Store movement stuff into scratch pad
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BATTLE.BIN - Store movement stuff into scratch pad ----------------------------------------------------------------- Parameters : nothing Returns : nothing Set a lot of data in different scratchpad 0x1f800000 - Acting Unit data 0x1f800080 - Other Units data 0x1f800100 - Movement modifiers ------------------------------------------------------------------ 00174430: 27bdffb0 addiu r29,r29,-0x0050 | 00174434: afbe0048 sw r30,0x0048(r29) | 00174438: 0080f021 addu r30,r4,r0 |Acting Unit ID (if Riding - ID of his mount) 0017443c: afb30034 sw r19,0x0034(r29) | 00174440: 3c138019 lui r19,0x8019 | 00174444: 8e73f4e0 lw r19,-0x0b20(r19) |Pointer to scratch pad at 0x1f800000 - refered as S-Pad 0x00 from 8018f4e0 - Used to store data on acting unit 00174448: 27a40018 addiu r4,r29,0x0018 | 0017444c: afb40038 sw r20,0x0038(r29) | 00174450: 3c148019 lui r20,0x8019 | 00174454: 8e94f4e8 lw r20,-0x0b18(r20) |Pointer to scratch pad at 0x1f800180 - refered as S-Pad 0x80 from 8018f4e8 - Used to store All unit data // according to the main data page, this is S0x180? 00174458: 03c02821 addu r5,r30,r0 | 0017445c: afbf004c sw r31,0x004c(r29) | 00174460: afb70044 sw r23,0x0044(r29) | 00174464: afb60040 sw r22,0x0040(r29) | 00174468: afb5003c sw r21,0x003c(r29) | 0017446c: afb20030 sw r18,0x0030(r29) | 00174470: afb1002c sw r17,0x002c(r29) | 00174474: 0c05f056 jal 0x0017c158 |-->Calculate_Height_Data Returns some coordinates on stack (r4) 00174478: afb00028 sw r16,0x0028(r29) | 0017447c: 001e10c0 sll r2,r30,0x03 | 00174480: 005e1023 subu r2,r2,r30 | 00174484: 00021180 sll r2,r2,0x06 | 00174488: 3c038019 lui r3,0x8019 | 0017448c: 246308cc addiu r3,r3,0x08cc |Start of Unit Battle data 00174490: 00438821 addu r17,r2,r3 |Acting Unit Battle data pointer 00174494: 00009021 addu r18,r0,r0 | 00174498: 27a30010 addiu r3,r29,0x0010 |Stack 0x10 @LOOP though Acting Unit active movement skills 0017449c: 02321021 addu r2,r17,r18 |Unit Battle data pointer + loop offset 001744a0: 90420093 lbu r2,0x0093(r2) |Load This iteration movement 001744a4: 26520001 addiu r18,r18,0x0001 |Counter + 1 001744a8: a0620000 sb r2,0x0000(r3) |Store Movement on Stack 001744ac: 2a420003 slti r2,r18,0x0003 | 001744b0: 1440fffa bne r2,r0,0x0017449c Λ Loop 3 times 001744b4: 24630001 addiu r3,r3,0x0001 |Stack Offset (+1) 001744b8: a27e000d sb r30,0x000d(r19) |store active unit ID 001744bc: 92220047 lbu r2,0x0047(r17) |load X coordinate 001744c0: 00000000 nop | 001744c4: a2620007 sb r2,0x0007(r19) |Store X 001744c8: 92220048 lbu r2,0x0048(r17) |load Y coord 001744cc: 00000000 nop | 001744d0: a2620008 sb r2,0x0008(r19) |Store Y 001744d4: 96220048 lhu r2,0x0048(r17) |load Elevation 001744d8: 00000000 nop | 001744dc: 000213c2 srl r2,r2,0x0f | 001744e0: a2620009 sb r2,0x0009(r19) |Store Elevation 001744e4: 3c02800e lui r2,0x800e | 001744e8: 90424e9c lbu r2,0x4e9c(r2) |Map Max X 001744ec: 00000000 nop | 001744f0: a2620018 sb r2,0x0018(r19) |Store Max X 001744f4: 3c02800e lui r2,0x800e | 001744f8: 90424ea0 lbu r2,0x4ea0(r2) |Map Max Y 001744fc: 34030001 ori r3,r0,0x0001 | 00174500: a2600011 sb r0,0x0011(r19) |Initialize Cannot enter water flag 00174504: a2600014 sb r0,0x0014(r19) |Initialize Cannot Stay on water flag 00174508: a2630012 sb r3,0x0012(r19) |Enable Will drown flag 0017450c: a2630013 sb