0c066449 jal 0x 00199124 calculate target 00197484: 34040003 ori r4,r0,0x0003 #Choose closest unit 00197488: 08065cb6 j 0x 001972d8 branch to targeting/movement validation 0019748c: 00409021 addu r18,r2,r0
<Berserk>
00197490: 10400021 beq r2,r0,0x 00197518 Exit if not Berserk 00197494: 00001021 addu r2,r0,r0 Return False 00197498: 0c066449 jal 0x 00199124 Calculate Physical target choose unit to attack 0019749c: 34040002 ori r4,r0,0x0002 #target enemy 001974a0: 3c04801a lui r4,0x801a 001974a4: 8c840bbc lw r4,0x0bbc(r4) load acting units data 001974a8: 00000000 nop 001974ac: 90830012 lbu r3,0x0012(r4) load primary skillset 001974b0: 00000000 nop 001974b4: 2c6300b0 sltiu r3,r3,0x00b0 001974b8: 1060000f beq r3,r0,0x 001974f8 <Monster/Frog> if monster skillset 001974bc: 00409021 addu r18,r2,r0 001974c0: 9082005a lbu r2,0x005a(r4) 001974c4: 00000000 nop 001974c8: 30420002 andi r2,r2,0x0002 001974cc: 1440000b bne r2,r0,0x 001974fc <Monster/Frog> if frog 001974d0: 26711774 addiu r17,r19,0x1774 001974d4: 3c03801a lui r3,0x801a 001974d8: 906301f3 lbu r3,0x01f3(r3) load acting units battle ID 001974dc: 00000000 nop 001974e0: 00031100 sll r2,r3,0x04 ID * 16 001974e4: 00431021 addu r2,r2,r3 ID*17 001974e8: 000210c0 sll r2,r2,0x03 ID*104 (0x88) 001974ec: 24420ef0 addiu r2,r2,0x0ef0 001974f0: 08065ca8 j 0x 001972a0 <Get Ability Properties> 001974f4: 00538821 addu r17,r2,r19 r17 = units move list (defaults to Attack)
<Monster/Frog>
001974f8: 26711774 addiu r17,r19,0x1774 r17 = Berserk Monster/Frog Hardcode 001974fc: 92620e2e lbu r2,0x0e2e(r19) load acting unit ID 00197500: 96631774 lhu r3,0x1774(r19) Load Berserk Monster/Frog Hardcode (Use Frog Attack instead of Attack) 00197504: 00021280 sll r2,r2,0x0a (Use Frog Attack instead of Attack) 00197508: 00621825 or r3,r3,r2 (Can't have Frogs dealing decent damage now, can we?) 0019750c: 08065ca8 j 0x 001972a0 <Get Ability Properties> 00197510: a6631774 sh r3,0x1774(r19) store shifted acting unit ID
<Exit>
00197514: 34020001 ori r2,r0,0x0001 00197518: 8fbf0020 lw r31,0x0020(r29) 0019751c: 8fb3001c lw r19,0x001c(r29) 00197520: 8fb20018 lw r18,0x0018(r29) 00197524: 8fb10014 lw r17,0x0014(r29) 00197528: 8fb00010 lw r16,0x0010(r29) 0019752c: 27bd0028 addiu r29,r29,0x0028 00197530: 03e00008 jr r31 00197534: 00000000 nop