Update & Animate Unit/WEP/EFF
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Unit and Weapon Graphic loading master routine - I dunno how to move or rename pages /shrug. it's possible to freeze units by unchecking the 'is using ability' and they glide around, it's quite funny. skipping this routine prevents damage numbers, unit sprites, and weapon/effect sprites updating. It's possible 'is using ability' is actually 'update battle sprites?'
00085c0c: 27bdff58 addiu r29,r29,0xff58 00085c10: afb20090 sw r18,0x0090(r29) 00085c14: 00809021 addu r18,r4,r0 r18 = misc unit data 00085c18: afbf00a4 sw r31,0x00a4(r29) 00085c1c: afb600a0 sw r22,0x00a0(r29) 00085c20: afb5009c sw r21,0x009c(r29) 00085c24: afb40098 sw r20,0x0098(r29) 00085c28: afb30094 sw r19,0x0094(r29) 00085c2c: afb1008c sw r17,0x008c(r29) 00085c30: afb00088 sw r16,0x0088(r29) 00085c34: 3c058007 lui r5,0x8007 00085c38: 24a580dc addiu r5,r5,0x80dc wherever this data is, it's undocumented. 00085c3c: 88a20003 lwl r2,0x0003(r5) this is basically just lw, but backwards 00085c40: 98a20000 lwr r2,0x0000(r5) 00085c44: 88a30007 lwl r3,0x0007(r5) 00085c48: 98a30004 lwr r3,0x0004(r5) 00085c4c: aba2001b swl r2,0x001b(r29) 00085c50: bba20018 swr r2,0x0018(r29) 00085c54: aba3001f swl r3,0x001f(r29) 00085c58: bba3001c swr r3,0x001c(r29) 00085c5c: 3c058007 lui r5,0x8007 00085c60: 24a580e4 addiu r5,r5,0x80e4 00085c64: 88a20003 lwl r2,0x0003(r5) 00085c68: 98a20000 lwr r2,0x0000(r5) 00085c6c: 88a30007 lwl r3,0x0007(r5) 00085c70: 98a30004 lwr r3,0x0004(r5) 00085c74: aba20023 swl r2,0x0023(r29) 00085c78: bba20020 swr r2,0x0020(r29) 00085c7c: aba30027 swl r3,0x0027(r29) 00085c80: bba30024 swr r3,0x0024(r29) 00085c84: 3c058007 lui r5,0x8007 00085c88: 24a580ec addiu r5,r5,0x80ec 00085c8c: 88a20003 lwl r2,0x0003(r5) 00085c90: 98a20000 lwr r2,0x0000(r5) 00085c94: 88a30007 lwl r3,0x0007(r5) 00085c98: 98a30004 lwr r3,0x0004(r5) 00085c9c: 88a4000b lwl r4,0x000b(r5) 00085ca0: 98a40008 lwr r4,0x0008(r5) 00085ca4: aba2002b swl r2,0x002b(r29) 00085ca8: bba20028 swr r2,0x0028(r29) 00085cac: aba3002f swl r3,0x002f(r29) 00085cb0: bba3002c swr r3,0x002c(r29) 00085cb4: aba40033 swl r4,0x0033(r29) 00085cb8: bba40030 swr r4,0x0030(r29) 00085cbc: 88a2000f lwl r2,0x000f(r5) 00085cc0: 98a2000c lwr r2,0x000c(r5) 00085cc4: 88a30013 lwl r3,0x0013(r5) 00085cc8: 98a30010 lwr r3,0x0010(r5) 00085ccc: 88a40017 lwl r4,0x0017(r5) 00085cd0: 98a40014 lwr r4,0x0014(r5) 00085cd4: aba20037 swl r2,0x0037(r29) 00085cd8: bba20034 swr r2,0x0034(r29) 00085cdc: aba3003b swl r3,0x003b(r29) 00085ce0: bba30038 swr r3,0x0038(r29) 00085ce4: aba4003f swl r4,0x003f(r29) 00085ce8: bba4003c swr r4,0x003c(r29) 00085cec: 88a2001b lwl r2,0x001b(r5) 00085cf0: 98a20018 lwr r2,0x0018(r5) 00085cf4: 88a3001f lwl r3,0x001f(r5) 00085cf8: 98a3001c lwr r3,0x001c(r5) 00085cfc: aba20043 swl r2,0x0043(r29) 00085d00: bba20040 swr r2,0x0040(r29) 00085d04: aba30047 swl r3,0x0047(r29) 00085d08: bba30044 swr r3,0x0044(r29) 00085d0c: 3c058007 lui r5,0x8007 00085d10: 24a5810c addiu r5,r5,0x810c 00085d14: 88a20003 lwl r2,0x0003(r5) A lot of these double ups are the compiler being a fucking idiot. 