AI Ability Data Setting
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AI Ability Data Setting : reset and set some data in 0x8019f3c4 section. Bugs and hard coded things (see notes) ---------------------------------------------------------------------------------------------------------------- Parameters : r4 - Destination pointer Returns nothing ---------------------------------------------------------------------------------------- 00195878: 27bdffc8 addiu r29,r29,-0x0038 | 0019587c: afb40020 sw r20,0x0020(r29) | 00195880: 0080a021 addu r20,r4,r0 |r20 = Ability pointer in AI Unit's Move List 801a02b4 00195884: afb00010 sw r16,0x0010(r29) | 00195888: 3c10801a lui r16,0x801a | 0019588c: 2610f3c4 addiu r16,r16,-0xc3c |Start of AI Used/processed Ability Data pointer 0x8019f3c4 - 8019f3c4 00195890: 02002021 addu r4,r16,r0 | 00195894: 34050014 ori r5,r0,0x0014 |Nb of byte to delete in routine below 00195898: afbf0030 sw r31,0x0030(r29) | 0019589c: afb7002c sw r23,0x002c(r29) | 001958a0: afb60028 sw r22,0x0028(r29) | 001958a4: afb50024 sw r21,0x0024(r29) | 001958a8: afb3001c sw r19,0x001c(r29) | 001958ac: afb20018 sw r18,0x0018(r29) | 001958b0: 0c066ade jal 0x0019ab78 |-->Word_Nulling Nullify 5 Words from 0x8019f3c4 to 0x8019f3d7 (Some ability data - see notes) 001958b4: afb10014 sw r17,0x0014(r29) | 001958b8: 26040020 addiu r4,r16,0x0020 |Calculator Type Ability ID 001958bc: 0c066ade jal 0x0019ab78 |-->Word_Nulling Nullify calculator related data 001958c0: 34050004 ori r5,r0,0x0004 | 001958c4: 92820002 lbu r2,0x0002(r20) |Load Ability skillset ID 001958c8: 00000000 nop | 001958cc: a2020000 sb r2,0x0000(r16) |Store Skillset ID 001958d0: 96830000 lhu r3,0x0000(r20) |Byte 00 and 01 (both needed to find Ability ID) 001958d4: 3c048019 lui r4,0x8019 | 001958d8: 248408cc addiu r4,r4,0x08cc |Start of unit data 001958dc: 306303ff andi r3,r3,0x03ff |Ability ID mask (+flag 0x2 of byte 0x00 ?) 001958e0: 00608821 addu r17,r3,r0 |/r17 = Ability ID 001958e4: 3c01801a lui r1,0x801a | 001958e8: a423f3c6 sh r3,-0x0c3a(r1) |Store Ability ID at 0x8019f3c6 0x8019f3c4 - 0x02 001958ec: 96820000 lhu r2,0x0000(r20) |Byte 00 and 01 (both needed to find Ability ID) 001958f0: 92830002 lbu r3,0x0002(r20) |Load Ability skillset ID 001958f4: 00021400 sll r2,r2,0x10 |Pass halfword in upper registery 001958f8: 0002ae83 sra r21,r2,0x1a |/Unit ID (from 0x801a02b4) Right shift destroying low byte and 2nd byte flag 0x1 and 0x2 (keep just Unit ID) 001958fc: 001510c0 sll r2,r21,0x03 |Unit ID * 8 00195900: 00551023 subu r2,r2,r21 |Unit ID * 7 00195904: 00021180 sll r2,r2,0x06 |Unid ID * 0x1c0 00195908: 3c018006 lui r1,0x8006 | 0019590c: 00230821 addu r1,r1,r3 |0x80060000 + Ability's skillset ID 00195910: 90375cb4 lbu r23,0x5cb4(r1) |r23 = Ability's Skillset's Action menu 00195914: 00449021 addu r18,r2,r4 |r18 = Unit Battle Data Pointer 00195918: 26e3ffff addiu r3,r23,-0x0001 | 0019591c: 2c62000a sltiu r2,r3,0x000a |r2 = 0x1 if Action menu is between 0x1 and 0xa (not default, defend, equip change, unknown nor blank) 00195920: 104000b7 beq r2,r0,0x00195c00 #Branch to Default section if the action menu