AI Ability Outcome Evaluation
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BATTLE.BIN : - AI_ability_use_control_routine Alternative version : AI_ability_use_control_routine Evaluate an Ability outcome. Depends on Targeting type (Map - Tile specific - Unit specific). Best simualtion results are saved in AI 0x54 to AI 0x154. ------------------------------------------------------------------------------------------ Parameter : Nothing Return : r2 = 0x00 Default (Priority evaluated or not) r2 = -0x01 Routine Aborts (AI 0xc70 updated depending on section) ------------------------------------------------------------------------------------------ 0019af18: 3c02801a lui r2,0x801a | 0019af1c: 90420d7b lbu r2,0x0d7b(r2) |AI 0x19b7 801a0d7b 0019af20: 27bdffd8 addiu r29,r29,-0x0028 | 0019af24: afb20018 sw r18,0x0018(r29) | 0019af28: 3c12801a lui r18,0x801a | 0019af2c: 2652f3c4 addiu r18,r18,-0x0c3c |0x8019f3c4 0019af30: afbf0020 sw r31,0x0020(r29) | 0019af34: afb3001c sw r19,0x001c(r29) | 0019af38: afb10014 sw r17,0x0014(r29) | 0019af3c: 1040000d beq r2,r0,0x0019af74 #if AI 0x19b7 <> 0x00 - check control variable and return where this routine stops 0019af40: afb00010 sw r16,0x0010(r29) | 0019af44: 3c03801a lui r3,0x801a | 0019af48: 90630034 lbu r3,0x0034(r3) |This routine variable AI 0xc70 (This contains previous decisions made in this very routine) 0019af4c: 00000000 nop | 0019af50: 2c620009 sltiu r2,r3,0x0009 | 0019af54: 104000da beq r2,r0,0x0019b2c0 #if Routine Variable is invalid : branch to to Tile specific priority evaluation 0019af58: 00031080 sll r2,r3,0x02 | 0019af5c: 3c018019 lui r1,0x8019 | 0019af60: 00220821 addu r1,r1,r2 | 0019af64: 8c223db0 lw r2,0x3db0(r1) |Load Jump Addresses 80193db0 + Variable offset (word) 0019af68: 00000000 nop | 0019af6c: 00400008 jr r2 >>jump to dedicated section Return where this routine stops ? 0019af70: 00000000 nop | AI 0xc70 = 0x07 0019af74: 0c0076ea jal 0x0001dba8 |-->VSync_call 0019af78: 34040001 ori r4,r0,0x0001 | 0019af7c: 284201b9 slti r2,r2,0x01b9 | 0019af80: 104000d4 beq r2,r0,0x0019b2d4 #If returned value > 0x1b8 : Set AI 0xc70 to 0x07 and Exit return -0x01 0019af84: 34020007 ori r2,r0,0x0007 | 0019af88: 8e42000c lw r2,0x000c(r18) |Ability AI behavior Flags 1 to 4 0019af8c: 00000000 nop | 0019af90: 044100d5 bgez r2,0x0019b2e8 # if not Usable by the AI (0x80000000 makes it negative) Exit return 0x00 0019af94: a24019b7 sb r0,0x19b7(r18) |0x19b7 = 0x00 Else : Ability is usable by AI 0019af98: 30420800 andi r2,r2,0x0800 | 0019af9c: 1040000e beq r2,r0,0x0019afd8 #If Ability has [Random Use] 0019afa0: 00000000 nop | 0019afa4: 925019b8 lbu r16,0x19b8(r18) |Load Acting Unit Random Ability Mod (# of random hits abilities128 / number of usable abilities) 0019afa8: 0c0088c3 jal 0x0002230c |-->Random Number Generator returns r2 drm(0…7fff) 0019afac: 00000000 nop | 0019afb0: 00401821 addu r3,r2,r0 | 0019afb4: 04610003 bgez r3,0x0019afc4 #If Rdm is negative 0019afb8: 000211c3 sra r2,r2,0x07 |Rdm / 128 0019afbc: 2462007f addiu