00085d18: 98a20000 lwr r2,0x0000(r5) 00085d1c: 88a30007 lwl r3,0x0007(r5) 00085d20: 98a30004 lwr r3,0x0004(r5) 00085d24: 88a4000b lwl r4,0x000b(r5) 00085d28: 98a40008 lwr r4,0x0008(r5) 00085d2c: aba2004b swl r2,0x004b(r29) 00085d30: bba20048 swr r2,0x0048(r29) 00085d34: aba3004f swl r3,0x004f(r29) 00085d38: bba3004c swr r3,0x004c(r29) 00085d3c: aba40053 swl r4,0x0053(r29) 00085d40: bba40050 swr r4,0x0050(r29) 00085d44: 88a2000f lwl r2,0x000f(r5) 00085d48: 98a2000c lwr r2,0x000c(r5) 00085d4c: 88a30013 lwl r3,0x0013(r5) 00085d50: 98a30010 lwr r3,0x0010(r5) 00085d54: 88a40017 lwl r4,0x0017(r5) 00085d58: 98a40014 lwr r4,0x0014(r5) 00085d5c: aba20057 swl r2,0x0057(r29) 00085d60: bba20054 swr r2,0x0054(r29) 00085d64: aba3005b swl r3,0x005b(r29) 00085d68: bba30058 swr r3,0x0058(r29) 00085d6c: aba4005f swl r4,0x005f(r29) 00085d70: bba4005c swr r4,0x005c(r29) 00085d74: 88a2001b lwl r2,0x001b(r5) 00085d78: 98a20018 lwr r2,0x0018(r5) 00085d7c: 88a3001f lwl r3,0x001f(r5) 00085d80: 98a3001c lwr r3,0x001c(r5) 00085d84: aba20063 swl r2,0x0063(r29) 00085d88: bba20060 swr r2,0x0060(r29) 00085d8c: aba30067 swl r3,0x0067(r29) 00085d90: bba30064 swr r3,0x0064(r29) 00085d94: 9642000a lhu r2,0x000a(r18) load 'is using ability?' I feel like this is actually a sprite refresh thing. 00085d98: 00000000 nop 00085d9c: 104001f6 beq r2,r0,0x00086578 branch if not updating sprites. 00085da0: 00000000 nop 00085da4: 8e4202e8 lw r2,0x02e8(r18) yeah this is probably always 0. 00085da8: 00000000 nop 00085dac: 10400003 beq r2,r0,0x00085dbc Branch if pointer empty 00085db0: 00000000 nop 00085db4: 0c01fd00 jal 0x0007f400 doesn't seem to do anything? 00085db8: 02402021 addu r4,r18,r0 r4 = Misc unit data 00085dbc: 3c02800a lui r2,0x800a 00085dc0: 84427786 lh r2,0x7786(r2) Load Map rotation 00085dc4: 86430070 lh r3,0x0070(r18) load Current unit facing 00085dc8: 00000000 nop 00085dcc: 00431021 addu r2,r2,r3 Add Map rotation & current facing 00085dd0: 30420fff andi r2,r2,0x0fff make sure there's only map rotation & current facing 00085dd4: 04410002 bgez r2,0x00085de0 Branch if there wasn't some blaring error in the code 00085dd8: 00401821 addu r3,r2,r0 r3 = r2 00085ddc: 244303ff addiu r3,r2,0x03ff 00085de0: 00033283 sra r6,r3,0x0a r6 = current facing (0, 1, 2, and 3) 00085de4: 04410002 bgez r2,0x00085df0 00085de8: 00c09821 addu r19,r6,r0 r19 = current facing 00085dec: 244200ff addiu r2,r2,0x00ff subtract 1 from map rotation, and add 1 to current facing 00085df0: 00022a03 sra r5,r2,0x08 00085df4: 9644000c lhu r4,0x000c(r18) Load change of animation 00085df8: 00000000 nop 00085dfc: 10800142 beq r4,r0,0x00086308 branch if 0 00085e00: 00a0a821 addu r21,r5,r0 r21 = r5 00085e04: 2483ffff addiu r3,r4,0xffff r3 = r4 - 1 00085e08: 34020002 ori r2,r0,0x0002 r2 = 2 00085e0c: 1462002d bne r3,r2,0x00085ec4 branch if CA - 2 != 2 00085e10: 34100002 ori r16,r0,0x0002 r16 = 2 00085e14: 26420060 addiu r2,r18,0x0060 00085e18: a4400208 sh r0,0x0208(r2) 00085e1c: 2610ffff addiu r16,r16,0xffff 00085e20: 0601fffd bgez r16,0x00085e18 00085e24: 2442ffd0 addiu r2,r2,0xffd0 00085e28: 02402021 addu r4,r18,r0 00085e2c: 00151840 sll r3,r21,0x01 00085e30: 27a20010 addiu r2,r29,0x0010 00085e34: 00621821 addu r3,r3,r2 00085e38: 94620038 lhu r2,0x0038(r3) 00085e3c: 264501d8 addiu r5,r18,0x01d8 00085e40: a64201dc sh r2,0x01dc(r18) 00085e44: 96420012 lhu r2,0x0012(r18) 00085e48: 94630018 lhu r3,0x0018(r3) 00085e4c: 34060001 ori r6,r0,0x0001 00085e50: a653006c sh r19,0x006c(r18) 00085e54: a655006e sh r21,0x006e(r18) 00085e58: a64001de sh r0,0x01de(r18) 00085e5c: a64001e2 sh r0,0x01e2(r18) 00085e60: a64001e4 sh r0,0x01e4(r18) 00085e64: a6400054 sh r0,0x0054(r18) 00085e68: a6400052 sh r0,0x0052(r18) 00085e6c: a6400050 sh r0,0x0050(r18) 00085e70: a640005c sh r0,0x005c(r18) 00085e74: a640005a sh r0,0x005a(r18) 00085e78: a6400058 sh r0,0x0058(r18) 00085e7c: a64001ea sh r0,0x01ea(r18) 00085e80: a64001ec sh r0,0x01ec(r18) 00085e84: a64001ee sh r0,0x01ee(r18) 00085e88: a64001f0 sh r0,0x01f0(r18) 00085e8c: 3042fff9 andi r2,r2,0xfff9 00085e90: 00431025 or r2,r2,r3 00085e94: 0c021206 jal 0x00084818 00085e98: a6420012 