r3,0x0013(r19) |Enable Will sink flag 00174510: a260001d sb r0,0x001d(r19) |Initialize Fly/Teleport flag 00174514: a2620019 sb r2,0x0019(r19) |Store Max Y 00174518: 96220048 lhu r2,0x0048(r17) |Load Acting Unit Height + Elevation 0017451c: 00000000 nop | 00174520: 00021382 srl r2,r2,0x0e |Shift 00174524: 30420001 andi r2,r2,0x0001 |Check Stepping Stone 00174528: a2620022 sb r2,0x0022(r19) |Store Acting Unit Stepping stone flag 0017452c: 93a20012 lbu r2,0x0012(r29) |Load 3rd set of Movement 00174530: 00000000 nop | 00174534: 30420028 andi r2,r2,0x0028 | 00174538: 10400003 beq r2,r0,0x00174548 #If Acting Unit uses [Float] or [Move on Lava] 0017453c: 00000000 nop | 00174540: 0805d153 j 0x0017454c >>Skip flag nullification 00174544: a2630025 sb r3,0x0025(r19) |Store can Pass Lava flag Else : Acting Unit do not use Float nor Move on Lava 00174548: a2600025 sb r0,0x0025(r19) |Nullify scratch pad 0x25 0017454c: 9230005a lbu r16,0x005a(r17) |Load 3rd set of current status 00174550: 00000000 nop | 00174554: 32020006 andi r2,r16,0x0006 | 00174558: 10400008 beq r2,r0,0x0017457c #If Unit has Frog or Chicken 0017455c: 34020006 ori r2,r0,0x0006 |Default Unit size is 0x6 00174560: 93a20011 lbu r2,0x0011(r29) |Load 2nd set of Movement 00174564: 93a30012 lbu r3,0x0012(r29) |Load 3rd set of Movement 00174568: 304200f3 andi r2,r2,0x00f3 |Remove Teleport and Teleport 2 0017456c: 306300fb andi r3,r3,0x00fb |Remove Fly 00174570: a3a20011 sb r2,0x0011(r29) |Set Teleport and Teleport2 flags OFF (on stack) 00174574: 34020004 ori r2,r0,0x0004 |Frog and Chicken Size is 0x4 00174578: a3a30012 sb r3,0x0012(r29) |Set Fly flag OFF (on Stack) 0017457c: a262001b sb r2,0x001b(r19) |Store Unit size in Scratch Pad 00174580: 93a20012 lbu r2,0x0012(r29) |Load 3rd set of Movement 00174584: 00000000 nop | 00174588: 30420088 andi r2,r2,0x0088 |Check [Float]and [Walk on water] 0017458c: 14400007 bne r2,r0,0x001745ac #If Unit will not be above water 00174590: 00000000 nop | 00174594: 93a20011 lbu r2,0x0011(r29) |Load 2nd set of Movement 00174598: 00000000 nop | 0017459c: 30420010 andi r2,r2,0x0010 |Check [Can not enter water] 001745a0: 10400002 beq r2,r0,0x001745ac #If Unit cannot enter water 001745a4: 34020001 ori r2,r0,0x0001 | 001745a8: a2620014 sb r2,0x0014(r19) |store cannot Stay on water flag 001745ac: 93a30012 lbu r3,0x0012(r29) |Load 3rd set of Movement 001745b0: 00000000 nop | 001745b4: 30620008 andi r2,r3,0x0008 |Check [Float] 001745b8: 1040000a beq r2,r0,0x001745e4 #If Unit uses Float 001745bc: 00000000 nop | 001745c0: 9262001b lbu r2,0x001b(r19) |Load Unit Size 001745c4: 00000000 nop | 001745c8: 24420002 addiu r2,r2,0x0002 | 001745cc: a262001b sb r2,0x001b(r19) |Size + 2 if Floating 001745d0: 93a20012 lbu r2,0x0012(r29) |Load 3rd set of Movement 001745d4: 00000000 nop | 001745d8: 34420080 ori r2,r2,0x0080 |Enable [Move on Water] 001745dc: 0805d17a j 0x001745e8 >>Avoid Not Floating section 001745e0: a262001c sb r2,0x001c(r19) |Store 3rd Set of active movement + Move on Water in scratchpad Else : No Float 001745e4: a263001c sb r3,0x001c(r19) |Store 3rd Set of active movement in scratchpad 001745e8: 32020040 andi r2,r16,0x0040 |Check [Float] in current status 001745ec: 10400005 beq r2,r0,0x00174604 #If Unit has Float 001745f0: 00000000 nop | 001745f4: 93a20012 lbu r2,0x0012(r29) |Load 3rd set of Movement 001745f8: 00000000 nop | 001745fc: 34420008 ori r2,r2,0x0008 |Enable [Float] in movement 00174600: a3a20012 sb r2,0x0012(r29) |If float status, you get the float ability for free. (on stack) 00174604: 93a20011 lbu r2,0x0011(r29) |Load 2nd set of Movement 00174608: 00000000 nop | 0017460c: 30420010 andi r2,r2,0x0010 |check [Can not Enter Water] 00174610: 10400005 beq r2,r0,0x00174628 #If Unit can't enter Water 00174614: 00000000 nop | 00174618: 93a20012 lbu r2,0x0012(r29) |Load 3rd set of Movement 0017461c: 00000000 nop | 00174620: 304200af andi r2,r2,0x00af |everything except move underwater, move in water 00174624: a3a20012 sb r2,0x0012(r29) |Disable [Move underwater] and [Move in water] 00174628: 0c05d0dc jal 0x00174370 |-->00174370-001743c4 returns weather severity (1, 2, or 3) 0017462c: 00000000 nop | 00174630: 93a30012 lbu r3,0x0012(r29) |Load 3rd set of Movement 00174634: 00403021 addu r6,r2,r0 |r6 = difficulty to move through weather affected tiles 00174638: 30620004 andi r2,r3,0x0004 |check [Fly] 0017463c: 10400005 beq r2,r0,0x00174654 #If the Unit uses Fly 00174640: 34020001 ori r2,r0,0x0001 | 00174644: a262000f sb r2,0x000f(r19) |Store Unhindered movement in scratchpad 00174648: a260000e sb r0,0x000e(r19) |Store Move Type is Fly (0) 0017464c: 0805d1c0 j 0x00174700 >>Jump After Check move type section 00174650: a262001d sb r2,0x001d(r19) |Fly/Teleport Flag Else : Unit is not Flying 00174654: 93a20011 lbu r2,0x0011(r29) |Load 2nd set of Movement 00174658: 00000000 nop | 0017465c: 3042000c andi r2,r2,0x000c |Check Teleport and Teleport2 00174660: 10400007 beq r2,r0,0x00174680 #If Unit uses Teleport 00174664: 34020001 ori r2,r0,0x0001 | 00174668: a262000f sb r2,0x000f(r19) |Store unhindered movement in scratchpad 0017466c: 93a30011 lbu r3,0x0011(r29) |Load 2nd set of Movement 00174670: a262000e sb r2,0x000e(r19) |Store Move Type is Teleport (1) 00174674: a262001d sb r2,0x001d(r19) |Fly/Teleport Flag 00174678: 0805d1c0 j 0x00174700 >>Jump After Check move type section 0017467c: a2630024 sb r3,0x0024(r19) |Store 2nd set of movement Else : No Teleport 00174680: 30620008 andi r2,r3,0x0008 |Check [Float] 00174684: 10400003 beq r2,r0,0x00174694 #If Unit uses Float 00174688: 34020002 ori r2,r0,0x0002 | 0017468c: 0805d1bf j 0x001746fc >>Jump to Store move type (0x2) 00174690: a262000f sb r2,0x000f(r19) |Float in Move Mod Else : No Float 00174694: 30620020 andi r2,r3,0x0020 |Check [Move on Lava] 00174698: 10400004 beq r2,r0,0x001746ac #If Unit uses Move on Lava 0017469c: 34020005 ori r2,r0,0x0005 | 001746a0: a262000f sb r2,0x000f(r19) |Move on Lava in Move mod 001746a4: 0805d1bf j 0x001746fc >>Jump to Store move type (0x3) 001746a8: 34020003 ori r2,r0,0x0003 | Else : not moving on lava 001746ac: 30620080 andi r2,r3,0x0080 | 001746b0: 10400004 beq r2,r0,0x001746c4 #If Unit uses Walk on Water 001746b4: 34020003 ori r2,r0,0x0003 | 001746b8: a262000f sb r2,0x000f(r19) |Walk on Water in move mod 001746bc: 0805d1bf j 0x001746fc >>Jump to Store move type (0x4) 001746c0: 34020004 ori r2,r0,0x0004 | 001746c4: 30620040 andi r2,r3,0x0040 | 001746c8: 10400004 beq r2,r0,0x001746dc #If Unit moves in water 001746cc: 34020003 ori r2,r0,0x0003 | 001746d0: a262000f sb r2,0x000f(r19) |Move in water in Move mod 001746d4: 0805d1bf j 0x001746fc >>Jump to Store move type (0x5) 001746d8: 34020005 ori r2,r0,0x0005 | 001746dc: 30620010 andi r2,r3,0x0010 | 001746e0: 10400004 beq r2,r0,0x001746f4 #If Unit Move under