Main Skillset/ability loading
0013fa6c: 3c028017 lui r2,0x8017 0013fa70: 8c424048 lw r2,0x4048(r2) load Skillset ability List 0013fa74: 27bdffa8 addiu r29,r29,0xffa8 0013fa78: afb20040 sw r18,0x0040(r29) 0013fa7c: 3c128015 lui r18,0x8015 0013fa80: 8652d08a lh r18,-0x2f76(r18) load attacker battle ID 0013fa84: afb5004c sw r21,0x004c(r29) 0013fa88: afbf0054 sw r31,0x0054(r29) 0013fa8c: afb60050 sw r22,0x0050(r29) 0013fa90: afb40048 sw r20,0x0048(r29) 0013fa94: afb30044 sw r19,0x0044(r29) 0013fa98: afb1003c sw r17,0x003c(r29) 0013fa9c: afb00038 sw r16,0x0038(r29) 0013faa0: 244300a4 addiu r3,r2,0x00a4 Store "Stock" "Mp" pointer 0013faa4: 3c018016 lui r1,0x8016 0013faa8: ac2269a4 sw r2,0x69a4(r1) store skillset ability list pointer 0013faac: 24420148 addiu r2,r2,0x0148 0013fab0: 3c018016 lui r1,0x8016 0013fab4: ac2369a8 sw r3,0x69a8(r1) store skillset ability list + 0xa4 for MP cost 0013fab8: 3c018016 lui r1,0x8016 0013fabc: ac2269ac sw r2,0x69ac(r1) Store skillset ability list + 0x0148 for #turns 0013fac0: 0c04b7d0 jal 0x0012df40 get Attacker's data pointer 0013fac4: 0080a821 addu r21,r4,r0 r21 = PV (number of times gone through menus?) 0013fac8: 0040b021 addu r22,r2,r0 r22 = unit data 0013facc: 00002821 addu r5,r0,r0 0013fad0: 3409ffff ori r9,r0,0xffff 0013fad4: 3c028017 lui r2,0x8017 0013fad8: 8c423cb8 lw r2,0x3cb8(r2) load menu data 0013fadc: 340800ff ori r8,r0,0x00ff 0013fae0: 84420128 lh r2,0x0128(r2) load action menu byte 0013fae4: 34070001 ori r7,r0,0x0001 0013fae8: 3c018017 lui r1,0x8017 0013faec: 00220821 addu r1,r1,r2 action menu for action menu? 0013faf0: 9031404c lbu r17,0x404c(r1) load action menu byte? 0013faf4: 3c018017 lui r1,0x8017 0013faf8: 00220821 addu r1,r1,r2 0013fafc: 90304060 lbu r16,0x4060(r1) load displayed skillset 0013fb00: 3c068015 lui r6,0x8015 0013fb04: 24c6d264 addiu r6,r6,0xd264 0013fb08: 3c018017 lui r1,0x8017 0013fb0c: a030982d sb r16,-0x67d3(r1) store skillset
<Loop> Initialize display data
0013fb10: 3c038017 lui r3,0x8017 0013fb14: 8c634048 lw r3,0x4048(r3) r3 = Ability list 0013fb18: 00052040 sll r4,r5,0x01 counter * 2 0013fb1c: 00831021 addu r2,r4,r3 r2 = Ability ID pointer 0013fb20: 00651821 addu r3,r3,r5 ability list + counter 0013fb24: a4490000 sh r9,0x0000(r2) store ability = 0xffff (0x00 - 0x100 Ability IDs) 0013fb28: a06801ec sb r8,0x01ec(r3) store 0xff into MP cost, Consumed Item ID (0x1ec - 0x26c) 0013fb2c: 3c028017 lui r2,0x8017 0013fb30: 8c424048 lw r2,0x4048(r2) load ability list 0013fb34: 00000000 nop 0013fb38: 00451021 addu r2,r2,r5 0013fb3c: a047023e sb r7,0x023e(r2) store 01 in ability CT (0x23e - 0x2be, there is a lot of overlap with some of these.) 