sh r2,0x0012(r18) 00085e9c: 02402021 addu r4,r18,r0 00085ea0: 0c0216e8 jal 0x00085ba0 00085ea4: a640000c sh r0,0x000c(r18) 00085ea8: 08021932 j 0x000864c8 00085eac: 00008021 addu r16,r0,r0 00085eb0: 02402021 addu r4,r18,r0 00085eb4: 0c021686 jal 0x00085a18 00085eb8: 02803021 addu r6,r20,r0 00085ebc: 08021817 j 0x0008605c 00085ec0: 34020002 ori r2,r0,0x0002 00085ec4: 2c82000c sltiu r2,r4,0x000c r2 = true if CA < 0xC 00085ec8: 10400013 beq r2,r0,0x00085f18 Branch if > 0xC 00085ecc: 00131840 sll r3,r19,0x01 r3 = current facing * 2 00085ed0: 3c038004 lui r3,0x8004 00085ed4: 8c635994 lw r3,0x5994(r3) 00085ed8: 92420004 lbu r2,0x0004(r18) 00085edc: 00602021 addu r4,r3,r0 00085ee0: 04610002 bgez r3,0x00085eec 00085ee4: 30450003 andi r5,r2,0x0003 00085ee8: 24640003 addiu r4,r3,0x0003 00085eec: 00041083 sra r2,r4,0x02 00085ef0: 00021080 sll r2,r2,0x02 00085ef4: 00621023 subu r2,r3,r2 00085ef8: 10a20006 beq r5,r2,0x00085f14 00085efc: 3c032000 lui r3,0x2000 00085f00: 8e420080 lw r2,0x0080(r18) 00085f04: 00000000 nop 00085f08: 00431024 and r2,r2,r3 00085f0c: 1040016e beq r2,r0,0x000864c8 00085f10: 00008021 addu r16,r0,r0 00085f14: 00131840 sll r3,r19,0x01 00085f18: 03a31821 addu r3,r29,r3 r3 = stack pointer + current facing * 2 00085f1c: 9642000c lhu r2,0x000c(r18) load CA 00085f20: 84630020 lh r3,0x0020(r3) Load... ? (I assume if facing away from the camera, this spot is saved as 1?) 00085f24: 964401dc lhu r4,0x01dc(r18) Load current animation 00085f28: 2442ffff addiu r2,r2,0xffff CA - 1 00085f2c: 00021040 sll r2,r2,0x01 2*(CA - 1) 00085f30: 00431021 addu r2,r2,r3 animation + Facing mod(?) 00085f34: 1444000a bne r2,r4,0x00085f60 branch if animation does not equal new animation 00085f38: 34110001 ori r17,r0,0x0001 r17 = 1 00085f3c: 964201e2 lhu r2,0x01e2(r18) 00085f40: 00000000 nop 00085f44: 10400006 beq r2,r0,0x00085f60 00085f48: 3c032000 lui r3,0x2000 00085f4c: 8e420080 lw r2,0x0080(r18) 00085f50: 00000000 nop 00085f54: 00431024 and r2,r2,r3 00085f58: 104000e9 beq r2,r0,0x00086300 00085f5c: 00000000 nop 00085f60: 9642000c lhu r2,0x000c(r18) Load CA 00085f64: 00000000 nop 00085f68: 2444ffff addiu r4,r2,0xffff r4 = CA - 1 00085f6c: 288201f4 slti r2,r4,0x01f4 true if < 0x1f4 00085f70: 1040007c beq r2,r0,0x00086164 branch if > 0x1f4 00085f74: 00131040 sll r2,r19,0x01 r2 = current facing * 2 00085f78: 00042040 sll r4,r4,0x01 2CA - 2 00085f7c: 03a21021 addu r2,r29,r2 facing... mod? 00085f80: 8e4501f8 lw r5,0x01f8(r18) Load SEQ data pointer 00085f84: 84430020 lh r3,0x0020(r2) load facing mod? 00085f88: 8ca20004 lw r2,0x0004(r5) ...? (for type 1 units, this is 0xff. is it some sort of error cap thing?) 00085f8c: 00832021 addu r4,r4,r3 New animation 00085f90: 0082102b sltu r2,r4,r2 set true if new animation is less than that? 00085f94: 10400073 beq r2,r0,0x00086164 branch if new animation is more than that limit(?) (there are only 0xD9 type 1 animations) 00085f98: 00000000 nop 00085f9c: 8ca20000 lw r2,0x0000(r5) ...? (for type 1 units, this is 0x78.) 00085fa0: 00000000 nop 00085fa4: 0082102b sltu r2,r4,r2 set true if less than that (not an attacking animation) 00085fa8: 1440006c bne r2,r0,0x0008615c branch if not an attacking animation 00085fac: 00008021 addu r16,r0,r0 r16 = 0 00085fb0: 92440004 lbu r4,0x0004(r18) load misc unit ID 00085fb4: 00001821 addu r3,r0,r0 r3 = 0 00085fb8: 3c01800a lui r1,0x800a 00085fbc: 00230821 addu r1,r1,r3 00085fc0: 8c2277c4 lw r2,0x77c4(r1) loads some word (?) 