water 001746e4: 34020004 ori r2,r0,0x0004 | 001746e8: a262000f sb r2,0x000f(r19) |Move underWater in move mod 001746ec: 0805d1bf j 0x001746fc >>Jump to Store move type (0x6) 001746f0: 34020006 ori r2,r0,0x0006 |I just wanna know why these are counting up 001746f4: 34020007 ori r2,r0,0x0007 |r2 = 0x07 001746f8: a260000f sb r0,0x000f(r19) |No Move mod 001746fc: a262000e sb r2,0x000e(r19) |Store move Type 00174700: 9262001c lbu r2,0x001c(r19) |Load 3rd Set of movement (scratchpad) 00174704: 00000000 nop | 00174708: 304200c0 andi r2,r2,0x00c0 |Check [Walk on Water] and [Move in water] 0017470c: 10400002 beq r2,r0,0x00174718 #If Acting unit uses [Walk on Water] or [Move in water] Walk on water is ON if unit is Floating 00174710: 00000000 nop | 00174714: a2600013 sb r0,0x0013(r19) |Nullify Will Sink flag 00174718: 9262001c lbu r2,0x001c(r19) |Load 3rd Set of movement (scratchpad) 0017471c: 00000000 nop | 00174720: 304200d0 andi r2,r2,0x00d0 |Check [Walk on Water] [Move in water] and [Move underwater] 00174724: 10400002 beq r2,r0,0x00174730 #If Acting unit uses [Walk on Water] [Move in water] or [Move underwater] 00174728: 00000000 nop | 0017472c: a2600012 sb r0,0x0012(r19) |Nullify Will drawn flag 00174730: 93a20012 lbu r2,0x0012(r29) |Load 3rd set of Movement (stack) 00174734: 00000000 nop | 00174738: 3042008c andi r2,r2,0x008c |Walk on water, Float, Fly 0017473c: 14400007 bne r2,r0,0x0017475c #If Unit don't uses [Walk on water] [Float] nor [Fly] 00174740: 00000000 nop | 00174744: 93a20011 lbu r2,0x0011(r29) |Load 2nd set of Movement 00174748: 00000000 nop | 0017474c: 30420010 andi r2,r2,0x0010 | 00174750: 10400002 beq r2,r0,0x0017475c #If Unit can't enter Water 00174754: 34020001 ori r2,r0,0x0001 | 00174758: a2620011 sb r2,0x0011(r19) |Enable Cannot enter Water flag 0017475c: 93a20012 lbu r2,0x0012(r29) |Load 3rd set of Movement (stack) 00174760: 00000000 nop | 00174764: a2620010 sb r2,0x0010(r19) |Store 3rd set of movement 00174768: 93a30011 lbu r3,0x0011(r29) |Load 2nd set of Movement (stack) 0017476c: 00000000 nop | 00174770: 30620002 andi r2,r3,0x0002 | 00174774: 10400002 beq r2,r0,0x00174780 #If Unit uses [Any Weather] 00174778: 30650001 andi r5,r3,0x0001 |r5 = any ground check (used in next loop) 0017477c: 34060001 ori r6,r0,0x0001 |if any weather, set cost to move through watery terrain = 1, even if heavy or extreme weather. 00174780: 00009021 addu r18,r0,r0 |Initialize loop counter 00174784: 340700ff ori r7,r0,0x00ff | 00174788: 9262000f lbu r2,0x000f(r19) |Load Move mod flag 0017478c: 3c038006 lui r3,0x8006 | 00174790: 2463ea50 addiu r3,r3,-0x15b0 |Default movement cost table pointer Movement modifiers Table at 8005ea50 00174794: 00021180 sll r2,r2,0x06 |movement ignorance type * 0x40 00174798: 00432021 addu r4,r2,r3 |This Unit Movement Cost Table @LOOP - All entries of Movement cost Table 0017479c: 90830000 lbu r3,0x0000(r4) |Load this iteration movement cost 001747a0: 00000000 nop | 001747a4: 306200ff andi r2,r3,0x00ff | 001747a8: 14400003 bne r2,r0,0x001747b8 #If Movement cost = 0x00 001747ac: 00000000 nop | 001747b0: 0805d1f3 j 0x001747cc >>Jump to next iteration Returns weather impact 001747b4: 00c01821 addu r3,r6,r0 |Weather Impact Else movement cost <> 0x00 001747b8: 10a00004 beq r5,r0,0x001747cc #If Unit uses [Any Ground] / Else Returns Movement cost 001747bc: 00000000 nop | 001747c0: 10470002 beq r2,r7,0x001747cc #If Movement cost <> 0xff / Else returns Movement cost 001747c4: 00000000 nop | 001747c8: 34030001 ori r3,r0,0x0001 |if any ground, set terrain move cost to 1 001747cc: 3c028019 lui r2,0x8019 | 001747d0: 8c42f4ec lw r2,-0x0b14(r2) |Pointer to scratch pad at 0x1f800100 - refered as S-Pad 0x100 from 8018f4ec 001747d4: 00000000 nop | 001747d8: 00521021 addu r2,r2,r18 |S-Pad 0x100 + Iteration offset 001747dc: 26520001 addiu r18,r18,0x0001 |Counter + 1 001747e0: a0430000 sb r3,0x0000(r2) |Store Movement cost in scratch 0x100 001747e4: 2a420040 slti r2,r18,0x0040 | 001747e8: 1440ffec bne r2,r0,0x0017479c Λ Loop 0x40 Times 001747ec: 24840001 addiu r4,r4,0x0001 |Movement cost table offset 001747f0: 9230003b lbu r16,0x003b(r17) |Load units jump 001747f4: 00000000 nop | 001747f8: 2e020008 sltiu r2,r16,0x0008 | 001747fc: 14400003 bne r2,r0,0x0017480c #If Unit Jump > 7 00174800: 320200ff andi r2,r16,0x00ff | 00174804: 34100007 ori r16,r0,0x0007 |Cap Jump at 0x7 00174808: 320200ff andi r2,r16,0x00ff | 0017480c: 9263000e lbu r3,0x000e(r19) |Load Move Type 00174810: 00021042 srl r2,r2,0x01 |jump / 2 00174814: 10600006 beq r3,r0,0x00174830 #If Move Type <> 0x00 (not flying) 00174818: a2620005 sb r2,0x0005(r19) |Store jump/2 (S-Pad 0x00) 0017481c: 93a20010 lbu r2,0x0010(r29) |Load 1st set of Movement (stack) 00174820: 00000000 nop | 00174824: 30420002 andi r2,r2,0x0002 |Ignore Height check 00174828: 10400003 beq r2,r0,0x00174838 #If Unit uses [Ignore Height] 0017482c: 02202021 addu r4,r17,r0 | Fly or Ignore height 00174830: 3410001f ori r16,r0,0x001f #E |Forces unit height to 31 (Fly or ignore height) 00174834: 02202021 addu r4,r17,r0 |Acting Unit pointer to battle data (for Jal) 00174838: 320200ff andi r2,r16,0x00ff | 0017483c: 00021040 sll r2,r2,0x01 | 00174840: a2620002 sb r2,0x0002(r19) |Store Jump*2 in S-Pad 0x00 00174844: 0c05d0f2 jal 0x001743c8 |-->Chocobo_Check returns r2 (Unmountable / montable / Already ridden) 00174848: a2700004 sb r16,0x0004(r19) |Store Jump in S-Pad 0x00 0017484c: 10400003 beq r2,r0,0x0017485c #If Unit is a mountable Chocobo (ridden or not) 00174850: 34020001 ori r2,r0,0x0001 | 00174854: 0805d218 j 0x00174860 >>Avoid not chocobo 00174858: a2620015 sb r2,0x0015(r19) |Chocobo flag (S-Pad 0x00) Else : not a chocobo (or not mountable by statuses) 0017485c: a2600015 sb r0,0x0015(r19) |No chocobo flag 00174860: 9230003a lbu r16,0x003a(r17) |Load Unit move 00174864: 00000000 nop | 00174868: 2e02007d sltiu r2,r16,0x007d | 0017486c: 14400002 bne r2,r0,0x00174878 #If Move > 0x7c 00174870: 00000000 nop | 00174874: 3410007c ori r16,r0,0x007c |Cap move at 0x7c 00174878: a2700006 sb r16,0x0006(r19) |Store unit move in S-Pad 0x00 0017487c: 92220006 lbu r2,0x0006(r17) |Load Unit Gender 00174880: 00000000 nop | 00174884: 304200c0 andi r2,r2,0x00c0 | 00174888: 1040000d beq r2,r0,0x001748c0 #If Unit is not a monster 0017488c: 00000000 nop | 00174890: 9222005a lbu r2,0x005a(r17) |Load Unit Current Status 3 00174894: 00000000 nop | 00174898: 30420006 andi r2,r2,0x0006 | 0017489c: 14400008 bne r2,r0,0x001748c0 #If Unit is not a Frog nor a Chicken 001748a0: 00000000 nop | 001748a4: 9222005c lbu r2,0x005c(r17) |Load Unit Current Status 5 001748a8: 00000000 nop | 001748ac: 30420020 andi r2,r2,0x0020 | 001748b0: 14400003 bne r2,r0,0x001748c0 #If unit is not Charmed 001748b4: 34020001 ori r2,r0,0x0001 | 001748b8: 0805d231 j 0x001748c4 >>Avoid Normal section 001748bc: a2620016 sb r2,0x0016(r19) |Enable Can Ride Flag Else : Monster or Forg/Chicken/Charm 001748c0: a2600016 sb r0,0x0016(r19) |Disable Can Ride flag 001748c4: 340400ff ori r4,r0,0x00ff | 001748c8: 3412000f ori r18,r0,0x000f |Initialize Counter 001748cc: 923101ba lbu r17,0x01ba(r17) |Load Unit modified ENTD 001748d0: 3c028019 lui r2,0x8019 | 001748d4: 9042f4fc lbu r2,-0x0b04(r2) |Load ?? 