0013fb40: 3c028017 lui r2,0x8017 0013fb44: 8c424048 lw r2,0x4048(r2) load ability list (this happens a lot) 0013fb48: 00000000 nop 0013fb4c: 00822021 addu r4,r4,r2 counter * 2 + ability pointer 0013fb50: 00451021 addu r2,r2,r5 0013fb54: a48000a4 sh r0,0x00a4(r4) clear "stock" "mp" (0xa4 - 0x1a4 Stock/MP) 0013fb58: a4890148 sh r9,0x0148(r4) store 0xffff (0x148 - 0x248) 0013fb5c: a0400290 sb r0,0x0290(r2) store 0x00 for silence/performance/reflect (0x290 - 0x310) 0013fb60: 3c028017 lui r2,0x8017 0013fb64: 8c424048 lw r2,0x4048(r2) load ability list 0013fb68: 00000000 nop 0013fb6c: 00451021 addu r2,r2,r5 0013fb70: a04702e2 sb r7,0x02e2(r2) store 0x1 in # turns to complete (0x2e2 - 0x362) 0013fb74: 3c028017 lui r2,0x8017 0013fb78: 8c424048 lw r2,0x4048(r2) ...and again 0013fb7c: 00000000 nop 0013fb80: 00451021 addu r2,r2,r5 0013fb84: a0480334 sb r8,0x0334(r2) store CT list = 0xFF 0013fb88: a4c00000 sh r0,0x0000(r6) store normal for ability display (0x8014d264 - 0x8014d300), no Unit ID (0x8014d304), and others 0013fb8c: 24a50001 addiu r5,r5,0x0001 counter + 1 0013fb90: 28a20050 slti r2,r5,0x0050 0013fb94: 1440ffde bne r2,r0,0x0013fb10 run 80 times 0013fb98: 24c60002 addiu r6,r6,0x0002 Ability display + 2
</Loop> Set end of lists
0013fb9c: 3c028017 lui r2,0x8017 0013fba0: 8c424048 lw r2,0x4048(r2) 0013fba4: 340300ff ori r3,r0,0x00ff 0013fba8: a043023c sb r3,0x023c(r2) 0013fbac: 3c028017 lui r2,0x8017 0013fbb0: 8c424048 lw r2,0x4048(r2) 0013fbb4: 00000000 nop 0013fbb8: a043028e sb r3,0x028e(r2) 0013fbbc: 3c028017 lui r2,0x8017 0013fbc0: 8c424048 lw r2,0x4048(r2) 0013fbc4: 00000000 nop 0013fbc8: a04302e0 sb r3,0x02e0(r2) 0013fbcc: 3c028017 lui r2,0x8017 0013fbd0: 8c424048 lw r2,0x4048(r2) 0013fbd4: 00000000 nop 0013fbd8: a0430332 sb r3,0x0332(r2) 0013fbdc: 3c028017 lui r2,0x8017 0013fbe0: 8c424048 lw r2,0x4048(r2)------------initialize bytes = 0xff
- Section 1 - Load ability-relevant data**
Default
0013fbe4: 16200014 bne r17,r0,0x0013fc38 branch if not default 0013fbe8: a0430384 sb r3,0x0384(r2) 0013fbec: 02402021 addu r4,r18,r0 r4 = attacker ID 0013fbf0: 3c068017 lui r6,0x8017 0013fbf4: 8cc64048 lw r6,0x4048(r6) Ability List 0013fbf8: 02002821 addu r5,r16,r0 r5 = skillset 0013fbfc: afa00014 sw r0,0x0014(r29) 0013fc00: 24c701ec addiu r7,r6,0x01ec Mp Cost 0013fc04: 24c2023e addiu r2,r6,0x023e Ability CT 0013fc08: afa20010 sw r2,0x0010(r29) Parse Ability CT pointer through stack 0013fc0c: 24c20290 addiu r2,r6,0x0290 Silence/persevere/Reflect 0013fc10: afa20018 sw r2,0x0018(r29) silence/performance/reflect through stack 0013fc14: 24c202e2 addiu r2,r6,0x02e2 Turns 0013fc18: 0c0605f0 jal 0x001817c0 load ability data for skillset display (loads to 19f3c4 list) 0013fc1c: afa2001c sw r2,0x001c(r29) #turns to complete through stack 0013fc20: 3c058017 lui r5,0x8017 0013fc24: 8ca54048 lw r5,0x4048(r5) 0013fc28: 34060050 ori r6,r0,0x0050 r6 = 0x80 0013fc2c: 24a40334 addiu r4,r5,0x0334 Now/Turn display 0013fc30: 0c052fd5 jal 0x0014bf54 store r5 into r4 0013fc34: 24a5023e addiu r5,r5,0x023e
Item Inventory
0013fc38: 34140001 ori r20,r0,0x0001 0013fc3c: 16340007 bne r17,r20,0x0013fc5c branch if not item 0013fc40: 34130002 ori r19,r0,0x0002 0013fc44: 02402021 addu r4,r18,r0 r4 = unit ID 0013fc48: 3c068017 lui r6,0x8017 0013fc4c: 8cc64048 lw r6,0x4048(r6) 0013fc50: 02002821 addu r5,r16,r0 0013fc54: 0c0606dc jal 0x00181b70 Item Ability Loading 0013fc58: 24c601ec addiu r6,r6,0x01ec Item Used List per Ability ID (don't parse other arguments through stack)
Weapon Inventory