don't have a jump pointer address 00195924: 0000b021 addu r22,r0,r0 |r22 = 0x00 (will be used to store inflicted status in some section) 00195928: 00031080 sll r2,r3,0x02 |Action menu offset (word) 0019592c: 3c018019 lui r1,0x8019 | 00195930: 00220821 addu r1,r1,r2 | 00195934: 8c223d48 lw r2,0x3d48(r1) |Load Action menu jump Adress (Table details) 00195938: 00000000 nop | 0019593c: 00400008 jr r2 |jump to specific action menu section 00195940: 00000000 nop | ----Attack / Charge ---- Code jumps backward from charge section after setting CT 00195944: 02151021 addu r2,r16,r21 |8019f3c4 + Unit ID 00195948: 9042198c lbu r2,0x198c(r2) |Load Unit Battle ID 0x801a0d50 0019594c: 00000000 nop | 00195950: 000210c0 sll r2,r2,0x03 |Unit ID * 8 00195954: 24421778 addiu r2,r2,0x1778 | 00195958: 02021821 addu r3,r16,r2 |Unit AI Weapon Attack data pointer 0x801a0b3c + Unit ID *8 0019595c: 90620000 lbu r2,0x0000(r3) |Load Unit Attack range 00195960: 00000000 nop | 00195964: a2020004 sb r2,0x0004(r16) |Store attack range in AI used ability data 8019f3c4 - 0x04 00195968: 90620005 lbu r2,0x0005(r3) |Load unit Attack's element (weapon elements ? And if dual ?) 0019596c: 00000000 nop | 00195970: a2020010 sb r2,0x0010(r16) |Store Element in AI used ability data ----Attack / Charge / Jump---- Code jumps backward from jump section after setting CT and range 00195974: 90620004 lbu r2,0x0004(r3) |Load Unit's Weapon ID 00195978: 00000000 nop | 0019597c: a2020006 sb r2,0x0006(r16) |Store Weapon ID in AI used ability data (Item considered) 8019f3c4 - 0x06 00195980: 90620001 lbu r2,0x0001(r3) |Load Ability AI behavior flags 1 00195984: 00000000 nop | 00195988: a202000c sb r2,0x000c(r16) |Store AI behavior flags 1 in AI used abilty data 0019598c: 90620002 lbu r2,0x0002(r3) |Load Ability AI behavior flags 2 00195990: 00000000 nop | 00195994: a202000d sb r2,0x000d(r16) |Store AI behavior flags 2 in AI used abilty data 00195998: 90620003 lbu r2,0x0003(r3) |Load Ability AI behavior flags 3 0019599c: 00000000 nop | 001959a0: a202000e sb r2,0x000e(r16) |Store AI behavior flags 3 in AI used abilty data 001959a4: 92820003 lbu r2,0x0003(r20) |Load Ability AI behavior flags 3 (again) 001959a8: 00000000 nop | 001959ac: a202000f sb r2,0x000f(r16) |Store AI behavior flags 3 in AI used abilty data (tagged as AI4 ? Action menu specific ?) 001959b0: 34020009 ori r2,r0,0x0009 | 001959b4: 16e200eb bne r23,r2,0x00195d64 #If Action menu is Jump / Else jump to END 001959b8: 2403fffe addiu r3,r0,-0x0002 |r3 = 0xfffffffe 001959bc: 8e02000c lw r2,0x000c(r16) |Load AI used ability data AI flags 1 001959c0: 00000000 nop | 001959c4: 34420002 ori r2,r2,0x0002 |Enable Target enemy flag (flag 0x02) 001959c8: 00431024 and r2,r2,r3 |Cancel Target Allies (flag 0x01) 001959cc: 08065759 j 0x00195d64 >>Jump to END 001959d0: ae02000c sw r2,0x000c(r16) |Store AI behavior flags 13 in AI used abilty data 0x0c with Target enemy flag ON ----Item inventory ---- 001959d4: 2622fe90 addiu r2,r17,-0x0170 |Item ID (Ability ID - 0x170 (Potion = 0x00)) Hard coded 001959d8: 00021840 sll r3,r2,0x01 |Item ID * 2 001959dc: 00621821 addu r3,r3,r2 |Item ID * 3 001959e0: 92420091 lbu r2,0x0091(r18) |Load Unit 3rd Support set 001959e4: 3c018006 lui r1,0x8006 | 001959e8: 00230821 addu r1,r1,r3 | 001959ec: 90363f9a lbu r22,0x3f9a(r1) |Load Item Inflicted status 0x80063f98 - 0x02 + Item offset 001959f0: 30420008 andi r2,r2,0x0008 |Check for throw item in 3rd set of support 001959f4: 10400004 beq r2,r0,0x00195a08 #If Unit uses throw item 001959f8: 34020001 ori r2,r0,0x0001 | 001959fc: 9242003a lbu r2,0x003a(r18) |Load Unit's Move stat / BUG : should be 0x4 00195a00: 08065683 j 0x00195a0c >>Jump to preserve range value 00195a04: a2020004 sb r2,0x0004(r16) |Store it as range in AI used ability data #Else : Unit do not use throw item 00195a08: a2020004 sb r2,0x0004(r16) |Force range to 0x1 in AI used ability data 00195a0c: a2000005 sb r0,0x0005(r16) |Nullify AoE 00195a10: 3c018006 lui r1,0x8006 | 00195a14: 00310821 addu r1,r1,r17 | 00195a18: 90220ea0 lbu r2,0x0ea0(r1) |Load Ability's used item (0x80061010 +for potion(ID is 0x170)) 00195a1c: 08065700 j 0x00195c00 >>Jump to default section 00195a20: a2020006 sb r2,0x0006(r16) |Store used item ID in AI used ability data (as item considered) ----Katana inventory ---- 00195a24: 2622ffda addiu r2,r17,-0x0026 |r2 = Katana ID (Ability ID - 0x26) Hardcoded - 0x26 if the gap between first draw out Ability ID and first katana ID 00195a28: 08065700 j 0x00195c00 >>Jump to default section 00195a2c: a2020006 sb r2,0x0006(r16) |Store used katana ID in AI used ability data (as item considered) ----Weapon inventory ---- For throw r17 is Threw Weapon ID ? 00195a30: 2622ff86 addiu r2,r17,0xff86 |Used Weapon ID - 0x7A 00195a34: 2c420003 sltiu r2,r2,0x0003 |Check if Weapon ID is between 0x7A and 0x7C (shurikens) 00195a38: 14400005 bne r2,r0,0x00195a50 #If Not a Shuriken 00195a3c: 3402017e ori r2,r0,0x017e |r2 = 0x17e (Throw shuriken ability ID) 00195a40: 2622ff83 addiu r2,r17,0xff83 |Used weapon ID - 0x7D 00195a44: 2c420003 sltiu r2,r2,0x0003 |Check if used weapon ID is between 0x7D and 0x7F (Ball) 00195a48: 10400009 beq r2,r0,0x00195a70 #If Used Weapon is a Ball 00195a4c: 34020189 ori r2,r0,0x0189 |Set Ability ID to 0x189 00195a50: a6020002 sh r2,0x0002(r16) #E | Store Ability ID in AI used ability Data 0x02 (Ability ID) 00195a54: 001110c0 sll r2,r17,0x03 |Used weapon ID * 8 00195a58: a2110006 sb r17,0x0006(r16) |Store Used Weapon ID as item considered 00195a5c: 3c018006 lui r1,0x8006 | 00195a60: 00220821 addu r1,r1,r2 |0x80060000 + Item offset (8 bytes per item) 00195a64: 90223abe lbu r2,0x3abe(r1) |Load Weapon Element (0x80063ab8 - 0x06) 00195a68: 080656a0 j 0x00195a80 >>Jump - Avoid normal weapon section 00195a6c: a2020010 sb r2,0x0010(r16) | #Else - Not a Shuriken nor a ball 00195a70: 96020e14 lhu r2,0x0e14(r16) |Load chosen Throw ability ID 00195a74: 92030e16 lbu r3,0x0e16(r16) |Load chosen Weapon ID 00195a78: a6020002 sh r2,0x0002(r16) |Store Ability ID in AI used ability data 0x02 00195a7c: a2030006 sb r3,0x0006(r16) |Store Weapon ID in AI used ability 00195a80: 9242003a lbu r2,0x003a(r18) |Load unit's move 00195a84: 86110002 lh r17,0x0002(r16) |Load Ability ID (from AI data) in