AI Target Priority Super Routine (001999c8)

From Final Fantasy Hacktics Wiki
Revision as of 08:19, 20 June 2024 by Orkney (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
BATTLE.BIN :  :  - AI_Target_Priority_Super_Routine_(001999c8)
Set Priority score for each reachable tiles and  store it at AI 0x5f4 as a negative value (0 - AI 0x32)
------------------------------------------------------------------------------------------
Parameter : Nothing
Return : r2 = 0x00 Default value
         r2 = -0x01 if routine Abort while looping (Seems to be tied to VSync_call - Update screen and com back ?)
------------------------------------------------------------------------------------------
001999c8: 3c02801a lui r2,0x801a             |
001999cc: 90420d7b lbu r2,0x0d7b(r2)         |AI 0x19b7
001999d0: 27bdffc8 addiu r29,r29,-0x0038     |
001999d4: afb3002c sw r19,0x002c(r29)        |
001999d8: 3c13801a lui r19,0x801a            |
001999dc: 2673f3c4 addiu r19,r19,-0x0c3c     |0x8019f3c4 
001999e0: afbf0034 sw r31,0x0034(r29)        |
001999e4: afb40030 sw r20,0x0030(r29)        |
001999e8: afb20028 sw r18,0x0028(r29)        |
001999ec: afb10024 sw r17,0x0024(r29)        |

=== AI 0x19b7 <> 0x00 (resume where code returns -0x01 ?) ===
001999f0: 10400019 beq r2,r0,0x00199a58      #If 0x19b7 <> 0x00 
001999f4: afb00020 sw r16,0x0020(r29)            |
001999f8: 3c10801a lui r16,0x801a                |
001999fc: 9210f3dc lbu r16,-0x0c24(r16)          |Caster/ Focused X coordonates Could be the last coord. That caused the routine to returns -0x01
00199a00: 3c11801a lui r17,0x801a                |
00199a04: 9231f3de lbu r17,-0x0c22(r17)          |Caster/ Focused Y coordonates
00199a08: 3c02801a lui r2,0x801a                 |
00199a0c: 904201f1 lbu r2,0x01f1(r2)             |AI 0xe2d Offset for reachable Tile Table (0x0 All tiles, 0x1 Closer to target, 0x2 Away from target)
00199a10: 3c12801a lui r18,0x801a                |
00199a14: 9252f3dd lbu r18,-0x0c23(r18)          |Elevation
00199a18: 000218c0 sll r3,r2,0x03                |ID*8
00199a1c: 00621821 addu r3,r3,r2                 |ID*9
00199a20: 000318c0 sll r3,r3,0x03                |0x2ed Offset (0x48)
00199a24: 00731821 addu r3,r3,r19                |
00199a28: 24630a74 addiu r3,r3,0x0a74            |Prepare pointer to reachable tiles
00199a2c: 001210c0 sll r2,r18,0x03               |
00199a30: 00521021 addu r2,r2,r18                |
00199a34: 00021080 sll r2,r2,0x02                |Elevation offset (0x24)
00199a38: 00431021 addu r2,r2,r3                 |
00199a3c: 00111840 sll r3,r17,0x01               |Y row offset (Halfword)
00199a40: 00621821 addu r3,r3,r2                 |Pointer to AI Reachable Tiles (+offset based on 0xe2d)
00199a44: 94740000 lhu r20,0x0000(r3)            |ConsideredY row tiles flags
00199a48: 080666bc j 0x00199af0                  >>Jump/Return where routines stops *Set Priority via AI End of turn, in between turn, etc.
00199a4c: 00000000 nop                           |

                  ---Exit Section (reached by backward Jump)---
00199a50: 080666dd j 0x00199b74                  >>Jump to  END Return -0x01
00199a54: 2402ffff addiu r2,r0,-0x0001           |