0013fc5c: 16330008 bne r17,r19,0x0013fc80 branch if not throw 0013fc60: 34020003 ori r2,r0,0x0003 0013fc64: 02402021 addu r4,r18,r0 0013fc68: 3c068017 lui r6,0x8017 0013fc6c: 8cc64048 lw r6,0x4048(r6) 0013fc70: 02002821 addu r5,r16,r0 skillset 0013fc74: 0c06072e jal 0x00181cb8 Throw Ability & Item Loading 0013fc78: 24c601ec addiu r6,r6,0x01ec Item Used list per Item ID 0013fc7c: 34020003 ori r2,r0,0x0003 math skill check
Math Skill r21 = which menu to load 0x02 - first set of parameters 0x01 - second set of parameters 0x00 - abilities
0013fc80: 16220014 bne r17,r2,0x 0013fcd4 branch if not math skill 0013fc84: 00000000 nop 0013fc88: 16b30005 bne r21,r19,0x 0013fca0 branch if not loading first set of parameters 0013fc8c: 02402021 addu r4,r18,r0 r4 = attacker ID 0013fc90: 3c068017 lui r6,0x8017 0013fc94: 8cc64048 lw r6,0x4048(r6) primary menu ability list 0013fc98: 0c0607bc jal 0x00181ef0 Math Skill Ability Display Checks for primary menu 0013fc9c: 02002821 addu r5,r16,r0 r5 = skillset 0013fca0: 16b40005 bne r21,r20,0x 0013fcb8 branch if not loading second set of parameters 0013fca4: 02402021 addu r4,r18,r0 0013fca8: 3c068017 lui r6,0x8017 0013fcac: 8cc64048 lw r6,0x4048(r6) Secondary menu ability list 0013fcb0: 0c0607c5 jal 0x00181f14 Math Skill Ability Display Checks for secondary menu 0013fcb4: 02002821 addu r5,r16,r0 0013fcb8: 16a00007 bne r21,r0,0x 0013fcd8 branch if not loading abilities 0013fcbc: 34020006 ori r2,r0,0x0006 0013fcc0: 02402021 addu r4,r18,r0 0013fcc4: 3c068017 lui r6,0x8017 0013fcc8: 8cc64048 lw r6,0x4048(r6) Spell ability List 0013fccc: 0c06081a jal 0x00182068 Math Skill ability loading 0013fcd0: 02002821 addu r5,r16,r0
Monster & frog
0013fcd4: 34020006 ori r2,r0,0x0006 0013fcd8: 1622000a bne r17,r2,0x 0013fd04 branch if not monster menu 0013fcdc: 34020007 ori r2,r0,0x0007 0013fce0: 02402021 addu r4,r18,r0 0013fce4: 02002821 addu r5,r16,r0 0013fce8: 3c068017 lui r6,0x8017 0013fcec: 8cc64048 lw r6,0x4048(r6) Ability ID list 0013fcf0: 00003821 addu r7,r0,r0 r7 = 0 0013fcf4: 24c20290 addiu r2,r6,0x0290 0013fcf8: 0c0608b3 jal 0x001822cc monster skill/frog attack ability loading 0013fcfc: afa20010 sw r2,0x0010(r29) parse silence/reflectable/performance 0013fd00: 34020007 ori r2,r0,0x0007
Katana Inventory
0013fd04: 16220008 bne r17,r2,0x0013fd28 branch if not draw out 0013fd08: 3402000a ori r2,r0,0x000a 0013fd0c: 02402021 addu r4,r18,r0 0013fd10: 3c068017 lui r6,0x8017 0013fd14: 8cc64048 lw r6,0x4048(r6) parse ability List 0013fd18: 02002821 addu r5,r16,r0 0013fd1c: 0c060999 jal 0x00182664 Draw Out 0013fd20: 24c601ec addiu r6,r6,0x01ec consumed Items list by ability ID 0013fd24: 3402000a ori r2,r0,0x000a
Charge