r2,r3,0x007f |Do shit if rdm was negative (can't be) 0019afc0: 000211c3 sra r2,r2,0x07 | 0019afc4: 000211c0 sll r2,r2,0x07 |Rdm * 128 (7 low bits cleared) 0019afc8: 00621023 subu r2,r3,r2 |Keep only the 7 low bits of rdm (rdm between 0 …7f) 0019afcc: 0202102a slt r2,r16,r2 |0x1 if Rdm Mod < Rdm(0..7f) The more Rdm use ability in usable Ability, the more likely to be true (100% true if only random used abilities) 0019afd0: 144000c6 bne r2,r0,0x0019b2ec #if Rdm Mod < Rdm Nb Exit routine Returns 0x00 0019afd4: 00001021 addu r2,r0,r0 | 0019afd8: 92420000 lbu r2,0x0000(r18) |Load Skillset 8019f3c4 + 0x00 0019afdc: 96430002 lhu r3,0x0002(r18) |Load Ability ID 8019f3c4 + 0x02 0019afe0: 92440006 lbu r4,0x0006(r18) |Load Item ID 8019f3c4 + 0x06 0019afe4: 00008021 addu r16,r0,r0 |Initialize Unit counter 0019afe8: a242001d sb r2,0x001d(r18) |Save as Current considered Skillset 8019f3c4 + 0x1d 0019afec: a643001e sh r3,0x001e(r18) |Save as Current considered Ability 8019f3c4 + 0x1e 0019aff0: a2440024 sb r4,0x0024(r18) |Save as Current Considered Item Destroyed/Stolen 8019f3c4 + 0x24 0019aff4: 02501021 addu r2,r18,r16 |AI pointer + Unit offset (1 byte) 0019aff8: 90430c78 lbu r3,0x0c78(r2) |Load This Unit targetable flag Dynamic pointer 8019f3c4 + 0x0c78 + Unit offset 0019affc: 26100001 addiu r16,r16,0x0001 |Unit counter + 1 0019b000: a0430c8d sb r3,0x0c8d(r2) |Save inTargetable list copy Dynamic pointer 8019f3c4 + 0x0c8d + Unit offset 0019b004: 2a020015 slti r2,r16,0x0015 | 0019b008: 1440fffb bne r2,r0,0x0019aff8 Λ Do for all units 0019b00c: 02501021 addu r2,r18,r16 |AI pointer + unit offset 0019b010: 8e43000c lw r3,0x000c(r18) |Ability AI behavior Flags 1 to 4 0019b014: 00000000 nop | 0019b018: 30628000 andi r2,r3,0x8000 | === [Target Map] === 0019b01c: 10400024 beq r2,r0,0x0019b0b0 #If This ability has [Target Map] flag 0019b020: 30624000 andi r2,r3,0x4000 |Get Reflect Flag 0019b024: 92440e2e lbu r4,0x0e2e(r18) |r4 = Acting Unit ID 0019b028: 92420e2d lbu r2,0x0e2d(r18) |AI 0xe2d Offset for Coordinates consideration (toward or away from target) 0019b02c: 34030006 ori r3,r0,0x0006 | 0019b030: a2430026 sb r3,0x0026(r18) |Set Current Action Targeting type to 0x06 (unit specific) 8019f3c4 + 0x26 // AI 0x1c + 0x0a 0019b034: 00021080 sll r2,r2,0x02 |Word offset based on 0x2ed 0019b038: 00521021 addu r2,r2,r18 | 0019b03c: a2440027 sb r4,0x0027(r18) |Save Acting Unit ID 0019b040: 8c420cc4 lw r2,0x0cc4(r2) |Pointer to considered coordinate (always destination ?) 8019f3c4 + 0xcc4 + [0xe2d] Offset 0019b044: 0c066ec8 jal 0x0019bb20 |-->AI_Check_if_Unit_is_a_Crystal/Treasure_(0019bb20) set 801a0083 0019b048: ae420018 sw r2,0x0018(r18) |Save Target Unit AI Pointer 0019b04c: 92420000 lbu r2,0x0000(r18) |Load considered Skillset 0019b050: 3c018006 lui r1,0x8006 | 0019b054: 00220821 addu r1,r1,r2 | 0019b058: 90235cb4 lbu r3,0x5cb4(r1) |Get Skillset Action Menu 0019b05c: 34020003 ori r2,r0,0x0003 | 0019b060: 14620008 bne r3,r2,0x0019b084 #If [Mathematics] 0019b064: 00000000 nop | AI 0xc70 = 0x06 