8018f4fc 001748d8: 26830069 addiu r3,r20,0x0069 |Scratch Pad 3 0x69 001748dc: a3b10020 sb r17,0x0020(r29) |Store modified ENTD 001748e0: a262001a sb r2,0x001a(r19) |Store [8018f4fc] on scratch pad @LOOP - Set all Units 0x03 Entry to 0xff 001748e4: a0640003 sb r4,0x0003(r3) |Store 0xff on scratch pad 001748e8: 2652ffff addiu r18,r18,-0x0001 |Counter - 1 001748ec: 0641fffd bgez r18,0x001748e4 Λ Loop 16 times 001748f0: 2463fff9 addiu r3,r3,0xfff9 |Scratch Pad offet - 0x07 001748f4: 0000b821 addu r23,r0,r0 |Initialize Stored data counter 001748f8: 00009021 addu r18,r0,r0 |Loop counter (Used as Unit offset of battle data) 001748fc: 0000b021 addu r22,r0,r0 |Unit Offset (+0x1c0 each iteration) @LOOP - Other units data (0x15 times, but room for only 0x10 units) 00174900: 2ae20010 slti r2,r23,0x0010 |Check Size of Stored data 00174904: 10400094 beq r2,r0,0x00174b58 #If this loop has stored more than 0x10 Units : Exit routine 00174908: 00000000 nop | 0017490c: 3c028019 lui r2,0x8019 | 00174910: 244208cc addiu r2,r2,0x08cc | 00174914: 02c28821 addu r17,r22,r2 |This iteration Unit Battle data pointer 00174918: 92230001 lbu r3,0x0001(r17) |Load Unit Battle ID 0017491c: 340200ff ori r2,r0,0x00ff | 00174920: 10620089 beq r3,r2,0x00174b48 #If Unit do not Exist : branch to Next Unit iteration 00174924: 00000000 nop | 00174928: 92220058 lbu r2,0x0058(r17) |Load This Unit current status 1 0017492c: 00000000 nop | 00174930: 30420064 andi r2,r2,0x0064 | 00174934: 14400084 bne r2,r0,0x00174b48 #If Unit is Dead or Crystal : branch to Next Unit iteration 00174938: 00000000 nop | 0017493c: 92220059 lbu r2,0x0059(r17) |Load This Unit current status 2 00174940: 00000000 nop | 00174944: 30420001 andi r2,r2,0x0001 | 00174948: 1440007f bne r2,r0,0x00174b48 #If Unit is a Treasure : branch to Next Unit iteration 0017494c: 00000000 nop | 00174950: 125e007d beq r18,r30,0x00174b48 #If This Unit is the active Unit : branch to Next Unit iteration 00174954: 00000000 nop | 00174958: 92240182 lbu r4,0x0182(r17) |Load This unit Mount info 0017495c: 00000000 nop | 00174960: 30820080 andi r2,r4,0x0080 | 00174964: 1040000a beq r2,r0,0x00174990 #If This Unit is Riding 00174968: 3082001f andi r2,r4,0x001f |Ridden Unit ID 0017496c: 9263000d lbu r3,0x000d(r19) |Load Active Unit ID (Parameter of the routine) 00174970: 00000000 nop | 00174974: 14430007 bne r2,r3,0x00174994 #If This Unit is the rider of Active unit 00174978: 02408021 addu r16,r18,r0 | 0017497c: 9262001b lbu r2,0x001b(r19) |Load Scratch pad 0x1b (Chicken Frog Float) 00174980: 00000000 nop | 00174984: 24420002 addiu r2,r2,0x0002 |Active Unit Height + 2 00174988: 0805d2d2 j 0x00174b48 >>Jump to Next Unit iteration 0017498c: a262001b sb r2,0x001b(r19) |Store Updated Height 00174990: 02408021 addu r16,r18,r0 |Add Unit ID (will be stored) 00174994: 0c05d0f2 jal 0x001743c8 |-->Chocobo Check Check This unit mount status 00174998: 02202021 addu r4,r17,r0 |This iteration Unit Data pointer (for Jal) 