0013fd28: 16220010 bne r17,r2,0x 0013fd6c 0013fd2c: 34020003 ori r2,r0,0x0003 0013fd30: 02402021 addu r4,r18,r0 0013fd34: 3c068017 lui r6,0x8017 0013fd38: 8cc64048 lw r6,0x4048(r6) Ability ID list 0013fd3c: 02002821 addu r5,r16,r0 0013fd40: 24c701ec addiu r7,r6,0x01ec Raw Ability CT 0013fd44: 24c202e2 addiu r2,r6,0x02e2 Turns 0013fd48: 0c0609ed jal 0x001827b4 Call Charge Skillset Loading 0013fd4c: afa20010 sw r2,0x0010(r29) # turns in stack + 0x10 (+0x50 in sub routine? what's this pointer doing here?) 0013fd50: 3c058017 lui r5,0x8017 0013fd54: 8ca54048 lw r5,0x4048(r5) Ability ID list 0013fd58: 34060050 ori r6,r0,0x0050 r6 = 0x80 0013fd5c: 24a40334 addiu r4,r5,0x0334 Ability CT? 0013fd60: 0c052fd5 jal 0x0014bf54 store raw ability CT into raw ability CT duplicate? 0013fd64: 24a501ec addiu r5,r5,0x01ec Raw ability CT 0013fd68: 34020003 ori r2,r0,0x0003
All
0013fd6c: 12220002 beq r17,r2,0x 0013fd78 branch if Math skill 0013fd70: 341200ac ori r18,r0,0x00ac 0013fd74: 0000a821 addu r21,r0,r0 r21 = 0 if not math skill 0013fd78: 34020003 ori r2,r0,0x0003 0013fd7c: 3c018016 lui r1,0x8016 0013fd80: a42269a0 sh r2,0x69a0(r1) store stock/mp/turns display (initialised) 0013fd84: 3c018016 lui r1,0x8016 0013fd88: a42269a2 sh r2,0x69a2(r1) store stock/mp/turns display (initialised) 0013fd8c: 3402006a ori r2,r0,0x006a 0013fd90: 3c018016 lui r1,0x8016 0013fd94: a422699a sh r2,0x699a(r1) store MP display X offset 0013fd98: 3402007e ori r2,r0,0x007e 0013fd9c: 3c018016 lui r1,0x8016 0013fda0: a422699c sh r2,0x699c(r1) store turn display X offset 0013fda4: 00111080 sll r2,r17,0x02 action menu byte * 4 0013fda8: 3c018016 lui r1,0x8016 0013fdac: a420699e sh r0,0x699e(r1) store Ability name display 0013fdb0: 3c018017 lui r1,0x8017 0013fdb4: 00220821 addu r1,r1,r2 0013fdb8: 84239266 lh r3,-0x6d9a(r1) 80169266 + Action menu byte*4 (if action menu calls inventory or not?)
Default - 0x0000 Item Inventory - 0001 Throw - 0001 Math Skill - 0000 Elemental - 0000 Blank - 0000 Monster - 0000 Katana - 0001 Attack - 0000 Jump - 0000 Charge - 0000 Defend - 0000 Equip Change - 0000 Unknown - 0000 Blank - 0000 Unknown - 0000
- 2nd Section - ** Set Usabilities
0013fdbc: 34020001 ori r2,r0,0x0001 0013fdc0: 14620048 bne r3,r2,0x 0013fee4 branch if skillset doesn't call inventory (item/draw out/throw) 0013fdc4: 00003021 addu r6,r0,r0
Item/Throw/Draw Out - Set usability based on item quantity
0013fdc8: 3c048017 lui r4,0x8017 0013fdcc: 8c844048 lw r4,0x4048(r4) load ability list address 0013fdd0: 0c04fe80 jal 0x 0013fa00 Store used items into ability list 0013fdd4: 248501ec addiu r5,r4,0x01ec Item Used 0013fdd8: 00408021 addu r16,r2,r0 r16 = # of abilities 0013fddc: 3c058017 lui r5,0x8017 0013fde0: 8ca54048 lw r5,0x4048(r5) load skillset data 0013fde4: 02003021 addu r6,r16,r0 # of abilities 0013fde8: 24a40148 addiu r4,r5,0x0148 r4 = Turns 0013fdec: 0c04fe8e jal 0x 0013fa38 do for each r6, load from r5, store in r4 **Set Turns** 0013fdf0: 24a502e2 addiu r5,r5,0x02e2 r5 = turns 0013fdf4: 00003021 addu r6,r0,r0 0013fdf8: 1a000019 blez r16,0x 0013fe60 branch if no abilities found 0013fdfc: 00002821 addu r5,r0,r0 0013fe00: 34070004 ori r7,r0,0x0004 0013fe04: 3c048015 lui r4,0x8015 0013fe08: 2484d264 addiu r4,r4,0xd264 load availability Data 0013fe0c: 3c038017 lui r3,0x8017 0013fe10: 8c634048 lw r3,0x4048(r3) load Ability ID list
<Loop> Grey Out item abilities>