00085fc4: 00000000 nop 00085fc8: 3042001f andi r2,r2,0x001f checks for all unit IDs less than 0x1f 00085fcc: 10440006 beq r2,r4,0x00085fe8 branch if unit's misc ID is the same as that 00085fd0: 34020002 ori r2,r0,0x0002 r2 = 2 00085fd4: 26100001 addiu r16,r16,0x0001 count r16 by 1 00085fd8: 2a020002 slti r2,r16,0x0002 only do this twice 00085fdc: 1440fff6 bne r2,r0,0x00085fb8 branch if this hasn't been repeated twice yet, or if a unit (?) hasn't been found 00085fe0: 24637564 addiu r3,r3,0x7564 r3 = # repeats * 0x7564 00085fe4: 34020002 ori r2,r0,0x0002 r2 = 2 00085fe8: 1602005e bne r16,r2,0x00086164 branch if above did not repeat twice 00085fec: 00008021 addu r16,r0,r0 r16 = 0 00085ff0: 340400ff ori r4,r0,0x00ff r4 = 0xff 00085ff4: 00001821 addu r3,r0,r0 r3 = 0 00085ff8: 3c01800a lui r1,0x800a 00085ffc: 00230821 addu r1,r1,r3 00086000: 8c2277c4 lw r2,0x77c4(r1) loads some word(?) 00086004: 00000000 nop 00086008: 1444000f bne r2,r4,0x00086048 branch if word is 0xff 0008600c: 00000000 nop 00086010: 0000a021 addu r20,r0,r0 r20 = 0 00086014: 00001821 addu r3,r0,r0 r3 = 0 00086018: 3c01800a lui r1,0x800a 0008601c: 00230821 addu r1,r1,r3 00086020: 8c2277c8 lw r2,0x77c8(r1) loads some word(?) 00086024: 00000000 nop 00086028: 1040ffa1 beq r2,r0,0x00085eb0 branch if that word is 0 0008602c: 02002821 addu r5,r16,r0 r5 = # of times that previous one repeated 00086030: 26940001 addiu r20,r20,0x0001 r20 + 1 00086034: 2a820002 slti r2,r20,0x0002 set true if r20 is not at least 2 yet 00086038: 1440fff7 bne r2,r0,0x00086018 0008603c: 24637564 addiu r3,r3,0x7564 r3 = # of repeats * 0x7564 00086040: 08021817 j 0x0008605c 00086044: 34020002 ori r2,r0,0x0002 r2 = 2 00086048: 26100001 addiu r16,r16,0x0001 r16 = r16 + 1 0008604c: 2a020002 slti r2,r16,0x0002 true if hasn't been repeated twice 00086050: 1440ffe9 bne r2,r0,0x00085ff8 branch if hasn't been repeated twice 00086054: 24637564 addiu r3,r3,0x7564 r3 = # repeats * 0x7564 00086058: 34020002 ori r2,r0,0x0002 r2 = 2 0008605c: 16020002 bne r16,r2,0x00086068 branch if # repeats is not 2 00086060: 00000000 nop 00086064: 00008821 addu r17,r0,r0 r17 = 0 00086068: 16820002 bne r20,r2,0x00086074 Branch if # repeats is not 2 0008606c: 00000000 nop 00086070: 00008821 addu r17,r0,r0 r17 = 0 00086074: 1620003d bne r17,r0,0x0008616c branch if r17 != 0 00086078: 34100002 ori r16,r0,0x0002 r16 = 2 0008607c: 3c04800b lui r4,0x800b 00086080: 2484ed28 addiu r4,r4,0xed28 ? 00086084: 8c820000 lw r2,0x0000(r4) load the pointer at 0x800aed28 00086088: 00000000 nop 0008608c: 2442ff02 addiu r2,r2,0xff02 subtract 0x9d from above pointer 00086090: 2c420002 sltiu r2,r2,0x0002 set true if an entire pointer minus a byte is less than 2 (and unsigned at that) 00086094: 14400033 bne r2,r0,0x00086164 branch if that's ever somehow the case (for an unchanging value... that's never) 00086098: 00000000 nop 0008609c: 94840000 lhu r4,0x0000(r4) Load 0x6d14 000860a0: 0c01e9b9 jal 0x0007a6e4 Find current miscellaneous unit data pointer 000860a4: 3084001f andi r4,r4,0x001f r4 = 0x14 000860a8: 00402021 addu r4,r2,r0 r4 = 0 000860ac: 1080002d beq r4,r0,0x00086164 branch always 000860b0: 00000000 nop 000860b4: 948201dc lhu r2,0x01dc(r4) - 000860b8: 00000000 nop 000860bc: 30420001 andi r2,r2,0x0001 000860c0: 1040000c beq r2,r0,0x000860f4 000860c4: 00000000 nop 000860c8: 90820006 lbu r2,0x0006(r4) 000860cc: 00000000 nop 000860d0: 00021080 sll r2,r2,0x02 000860d4: 3c018009 lui r1,0x8009 000860d8: 00220821 addu r1,r1,r2 000860dc: 90224748 lbu r2,0x4748(r1) 000860e0: 3c018009 lui r1,0x8009 000860e4: 00220821 addu r1,r1,r2 000860e8: 902249d0 lbu r2,0x49d0(r1) 000860ec: 08021848 j 0x00086120 000860f0: a48201e0 sh r2,0x01e0(r4) 000860f4: 90820006 lbu r2,0x0006(r4) 000860f8: 00000000 nop 000860fc: 00021080 sll r2,r2,0x02 00086100: 3c018009 