Effect Cycle Processing
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# ROUTINE: EFFECT CYCLE PROCESSING # This routine is called from the main BATTLE.BIN cycle loop, and processes the current playing effect if there is one. # Returns: # r2 = IsEffectPlaying (1 = true, 0 = false) 801a1c40: 27bdffe0 addiu r29,r29,-0x0020 801a1c44: afbf0018 sw r31,0x0018(r29) 801a1c48: afb10014 sw r17,0x0014(r29) 801a1c4c: 0c068636 jal 0x801a18d8 # result_0x1a18d8 = Effect Related (0x1a18d8) 801a1c50: afb00010 sw r16,0x0010(r29) 801a1c54: 0c06d1f8 jal 0x801b47e0 # result_0x1b47e0 = Effect Related (0x1b47e0) 801a1c58: 00408021 addu r16,r2,r0 801a1c5c: 0c06adc9 jal 0x801ab724 # Effect Related (0x1ab724) 801a1c60: 00408821 addu r17,r2,r0 801a1c64: 16000004 bne r16,r0,0x801a1c78 # if (result_0x1a18d8 != 0) return 1; 801a1c68: 34020001 ori r2,r0,0x0001 801a1c6c: 16200002 bne r17,r0,0x801a1c78 # if (result_0x1b47e0 != 0) return 1; 801a1c70: 00000000 nop 801a1c74: 00001021 addu r2,r0,r0 # return 0; 801a1c78: 8fbf0018 lw r31,0x0018(r29) 801a1c7c: 8fb10014 lw r17,0x0014(r29) 801a1c80: 8fb00010 lw r16,0x0010(r29) 801a1c84: 27bd0020 addiu r29,r29,0x0020 801a1c88: 03e00008 jr r31 801a1c8c: 00000000 nop