Set panels affected by ability?

From Final Fantasy Hacktics Wiki
Revision as of 02:12, 17 May 2016 by Emmy (talk | contribs)
Jump to navigation Jump to search

Set panels affected by ability? 0017a290: 27bdff98 addiu r29,r29,0xff98 0017a294: 27a50010 addiu r5,r29,0x0010 0017a298: afbf0064 sw r31,0x0064(r29) 0017a29c: afbe0060 sw r30,0x0060(r29) 0017a2a0: afb7005c sw r23,0x005c(r29) 0017a2a4: afb60058 sw r22,0x0058(r29) 0017a2a8: afb50054 sw r21,0x0054(r29) 0017a2ac: afb40050 sw r20,0x0050(r29) 0017a2b0: afb3004c sw r19,0x004c(r29) 0017a2b4: afb20048 sw r18,0x0048(r29) 0017a2b8: afb10044 sw r17,0x0044(r29) 0017a2bc: 0c01788b jal 0x0005e22c Transfer Target ID? Through Mount Data 0017a2c0: afb00040 sw r16,0x0040(r29) 0017a2c4: 93a30010 lbu r3,0x0010(r29) get caster id 0017a2c8: 00000000 nop 0017a2cc: 000310c0 sll r2,r3,0x03 0017a2d0: 00431023 subu r2,r2,r3 0017a2d4: 00021180 sll r2,r2,0x06 0017a2d8: 3c038019 lui r3,0x8019 0017a2dc: 246308cc addiu r3,r3,0x08cc load unit data 0017a2e0: 0043a021 addu r20,r2,r3 get caster data 0017a2e4: 87a30012 lh r3,0x0012(r29) load ability id? 0017a2e8: 00000000 nop 0017a2ec: 000310c0 sll r2,r3,0x03 0017a2f0: 00431023 subu r2,r2,r3 0017a2f4: 00021040 sll r2,r2,0x01 0017a2f8: 3c038006 lui r3,0x8006 0017a2fc: 2463fbf0 addiu r3,r3,0xfbf0 load ability flags 0017a300: 00431021 addu r2,r2,r3 0017a304: 90470001 lbu r7,0x0001(r2) load effect area 0017a308: 90530000 lbu r19,0x0000(r2) load range 0017a30c: a3a70028 sb r7,0x0028(r29) save AoE to stack 0017a310: 90470002 lbu r7,0x0002(r2) load verticle 0017a314: 90520003 lbu r18,0x0003(r2) load flags 1 0017a318: a3a70030 sb r7,0x0030(r29) save vertical to stack 0017a31c: 90420006 lbu r2,0x0006(r2) load flags 4 0017a320: 00000000 nop 0017a324: a3a20038 sb r2,0x0038(r29) save flags 4 to stack 0017a328: 92960047 lbu r22,0x0047(r20) load caster x coordinate 0017a32c: 92970048 lbu r23,0x0048(r20) load caster y coordinate 0017a330: 0c060428 jal 0x001810a0 Map Location Calculation 0017a334: 02802021 addu r4,r20,r0 0017a338: 00402821 addu r5,r2,r0 save target tile id? 0017a33c: 000510c0 sll r2,r5,0x03 0017a340: 3c038019 lui r3,0x8019 0017a344: 2463f8cc addiu r3,r3,0xf8cc load tile data 0017a348: 00431021 addu r2,r2,r3 0017a34c: 3c068019 lui r6,0x8019 0017a350: 24c62dd8 addiu r6,r6,0x2dd8 load panel grid pointer 0017a354: 90430003 lbu r3,0x0003(r2) load height halves + depths 0017a358: 3c04800e lui r4,0x800e 0017a35c: 90844e9c lbu r4,0x4e9c(r4) load map max X 0017a360: 3063001f andi r3,r3,0x001f ignore depth data 0017a364: 02e40018 mult r23,r4 caster y * max x 0017a368: 90440002 lbu r4,0x0002(r2) load tile height 0017a36c: 90420003 lbu r2,0x0003(r2) load height halves 0017a370: 00042040 sll r4,r4,0x01 0017a374: 00832021 addu r4,r4,r3 height + halves 0017a378: 00021142 srl r2,r2,0x05 r2 = Depth(Ignore Halves) 0017a37c: 00021040 sll r2,r2,0x01 0017a380: 0082f021 addu r30,r4,r2 height + halves + depth = frame pointer(r30)??? 0017a384: 00051880 sll r3,r5,0x02 0017a388: 00651821 addu r3,r3,r5 0017a38c: 0066a821 addu r21,r3,r6 save target tile? 0017a390: 326300ff andi r3,r19,0x00ff r3 = Range 0017a394: 00001012 mflo r2 get Caster Y * max X 0017a398: 00562821 addu r5,r2,r22 + caster x 0017a39c: 340200ff ori r2,r0,0x00ff 0017a3a0: 1462000b bne r3,r2,0x0017a3d0 don't branch if range = 255 0017a3a4: 00002021 addu r4,r0,r0 0017a3a8: 34050001 ori r5,r0,0x0001 0017a3ac: 00c01821 addu r3,r6,r0