r17 00195a88: 08065700 j 0x00195c00 >>Jump to default section 00195a8c: a2020004 sb r2,0x0004(r16) |Store Unit's move as Ability range ----Jump ---- 00195a90: 92020e2e lbu r2,0x0e2e(r16) |Load acting unit ID 00195a94: 00000000 nop | 00195a98: 16a2000e bne r21,r2,0x00195ad4 #If Acting unit ID = Unit ID (AI data 0xe2e Vs ID from AI move list) 00195a9c: 34020064 ori r2,r0,0x0064 |100 00195aa0: 8e0317f8 lw r3,0x17f8(r16) |Load acting unit data pointer 00195aa4: 00000000 nop | 00195aa8: 90640039 lbu r4,0x0039(r3) |Load Acting unit CT 00195aac: 90630038 lbu r3,0x0038(r3) |Load Acting unit Speed 00195ab0: 00441023 subu r2,r2,r4 |100 - Acting unit CT 00195ab4: 0043001a div r2,r3 |(100-CT)/Speed 00195ab8: 00001012 mflo r2 | 00195abc: 00000000 nop | 00195ac0: 00021fc2 srl r3,r2,0x1f | 00195ac4: 00431021 addu r2,r2,r3 |rounded up if needed 00195ac8: 00021043 sra r2,r2,0x01 |((100 - CT) / Speed) / 2 00195acc: 080656d7 j 0x00195b5c | 00195ad0: a2020001 sb r2,0x0001(r16) |Store (100-CT/Speed)/2 in AI used Ability CT #Else : Unit is not acting unit (?) 00195ad4: 92450039 lbu r5,0x0039(r18) |Unit CT (ID from Move list) 00195ad8: 00000000 nop | 00195adc: 2ca20065 sltiu r2,r5,0x0065 | 00195ae0: 14400005 bne r2,r0,0x00195af8 #If unit CT > 100 00195ae4: 34040064 ori r4,r0,0x0064 |100 00195ae8: a2000001 sb r0,0x0001(r16) |Nullify AI used Ability CT 00195aec: 92420039 lbu r2,0x0039(r18) |Load unit's CT 00195af0: 080656cb j 0x00195b2c >>Jump after the other CT section 00195af4: 2444ff9c addiu r4,r2,-0x0064 |r4 = Unit CT - 100 #Else CT < 100 00195af8: 92430038 lbu r3,0x0038(r18) |Load unit's speed 00195afc: 00851023 subu r2,r4,r5 |100 - CT 00195b00: 0043001a div r2,r3 |(100-CT)/Speed Nb of turn before acting ? 00195b04: 00001012 mflo r2 | 00195b08: 00000000 nop | 00195b0c: a2020001 sb r2,0x0001(r16) |Store (100-CT)/Speed As Ability CT 00195b10: 92430039 lbu r3,0x0039(r18) |Unit's CT 00195b14: 92420038 lbu r2,0x0038(r18) |Unit's Speed 00195b18: 00832023 subu r4,r4,r3 |100 - CT 00195b1c: 0082001a div r4,r2 |(100-CT)/Speed Nb of turn before acting ? 00195b20: 00001810 mfhi r3 |remainder 00195b24: 00000000 nop | 00195b28: 00432023 subu r4,r2,r3 |Speed - Remainder CT above 100 when acting ? 00195b2c: 34020064 ori r2,r0,0x0064 |100 00195b30: 92430038 lbu r3,0x0038(r18) |Unit's speed 00195b34: 00441023 subu r2,r2,r4 |100 * Extra CT Remaining CT before next turn 00195b38: 0043001a div r2,r3 |Remaing CT / Speed 00195b3c: 00001012 mflo r2 | 00195b40: 00000000 nop | 00195b44: 00021fc2 srl r3,r2,0x1f | 00195b48: 00431021 addu r2,r2,r3 |rounded up if needed 00195b4c: 92030001 lbu r3,0x0001(r16) |Load Nb of turn before acting 00195b50: 00021043 sra r2,r2,0x01 | 00195b54: 00621821 addu r3,r3,r2 |Nb of turns before second turn ? 00195b58: a2030001 sb r3,0x0001(r16) |Store Nb of turns before second turn as AI used Ability CT 00195b5c: 16200003 bne r17,r0,0x00195b6c #If Ability ID = 0x00 ? 