lui r1,0x8009 00086104: 00220821 addu r1,r1,r2 00086108: 90224748 lbu r2,0x4748(r1) 0008610c: 3c018009 lui r1,0x8009 00086110: 00220821 addu r1,r1,r2 00086114: 902249c4 lbu r2,0x49c4(r1) 00086118: 00000000 nop 0008611c: a48201e0 sh r2,0x01e0(r4) 00086120: 248501d8 addiu r5,r4,0x01d8 00086124: 948601e0 lhu r6,0x01e0(r4) 00086128: 948701dc lhu r7,0x01dc(r4) 0008612c: 34110001 ori r17,r0,0x0001 00086130: a4800054 sh r0,0x0054(r4) 00086134: a4800052 sh r0,0x0052(r4) 00086138: 0c021085 jal 0x00084214 0008613c: a4800050 sh r0,0x0050(r4) 00086140: 02402021 addu r4,r18,r0 00086144: 34050001 ori r5,r0,0x0001 00086148: 34060001 ori r6,r0,0x0001 0008614c: 0c021686 jal 0x00085a18 00086150: a64001e2 sh r0,0x01e2(r18) 00086154: 08021859 j 0x00086164 00086158: 00000000 nop 0008615c: 0c0216e8 jal 0x00085ba0 00086160: 02402021 addu r4,r18,r0 r4 = unit misc. data pointer 00086164: 12200045 beq r17,r0,0x0008627c branch if r17 = 0 00086168: 34100002 ori r16,r0,0x0002 r16 = 0x2 0008616c: 26420060 addiu r2,r18,0x0060 r2 = misc unit data pointer + 0x60 (position stuff) 00086170: a4400208 sh r0,0x0208(r2) save 0 to numerical display data (1st), then to the EFF graphic trigger (2nd), then WEP graphic trigger (3rd) 00086174: 2610ffff addiu r16,r16,0xffff r16 - 1 00086178: 0601fffd bgez r16,0x00086170 branch if r16 >= 0 0008617c: 2442ffd0 addiu r2,r2,0xffd0 r2 = r2 - 0x30 00086180: 9642000c lhu r2,0x000c(r18) load change of animation 00086184: 00000000 nop 00086188: 2444ffff addiu r4,r2,0xffff r4 = animation - 1 0008618c: 288201f4 slti r2,r4,0x01f4 r2 = 1 if r4 < 0x1f4 00086190: 14400004 bne r2,r0,0x000861a4 branch if r4 < 0x1f4 00086194: 00000000 nop 00086198: 9642000c lhu r2,0x000c(r18) load change of animation (CA) 0008619c: 0802186e j 0x000861b8 jump ahead 000861a0: 2442ffff addiu r2,r2,0xffff animation - 1 000861a4: 00131040 sll r2,r19,0x01 r2 = r19 * 2 000861a8: 03a21021 addu r2,r29,r2 r2 = stack pointer 000861ac: 94430020 lhu r3,0x0020(r2) 000861b0: 00041040 sll r2,r4,0x01 r2 = 2 * CA - 2 000861b4: 00431021 addu r2,r2,r3 r2 = 2 * CA - 2 + r3 (animation#) 000861b8: a64201dc sh r2,0x01dc(r18) Save animation 000861bc: 02402021 addu r4,r18,r0 r4 = misc. unit data pointer 000861c0: 264501d8 addiu r5,r18,0x01d8 unit animation pointer 000861c4: 00131040 sll r2,r19,0x01 000861c8: 03a21021 addu r2,r29,r2 000861cc: 96430012 lhu r3,0x0012(r18) 000861d0: 94420018 lhu r2,0x0018(r2) 000861d4: 34060001 ori r6,r0,0x0001 000861d8: a653006c sh r19,0x006c(r18) 000861dc: a655006e sh r21,0x006e(r18) 000861e0: a64001de sh r0,0x01de(r18) 000861e4: a64001e2 sh r0,0x01e2(r18) 000861e8: a64001e4 sh r0,0x01e4(r18) 000861ec: a6400054 sh r0,0x0054(r18) 000861f0: a6400052 sh r0,0x0052(r18) 000861f4: a6400050 sh r0,0x0050(r18) 000861f8: a640005c sh r0,0x005c(r18) 000861fc: a640005a sh r0,0x005a(r18) 00086200: a6400058 sh r0,0x0058(r18) 00086204: a64001ea sh r0,0x01ea(r18) 00086208: a64001ec sh r0,0x01ec(r18) 0008620c: a64001ee sh r0,0x01ee(r18) 00086210: a64001f0 sh r0,0x01f0(r18) 00086214: 3063fff9 andi r3,r3,0xfff9 00086218: 00621825 or r3,r3,r2 0008621c: 0c021206 jal 0x00084818 00086220: a6430012 sh r3,0x0012(r18) 00086224: 3c03dfff lui r3,0xdfff 00086228: 8e420080 lw r2,0x0080(r18) 0008622c: 3463ffff ori r3,r3,0xffff 00086230: 00431024 and r2,r2,r3 00086234: 92430130 lbu r3,0x0130(r18) 00086238: a640000c sh r0,0x000c(r18) 0008623c: ae420080 sw r2,0x0080(r18) 00086240: 34020002 ori r2,r0,0x0002 00086244: 146200a0 bne r3,r2,0x000864c8 00086248: 00008021 addu r16,r0,r0 0008624c: 92440131 lbu r4,0x0131(r18) 00086250: 0c01e9b9 jal 0x0007a6e4 00086254: 00000000 nop 00086258: 00402021 addu r4,r2,r0 