001adfec - 001ae1a4
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001adfec: 27bdffe0 addiu r29,r29,0xffe0 this routine takes r6 = 0 or 1 as an input. and doesn't fucking do anything with it. also stack - 0x40 001adff0: afb00010 sw r16,0x0010(r29) 001adff4: 00a08021 addu r16,r5,r0 r16 strait up a stack pointer. pain. stack + 0x50 001adff8: afbf0018 sw r31,0x0018(r29) 001adffc: afb10014 sw r17,0x0014(r29) 001ae000: 96020000 lhu r2,0x0000(r16) load hit count 001ae004: 00000000 nop 001ae008: 1040005f beq r2,r0,0x001ae188 branch if no hits 001ae00c: 00808821 addu r17,r4,r0 weapon element 001ae010: 0c06b7eb jal 0x001adfac Get Ninja Ball effect 001ae014: 00000000 nop 001ae018: 0c06b60a jal 0x001ad828 effect related. (helpful :rolling_eyes:) - returns value at 0x801b9134 001ae01c: 00408821 addu r17,r2,r0 r17 = element, but bad, and in the wrong order, and it's numbers instead of bitflags. 001ae020: 92030007 lbu r3,0x0007(r16) load evade type saved byte (0x03 if guarded w/ equipment or arrow guard, 0x04 if nullified, caught, or blade grasped, 0x5 if golem, 0x6 if reflect (not critical) or hit, or 0x01 critical hit (either reflect or hit)) 001ae024: 00404821 addu r9,r2,r0 return value into r9 (current target hit by effect? but like, ramza - 1, random squire - 2, enemy knight - 3, etc.) 001ae028: 2c620008 sltiu r2,r3,0x0008 set if that is not an error 001ae02c: 10400021 beq r2,r0,0x001ae0b4 001ae030: 00031080 sll r2,r3,0x02 001ae034: 3c01801a lui r1,0x801a 001ae038: 00220821 addu r1,r1,r2 001ae03c: 8c220e60 lw r2,0x0e60(r1) evade related return addresses? 0x801a0e60 801a0e60: 801ae04c - 801a0e64: 801ae04c Critical hit (reflect/hit) 801a0e68: 801ae0b4 - 801a0e6c: 801ae04c guarded w/ equipment or arrow guard 801a0e70: 801ae04c nullified/caught/blade grasped 801a0e74: 801ae08c golem 801a0e78: 801ae06c reflect/hit 801a0e7c: 801ae06c - 001ae040: 00000000 nop 001ae044: 00400008 jr r2 001ae048: 00000000 nop
Critical hit reflect/hit, guarded /w equipment, arrow guard, nullified/caught/blade grasped 001ae04c: 312200ff andi r2,r9,0x00ff Unit targetting ID? 001ae050: 00021880 sll r3,r2,0x02 001ae054: 00621821 addu r3,r3,r2 001ae058: 00031880 sll r3,r3,0x02 001ae05c: 00621821 addu r3,r3,r2 001ae060: 00031880 sll r3,r3,0x02 ? * 0x54 001ae064: 0806b82a j 0x001ae0a8 001ae068: 34020007 ori r2,r0,0x0007 r2 = 0x7 (hit glow?)
