Set evade type data, item and throw stone hardcoding
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000689a4: 27bdff20 addiu r29,r29,-0x00e0 | 000689a8: afb000d8 sw r16,0x00d8(r29) | 000689ac: 00808021 addu r16,r4,r0 |Preserves Unit misc pointer 000689b0: afbf00dc sw r31,0x00dc(r29) | 000689b4: 0c01a1f8 jal 0x000687e0 |-->Set_evade_special_effects_based_on_Evade_Type 000689b8: 27a50010 addiu r5,r29,0x0010 |Pass stack pointer 000689bc: 96030138 lhu r3,0x0138(r16) |load used ability ID 000689c0: 34020094 ori r2,r0,0x0094 | 000689c4: 14620003 bne r3,r2,0x000689d4 #If throw stone #branch if not throw stone 000689c8: 3402017e ori r2,r0,0x017e | 000689cc: 0801a281 j 0x00068a04 >>jump to routine r4 = 0x06 000689d0: 34040006 ori r4,r0,0x0006 | Else 000689d4: 1062000b beq r3,r2,0x00068a04 #Branch to routine if used ability is shuriken r4 = 0x10 000689d8: 34040010 ori r4,r0,0x0010 | 000689dc: 96020138 lhu r2,0x0138(r16) |load used ability ID 000689e0: 00000000 nop | 000689e4: 2442fe90 addiu r2,r2,-0x0170 |ID - 0x170 000689e8: 2c42001a sltiu r2,r2,0x001a |1 if Ability is item or throw 000689ec: 14400005 bne r2,r0,0x00068a04 #Branch to routine if used ability is item or throw r4 = 0x10 000689f0: 00000000 nop | 000689f4: 9202013b lbu r2,0x013b(r16) |load used weapon type 000689f8: 3c018009 lui r1,0x8009 | 000689fc: 00220821 addu r1,r1,r2 | 00068a00: 902443c4 lbu r4,0x43c4(r1) |load some animation related to weapon type? all weapons are 0, except for crossbow (3) and bow (1) 00068a04: 0c06b79f jal 0x001ade7c |-->001ade7c_-_001adfa8 00068a08: 27a50010 addiu r5,r29,0x0010 | 00068a0c: 8fbf00dc lw r31,0x00dc(r29) END 00068a10: 8fb000d8 lw r16,0x00d8(r29) 00068a14: 27bd00e0 addiu r29,r29,0x00e0 00068a18: 03e00008 jr r31 00068a1c: 00000000 nop
Return locations
Battle.bin 00084b00: 00084818 - 00085230 Load Unit graphics from sprite sheet 000853d4: 0008526c - 00085a14 Load WEP/EFF graphics from WEP1/EFF Sheet