<---Loop--> If Range = 255 0017a3b0: a0650000 sb r5,0x0000(r3) all panels are apart of aoe 0017a3b4: a0600001 sb r0,0x0001(r3) no panels are yellow 0017a3b8: 24840001 addiu r4,r4,0x0001 counter++ 0017a3bc: 28820200 slti r2,r4,0x0200 0017a3c0: 1440fffb bne r2,r0,0x0017a3b0 0017a3c4: 24630005 addiu r3,r3,0x0005 <---Loop--->

0017a3c8: 0805e912 j 0x0017a448 0017a3cc: 32420001 andi r2,r18,0x0001

<---Loop--> Else: 0017a3d0: 00c01821 addu r3,r6,r0 0017a3d4: a0600000 sb r0,0x0000(r3) no panels are apart of the aoe 0017a3d8: a0600001 sb r0,0x0001(r3) no panels are yellow 0017a3dc: 24840001 addiu r4,r4,0x0001 0017a3e0: 28820200 slti r2,r4,0x0200 0017a3e4: 1440fffb bne r2,r0,0x0017a3d4 0017a3e8: 24630005 addiu r3,r3,0x0005 <---Loop--->

0017a3ec: 00051880 sll r3,r5,0x02 0017a3f0: 00651821 addu r3,r3,r5 0017a3f4: 3c028019 lui r2,0x8019 0017a3f8: 24422dd8 addiu r2,r2,0x2dd8 0017a3fc: 00628021 addu r16,r3,r2 r16 = caster panel 0017a400: 26640001 addiu r4,r19,0x0001 r4 = range 0017a404: 24420500 addiu r2,r2,0x0500 0017a408: 00628821 addu r17,r3,r2 r17 = caster panel + 500? (high AoE?) 0017a40c: 34020001 ori r2,r0,0x0001 0017a410: a2040000 sb r4,0x0000(r16) save range to caster panel 0017a414: a2240000 sb r4,0x0000(r17) save range to caster panel+ 0017a418: a2020001 sb r2,0x0001(r16) caster panel is targeted 0017a41c: 32420020 andi r2,r18,0x0020 Weapon Range flag 0017a420: 10400006 beq r2,r0,0x0017a43c branch if false 0017a424: 02602021 addu r4,r19,r0 r4 = range 0017a428: 0c05e688 jal 0x00179a20 Set targeting for weapon attack? 0017a42c: 02802021 addu r4,r20,r0 r4 = Caster ID data 0017a430: a2000000 sb r0,0x0000(r16) Remove Range from Caster Panel 0017a434: 0805e911 j 0x0017a444 Calculate tiles hit by ability 0017a438: a2200000 sb r0,0x0000(r17) Remove Range from Caster Panel+ 0017a43c: 0c05e546 jal 0x00179518 Calculate Tiles Hit by Ability 0017a440: 00002821 addu r5,r0,r0 r5 = 0 0017a444: 32420001 andi r2,r18,0x0001 If Can't Target Self 0017a448: 10400002 beq r2,r0,0x0017a454 Branch if False 0017a44c: 32420010 andi r2,r18,0x0010 If Vertical Fixed 0017a450: a2a00000 sb r0,0x0000(r21) Remove Caster Panel from Range 0017a454: 10400003 beq r2,r0,0x0017a464 Branch if False 0017a458: 02c02021 addu r4,r22,r0 r4 = Caster X 0017a45c: 0c05e9ef jal 0x0017a7bc Vertical Fixed Routine 0017a460: 02e02821 addu r5,r23,r0 r5 = Caster Y 0017a464: 32420008 andi r2,r18,0x0008 If Vertical Fixed 0017a468: 10400005 beq r2,r0,0x0017a480 Branch if False 0017a46c: 33c400ff andi r4,r30,0x00ff r4 = Height Value if Non Zero (Negative?) 