0019b068: 0c066eef jal 0x0019bbbc |-->Math Skill Targeting Not investigated 0019b06c: 00000000 nop | 0019b070: 2403ffff addiu r3,r0,-0x0001 | 0019b074: 1443009c bne r2,r3,0x0019b2e8 #If this routine returns -0x01 0019b078: 34020006 ori r2,r0,0x0006 | 0019b07c: 08066cb6 j 0x0019b2d8 >>Set Variable to 0x06 and Exit Return -0x01 0019b080: a2420c70 sb r2,0x0c70(r18) |Set Variable to 0x06 0019b084: 0c067950 jal 0x0019e540 |-->See_if_any_unit_decided_to_use_an_ability Update 0xcd8 list keeping only best Targets 0019b088: 00000000 nop | 0019b08c: 10400097 beq r2,r0,0x0019b2ec #If This ability is useless Exit Return 0x00 0019b090: 00001021 addu r2,r0,r0 | AI 0xc70 = 0x08 0019b094: 0c065bbd jal 0x00196ef4 |-->Check_if_map_allows_use_and_find_Highest_Target_(00196ef4) Not investigated (probably simulation and priority calculation) 0019b098: 00000000 nop | 0019b09c: 2403ffff addiu r3,r0,-0x0001 | 0019b0a0: 1443008f bne r2,r3,0x0019b2e0 #If this routine returns anything but -0x01 Evaluate outcome (save it if good) 0019b0a4: 34020008 ori r2,r0,0x0008 | 0019b0a8: 08066cb6 j 0x0019b2d8 >>Else : is this routine returns -0x01 : Set Variable to 0x08 and Exit Return -0x01 0019b0ac: a2420c70 sb r2,0x0c70(r18) |Set Variable to 0x08 === NOT [Target Map] === 0019b0b0: 10400008 beq r2,r0,0x0019b0d4 #If This Ability is reflectable : 0019b0b4: 00000000 nop | AI 0xc70 = 0x00 0019b0b8: 0c066dee jal 0x0019b7b8 |-->AI_Targeting_Matrix_Analysis_(0019b7b8) Not investiged 0019b0bc: 00000000 nop | 0019b0c0: 2403ffff addiu r3,r0,-0x0001 | 0019b0c4: 14430003 bne r2,r3,0x0019b0d4 #If Routine returns -0x01 0019b0c8: 2402ffff addiu r2,r0,-0x0001 | 0019b0cc: 08066cbb j 0x0019b2ec >>Set Variable to 0x00 and Exit Return -0x01 0019b0d0: a2400c70 sb r0,0x0c70(r18) |Set Variable to 0x00 0019b0d4: 0c067950 jal 0x0019e540 |-->See_if_any_unit_decided_to_use_an_ability Update 0xc8d list keeping only best Targets 0019b0d8: 00000000 nop | 0019b0dc: 10400083 beq r2,r0,0x0019b2ec #If This ability is useless Exit Return 0x00 0019b0e0: 00001021 addu r2,r0,r0 | 0019b0e4: 92420e2e lbu r2,0x0e2e(r18) |Load Acting Unit's ID 0019b0e8: 00000000 nop | 0019b0ec: 02421021 addu r2,r18,r2 | 0019b0f0: 90420c8d lbu r2,0x0c8d(r2) |Get isTargetable 0x8019f3c4 + 0xc8d + Acting Unit offset 0019b0f4: 00000000 nop | 0019b0f8: 10400006 beq r2,r0,0x0019b114 #If This Ability is can / should be used on Acting Unit 0019b0fc: 00000000 nop | AI 0xc70 = 0x01 0019b100: 0c066cc3 jal 0x0019b30c |-->Check_if_any_units_are_in_range_(0019b30c) 0019b104: 00000000 nop | 0019b108: 2403ffff addiu r3,r0,-0x0001 | 0019b10c: 10430071 beq r2,r3,0x0019b2d4 #If returns -0x01 set AI 0xc70 == 0x01 Exit Return -0x01 0019b110: 34020001 ori r2,r0,0x0001 | ' 0019b114: 92440e2e lbu r4,0x0e2e(r18) |Send Acting Unit's ID 0019b118: 0c067976 jal 0x0019e5d8 |-->AI_Ability_Use_Decisions returns r2 = 0x1 if Ability is usable and usefull on Acting Unit 0019b11c: 34050001 ori r5,r0,0x0001 |Check if Ability is usable and usefull 0019b120: 8e43000c lw r3,0x000c(r18) |Load AI behavior Flags 1 to 4 0019b124: 00000000 nop | 0019b128: 30631000 andi r3,r3,0x1000 | === NOT [Target map] - Check CT/Target (Unit specific targeting ?) === 0019b12c: 10600056 beq r3,r0,0x0019b288 #If Ability has [Check CT/Target] Same as follow Target ? 