0017499c: 34030001 ori r3,r0,0x0001 | 001749a0: 10430007 beq r2,r3,0x001749c0 #If This Unit is not mountable (or already ridden) 001749a4: 00000000 nop | 001749a8: 9262000d lbu r2,0x000d(r19) |Load Active unit ID 001749ac: 92230182 lbu r3,0x0182(r17) |Load this Unit mount info 001749b0: 34420040 ori r2,r2,0x0040 |Unit ID + 0x40 (so it will match r3) 001749b4: 10620002 beq r3,r2,0x001749c0 #If This unit is not ridden by active Unit 001749b8: 00000000 nop | 001749bc: 36500020 ori r16,r18,0x0020 |Update with not Mountable flag 001749c0: 92230005 lbu r3,0x0005(r17) |Load This Unit Team 001749c4: 93a80020 lbu r8,0x0020(r29) |Load active unit modified ENTD 001749c8: 00000000 nop | 001749cc: 01031026 xor r2,r8,r3 |Keep Only the difference 001749d0: 30420030 andi r2,r2,0x0030 |Focus on team difference 001749d4: 10400002 beq r2,r0,0x001749e0 #If This unit is an enemy of Active Unit 001749d8: 0280a821 addu r21,r20,r0 |S-Pad 0x80 001749dc: 36100040 ori r16,r16,0x0040 |Add Enemy Flag 001749e0: a2900003 sb r16,0x0003(r20) |Store r16 in S-Pad 0x80 (Unit ID/ 20 if Unmountable / 40 if enemy) 001749e4: 92220047 lbu r2,0x0047(r17) |This unit X 001749e8: 92830002 lbu r3,0x0002(r20) |Load this Unit 0x02 (dynamic scratch Pad) 001749ec: a2820000 sb r2,0x0000(r20) |store X on S-Pad 0x80 001749f0: 92220048 lbu r2,0x0048(r17) |This Unit Y 001749f4: 00000000 nop | 001749f8: a2820001 sb r2,0x0001(r20) |store Y on S-Pad 0x80 001749fc: 96220048 lhu r2,0x0048(r17) |Load Y + Elevation 00174a00: 30630080 andi r3,r3,0x0080 | 00174a04: 000213c2 srl r2,r2,0x0f |1 if higher elevation 00174a08: 00621825 or r3,r3,r2 | 00174a0c: a2830002 sb r3,0x0002(r20) |Enable (or not) high elvation flag (S-Pad 0x80) 00174a10: 96220048 lhu r2,0x0048(r17) |Load Y + Elevation 00174a14: 3063007f andi r3,r3,0x007f |Disable 0x80 00174a18: 000211c2 srl r2,r2,0x07 | 00174a1c: 30420080 andi r2,r2,0x0080 |check [Stepping stone] 00174a20: 00621825 or r3,r3,r2 |Enable 0x80 if stepping stone 00174a24: a2830002 sb r3,0x0002(r20) |Store back 0x80 if stepping stone 00174a28: 9230005a lbu r16,0x005a(r17) |This Unit Current Status 3 00174a2c: 00000000 nop | 00174a30: 32020006 andi r2,r16,0x0006 | 00174a34: 10400006 beq r2,r0,0x00174a50 #If Unit has Frog or Chicken 00174a38: 34020004 ori r2,r0,0x0004 | 00174a3c: 92830002 lbu r3,0x0002(r20) | 00174a40: a2820004 sb r2,0x0004(r20) |Store 0x04 (height) 00174a44: 3063007f andi r3,r3,0x007f |remove 80 flag 00174a48: 0805d296 j 0x00174a58 >>Avoid Anti section 00174a4c: a2830002 sb r3,0x0002(r20) |Disable stepping stone Else : if Unit hasn't Frog nor Chicken 00174a50: 34020006 ori r2,r0,0x0006 | 00174a54: a2820004 sb r2,0x0004(r20) |Store height = 0x06 00174a58: 92300182 lbu r16,0x0182(r17) |Mount info byte 00174a5c: 00000000 nop | 00174a60: 32020040 andi r2,r16,0x0040 | 00174a64: 10400009 beq r2,r0,0x00174a8c #If Unit is ridden 00174a68: 3202001f andi r2,r16,0x001f |Rider ID 00174a6c: 9263000d lbu r3,0x000d(r19) |Load Active Unit ID 00174a70: 00000000 nop | 00174a74: 10430005 beq r2,r3,0x00174a8c #If This unit is not the active unit mount 00174a78: 00000000 nop | 00174a7c: 92a20004 lbu r2,0x0004(r21) |Load Unit Size 00174a80: 00000000 nop | 00174a84: 24420002 addiu r2,r2,0x0002 | 00174a88: a2a20004 sb r2,0x0004(r21) |Size + 2 (rider height) 00174a8c: 92300095 lbu r16,0x0095(r17) |This unit Movement 3 00174a90: 0c060428 jal 0x001810a0 |-->Map Location