0017a470: 93a70030 lbu r7,0x0030(r29) r7 = load vertical from stack 0017a474: 00003021 addu r6,r0,r0 r6 = 0 0017a478: 0c05e4a9 jal 0x001792a4 Check Vert Tolerance and if Tiles can be Chosen 0017a47c: 00e02821 addu r5,r7,r0 r5 = Vertical 0017a480: 93a70028 lbu r7,0x0028(r29) r7 = Load AoE from Stack 0017a484: 00000000 nop 0017a488: 10e00006 beq r7,r0,0x0017a4a4 Branch if AoE = 0 0017a48c: 00000000 nop 0017a490: 93a70038 lbu r7,0x0038(r29) r7 = Load Ability Flags 4 0017a494: 00000000 nop 0017a498: 30e20020 andi r2,r7,0x0020 If Direct/Stop at Obstacle 0017a49c: 10400004 beq r2,r0,0x0017a4b0 Branch if False 0017a4a0: 324200c0 andi r2,r18,0x00c0 If Unknown Flags 0x80/0x40 (!!!) 0017a4a4: 0c05e497 jal 0x0017925c Clear Some stuff for Untargetable Terrain 0017a4a8: 00000000 nop 0017a4ac: 324200c0 andi r2,r18,0x00c0 If Unknown Flags 0x80/0x40 (!!!) 0017a4b0: 10400003 beq r2,r0,0x0017a4c0 Branch if False 0017a4b4: 02802021 addu r4,r20,r0 r4 = Caster Data 0017a4b8: 0c05e9b7 jal 0x0017a6dc Target Ally/Enemy with Range Routine 0017a4bc: 02402821 addu r5,r18,r0 r5 = Ability Flags 1 0017a4c0: 324200d0 andi r2,r18,0x00d0 If Unknown Flags 0x80/0x40 or Vertical Fixed 0017a4c4: 14400005 bne r2,r0,0x0017a4dc Branch if True 0017a4c8: 00000000 nop 0017a4cc: 0c05e96f jal 0x0017a5bc Identify Cross Sections Routine 0017a4d0: 00000000 nop 0017a4d4: 0805e939 j 0x0017a4e4 0017a4d8: 00000000 nop 0017a4dc: 0c05e993 jal 0x0017a64c Identify Cross Sections Routine (Clone) 0017a4e0: 00000000 nop 0017a4e4: 8fbf0064 lw r31,0x0064(r29) 0017a4e8: 8fbe0060 lw r30,0x0060(r29) 0017a4ec: 8fb7005c lw r23,0x005c(r29) 0017a4f0: 8fb60058 lw r22,0x0058(r29) 0017a4f4: 8fb50054 lw r21,0x0054(r29) 0017a4f8: 8fb40050 lw r20,0x0050(r29) 0017a4fc: 8fb3004c lw r19,0x004c(r29) 0017a500: 8fb20048 lw r18,0x0048(r29) 0017a504: 8fb10044 lw r17,0x0044(r29) 0017a508: 8fb00040 lw r16,0x0040(r29) 0017a50c: 27bd0068 addiu r29,r29,0x0068 0017a510: 03e00008 jr r31 0017a514: 00000000 nop