0019b130: a2420e4c sb r2,0x0e4c(r18) |Save Current Ability effect on acting unit (0 = Cannot Effect Unit, 1 = usable, 2 = Adverse effect) 0019b134: 34020006 ori r2,r0,0x0006 | 0019b138: a2420026 sb r2,0x0026(r18) |06 = Ability Follows Unit (instead of Panel) 8019f3c4 + 0x26 0019b13c: 8e42000c lw r2,0x000c(r18) |Load AI behavior Flags 1 to 4 0019b140: 3c030100 lui r3,0x0100 | 0019b144: 00431024 and r2,r2,r3 | 0019b148: 1040000c beq r2,r0,0x0019b17c #If Ability has [AI 0x0c - flag 0x01000000] -> Simple priority evaluation 0019b14c: 3c030200 lui r3,0x0200 | 0019b150: 8e420cb4 lw r2,0x0cb4(r18) |AI 0xcb4 aka AI processing order 0019b154: 00000000 nop | 0019b158: 00431025 or r2,r2,r3 | 0019b15c: ae420cb4 sw r2,0x0cb4(r18) |Enable 0x02000000 at AI 0xcb4 AI 0xc70 = 0x02 0019b160: 0c066fcb jal 0x0019bf2c |-->Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c) 0019b164: 00000000 nop | 0019b168: 2403ffff addiu r3,r0,-0x0001 | 0019b16c: 14430042 bne r2,r3,0x0019b278 #If not returning -0x01 : branch and End of Unit specific section 0019b170: 34020002 ori r2,r0,0x0002 | 0019b174: 08066cb6 j 0x0019b2d8 >>Else : Set AI 0xc70 == 0x02 Exit Return -0x01 0019b178: a2420c70 sb r2,0x0c70(r18) |Set AI 0xc70 to 0x02 Else : Ability has [Check CT/Target] but not [AI 0x0c - flag 0x01000000] --> double priority evaluation 0019b17c: 00008021 addu r16,r0,r0 |Initialize Unit counter 0019b180: 02508821 addu r17,r18,r16 |Prepare Dynamic 0x8019f3c4 pointer @LOOP -Preserves and update 0xc8d (Based on CT) 0019b184: 92220c8d lbu r2,0x0c8d(r17) |load isTargetable Is a good Target 0019b188: 92230c8d lbu r3,0x0c8d(r17) |load isTargetable Is a good Target 0019b18c: 00000000 nop | 0019b190: 10600006 beq r3,r0,0x0019b1ac #If Unit Targetable flag is OFF : branch to Next Unit 0019b194: a2220ca2 sb r2,0x0ca2(r17) |Save isTargetable at AI 0xca2 0019b198: 0c067c36 jal 0x0019f0d8 |-->See_if_ability_should_be_used_based_on_CT returns 0x00 if Ability will land before Unit next active turn 0019b19c: 02002021 addu r4,r16,r0 |Send Unit ID 0019b1a0: 14400002 bne r2,r0,0x0019b1ac #If Ability CT will end before unit next active turn 0019b1a4: 00000000 nop | 0019b1a8: a2200c8d sb r0,0x0c8d(r17) |Disable Unit Flag in 0xc8d Table 0019b1ac: 26100001 addiu r16,r16,0x0001 |Unit counter + 1 0019b1b0: 2a020015 slti r2,r16,0x0015 | 0019b1b4: 1440fff3 bne r2,r0,0x0019b184 Λ Do for all units 0019b1b8: 02508821 addu r17,r18,r16 |Dynamic pointer to 0x8019f3c4 0019b1bc: 8e420cb4 lw r2,0x0cb4(r18) |AI 0xcb4 0019b1c0: 3c030200 lui r3,0x0200 | 0019b1c4: 00431025 or r2,r2,r3 | 0019b1c8: ae420cb4 sw r2,0x0cb4(r18) |Enable 0x02000000 at AI 0xcb4 AI 0xc70 = 0x03 0019b1cc: 0c066fcb jal 0x0019bf2c |-->Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c) Check all destination and