Effect code script loop

From Final Fantasy Hacktics Wiki
Revision as of 02:51, 19 March 2022 by Talcall (talk | contribs)
Jump to navigation Jump to search

001a4cf0: 27bdffe0 addiu r29,r29,0xffe0
001a4cf4: 00042400 sll r4,r4,0x10
001a4cf8: 00042403 sra r4,r4,0x10
001a4cfc: 00041140 sll r2,r4,0x05
001a4d00: 00441023 subu r2,r2,r4		r2 = effect * 0x1f
001a4d04: 000210c0 sll r2,r2,0x03		r2 = effect * 0xf8
001a4d08: 3c03801c lui r3,0x801c
001a4d0c: 2463f02c addiu r3,r3,0xf02c		table of pointers per effect (0xf8 long per effect)
001a4d10: afb00010 sw r16,0x0010(r29)
001a4d14: 00438021 addu r16,r2,r3		r16 = 0x801bf02c + effect * 0xf8
001a4d18: afb10014 sw r17,0x0014(r29)
001a4d1c: 3c11801b lui r17,0x801b
001a4d20: 263167c8 addiu r17,r17,0x67c8
001a4d24: afbf0018 sw r31,0x0018(r29)
001a4d28: 86030006 lh r3,0x0006(r16)		load counter for finding desired data
001a4d2c: 8e020008 lw r2,0x0008(r16)		load header address
001a4d30: 00000000 nop
001a4d34: 00431021 addu r2,r2,r3		address + counter
001a4d38: 94420000 lhu r2,0x0000(r2)		loads halfword command
001a4d3c: 00000000 nop
001a4d40: 304201ff andi r2,r2,0x01ff		seperate lower byte
001a4d44: 00021080 sll r2,r2,0x02		byte * 4
001a4d48: 00511021 addu r2,r2,r17		
001a4d4c: 8c420000 lw r2,0x0000(r2)		load return address based on header byte
001a4d50: 00000000 nop
001a4d54: 0040f809 jalr r2,r31			go to where the byte tells it to go?
001a4d58: 02002021 addu r4,r16,r0
001a4d5c: 00021400 sll r2,r2,0x10
001a4d60: 00021c03 sra r3,r2,0x10
001a4d64: 34020002 ori r2,r0,0x0002
001a4d68: 10620005 beq r3,r2,0x001a4d80		branch if return = 2 (cancels animation.)
001a4d6c: 00000000 nop
001a4d70: 1460ffed bne r3,r0,0x001a4d28		branch if return isn't 0
001a4d74: 34020001 ori r2,r0,0x0001
001a4d78: 08069361 j 0x001a4d84
001a4d7c: 00000000 nop
001a4d80: 00001021 addu r2,r0,r0
001a4d84: 8fbf0018 lw r31,0x0018(r29)
001a4d88: 8fb10014 lw r17,0x0014(r29)
001a4d8c: 8fb00010 lw r16,0x0010(r29)
001a4d90: 27bd0020 addiu r29,r29,0x0020
001a4d94: 03e00008 jr r31
001a4d98: 00000000 nop