00195b60: 2622fe76 addiu r2,r17,-0x018a |r2 = Ability ID - 0x18A (jump2 = 0) 00195b64: 080656df j 0x00195b7c >>Jump and force range to 0x01 00195b68: 34020001 ori r2,r0,0x0001 |r2 = 0x01 #Else : Ability ID <> 0x00 00195b6c: 00021040 sll r2,r2,0x01 |Jump Ability ID*2 00195b70: 3c018006 lui r1,0x8006 | 00195b74: 00220821 addu r1,r1,r2 | 00195b78: 9022102c lbu r2,0x102c(r1) |Load Jump Ability Range 00195b7c: 00000000 nop | 00195b80: a2020004 sb r2,0x0004(r16) |Store Range 00195b84: 02151021 addu r2,r16,r21 |0x8019f3c4 + Unit ID 00195b88: 9042198c lbu r2,0x198c(r2) |Load Unit's Battle ID (0xff if not used) 00195b8c: 00000000 nop | 00195b90: 000210c0 sll r2,r2,0x03 |Unit ID*8 00195b94: 24421778 addiu r2,r2,0x1778 | 00195b98: 0806565d j 0x00195974 >>Jump at the end of the default attack section 00195b9c: 02021821 addu r3,r16,r2 |Unit Weapon flag (in AI table) 0x8019f3c4 + 0x1778 + Unit battle ID * 8 ---- Charge ---- 00195ba0: 2622fe6a addiu r2,r17,-0x0196 |Ability ID - 0x196 (Charge +1 = 0) 00195ba4: 00021040 sll r2,r2,0x01 |Charge ID * 2 00195ba8: 3c018006 lui r1,0x8006 | 00195bac: 00220821 addu r1,r1,r2 | 00195bb0: 90221044 lbu r2,0x1044(r1) |Load Charge's ability CT 00195bb4: 08065651 j 0x00195944 >>Jump to Attack section 00195bb8: a2020001 sb r2,0x0001(r16) |Store Charge's CT as AI used ability CT ---- Arithmeticks ---- 00195bbc: 340300ff ori r3,r0,0x00ff | 00195bc0: 34040004 ori r4,r0,0x0004 |Counter set for 5 loops 00195bc4: 26020004 addiu r2,r16,0x0004 |Pointer to AI used ability 5th set of status infliction @LOOP - Enables all status infliction flags 00195bc8: a0430007 sb r3,0x0007(r2) |Store 0xff in AI used ability Status infliction (all statuses ON) 00195bcc: 2484ffff addiu r4,r4,-0x0001 |counter -1 00195bd0: 0481fffd bgez r4,0x00195bc8 Λ Loop while counter >= 0 00195bd4: 2442ffff addiu r2,r2,-0x0001 |pointer -1 00195bd8: 340200fc ori r2,r0,0x00fc | 00195bdc: a202000c sb r2,0x000c(r16) |Store 0xfc in AI behavior 1 (everything but target allies / enemies) 00195be0: 92820003 lbu r2,0x0003(r20) |Load Ability usage type (from AI moves list) 801a02b4 - 0x03 00195be4: 00000000 nop | 00195be8: a202000f sb r2,0x000f(r16) |Store usage as AI used ability extra behaviors flags 00195bec: 8e02000c lw r2,0x000c(r16) |Load All AI behaviors flags 00195bf0: 00000000 nop | 00195bf4: 34428000 ori r2,r2,0x8000 |Enable Ignore range 00195bf8: 08065759 j 0x00195d64 >>Jump to >>!!END!! 00195bfc: ae02000c sw r2,0x000c(r16) |Update AI behavior flags (ignore range) ----Default (direct) and Weapon Katana Item---- 00195c00: 2604000c addiu r4,r16,0x000c |Pointer to AI used ability behaviors flags 1 00195c04: 001198c0 sll r19,r17,0x03 |Ability ID * 8 00195c08: 3c058006 lui r5,0x8006 | 00195c0c: 24a5ebf4 addiu r5,r5,0xebf4 | 00195c10: 02652821 addu r5,r19,r5 |Pointer to Ability behaviors flags 1 0x8006ebf0 - 0x04 + Ability offset (8 bytes) 00195c14: 0c066ac2 jal 0x0019ab08 |-->Transfer_Halfword_Values Transfer AI behavior flags 1,2,3,4 from SCUS Ability Table to AI used Ability Behaviors flags 00195c18: 34060004 ori r6,r0,0x0004 |Limit for routine 00195c1c: 26e2ffff addiu r2,r23,-0x0001 |Action menu -0x1 00195c20: 2c420002 sltiu r2,r2,0x0002 |Check for Item or Weapon inventory 00195c24: 10400005 beq r2,r0,0x00195c3c #If Action menu is Item or weapon inventory 00195c28: 3c030040 lui r3,0x0040 | 00195c2c: 