Setup Secondary effect initialise table
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000687bc: a4a000a4 sh r0,0x00a4(r5) Store ? = 0 000687c0: 90830004 lbu r3,0x0004(r4) Load Unit ID 000687c4: 34020001 ori r2,r0,0x0001 r2 = 1 000687c8: a4a20000 sh r2,0x0000(r5) Store No. targets = 1 000687cc: a4a00004 sh r0,0x0004(r5) Store animate on miss flag = 0 000687d0: a0a300a6 sb r3,0x00a6(r5) Store caster ID 000687d4: 90820004 lbu r2,0x0004(r4) Load Unit ID 000687d8: 03e00008 jr r31 000687dc: a0a20006 sb r2,0x0006(r5) Store Target Id
Return locations
Battle.bin 00069ef0: 00069ee0 - 00069f10 Transfer Palette and store 0x7F in misc data 00068a38: 00068a20 - 00068a70 Set some palette stuff
< BATTLE.BIN Routines
Referenced in as struct
Initialise Secondary Effect Ability animation