0013fe14: 00000000 nop 0013fe18: 94620000 lhu r2,0x0000(r3) load ability 0013fe1c: 3c018006 lui r1,0x8006 0013fe20: 00220821 addu r1,r1,r2 0013fe24: 902296e0 lbu r2,-0x6920(r1) load item quantity 0013fe28: 00000000 nop 0013fe2c: a46200a4 sh r2,0x00a4(r3) store item quantity 0013fe30: 946200a4 lhu r2,0x00a4(r3) load item quantity 0013fe34: 00000000 nop 0013fe38: 14400003 bne r2,r0,0x0013fe48 branch if not 0 0013fe3c: 00000000 nop 0013fe40: 0804ff93 j 0x 0013fe4c 0013fe44: a4870000 sh r7,0x0000(r4) store grayed out ability
if item quantity != 0
0013fe48: 34060001 ori r6,r0,0x0001 set ability usable? 0013fe4c: 24840002 addiu r4,r4,0x0002 count another availability if item is usable 0013fe50: 24a50001 addiu r5,r5,0x0001 counter + 1 0013fe54: 00b0102a slt r2,r5,r16 0013fe58: 1440ffee bne r2,r0,0x 0013fe14 do for all Items in list 0013fe5c: 24630002 addiu r3,r3,0x0002 next ability ID
</loop>
0013fe60: 10c00003 beq r6,r0,0x 0013fe70 branch if have no consumable items 0013fe64: 34070007 ori r7,r0,0x0007 0013fe68: 0804ffa7 j 0x 0013fe9c 0013fe6c: 2652fffc addiu r18,r18,0xfffc unit ID = 0xfffc?
if no items with quantity > 0 found
0013fe70: 02003021 addu r6,r16,r0 0013fe74: 34120094 ori r18,r0,0x0094 r18 = 0x94 0013fe78: 3c058017 lui r5,0x8017 0013fe7c: 8ca54048 lw r5,0x4048(r5) r5 = skillset abilities 0013fe80: 34020002 ori r2,r0,0x0002 0013fe84: 3c018016 lui r1,0x8016 0013fe88: a42269a2 sh r2,0x69a2(r1) Remove "stock" display numbers 0013fe8c: 24a400a4 addiu r4,r5,0x00a4 r4 = item quantities 0013fe90: 0c04fe8e jal 0x 0013fa38 set turns = 1 (now)? 0013fe94: 24a502e2 addiu r5,r5,0x02e2 r5 = 01 data 0013fe98: 34070008 ori r7,r0,0x0008
Items
0013fe9c: 34093800 ori r9,r0,0x3800 Store Item display 0013fea0: 3c048016 lui r4,0x8016 0013fea4: 2484699a addiu r4,r4,0x699a 8016699a 0013fea8: 94820000 lhu r2,0x0000(r4) load Stock numbers display location 0013feac: 3c038016 lui r3,0x8016 0013feb0: 9463699c lhu r3,0x699c(r3) load Turns display location 0013feb4: 2442fffc addiu r2,r2,0xfffc move left by 4 0013feb8: 2463fffc addiu r3,r3,0xfffc move left by 4 0013febc: a4820000 sh r2,0x0000(r4) store new location 0013fec0: 34020007 ori r2,r0,0x0007 0013fec4: 3c018016 lui r1,0x8016 0013fec8: a423699c sh r3,0x699c(r1) store new location 0013fecc: 1622005e bne r17,r2,0x 00140048 branch if not Draw out 0013fed0: 34060011 ori r6,r0,0x0011 Item/Throw 0013fed4: 08050012 j 0x 00140048 0013fed8: 34060017 ori r6,r0,0x0017 Katana
0013fedc: 0804ffd5 j 0x 0013ff54 Skip Next Section 0013fee0: 34060001 ori r6,r0,0x0001
Not Item/throw/draw out -- Count numebr of abilities
0013fee4: 00008021 addu r16,r0,r0 0013fee8: 3404ffff ori r4,r0,0xffff 0013feec: 3c038017 lui r3,0x8017 0013fef0: 8c634048 lw r3,0x4048(r3) Load ability list 0013fef4: 00000000 nop 0013fef8: 94620000 lhu r2,0x0000(r3) load ability 0013fefc: 00000000 nop 0013ff00: 10440005 beq r2,r4,0x 0013ff18 branch if ability doesn't exist 0013ff04: 00000000 nop 0013ff08: 26100001 addiu r16,r16,0x0001 0013ff0c: 2a020040 slti r2,r16,0x0040 set if counter in ability list bounds 0013ff10: 1440fff8 bne r2,r0,0x 0013fef4 branch back if so 0013ff14: 24630002 addiu r3,r3,0x0002 list++
