AI Check Options - Stop/Don't Act/Sleep/Chicken/Charm
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001998c8: 27bdffe0 addiu r29,r29,0xffe0 001998cc: 00041100 sll r2,r4,0x04 ID * 16 001998d0: afbf0018 sw r31,0x0018(r29) 001998d4: afb10014 sw r17,0x0014(r29) 001998d8: afb00010 sw r16,0x0010(r29) 001998dc: 3c01801a lui r1,0x801a 001998e0: 00220821 addu r1,r1,r2 001998e4: 90220bf8 lbu r2,0x0bf8(r1) Load Enemy Flag 001998e8: 00000000 nop 001998ec: 10400029 beq r2,r0,0x00199994 Branch if Unit is an Ally 001998f0: 000410c0 sll r2,r4,0x03 ID * 8 001998f4: 00441023 subu r2,r2,r4 ID * 7 001998f8: 00021180 sll r2,r2,0x06 ID * 448 001998fc: 3c038019 lui r3,0x8019 00199900: 246308cc addiu r3,r3,0x08cc 00199904: 00438821 addu r17,r2,r3 r17 = Unit's Data Pointer 00199908: 3c10801a lui r16,0x801a 0019990c: 92100213 lbu r16,0x0213(r16) Load Clockticks Required 00199910: 0c0666e6 jal 0x00199b98 Calculate Clockticks Until Unit Acts 00199914: 02202021 addu r4,r17,r0 r4 = Unit's Data Pointer 00199918: 0202802a slt r16,r16,r2 (Act after Target) 0019991c: 16000024 bne r16,r0,0x001999b0 Branch if Clockticks Required < Target's Clockticks 00199920: 34020001 ori r2,r0,0x0001 r2 = 1 (Fail) 00199924: 3c04801a lui r4,0x801a 00199928: 90840213 lbu r4,0x0213(r4) Load Clockticks Required 0019992c: 02202821 addu r5,r17,r0 r5 = Unit's Data Pointer 00199930: 0c067bc9 jal 0x0019ef24 Check if Status Should/Can be Added 00199934: 3406001e ori r6,r0,0x001e r6 = 0x1e (Stop) 00199938: 1440001d bne r2,r0,0x001999b0 Branch if Stop Can't be added 0019993c: 34020001 ori r2,r0,0x0001 r2 = 1 (Fail) 00199940: 3c04801a lui r4,0x801a 00199944: 90840213 lbu r4,0x0213(r4) Load Clockticks Required 00199948: 02202821 addu r5,r17,r0 r5 = Unit's Data Pointer 0019994c: 0c067bc9 jal 0x0019ef24 Check if Status Should/Can be Added 00199950: 34060025 ori r6,r0,0x0025 r6 = 0x25 (Don't Act) 00199954: 14400016 bne r2,r0,0x001999b0 Branch if Don't Act can't be added 00199958: 34020001 ori r2,r0,0x0001 r2 = 1 (Fail) 0019995c: 3c04801a lui r4,0x801a 00199960: 90840213 lbu r4,0x0213(r4) Load Clockticks Required 00199964: 02202821 addu r5,r17,r0 r5 = Unit's Data Pointer 00199968: 0c067bc9 jal 0x0019ef24 Check if Status Should/Can be Added 0019996c: 34060023 ori r6,r0,0x0023 r6 = 0x23 (Sleep) 00199970: 1440000f bne r2,r0,0x001999b0 Branch if Sleep can't be added 00199974: 34020001 ori r2,r0,0x0001 r2 = 1 (Fail) 00199978: 3c04801a lui r4,0x801a 0019997c: 90840213 lbu r4,0x0213(r4) Load Clockticks Required 00199980: 02202821 addu r5,r17,r0 r5 = Unit's Data Pointer 00199984: 0c067bc9 jal 0x0019ef24 Check if Status Should/Can be Added 00199988: 34060015 ori r6,r0,0x0015 r6 = 0x15 (Chicken) 0019998c: 10400003 beq r2,r0,0x0019999c Branch if Chicken can be added 00199990: 02202821 addu r5,r17,r0 r5 = Unit's Data Pointer 00199994: 0806666c j 0x001999b0 00199998: 34020001 ori r2,r0,0x0001 r2 = 1 (Fail) 0019999c: 3c04801a lui r4,0x801a 001999a0: 90840213 lbu r4,0x0213(r4) Load Clockticks Required 001999a4: 0c067bc9 jal 0x0019ef24 Check if Status Should/Can be Added 001999a8: 34060022 ori r6,r0,0x0022 r6 = 0x22 (Charm) 001999ac: 0002102b sltu r2,r0,r2 r2 = Success if Charm can be added 001999b0: 8fbf0018 lw r31,0x0018(r29) (useless since 1 = 1 and 0 = 0 here) 001999b4: 8fb10014 lw r17,0x0014(r29) 001999b8: 8fb00010 lw r16,0x0010(r29) 001999bc: 27bd0020 addiu r29,r29,0x0020 001999c0: 03e00008 jr r31 001999c4: 00000000 nop