AI Post Action Movement Decision Routine (0019693c)
Revision as of 22:31, 9 May 2017 by Dokurider (talk | contribs) (Dokurider moved page AI Ability CT Usage (0019693c) to AI Post Action Movement Decision Routine (0019693c): Better title to reflect what this routine really does)
r4 = {0x00ff, 0x7ffffff(Normal Value), 0x000X} (Distance (from target) to beat) r5 = Move to Target (True) or Move away from Enemy Team (False)
0019693c: 27bdffe8 addiu r29,r29,0xffe8 00196940: afb10014 sw r17,0x0014(r29) 00196944: 00a08821 addu r17,r5,r0 r17 = Running Away or Moving Towards 00196948: 3c0b7fff lui r11,0x7fff 0019694c: 356bffff ori r11,r11,0xffff r11 = Initialize Panel Priority + Total Distance 00196950: 3c0e7fff lui r14,0x7fff 00196954: 35ceffff ori r14,r14,0xffff r14 = Initialize Target Distance 00196958: 00006821 addu r13,r0,r0 0019695c: 00002821 addu r5,r0,r0 00196960: 0000c821 addu r25,r0,r0 00196964: 3c02801a lui r2,0x801a 00196968: 904201f1 lbu r2,0x01f1(r2) ?? 0019696c: 3c0c801a lui r12,0x801a 00196970: 258cf3c4 addiu r12,r12,0xf3c4 r12 = AI data 00196974: afb00010 sw r16,0x0010(r29) 00196978: 00021080 sll r2,r2,0x02 0019697c: 24420cc4 addiu r2,r2,0x0cc4 00196980: 004c5021 addu r10,r2,r12 r10 = Movement Data
<Map Level Loop> 00196984: 91820e3b lbu r2,0x0e3b(r12) load map max Y 00196988: 00000000 nop 0019698c: 18400045 blez r2,0x00196aa4 00196990: 00004821 addu r9,r0,r0 Initialize Y 00196994: 03208021 addu r16,r25,r0 Initialize Targeting Matrix Position Pointer 00196998: 00a0c021 addu r24,r5,r0 r24 = Unit ID Pointer
<Y Loop>
0019699c: 91820e2d lbu r2,0x0e2d(r12) load unit ID 001969a0: 00000000 nop 001969a4: 000218c0 sll r3,r2,0x03 ID * 8 001969a8: 00621821 addu r3,r3,r2 ID * 9 001969ac: 000318c0 sll r3,r3,0x03 ID * 72 (0x48) 001969b0: 006c1821 addu r3,r3,r12 Get Unit AI Data Pointer 001969b4: 24630a74 addiu r3,r3,0x0a74 Get Movement Matrix 001969b8: 02031821 addu r3,r16,r3 Which map level? 001969bc: 00091040 sll r2,r9,0x01 Y * 2 001969c0: 00431021 addu r2,r2,r3 Current Row in Matrix 001969c4: 94430000 lhu r3,0x0000(r2) Load Movement Panels in Y Row 001969c8: 00000000 nop 001969cc: 10600030 beq r3,r0,0x00196a90 Next Y if no Movement Panels in Y Row 001969d0: 00000000 nop 001969d4: 91820e3a lbu r2,0x0e3a(r12) load map max X 001969d8: 00000000 nop 001969dc: 1840002c blez r2,0x00196a90 branch if invalid 001969e0: 00004021 addu r8,r0,r0 Initialize X 001969e4: 00607821 addu r15,r3,r0 r15 = Target positions in Row 001969e8: 010f1004 sllv r2,r15,r8 Is there an target on this X coordinate?
<X Loop> (Is panel in Move range?)