0013ff18: 1620000f bne r17,r0,0x 0013ff58 branch if not using Default 0013ff1c: 34020003 ori r2,r0,0x0003 0013ff20: 1a00000d blez r16,0x 0013ff58 branch if no abilities found 0013ff24: 00002821 addu r5,r0,r0
Default
0013ff28: 3c038017 lui r3,0x8017 0013ff2c: 8c634048 lw r3,0x4048(r3) load ability list 0013ff30: 00000000 nop 0013ff34: 00651021 addu r2,r3,r5
<Loop> Load able to use byte>
0013ff38: 904201ec lbu r2,0x01ec(r2) load 0x1ec byte (able to use ability? 0013ff3c: 00000000 nop 0013ff40: 1440ffe6 bne r2,r0,0x 0013fedc branch if unable to use? 0013ff44: 24a50001 addiu r5,r5,0x0001 counter++ 0013ff48: 00b0102a slt r2,r5,r16 set if in bounds? 0013ff4c: 1440fffa bne r2,r0,0x 0013ff38 branch if so 0013ff50: 00651021 addu r2,r3,r5 0013ff54: 34020003 ori r2,r0,0x0003 0013ff58: 1622000a bne r17,r2,0x 0013ff84 branch if not using Math Skill 0013ff5c: 00000000 nop
Math Skill
0013ff60: 1aa00008 blez r21,0x 0013ff84 Branch if loading abilities 0013ff64: 34020002 ori r2,r0,0x0002 0013ff68: 34120088 ori r18,r0,0x0088 0013ff6c: 3c018016 lui r1,0x8016 0013ff70: a42269a0 sh r2,0x69a0(r1) store 0x0002 0013ff74: 3c018016 lui r1,0x8016 0013ff78: a42269a2 sh r2,0x69a2(r1) store 0x0002 0013ff7c: 08050010 j 0x 00140040 0013ff80: 34070009 ori r7,r0,0x0009 jump down, Set control value = 0x09
Item - Throw - Draw Out - Default
0013ff84: 10c00019 beq r6,r0,0x 0013ffec branch if not item/throw/draw out 0013ff88: 00000000 nop 0013ff8c: 16200018 bne r17,r0,0x 0013fff0 branch if not default 0013ff90: 02003021 addu r6,r16,r0 For Each Ability
Default
0013ff94: 3c058017 lui r5,0x8017 0013ff98: 8ca54048 lw r5,0x4048(r5) load Ability List 0013ff9c: 2652fff8 addiu r18,r18,0xfff8 0013ffa0: 24a400a4 addiu r4,r5,0x00a4 "Stock", "MP" List 0013ffa4: 0c04fe80 jal 0x 0013fa00 Set MP Values 0013ffa8: 24a501ec addiu r5,r5,0x01ec Items used list, MP list 0013ffac: 3c058017 lui r5,0x8017 0013ffb0: 8ca54048 lw r5,0x4048(r5) 0013ffb4: 02003021 addu r6,r16,r0 For Each Ability 0013ffb8: 24a40148 addiu r4,r5,0x0148 Turns 0013ffbc: 0c04fe8e jal 0x 0013fa38 store turns 0013ffc0: 24a502e2 addiu r5,r5,0x02e2 Turns 0013ffc4: 34070006 ori r7,r0,0x0006 0013ffc8: 3c048016 lui r4,0x8016 0013ffcc: 2484699a addiu r4,r4,0x699a 8016699a 0013ffd0: 94820000 lhu r2,0x0000(r4) 0013ffd4: 3c038016 lui r3,0x8016 0013ffd8: 9463699c lhu r3,0x699c(r3) 0013ffdc: 2442fff8 addiu r2,r2,0xfff8 r2 -= 0x08 0013ffe0: 2463fff8 addiu r3,r3,0xfff8 r3 -= 0x08 0013ffe4: 0805000e j 0x 00140038 0013ffe8: a4820000 sh r2,0x0000(r4)
Anything Else
0013ffec: 02003021 addu r6,r16,r0 0013fff0: 3c058017 lui r5,0x8017 0013fff4: 8ca54048 lw r5,0x4048(r5) 0013fff8: 34120094 ori r18,r0,0x0094 0013fffc: 24a400a4 addiu r4,r5,0x00a4 "Stock, "MP" 00140000: 0c04fe8e jal 0x 0013fa38 00140004: 24a502e2 addiu r5,r5,0x02e2 Used Item List, Mp List 00140008: 34070005 ori r7,r0,0x0005 0014000c: 34020002 ori r2,r0,0x0002 00140010: 3c018016 lui r1,0x8016 00140014: a42269a2 sh r2,0x69a2(r1) store no stock/mp display? 00140018: 3c028016 lui r2,0x8016 0014001c: 9442699a lhu r2,0x699a(r2) load mp/stock display location 00140020: 3c038016 lui r3,0x8016 00140024: 9463699c lhu r3,0x699c(r3) turns display location 00140028: 2442fffc addiu r2,r2,0xfffc 0014002c: 2463fffc addiu r3,r3,0xfffc move to the left by 4 00140030: 3c018016 lui r1,0x8016 00140034: a422699a sh r2,0x699a(r1) store new