Reflect/hit 001ae06c: 312200ff andi r2,r9,0x00ff 001ae070: 00021880 sll r3,r2,0x02 001ae074: 00621821 addu r3,r3,r2 001ae078: 00031880 sll r3,r3,0x02 001ae07c: 00621821 addu r3,r3,r2 001ae080: 00031880 sll r3,r3,0x02 ? * 0x54 001ae084: 0806b82a j 0x001ae0a8 001ae088: 34020012 ori r2,r0,0x0012 r2 = 0x12 (break if equipment broken ig)
Golem 001ae08c: 312200ff andi r2,r9,0x00ff 001ae090: 00021880 sll r3,r2,0x02 001ae094: 00621821 addu r3,r3,r2 001ae098: 00031880 sll r3,r3,0x02 001ae09c: 00621821 addu r3,r3,r2 001ae0a0: 00031880 sll r3,r3,0x02 ? * 0x54 001ae0a4: 34020014 ori r2,r0,0x0014 r2 = 0x14 (golem block)
All: 001ae0a8: 3c01801c lui r1,0x801c 001ae0ac: 00230821 addu r1,r1,r3 001ae0b0: a4228ba0 sh r2,-0x7460(r1) store additional effect (0x801b8ba0?) 001ae0b4: 312300ff andi r3,r9,0x00ff 001ae0b8: 00031080 sll r2,r3,0x02 001ae0bc: 00431021 addu r2,r2,r3 001ae0c0: 00021080 sll r2,r2,0x02 001ae0c4: 00431021 addu r2,r2,r3 001ae0c8: 00021080 sll r2,r2,0x02 ? * 0x54 001ae0cc: 3c01801c lui r1,0x801c 001ae0d0: 00220821 addu r1,r1,r2 001ae0d4: 94238ba0 lhu r3,-0x7460(r1) load additional effect instead of just moving it from one register to another 001ae0d8: 3c01801c lui r1,0x801c 001ae0dc: 00220821 addu r1,r1,r2 001ae0e0: a4318ba2 sh r17,-0x745e(r1) store element 001ae0e4: 00031880 sll r3,r3,0x02 animation effect * 4? 001ae0e8: 3c01801c lui r1,0x801c 001ae0ec: 00230821 addu r1,r1,r3 001ae0f0: 902384dc lbu r3,-0x7b24(r1) load effect's...? 001ae0f4: 3c01801c lui r1,0x801c 001ae0f8: 00220821 addu r1,r1,r2 001ae0fc: a0238b9f sb r3,-0x7461(r1) store effect's ? in effect 0x54 list (this byte is only set for empty particles and reflect?) 001ae100: 3c03801c lui r3,0x801c 001ae104: 24638bac addiu r3,r3,0x8bac 0x801b8b9c + 0x10 001ae108: 00432021 addu r4,r2,r3 + ? * 0x54 001ae10c: 8a0500a7 lwl r5,0x00a7(r16) 001ae110: 9a0500a4 lwr r5,0x00a4(r16) includes unit misc. ID 001ae114: 8a0600ab lwl r6,0x00ab(r16) 001ae118: 9a0600a8 lwr r6,0x00a8(r16) - 001ae11c: 860700ac lh r7,0x00ac(r16) gotta be a reason this is specified as a halfword. blank as far as I know though. 001ae120: a8850003 swl r5,0x0003(r4) 001ae124: b8850000 swr r5,0x0000(r4) includes unit misc ID 001ae128: a8860007 swl r6,0x0007(r4) 001ae12c: b8860004 swr r6,0x0004(r4) 001ae130: a4870008 sh r7,0x0008(r4) 001ae134: 2463000a addiu r3,r3,0x000a 0x801b8b9c + 0x1a 001ae138: 00431821 addu r3,r2,r3 + ? * 0x54 001ae13c: 8a040007 lwl r4,0x0007(r16) if attack has valid target/hit count if no targets are hit. or evade type if they are. 001ae140: 9a040004 lwr r4,0x0004(r16) and X coord of target if no targets are hit 001ae144: 8a05000b lwl r5,0x000b(r16) Y coord of target if no targets are hit 001ae148: 9a050008 lwr r5,0x0008(r16) Map level of target if no targets are hit (lwl and lwr were the worst things to happen to a compiler.) 001ae14c: 8606000c lh r6,0x000c(r16) ... :)? 001ae150: a8640003 swl r4,0x0003(r3) 001ae154: b8640000 swr r4,0x0000(r3) 001ae158: a8650007 swl r5,0x0007(r3) 001ae15c: b8650004 swr r5,0x0004(r3) 001ae160: a4660008 sh r6,0x0008(r3) 001ae164: 34030001 ori r3,r0,0x0001 r3 = 1 001ae168: 3c01801c lui r1,0x801c 001ae16c: 00220821 addu r1,r1,r2 001ae170: a4208ba8 sh r0,-0x7458(r1) 0x801b8ba8 + ? * 0x54 = 0 001ae174: 3c01801c lui r1,0x801c 001ae178: 00220821 addu r1,r1,r2 001ae17c: ac238ba4 sw r3,-0x745c(r1) initialised? 001ae180: 0806b864 j 0x001ae190 001ae184: 312200ff andi r2,r9,0x00ff return target effect ID? 001ae188: 00004821 addu r9,r0,r0 return no Target effect ID? 001ae18c: 312200ff andi r2,r9,0x00ff 001ae190: 8fbf0018 lw r31,0x0018(r29) 001ae194: 8fb10014 lw r17,0x0014(r29) 001ae198: 8fb00010 lw r16,0x0010(r29) 001ae19c: 27bd0020 addiu r29,r29,0x0020 001ae1a0: 03e00008 jr r31 001ae1a4: 00000000 nop