targetable tiles (best result is saved in AI 0x34) 0019b1d0: 00000000 nop | 0019b1d4: 2403ffff addiu r3,r0,-0x0001 | 0019b1d8: 14430003 bne r2,r3,0x0019b1e8 #If Routine returns -0x01 0019b1dc: 00008021 addu r16,r0,r0 | 0019b1e0: 08066cb5 j 0x0019b2d4 >> set AI 0xc70 == 0x03 Exit Return -0x01 0019b1e4: 34020003 ori r2,r0,0x0003 | 0019b1e8: 34130001 ori r19,r0,0x0001 |Prepares Flag 0019b1ec: 02508821 addu r17,r18,r16 |Prepares dynamic pointer to 8019f3c4 @LOOP - Restore updated 0xc8d (based on CT) 0019b1f0: 92220ca2 lbu r2,0x0ca2(r17) |Load Preserved 0xc8d Flag 0019b1f4: 00000000 nop | 0019b1f8: 10400008 beq r2,r0,0x0019b21c #If Flag is OFF branch to Next Unit 0019b1fc: 00000000 nop | 0019b200: 0c067c36 jal 0x0019f0d8 |-->See if ability should be used based on CT returns 0x00 if Ability will land before Unit next active turn 0019b204: 02002021 addu r4,r16,r0 | 0019b208: 10400003 beq r2,r0,0x0019b218 #If Target will act before end of Ability CT 0019b20c: 00000000 nop | 0019b210: 08066c87 j 0x0019b21c >>Jump to Next Unit 0019b214: a2200c8d sb r0,0x0c8d(r17) |Disable AI 0xc8d Else : Ability CT ends before Unit Turns 0019b218: a2330c8d sb r19,0x0c8d(r17) |Enable Unit AI 0xc8d 0019b21c: 26100001 addiu r16,r16,0x0001 |Unit Counter+1 0019b220: 2a020015 slti r2,r16,0x0015 | 0019b224: 1440fff2 bne r2,r0,0x0019b1f0 Λ Do for all units 0019b228: 02508821 addu r17,r18,r16 |Dynamic pointer to 0x8019f3c4 (+1 Byte each iteration) 0019b22c: 3c03fdff lui r3,0xfdff | 0019b230: 8e420cb4 lw r2,0x0cb4(r18) |Load AI 0xcb4 0019b234: 3463ffff ori r3,r3,0xffff | 0019b238: 00431024 and r2,r2,r3 | 0019b23c: ae420cb4 sw r2,0x0cb4(r18) |Disable 0x02000000 at AI 0xcb4 AI 0xc70 = 0x04 0019b240: 0c066fcb jal 0x0019bf2c |-->Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c) Check all destination and targetable tiles (best result is saved in AI 0x34) 0019b244: 00000000 nop | 0019b248: 2403ffff addiu r3,r0,-0x0001 | 0019b24c: 14430003 bne r2,r3,0x0019b25c #If Routine didn't return -0x01 : branch and check AoE 0019b250: 00008021 addu r16,r0,r0 |Initialize Unit counter 0019b254: 08066cb5 j 0x0019b2d4 >> Else : if r2 = -0x01 set AI 0xc70 == 0x04 Exit Return -0x01 0019b258: 34020004 ori r2,r0,0x0004 | 0019b25c: 02501021 addu r2,r18,r16 | @LOOP - Restore AI 0xc8d 0019b260: 90430ca2 lbu r3,0x0ca2(r2) |Preserved Flag 0019b264: 26100001 addiu r16,r16,0x0001 | 0019b268: a0430c8d sb r3,0x0c8d(r2) |Save isTarget 0019b26c: 2a020015 slti r2,r16,0x0015 | 0019b270: 1440fffb bne r2,r0,0x0019b260 Λ Do for all units 0019b274: 02501021 addu r2,r18,r16 | << Check CT/Target Both cases : CHECK AoE >> 0019b278: 92420005 lbu r2,0x0005(r18) |Considered Ability AoE 0019b27c: 00000000 nop | 0019b280: 10400017 beq r2,r0,0x0019b2e0 #If No AoE : Branch to Evaluate outcome (save it if good) 0019b284: 00000000 nop | Else : Simulate action with Tile targeting type ==== NOT [Target map] and { NOT [check CT/Target] or [AoE > 0] ) --- (Tile specific targeting ?) ==== 0019b288: 0c067c07 jal 0x0019f01c |-->Set_unit_untargetable_based_on_19f0d8_routine