Default Return
00140038: 3c018016 lui r1,0x8016 0014003c: a423699c sh r3,0x699c(r1) store new display location
00140040: 34097000 ori r9,r0,0x7000 store ability type 00140044: 34060005 ori r6,r0,0x0005
00140048: 3c028017 lui r2,0x8017 0014004c: 8c423cb8 lw r2,0x3cb8(r2) 80166b10 - Menu Data 00140050: 00002821 addu r5,r0,r0 00140054: a45200b8 sh r18,0x00b8(r2) store unit ID 3 times? 00140058: a45200c0 sh r18,0x00c0(r2) 0014005c: a45200c8 sh r18,0x00c8(r2) 00140060: a44700e0 sh r7,0x00e0(r2) store menu headers set 00140064: 1a000031 blez r16,0x 0014012c branch if no abilities found 00140068: a44600ee sh r6,0x00ee(r2) store skillset type?
0014006c: 34080008 ori r8,r0,0x0008 00140070: 340a0006 ori r10,r0,0x0006 00140074: 3c068017 lui r6,0x8017 00140078: 8cc64048 lw r6,0x4048(r6) load skillset address 0014007c: 3c078015 lui r7,0x8015 00140080: 24e7d264 addiu r7,r7,0xd264 14d264 00140084: 00c02021 addu r4,r6,r0
<Loop> Set usability for default abilities based on MP
00140088: 94c20000 lhu r2,0x0000(r6) load ability ID 0014008c: 00000000 nop 00140090: 00491025 or r2,r2,r9 Add ability type flags 00140094: 1620000e bne r17,r0,0x 001400d0 branch if not default 00140098: a4c20000 sh r2,0x0000(r6) store ability with type flags
Default
0014009c: 96c2002c lhu r2,0x002c(r22) load MP 001400a0: 908301ec lbu r3,0x01ec(r4) load MP cost? 001400a4: 00000000 nop 001400a8: 00431023 subu r2,r2,r3 MP - MP cost 001400ac: 04410006 bgez r2,0x 001400c8 branch if unit has enough MP 001400b0: 00000000 nop 001400b4: 90820334 lbu r2,0x0334(r4) load displayed turns until resolution 001400b8: 00000000 nop 001400bc: 10400002 beq r2,r0,0x 001400c8 branch if acting now 001400c0: 00000000 nop 001400c4: a4e80000 sh r8,0x0000(r7) set ability blinking red 001400c8: 12200003 beq r17,r0,0x 001400d8 branch if default 001400cc: 00000000 nop 001400d0: 162a0010 bne r17,r10,0x 00140114 branch if not Monster 001400d4: 00000000 nop
Default and Monster
001400d8: 90820290 lbu r2,0x0290(r4) load silence/persevere/reflect flags 001400dc: 00000000 nop 001400e0: 30420002 andi r2,r2,0x0002 001400e4: 1040000b beq r2,r0,0x 00140114 branch if not silence-affected 001400e8: 00000000 nop 001400ec: 90820334 lbu r2,0x0334(r4) load displayed turns until resolution 001400f0: 00000000 nop 001400f4: 10400007 beq r2,r0,0x 00140114 branch if ability acts now 001400f8: 00000000 nop 001400fc: 92c20059 lbu r2,0x0059(r22) load status 00140100: 00000000 nop 00140104: 30420008 andi r2,r2,0x0008 00140108: 10400002 beq r2,r0,0x 00140114 branch if not silenced 0014010c: 00000000 nop 00140110: a4e80000 sh r8,0x0000(r7) set skill blinking red (0x08) 00140114: 24e70002 addiu r7,r7,0x0002
00140118: 24840001 addiu r4,r4,0x0001 0014011c: 24a50001 addiu r5,r5,0x0001 00140120: 00b0102a slt r2,r5,r16 do for all abilities 00140124: 1440ffd8 bne r2,r0,0x 00140088 00140128: 24c60002 addiu r6,r6,0x0002
</Loop> If no abilites found?