0008625c: 1080009a beq r4,r0,0x000864c8 00086260: 248501d8 addiu r5,r4,0x01d8 00086264: 34060001 ori r6,r0,0x0001 00086268: a48001de sh r0,0x01de(r4) 0008626c: 0c021206 jal 0x00084818 00086270: a48001e2 sh r0,0x01e2(r4) 00086274: 08021932 j 0x000864c8 00086278: 00008021 addu r16,r0,r0 0008627c: 964201e2 lhu r2,0x01e2(r18) 00086280: 00000000 nop 00086284: 1040008f beq r2,r0,0x000864c4 00086288: 00000000 nop 0008628c: 3c028004 lui r2,0x8004 00086290: 8c425980 lw r2,0x5980(r2) 00086294: 00000000 nop 00086298: 1840008a blez r2,0x000864c4 0008629c: 00008021 addu r16,r0,r0 000862a0: 3411ffff ori r17,r0,0xffff 000862a4: 964201e2 lhu r2,0x01e2(r18) 000862a8: 00000000 nop 000862ac: 1040000c beq r2,r0,0x000862e0 000862b0: 26100001 addiu r16,r16,0x0001 000862b4: 964201e2 lhu r2,0x01e2(r18) 000862b8: 00000000 nop 000862bc: 00511021 addu r2,r2,r17 000862c0: a64201e2 sh r2,0x01e2(r18) 000862c4: 964201e2 lhu r2,0x01e2(r18) 000862c8: 00000000 nop 000862cc: 14400004 bne r2,r0,0x000862e0 000862d0: 02402021 addu r4,r18,r0 000862d4: 264501d8 addiu r5,r18,0x01d8 000862d8: 0c021206 jal 0x00084818 000862dc: 34060001 ori r6,r0,0x0001 000862e0: 3c028004 lui r2,0x8004 000862e4: 8c425980 lw r2,0x5980(r2) 000862e8: 00000000 nop 000862ec: 0202102a slt r2,r16,r2 000862f0: 1440ffec bne r2,r0,0x000862a4 000862f4: 00000000 nop 000862f8: 08021932 j 0x000864c8 000862fc: 00008021 addu r16,r0,r0 00086300: 08021931 j 0x000864c4 00086304: a640000c sh r0,0x000c(r18) 00086308: 8e420080 lw r2,0x0080(r18) Load unit's Coordinates (lower halfword) map level and movement flags (Upper halfword) 0008630c: 3c030100 lui r3,0x0100 r3 = 0x01000000 00086310: 00431024 and r2,r2,r3 Check for float movement flag 00086314: 1440004a bne r2,r0,0x00086440 Branch if floating 00086318: 00a01821 addu r3,r5,r0 r3 = r5 0008631c: 8642006e lh r2,0x006e(r18) load vector thing? (or animation thing?) 00086320: 00000000 nop 00086324: 10620023 beq r3,r2,0x000863b4 branch if vectory/animation thing equals r5 00086328: 00000000 nop 0008632c: 964501dc lhu r5,0x01dc(r18) Load current animation? 00086330: 00000000 nop 00086334: 2ca20006 sltiu r2,r5,0x0006 r2 = 1 if animation < 6 00086338: 1040000a beq r2,r0,0x00086364 branch if animation >= 6 0008633c: 00031840 sll r3,r3,0x01 r3 = r3 * 2 00086340: 27a20010 addiu r2,r29,0x0010 r2 = stack pointer + 0x10 00086344: 00621821 addu r3,r3,r2 load animation pointer...? 00086348: 94620038 lhu r2,0x0038(r3) Load animation from the stack 0008634c: 00000000 nop 00086350: a64201dc sh r2,0x01dc(r18) Save current animation 00086354: 96420012 lhu r2,0x0012(r18) Load ?? from Misc unit data 00086358: 94630018 lhu r3,0x0018(r3) Load ?? from stack? 0008635c: 080218e3 j 0x0008638c @Jump ahead 00086360: 3042fff9 andi r2,r2,0xfff9 ??? 00086364: 00061840 sll r3,r6,0x01 r3 = current facing * 2 00086368: 27a20010 addiu r2,r29,0x0010 r2 = stack pointer + 0x10 0008636c: 00621821 addu r3,r3,r2 stack pointer + facing direction 00086370: 94640010 lhu r4,0x0010(r3) load... the thing 00086374: 30a2fffe andi r2,r5,0xfffe ...? 00086378: 00441021 addu r2,r2,r4 add that to the thing 0008637c: a64201dc sh r2,0x01dc(r18) save current animation 00086380: 96420012 lhu r2,0x0012(r18) Load transparency sprite colour change? (could also do vampier? maybe? dark/evil looking?) 00086384: 94630008 lhu r3,0x0008(r3) load another... thing 00086388: 3042fff9 andi r2,r2,0xfff9 gets rid of bit flags 0x2, and 0x4. 0008638c: 00431025 or r2,r2,r3 @combine the two bitflag sets? 00086390: a6420012 sh r2,0x0012(r18) save to transparency sprite colour change? 