8e02000c lw r2,0x000c(r16) |Load All AI used ability behaviors flags 00195c30: 00000000 nop | 00195c34: 00431025 or r2,r2,r3 |Enable Direct attack flag 00195c38: ae02000c sw r2,0x000c(r16) |Store updated behavior flags 00195c3c: 92820003 lbu r2,0x0003(r20) |Load Usage flags from AI moves list 00195c40: 00000000 nop | 00195c44: a202000f sb r2,0x000f(r16) |Store Usage flags as extra behavior flags 00195c48: 2a220170 slti r2,r17,0x0170 |Check if Ability has a second table (Before potion) 00195c4c: 1040002f beq r2,r0,0x00195d0c #If Ability has a second table 00195c50: 02711023 subu r2,r19,r17 |Ability ID*7 00195c54: 00021040 sll r2,r2,0x01 |ID*14 00195c58: 3c038006 lui r3,0x8006 | 00195c5c: 2463fbf0 addiu r3,r3,0xfbf0 | 00195c60: 00431821 addu r3,r2,r3 |Ability Table 2 pointer (SCUS) 8006fbf0 + Ability offset (14 bytes) 00195c64: 9062000c lbu r2,0x000c(r3) |Load Ability CT 00195c68: 9076000b lbu r22,0x000b(r3) |Load Ability Inflict status 00195c6c: a2020001 sb r2,0x0001(r16) |Store CT in AI used ability data 00195c70: 90620007 lbu r2,0x0007(r3) |Load Ability Element 00195c74: 00000000 nop | 00195c78: a2020010 sb r2,0x0010(r16) |Store ability element in AI data 00195c7c: 9062000d lbu r2,0x000d(r3) |Load Ability MP cost 00195c80: 00000000 nop | 00195c84: a2020011 sb r2,0x0011(r16) |Store MP cost in AI data 00195c88: 92420090 lbu r2,0x0090(r18) |Load Unit 2nd set of Support 00195c8c: 00000000 nop | 00195c90: 30420080 andi r2,r2,0x0080 |Check for Half of MP 00195c94: 10400005 beq r2,r0,0x00195cac #If Unit has Half of MP 00195c98: 00000000 nop | 00195c9c: 92020011 lbu r2,0x0011(r16) |Load MP cost from AI data 00195ca0: 00000000 nop | 00195ca4: 00021042 srl r2,r2,0x01 |MP Cost/2 00195ca8: a2020011 sb r2,0x0011(r16) |Store updated MP cost 00195cac: 90620003 lbu r2,0x0003(r3) |Load Ability Flags 1 00195cb0: 00000000 nop | 00195cb4: 30420020 andi r2,r2,0x0020 |check for Weapon range 00195cb8: 10400009 beq r2,r0,0x00195ce0 #If Ability is weapon ranged 00195cbc: 02151021 addu r2,r16,r21 |0x8019f3c4 + Unit ID 00195cc0: 9042198c lbu r2,0x198c(r2) |Load Unit's battle ID 801a0d50 + Unit offset 00195cc4: 00000000 nop | 00195cc8: 000210c0 sll r2,r2,0x03 |Unit ID*8 00195ccc: 02021021 addu r2,r16,r2 | 00195cd0: 90421778 lbu r2,0x1778(r2) |Load Weapon range from AI Weapon data 801a0b3c + Unit offset (8 bytes) 00195cd4: a2000005 sb r0,0x0005(r16) |Nullify AoE in AI data 00195cd8: 0806573e j 0x00195cf8 >>Avoid the not weapon ranged section 00195cdc: a2020004 sb r2,0x0004(r16) |Store Weapon range 00195ce0: 90620000 lbu r2,0x0000(r3) |Load Ability range (SCUS) 00195ce4: 00000000 nop | 00195ce8: a2020004 sb r2,0x0004(r16) |Store ability range in AI data 00195cec: 90620001 lbu r2,0x0001(r3) |Load AoE 00195cf0: 00000000 nop | 00195cf4: a2020005 sb r2,0x0005(r16) |Store AoE 00195cf8: 90620005 lbu r2,0x0005(r3) |Load Flags 3 00195cfc: 00000000 nop | 00195d00: 30420004 andi r2,r2,0x0004 |Check for persevere 00195d04: 1440000f bne r2,r0,0x00195d44 #If persevere flag is OFF 00195d08: 26040007 addiu r4,r16,0x0007 |pointer to AI used ability status infliction 1 00195d0c: 92430092 lbu r3,0x0092(r18) #E | Load Unit Support 4 00195d10: 00000000 nop | 00195d14: 30620080 andi r2,r3,0x0080 |Check for Monster skill / BUG : Should be 0x08 (short charge) 00195d18: 10400006 beq r2,r0,0x00195d34 #If Unit has Monster skill (Instead of short charge) 00195d1c: 30620040 andi r2,r3,0x0040 |Check for Defend / BUG : Should be 0x04 (Non-Charge) 00195d20: 92020001 lbu r2,0x0001(r16) |Load AI used Ability CT 00195d24: 00000000 nop | 00195d28: 00021042 srl r2,r2,0x01 |CT/2 00195d2c: 08065750 j 0x00195d40 >>Avoid the intended Non-Charge section 00195d30: a2020001 sb r2,0x0001(r16) |Store New CT 00195d34: 10400003 beq r2,r0,0x00195d44 #Else : if Unit Has Defend (instead of Non-Charge) 00195d38: 26040007 addiu r4,r16,0x0007 |pointer to AI used ability status infliction 1 00195d3c: a2000001 sb r0,0x0001(r16) |Nullify Ability CT 00195d40: 26040007 addiu r4,r16,0x0007 |pointer to AI used ability status infliction 1 00195d44: 00162840 sll r5,r22,0x01 |Inflict status ID * 2 (from item or ability) 00195d48: 00b62821 addu r5,r5,r22 |ID*3 00195d4c: 00052840 sll r5,r5,0x01 |Status ID * 6 00195d50: 3c028006 lui r2,0x8006 | 00195d54: 24423fc5 addiu r2,r2,0x3fc5 | 00195d58: 00a22821 addu r5,r5,r2 |Pointer to Inflicted Status ID 1st set of status 00195d5c: 0c066ad2 jal 0x0019ab48 |-->Transfer_Byte_Values Transfer 5 set of status infliction form SCUS status table to AI used ability data 00195d60: 34060005 ori r6,r0,0x0005 |Limit (5 set of status) 00195d64: 8fbf0030 lw r31,0x0030(r29) END 00195d68: 8fb7002c lw r23,0x002c(r29) 00195d6c: 8fb60028 lw r22,0x0028(r29) 00195d70: 8fb50024 lw r21,0x0024(r29) 00195d74: 8fb40020 lw r20,0x0020(r29) 00195d78: 8fb3001c lw r19,0x001c(r29) 00195d7c: 8fb20018 lw r18,0x0018(r29) 00195d80: 8fb10014 lw r17,0x0014(r29) 00195d84: 8fb00010 lw r16,0x0010(r29) 00195d88: 27bd0038 addiu r29,r29,0x0038 00195d8c: 03e00008 jr r31 00195d90: 00000000 nop
Notes
Used AI section - Fill 0x8019f3c4 8019f3c4 - Load data from 0x801a0b3c 801a0b3c / 8019f3c4 + 0x1778 - Load data from 0x801a02b4 801a02b4 / 8019f3c4 + 0x0ef0 - Load ID from 0x801a0d50 801a0d50 / 8019f3c4 + 0x198c - Load ID from 0x801a0e2e 801a01f0 / 8019f3c4 + 0x0e2e Hard-coded mechanics - Item invetory : Link between Ability ID and item - Katana inventory : Link Between Ability ID and katanas - Weapon inventory : shurikens and ball (? to be confirmed) - Jump is forced as hostile - AoE nullified for Item inventory, default section is ability is weapon ranged, Left to 0x00 for Jump/Charge/Attack - Item inventory and weapon inventory direct flag is forced ON BUGS - Throw item is move instead of 4 - Short CT is not correctly checked (0x80 instead of 0x08) - No CT is not correctly checked (0x40 instead of 0x04)
Return location
Battle.bin 00194f80: Set_AI_ability_considerations_for_all_units_and_self 001954c0: Set_AI_ability_considerations_for_all_units_and_self 001972a8: Set_chosen_ability/target_for_AI_status 0019745c: Set_chosen_ability/target_for_AI_status 00197ec8: Chose_Move_from_Move_List? 0019894c: Evaluate_Cancel_Status_Ability_(0019881c) 00198fb0: 00198e60_-_00199058 00199fac: Usable_Ability_Setting/ENTD_AI_Calculations