Get Positive Priority (00196908)
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BATTLE.BIN : - Get Positive Priority 2 Attemps to find a Tile to move on - if 0xe2d = 1 the two attempts try to get closer to Target the first One has a distance check (based on closest ability range) the second only check priority score. ------------------------------------------------------------------------------------------ Parameter : r4 = Shortest Ability (0x8019f36c) ------------------------------------------------------------------------------------------ 00196908: 27bdffe8 addiu r29,r29,0xffe8 | 0019690c: afbf0010 sw r31,0x0010(r29) | 00196910: 0c065a4f jal 0x0019693c |-->AI_Post_Action_Movement_Decision_Routine_(0019693c) Find better closer tile beating r4 00196914: 00002821 addu r5,r0,r0 |Prioritize Distance over Priority 00196918: 14400004 bne r2,r0,0x0019692c #If a Tile was found Exit routine 0019691c: 3c047fff lui r4,0x7fff | 00196920: 3484ffff ori r4,r4,0xffff | 00196924: 0c065a4f jal 0x0019693c |-->AI_Post_Action_Movement_Decision_Routine_(0019693c) Find better priority 00196928: 34050001 ori r5,r0,0x0001 |Prioritize Priority over Distance 0019692c: 8fbf0010 lw r31,0x0010(r29) 00196930: 27bd0018 addiu r29,r29,0x0018 00196934: 03e00008 jr r31 00196938: 00000000 nop
Return locations
BATTLE.BIN 00196754: Map_movement_decision/data_setting r4 = Shortest Ability range (8019f36c) 001968f8: Find_Positive_Priority_Target_within_3_Range_(0019689c) r4 = 0x03 00198408: 001982d8_-_001984e8