00086394: 02402021 addu r4,r18,r0 r4 = Unit Misc data 00086398: 264501d8 addiu r5,r18,0x01d8 r5 = Unit Misc data + 0x01d8 0008639c: 00003021 addu r6,r0,r0 r6 = 0 000863a0: a653006c sh r19,0x006c(r18) save Current facing (vectory thing? 0, 1, 2, or 3) 000863a4: 0c021206 jal 0x00084818 --> 00084818 - 00085230 animate party units? Load party unit graphics? 000863a8: a655006e sh r21,0x006e(r18) ?? 000863ac: 08021932 j 0x000864c8 @Jump ahead 000863b0: 00008021 addu r16,r0,r0 r16 = 0 000863b4: 964201e2 lhu r2,0x01e2(r18) Loads 2nd halfword of current frame displayed for animation 000863b8: 00000000 nop 000863bc: 10400041 beq r2,r0,0x000864c4 $Branch if r2 = 0 000863c0: 00000000 nop | 000863c4: 3c028004 lui r2,0x8004 | 000863c8: 8c425980 lw r2,0x5980(r2) |Load EXP/JP/Targeting/Attacking 000863cc: 00000000 nop | 000863d0: 1840003c blez r2,0x000864c4 $Branch if r2 <= 0 000863d4: 00008021 addu r16,r0,r0 |r16 = 0 000863d8: 3411ffff ori r17,r0,0xffff |R17 = -1 000863dc: 964201e2 lhu r2,0x01e2(r18) ΔLoads 2nd halfword of current frame displayed for animation 000863e0: 00000000 nop | 000863e4: 1040000c beq r2,r0,0x00086418 #branch if r2 = 0 000863e8: 26100001 addiu r16,r16,0x0001 |r16 + 1 000863ec: 964201e2 lhu r2,0x01e2(r18) |Loads 2nd halfword of current frame displayed for animation 000863f0: 00000000 nop | 000863f4: 00511021 addu r2,r2,r17 |r2 - 1 000863f8: a64201e2 sh r2,0x01e2(r18) |Saves 2nd halfword of current frame displayed for animation 000863fc: 964201e2 lhu r2,0x01e2(r18) |Loads 2nd halfword of current frame displayed for animation 00086400: 00000000 nop | 00086404: 14400004 bne r2,r0,0x00086418 |#Branch if r2 != 0 00086408: 02402021 addu r4,r18,r0 |r4 = Unit Misc data 0008640c: 264501d8 addiu r5,r18,0x01d8 |r5 = Unit Misc data + 0x01d8 00086410: 0c021206 jal 0x00084818 |--> 00084818 - 00085230 animate party units? Load party unit graphics? 00086414: 34060001 ori r6,r0,0x0001 |r6 = 0x1 00086418: 0c022c8d jal 0x0008b234 #--> 0008b234 - 0008b288 0008641c: 02402021 addu r4,r18,r0 |r4 = Misc unit data pointer 00086420: 3c028004 lui r2,0x8004 | 00086424: 8c425980 lw r2,0x5980(r2) |Load EXP/JP/Targeting/Attacking 00086428: 00000000 nop | 0008642c: 0202102a slt r2,r16,r2 |Set if r16 < r2 00086430: 1440ffea bne r2,r0,0x000863dc ΔBranch if so 00086434: 00000000 nop | 00086438: 08021932 j 0x000864c8 @jump ahead (load weapon graphic, but not unit graphic) 0008643c: 00008021 addu r16,r0,r0 |r16 = 0 00086440: 964201e2 lhu r2,0x01e2(r18) |Loads 2nd halfword of current frame displayed for animation 00086444: 00000000 nop | 00086448: 1040001e beq r2,r0,0x000864c4 $Branch if this is 0 0008644c: 00000000 nop | 00086450: 3c028004 lui r2,0x8004 | 00086454: 8c425980 lw r2,0x5980(r2) |Load EXP/JP/Targeting/Attacking 00086458: 00000000 nop | 0008645c: 18400019 blez r2,0x000864c4 $Branch if r2 <= 0 00086460: 00008021 addu r16,r0,r0 |r16 = 0 00086464: 3411ffff ori r17,r0,0xffff |r17 = -1 00086468: 964201e2 lhu r2,0x01e2(r18) *Loads 2nd halfword of current frame displayed for animation 0008646c: 00000000 nop | 00086470: 1040000c beq r2,r0,0x000864a4 #branch if r2 = 0 00086474: 26100001 addiu r16,r16,0x0001 |r16 + 1 00086478: 964201e2 lhu r2,0x01e2(r18) |loads 2nd halfword of current frame displayed for animation 0008647c: 00000000 nop | 00086480: 00511021 addu r2,r2,r17 |subtracts 1 from ^ 00086484: a64201e2 sh r2,0x01e2(r18) |saves ^ 00086488: 964201e2 lhu r2,0x01e2(r18) |Loads ^ 0008648c: 00000000 nop | 00086490: 14400004 bne r2,r0,0x000864a4 #Branch r2 != 0 00086494: 02402021 addu r4,r18,r0 |r4 = Misc unit data pointer 00086498: 264501d8 addiu r5,r18,0x01d8 |r5 = Misc unit data pointer + 0x01d8 0008649c: 0c021206 jal 0x00084818 |--> 00084818 - 00085230 animate party units? Load party unit graphics? 