Generate Party Unit In Empty Slot

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#   ROUTINE: GENERATE PARTY UNIT IN EMPTY SLOT
#       Parameters:
#           r4 = unitType (Parameter for Out of Battle Unit Generation)
#               0 = Male
#               1 = Female
#               2 = Ramza (Initial Ch.1)
#               3 = Monster
#       Returns:
#           r2 =    (Unit index) of generated unit, if an empty slot was found to generate the unit;
#                   -1, if no empty slots were available and no unit was created

80059ed4: 27bdff88 addiu r29,r29,-0x0078
80059ed8: afb20068 sw r18,0x0068(r29)
80059edc: 00809021 addu r18,r4,r0                   #   unitType
80059ee0: afb3006c sw r19,0x006c(r29)
80059ee4: 00009821 addu r19,r0,r0                   #   0
80059ee8: afb00060 sw r16,0x0060(r29)
80059eec: 00008021 addu r16,r0,r0                   #   unitIndex = 0
80059ef0: afb10064 sw r17,0x0064(r29)
80059ef4: 27b10010 addiu r17,r29,0x0010             #   unitArray (unitArrayPtr)
80059ef8: afbf0070 sw r31,0x0070(r29)
                                                    #   do {
80059efc: 0c0166bc jal 0x80059af0                   #       partyUnit = Get Party Data Pointer (unitIndex);
80059f00: 02002021 addu r4,r16,r0
80059f04: ae220000 sw r2,0x0000(r17)                #       unitArray[unitIndex] = partyUnit      (*unitArrayPtr = partyUnit)
80059f08: 26100001 addiu r16,r16,0x0001             #       unitIndex = unitIndex + 1
80059f0c: 2a020014 slti r2,r16,0x0014
80059f10: 1440fffa bne r2,r0,0x80059efc
80059f14: 26310004 addiu r17,r17,0x0004             #       (unitArrayPtr = unitArrayPtr + 4)
                                                    #   } while (unitIndex < 20);
80059f18: 00008021 addu r16,r0,r0                   #   unitIndex = 0
80059f1c: 340500ff ori r5,r0,0x00ff                 #   UNIT_INDEX_DOES_NOT_EXIST (0xff)
80059f20: 27a40010 addiu r4,r29,0x0010              #   unitArray (unitArrayPtr)
                                                    #   do {
80059f24: 8c830000 lw r3,0x0000(r4)                 #       unitArray[unitIndex]
80059f28: 00000000 nop
80059f2c: 90620001 lbu r2,0x0001(r3)                #       unitArray[unitIndex].UnitIndex
80059f30: 00000000 nop
80059f34: 1445000a bne r2,r5,0x80059f60             #       if (unitArray[unitIndex].UnitIndex == UNIT_INDEX_DOES_NOT_EXIST) {
80059f38: 00000000 nop
80059f3c: a0700001 sb r16,0x0001(r3)                #           unitArray[unitIndex].UnitIndex = unitIndex
80059f40: 8c820000 lw r2,0x0000(r4)                 #           unitArray[unitIndex]
80059f44: 00000000 nop
80059f48: a0530003 sb r19,0x0003(r2)                #           unitArray[unitIndex].Palette = 0        // Player/default palette         
80059f4c: 8c840000 lw r4,0x0000(r4)                 #           unitArray[unitIndex]
80059f50: 0c0167ff jal 0x80059ffc                   #           Out of Battle Unit Generation (unitArray[unitIndex], unitType);
80059f54: 02402821 addu r5,r18,r0
80059f58: 080167dd j 0x80059f74
80059f5c: 02001021 addu r2,r16,r0                   #           return unitIndex;
                                                    #       }
80059f60: 26100001 addiu r16,r16,0x0001             #       unitIndex = unitIndex + 1
80059f64: 2a020010 slti r2,r16,0x0010
80059f68: 1440ffee bne r2,r0,0x80059f24
80059f6c: 24840004 addiu r4,r4,0x0004               #       (unitArrayPtr = unitArrayPtr + 4)
                                                    #   } while (unitIndex < 16);
80059f70: 2402ffff addiu r2,r0,-0x0001              #   return -1;
80059f74: 8fbf0070 lw r31,0x0070(r29)
80059f78: 8fb3006c lw r19,0x006c(r29)
80059f7c: 8fb20068 lw r18,0x0068(r29)
80059f80: 8fb10064 lw r17,0x0064(r29)
80059f84: 8fb00060 lw r16,0x0060(r29)
80059f88: 27bd0078 addiu r29,r29,0x0078
80059f8c: 03e00008 jr r31
80059f90: 00000000 nop