001969ec: 30428000 andi r2,r2,0x8000 0x8000 if true 001969f0: 10400022 beq r2,r0,0x00196a7c Next X if no Movement Panel on this X coordinate
<Check Target Distance vs Preset/Record Value)
001969f4: 00091100 sll r2,r9,0x04 Y * 10 001969f8: 00481021 addu r2,r2,r8 + X 001969fc: 03021821 addu r3,r24,r2 + Map Level Pointer 00196a00: 006c3021 addu r6,r3,r12 Load Position in Movement Matrix 00196a04: 90c703b4 lbu r7,0x03b4(r6) Load Distance from Target 00196a08: 00000000 nop 00196a0c: 0087102a slt r2,r4,r7 Find the smallest Target Distance 00196a10: 1440001a bne r2,r0,0x00196a7c Next X if Target Distance is larger than the Record/Preset 00196a14: 00031040 sll r2,r3,0x01 00196a18: 004c1021 addu r2,r2,r12 00196a1c: 944305f4 lhu r3,0x05f4(r2) Load Panel Priority (Panel Priority are all usually the same value) 00196a20: 90c20174 lbu r2,0x0174(r6) Load Panel Enemy Distance (from all active enemies on team) 00196a24: 00031c00 sll r3,r3,0x10 Target Priority * 10000 00196a28: 12200007 beq r17,r0,0x00196a48 <Moving Away> if PV = Running Away (False) 00196a2c: 00621821 addu r3,r3,r2 Panel Priority + Enemy Distance
<Moving Towards> (PV = True)
00196a30: 14870003 bne r4,r7,0x00196a40 Save Panel Data if Current Target Distance is not equal to the Record (less than) 00196a34: 0163102a slt r2,r11,r3 Find Smallest Enemy Distance 00196a38: 14400010 bne r2,r0,0x00196a7c Next X if Current Enemy Distance is larger than the Record 00196a3c: 00000000 nop 00196a40: 08065a99 j 0x00196a64 Save Panel Data 00196a44: 00e02021 addu r4,r7,r0 r4 = New Record for Lowest Distance (from Target)
<Moving Away> (PV = False)
00196a48: 0163102a slt r2,r11,r3 Find Smallest Enemy Distance 00196a4c: 1440000b bne r2,r0,0x00196a7c Next X if Current Enemy Distance is larger than Record Enemy Distance 00196a50: 00000000 nop 00196a54: 146b0003 bne r3,r11,0x00196a64 Save Panel Data if Current Enemy Distance is not equal to the Record 00196a58: 01c7102a slt r2,r14,r7 Find Smallest Distance (from Target) 00196a5c: 14400007 bne r2,r0,0x00196a7c Next X if Distance is larger than Record Distance 00196a60: 00000000 nop
<Save Target>
00196a64: 00605821 addu r11,r3,r0 r11 = Record Total Panel Priority + Enemy Distance 00196a68: 00e07021 addu r14,r7,r0 r14 = Record Distance from Target 00196a6c: a1480000 sb r8,0x0000(r10) Target X 00196a70: a1490002 sb r9,0x0002(r10) Target Y 00196a74: a14d0001 sb r13,0x0001(r10) Map Level 00196a78: a1400003 sb r0,0x0003(r10) No longer deciding Panel?
<X++>
00196a7c: 91820e3a lbu r2,0x0e3a(r12) load map max X 00196a80: 25080001 addiu r8,r8,0x0001 Current X++ 00196a84: 0102102a slt r2,r8,r2 00196a88: 1440ffd8 bne r2,r0,0x001969ec Loop Max X times 00196a8c: 010f1004 sllv r2,r15,r8
<Y++>
00196a90: 91820e3b lbu r2,0x0e3b(r12) load map max Y 00196a94: 25290001 addiu r9,r9,0x0001 Current Y++ 00196a98: 0122102a slt r2,r9,r2 00196a9c: 1440ffbf bne r2,r0,0x0019699c Loop Max Y times 00196aa0: 00000000 nop
<Map Level++>
00196aa4: 24a50120 addiu r5,r5,0x0120 00196aa8: 25ad0001 addiu r13,r13,0x0001 Map Level++ 00196aac: 29a20002 slti r2,r13,0x0002 00196ab0: 1440ffb4 bne r2,r0,0x00196984 Loop for both map levels 00196ab4: 27390024 addiu r25,r25,0x0024 some counter++
<Evaluate Total Priority>
00196ab8: 3c027fff lui r2,0x7fff 00196abc: 3442ffff ori r2,r2,0xffff 00196ac0: 01621026 xor r2,r11,r2 Get Complement of Total Priority 00196ac4: 0002102b sltu r2,r0,r2 r2 = True if Complement Priority was Negative (Original was Positive Priority)
<Exit>
00196ac8: 8fb10014 lw r17,0x0014(r29) 00196acc: 8fb00010 lw r16,0x0010(r29) 00196ad0: 27bd0018 addiu r29,r29,0x0018 00196ad4: 03e00008 jr r31 00196ad8: 00000000 nop
Notes:
Because this routine doesn't exclude ALL equal result cases, it ends up frequently saving the Last Panel Processed as the final result. This is different from how the other movement routines work and ends up causing some discrepancies and contributes to the AI's erratic movement.