Update 0xc8d List (may disable some enemy Target) 0019b28c: 00000000 nop | 0019b290: 10400013 beq r2,r0,0x0019b2e0 #If There is no Targets left : Evaluate outcome (save it if good) 0019b294: 34020005 ori r2,r0,0x0005 | 0019b298: a2420026 sb r2,0x0026(r18) |Set Targeting type to 0x05 (Target Tile type) 0019b29c: 8e42000c lw r2,0x000c(r18) |Load AI behavior Flags 1 to 4 0019b2a0: 3c030100 lui r3,0x0100 | 0019b2a4: 00431024 and r2,r2,r3 | 0019b2a8: 10400005 beq r2,r0,0x0019b2c0 #If This Ability has [AI 0x0c 0x01000000 flag] 0019b2ac: 3c030200 lui r3,0x0200 | 0019b2b0: 8e420cb4 lw r2,0x0cb4(r18) |AI 0xcb4 Processing order ? 0019b2b4: 00000000 nop | 0019b2b8: 00431025 or r2,r2,r3 | 0019b2bc: ae420cb4 sw r2,0x0cb4(r18) |Enable flag 0x02000000 at AI 0xcb4 AI 0xc70 = 0x05 0019b2c0: 0c066fcb jal 0x0019bf2c |-->Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c) Check all destination and targetable tiles (best result is saved in AI 0x34) 0019b2c4: 00000000 nop | 0019b2c8: 2403ffff addiu r3,r0,-0x0001 | 0019b2cc: 14430004 bne r2,r3,0x0019b2e0 #If returned value is not -0x01 : branch to Priority evaluation 0019b2d0: 34020005 ori r2,r0,0x0005 | === ABORT section - Update AI 0xc70 and exit === 0019b2d4: a2420c70 sb r2,0x0c70(r18) |Update AI 0xc70 0019b2d8: 08066cbb j 0x0019b2ec |Exit Return -0x01 0019b2dc: 2402ffff addiu r2,r0,-0x0001 | === PRIOTITY EVALUATION === 0019b2e0: 0c065bf1 jal 0x00196fc4 |-->Compare_Set_Highest_Unit_Target_Priority_(00196fc4) 0019b2e4: 00000000 nop 0019b2e8: 00001021 addu r2,r0,r0 0019b2ec: 8fbf0020 lw r31,0x0020(r29) 0019b2f0: 8fb3001c lw r19,0x001c(r29) 0019b2f4: 8fb20018 lw r18,0x0018(r29) 0019b2f8: 8fb10014 lw r17,0x0014(r29) 0019b2fc: 8fb00010 lw r16,0x0010(r29) 0019b300: 27bd0028 addiu r29,r29,0x0028 0019b304: 03e00008 jr r31 0019b308: 00000000 nop
Notes
RAM | Jump Address |Section -----------|---------------|------------------------------------------------------------------------------------------------- 0x80193db0 | 0x8019b0b8 |0x00 - Jump (return ?) to start of default section : relfect evaluation 0x80193db4 | 0x8019b100 |0x01 - Jump (return ?) to start of default section : caster targeting evaluation 0x80193db8 | 0x8019b160 |0x02 - Jump (return ?) to Unit specific priority evaluation (AI 0x0c flag 0x01000000 sub section) 0x80193dbc | 0x8019b1cc |0x03 - Jump (return ?) to Unit specific priority evaluation (Not AI 0x0c flag 0x01000000 sub section) 1st evaluation 0x80193dc0 | 0x8019b240 |0x04 - Jump (return ?) to Unit specific priority evaluation (Not AI 0x0c flag 0x01000000 sub section) 2nd evaluation 0x80193dc4 | 0x8019b2c0 |0x05 - Jump (return ?) to Tile specific priority evaluation 0x80193dc8 | 0x8019b068 |0x06 - Jump (return ?) to math skill evaluation 0x80193dcc | 0x8019af74 |0x07 - Jump (return ?) to start of default section 0x80193dd0 | 0x8019b094 |0x08 - Jump (return ?) to Target Map ability simulation
Return locations
BATTLE.BIN 00197ed0: Chose_Move_from_Move_List? 00198a44: Evaluate_Cancel_Status_Ability_(0019881c)