0014012c: 1600000e bne r16,r0,0x 00140168 branch if abilities found 00140130: 34037000 ori r3,r0,0x7000
If no usable abilities found?
00140134: 3c028017 lui r2,0x8017 00140138: 8c423cb8 lw r2,0x3cb8(r2) load menu data 0014013c: 34100001 ori r16,r0,0x0001 00140140: a44000e0 sh r0,0x00e0(r2) store no menu type 00140144: 3c028017 lui r2,0x8017 00140148: 8c424048 lw r2,0x4048(r2) load skillset 0014014c: 00000000 nop 00140150: a4430000 sh r3,0x0000(r2) store not-usable 00140154: a44000a4 sh r0,0x00a4(r2) 00140158: a4400148 sh r0,0x0148(r2) 0014015c: 34020004 ori r2,r0,0x0004 00140160: 3c018015 lui r1,0x8015 00140164: a422d264 sh r2,-0x2d9c(r1) store greyed out skillset?
00140168: 3c048017 lui r4,0x8017 0014016c: 8c843cb8 lw r4,0x3cb8(r4) load menu 00140170: 34020030 ori r2,r0,0x0030 00140174: a48200be sh r2,0x00be(r4) store 0xbe byte 00140178: 2a020007 slti r2,r16,0x0007 0014017c: 14400009 bne r2,r0,0x 001401a4 set if abilities found < 7 00140180: 34020006 ori r2,r0,0x0006 00140184: 2602fffa addiu r2,r16,0xfffa abilities - 6 00140188: 3c018016 lui r1,0x8016 0014018c: a4226996 sh r2,0x6996(r1) store number of scrollable slots 00140190: 34020006 ori r2,r0,0x0006 00140194: 3c018016 lui r1,0x8016 00140198: a4226994 sh r2,0x6994(r1) store 6 number of displayed slots 0014019c: 08050072 j 0x 001401c8 001401a0: 00000000 nop
001401a4: 00501023 subu r2,r2,r16 001401a8: 3c018016 lui r1,0x8016 001401ac: a4206996 sh r0,0x6996(r1) store number of scrollable slots 001401b0: 3c018016 lui r1,0x8016 001401b4: a4306994 sh r16,0x6994(r1) store number of abilities 001401b8: 948300be lhu r3,0x00be(r4) 001401bc: 000210c0 sll r2,r2,0x03 001401c0: 00621821 addu r3,r3,r2 001401c4: a48300be sh r3,0x00be(r4)
001401c8: 3c028017 lui r2,0x8017 001401cc: 8c424038 lw r2,0x4038(r2) load block # 001401d0: 34030001 ori r3,r0,0x0001 001401d4: 00021280 sll r2,r2,0x0a 001401d8: 3c018017 lui r1,0x8017 001401dc: 00220821 addu r1,r1,r2 001401e0: ac239870 sw r3,-0x6790(r1) 169870 001401e4: 3c018017 lui r1,0x8017 001401e8: 00220821 addu r1,r1,r2 001401ec: ac209874 sw r0,-0x678c(r1) 169874 001401f0: 3c018017 lui r1,0x8017 001401f4: 00220821 addu r1,r1,r2 001401f8: ac239878 sw r3,-0x6788(r1) 169878 001401fc: 8fbf0054 lw r31,0x0054(r29) 00140200: 8fb60050 lw r22,0x0050(r29) 00140204: 8fb5004c lw r21,0x004c(r29) 00140208: 8fb40048 lw r20,0x0048(r29) 0014020c: 8fb30044 lw r19,0x0044(r29) 00140210: 8fb20040 lw r18,0x0040(r29) 00140214: 8fb1003c lw r17,0x003c(r29) 00140218: 8fb00038 lw r16,0x0038(r29) 0014021c: 27bd0058 addiu r29,r29,0x0058 00140220: 03e00008 jr r31 00140224: 00000000 nop