000864a0: 34060001 ori r6,r0,0x0001 |r6 = 1 000864a4: 0c022c8d jal 0x0008b234 #--> 0008b234 - 0008b288 000864a8: 02402021 addu r4,r18,r0 |r4 = Misc unit data pointer 000864ac: 3c028004 lui r2,0x8004 | 000864b0: 8c425980 lw r2,0x5980(r2) |Load EXP/JP/Targeting/Attacking 000864b4: 00000000 nop | 000864b8: 0202102a slt r2,r16,r2 |set r2 = 1 if r16 < r2 000864bc: 1440ffea bne r2,r0,0x00086468 *Branch if so 000864c0: 00000000 nop | 000864c4: 00008021 addu r16,r0,r0 $r16 = 0 000864c8: 34160208 ori r22,r0,0x0208 @r22 = 0x208 000864cc: 02409821 addu r19,r18,r0 |r19 = Misc unit data pointer 000864d0: 96620208 lhu r2,0x0208(r19) &??? 000864d4: 00000000 nop | 000864d8: 10400022 beq r2,r0,0x00086564 $Branch if not 0 000864dc: 00000000 nop | 000864e0: 96620212 lhu r2,0x0212(r19) |load frame + frame delay + Frame command value 000864e4: 00000000 nop | 000864e8: 1040001e beq r2,r0,0x00086564 $branch if 0 000864ec: 00000000 nop | 000864f0: 3c028004 lui r2,0x8004 | 000864f4: 8c425980 lw r2,0x5980(r2) |Load EXP/JP/Targeting/Attacking 000864f8: 00000000 nop | 000864fc: 18400019 blez r2,0x00086564 $Branch if above is less than or equal to 0 00086500: 0000a021 addu r20,r0,r0 |r20 = 0 00086504: 02608821 addu r17,r19,r0 |r17 = Misc Unit Data pointer 00086508: 02c0a821 addu r21,r22,r0 |r21 = 0x208 0008650c: 96220212 lhu r2,0x0212(r17) %load frame + frame delay + Frame command value 00086510: 00000000 nop | 00086514: 1040000d beq r2,r0,0x0008654c #Branch if above is 0 00086518: 26940001 addiu r20,r20,0x0001 |increase counter (number of times to trigger graphic loading?) 0008651c: 96220212 lhu r2,0x0212(r17) |load frame + frame delay + Frame command value 00086520: 00000000 nop | 00086524: 2442ffff addiu r2,r2,0xffff |subtract 1 00086528: a6220212 sh r2,0x0212(r17) |save new value 0008652c: 96220212 lhu r2,0x0212(r17) |load frame + frame delay + Frame command value 00086530: 00000000 nop | 00086534: 14400005 bne r2,r0,0x0008654c #branch if above is not 0 00086538: 02402021 addu r4,r18,r0 |r4 = Misc Unit data pointer 0008653c: 02552821 addu r5,r18,r21 |r5 = WEP Sprite data pointer 00086540: 02003021 addu r6,r16,r0 |r6 = Sprite Palette ID 00086544: 0c02149b jal 0x0008526c | --> Load WEP graphic from WEP1 Sheet -- Also processes various frame commands, and effect graphic loading 00086548: 34070001 ori r7,r0,0x0001 |r7 = 1 0008654c: 3c028004 lui r2,0x8004 # 00086550: 8c425980 lw r2,0x5980(r2) |Load EXP/JP/Targeting/Attacking (number of times to jump to Load WEP graphic from WEP1 Sheet?) 00086554: 00000000 nop | 00086558: 0282102a slt r2,r20,r2 |Set if less than 0 (error check? probably acts weird with negatives anyway. subtracts 1 from frame delay each time?) 0008655c: 1440ffeb bne r2,r0,0x0008650c %branch if less than 0 00086560: 00000000 nop |continue if EXP/JP/Tar/Att = 0 00086564: 26d60030 addiu r22,r22,0x0030 $r22 + 0x30 00086568: 26100001 addiu r16,r16,0x0001 r16 + 1 0008656c: 2a020003 slti r2,r16,0x0003 r2 = 1 if r16 < 3 00086570: 1440ffd7 bne r2,r0,0x000864d0 &branch if this process has not been repeated Twice (Weapon - Effect?). 00086574: 26730030 addiu r19,r19,0x0030 r19 + 0x30 (difference between Weapon data & Effect data?) 00086578: 8fbf00a4 lw r31,0x00a4(r29) 0008657c: 8fb600a0 lw r22,0x00a0(r29) 00086580: 8fb5009c lw r21,0x009c(r29) 00086584: 8fb40098 lw r20,0x0098(r29) 00086588: 8fb30094 lw r19,0x0094(r29) 0008658c: 8fb20090 lw r18,0x0090(r29) 00086590: 8fb1008c lw r17,0x008c(r29) 00086594: 8fb00088 lw r16,0x0088(r29) 00086598: 27bd00a8 addiu r29,r29,0x00a8 0008659c: 03e00008 jr r31 000865a0: 00000000 nop