Calculation returns r2 = This unit Tile ID 00174a94: 02202021 addu r4,r17,r0 |This unit data pointer 00174a98: 000210c0 sll r2,r2,0x03 |Tile ID *8 00174a9c: 3c038019 lui r3,0x8019 | 00174aa0: 2463f8cc addiu r3,r3,0xf8cc | 00174aa4: 00431021 addu r2,r2,r3 |This unit Tile's data pointer 00174aa8: 90440002 lbu r4,0x0002(r2) |load height 00174aac: 90430003 lbu r3,0x0003(r2) |load halves/depth 00174ab0: 90420003 lbu r2,0x0003(r2) |load halves/depth 00174ab4: 00042040 sll r4,r4,0x01 |height*2 00174ab8: 3063001f andi r3,r3,0x001f |r3 = height (halves) 00174abc: 00832021 addu r4,r4,r3 |height*2 + halves 00174ac0: 00022942 srl r5,r2,0x05 |Tile depth 00174ac4: 10a00014 beq r5,r0,0x00174b18 #If Depht <> 0x00 00174ac8: 00801821 addu r3,r4,r0 |r3 = Total Height (Height*2) + Halves 00174acc: 9222005a lbu r2,0x005a(r17) |This unit Current Status 3 00174ad0: 00000000 nop | 00174ad4: 30420040 andi r2,r2,0x0040 |load float flag 00174ad8: 10400004 beq r2,r0,0x00174aec #If this Unit has [Float] 00174adc: 00051040 sll r2,r5,0x01 |depth*2 00174ae0: 24420002 addiu r2,r2,0x0002 |depth*2+2 00174ae4: 0805d2cc j 0x00174b30 >>Jump to next iteration 00174ae8: 00821821 addu r3,r4,r2 |r3 = total height + depth*2 + 2 Else : This unit isn't Floating 00174aec: 32020080 andi r2,r16,0x0080 | 00174af0: 10400003 beq r2,r0,0x00174b00 #If Unit Walk on water 00174af4: 00051040 sll r2,r5,0x01 |depht * 2 00174af8: 0805d2cc j 0x00174b30 >>Jump to next iteration 00174afc: 00821821 addu r3,r4,r2 |r3 = total height + depth*2 Else : not walking on water 00174b00: 32020040 andi r2,r16,0x0040 | 00174b04: 1040000a beq r2,r0,0x00174b30 #If Unit Walk in water 00174b08: 00051040 sll r2,r5,0x01 |depht * 2 00174b0c: 2442fffe addiu r2,r2,-0x0002 |depht * 2 -2 00174b10: 0805d2cc j 0x00174b30 >>Jump to next iteration 00174b14: 00821821 addu r3,r4,r2 |Total Height + depht*2 - 2 Else : Depht = 0x00 00174b18: 9222005a lbu r2,0x005a(r17) |This unit Current Status 3 00174b1c: 00000000 nop | 00174b20: 30420040 andi r2,r2,0x0040 | 00174b24: 10400002 beq r2,r0,0x00174b30 #If This unit is Floating 00174b28: 00000000 nop | 00174b2c: 24830002 addiu r3,r4,0x0002 |Total height + 2 00174b30: 26940007 addiu r20,r20,0x0007 |Next Unit Offset in scratch pad 00174b34: 92a20004 lbu r2,0x0004(r21) |Load Unit Height 00174b38: 26f70001 addiu r23,r23,0x0001 |Data stored counter 00174b3c: a2a30005 sb r3,0x0005(r21) |Store Total Height on S-Pad 0x80 00174b40: 00621021 addu r2,r3,r2 |Unit Size + Map height 00174b44: a2a20006 sb r2,0x0006(r21) |Store Size + Height 00174b48: 26520001 addiu r18,r18,0x0001 |Unit Counter + 1 00174b4c: 2a420015 slti r2,r18,0x0015 |Check unit limit 00174b50: 1440ff6b bne r2,r0,0x00174900 Λ Loop 21 times (for each unit) 00174b54: 26d601c0 addiu r22,r22,0x01c0 |Offset for Battle data 00174b58: 8fbf004c lw r31,0x004c(r29) END 00174b5c: 8fbe0048 lw r30,0x0048(r29) 00174b60: 8fb70044 lw r23,0x0044(r29) 00174b64: 8fb60040 lw r22,0x0040(r29) 00174b68: 8fb5003c lw r21,0x003c(r29) 00174b6c: 8fb40038 lw r20,0x0038(r29) 00174b70: 8fb30034 lw r19,0x0034(r29) 00174b74: 8fb20030 lw r18,0x0030(r29) 00174b78: 8fb1002c lw r17,0x002c(r29) 00174b7c: 8fb00028 lw r16,0x0028(r29) 00174b80: 27bd0050 addiu r29,r29,0x0050 00174b84: 03e00008 jr r31 00174b88: 00000000 nop
Return Location
BATTLE.BIN 00174be8: 00174b8c_-_00174df4 00176744: 001766b4_-_00176c0c 00178d44: Find_Tiles_for_the_AI_to_move_to_(00178ca4)