=== SET PRIORITY for ALL CONSIDERED TILES ===
                                             Else 19b7 = 0x00
00199a58: 00009021 addu r18,r0,r0                |Elevation counter
00199a5c: 3c01801a lui r1,0x801a                 |
00199a60: a020f3d8 sb r0,-0x0c28(r1)             |Reset AI 0x14 ?? Used  AI_End_of_turn,_in_between_turn,_etc. (seems to depend on whether the caster has to move or not)
00199a64: 3c01801a lui r1,0x801a                 |
00199a68: a020f3e1 sb r0,-0x0c1f(r1)             |Set considered Skillset = 0x00  Tell the code This is a movement simulation only ?
                                                @LOOP - both elevation
00199a6c: 92620e3b lbu r2,0x0e3b(r19)                |Load Map Max Y
00199a70: 00000000 nop                               |
00199a74: 18400038 blez r2,0x00199b58                #If Max Y is invalid : branch to next Elevation iteration
00199a78: 00008821 addu r17,r0,r0                    |Y counter
                                                    @LOOP - All Y rows
00199a7c: 92620e2d lbu r2,0x0e2d(r19)                    |AI 0xe2d Offset for reachable Tile Table (0x0 All tiles, 0x1 Closer to target, 0x2 Away from target)
00199a80: 00000000 nop                                   |
00199a84: 000218c0 sll r3,r2,0x03                        |
00199a88: 00621821 addu r3,r3,r2                         |
00199a8c: 000318c0 sll r3,r3,0x03                        |0xe2d Offset (0x48)
00199a90: 00731821 addu r3,r3,r19                        |
00199a94: 24630a74 addiu r3,r3,0x0a74                    |AI 0xa74 Pointer (reachable tiles) + 0xe2d (0x48)
00199a98: 001210c0 sll r2,r18,0x03                       |
00199a9c: 00521021 addu r2,r2,r18                        |
00199aa0: 00021080 sll r2,r2,0x02                        |Elevation offset (0x24)
00199aa4: 00431021 addu r2,r2,r3                         |
00199aa8: 00111840 sll r3,r17,0x01                       |Y offset (halfword)
00199aac: 00621821 addu r3,r3,r2                         |This  iteration 0xa74 Pointer (Elevation and Y row) + 0xe2d offset(0x48)  Reachable +/- Get closer or further offset
00199ab0: 94740000 lhu r20,0x0000(r3)                    |This Y row tiles flags
00199ab4: 00000000 nop                                   |
00199ab8: 12800022 beq r20,r0,0x00199b44                 #If no flags in this row : branch to  Next Y row
00199abc: 00000000 nop                                   |
00199ac0: 92620e3a lbu r2,0x0e3a(r19)                    |Load Map Max X
00199ac4: 00000000 nop                                   |
00199ac8: 1840001e blez r2,0x00199b44                    #If Max X is invalid : branch to  Next Y row
00199acc: 00008021 addu r16,r0,r0                        |Reset X counter
00199ad0: 02141004 sllv r2,r20,r16                       |Shift Row flags : flag of interest is in 0x8000 position
                                                        @LOOP - All X Tiles in row
00199ad4: 30428000 andi r2,r2,0x8000                         |
00199ad8: 10400015 beq r2,r0,0x00199b30                      #If This tile is OFF : branch to  Next Tile
00199adc: 00000000 nop                                       |
00199ae0: a2700018 sb r16,0x0018(r19)                        |Save Current X
00199ae4: a271001a sb r17,0x001a(r19)                        |Save Current Y
00199ae8: 0c066ec8 jal 0x0019bb20                            |-->AI_Check_if_Unit_is_a_Crystal/Treasure_(0019bb20) Set Value of AI 0xcbf ( 801a0083 )
00199aec: a2720019 sb r18,0x0019(r19)                        |Save Current Map Level
                  19b7 <> 0x00 jump here
00199af0: 0c0674df jal 0x0019d37c                            |-->AI End of turn, in between turn, etc.  Set Priority score (AI 0x32) for each considered Tile
00199af4: 00000000 nop                                       |
00199af8: 2403ffff addiu r3,r0,-0x0001                       |
00199afc: 1043ffd4 beq r2,r3,0x00199a50                      #If Routine above returns -0x01 Exit Return -0x01
00199b00: 001210c0 sll r2,r18,0x03                           |
00199b04: 00521021 addu r2,r2,r18                            |
00199b08: 00021180 sll r2,r2,0x06                            |Elevation offset (0x240)
00199b0c: 00531021 addu r2,r2,r19                            |AI Pointer + Map Level offset
00199b10: 244205f4 addiu r2,r2,0x05f4                        |Prepare pointer to AI 0x5f4 Table (each tile priority score)
00199b14: 00111940 sll r3,r17,0x05                           |Y Row offset (0x20)
00199b18: 00621821 addu r3,r3,r2                             |
00199b1c: 00102040 sll r4,r16,0x01                           |X offset (1 halfword per tile)
00199b20: 96620032 lhu r2,0x0032(r19)                        |This Tile Priority Score Tile Priority (could change because of crystal / Treasure/Poison Marsh etc...)
00199b24: 00832021 addu r4,r4,r3                             |Pointer to 0x8019f3c4 + 0x5f4 + Tile offset
00199b28: 00021023 subu r2,r0,r2                             |-Priority
00199b2c: a4820000 sh r2,0x0000(r4)                          |Save Tile Priority 
00199b30: 92620e3a lbu r2,0x0e3a(r19)                        |Load Max X
00199b34: 26100001 addiu r16,r16,0x0001                      |Current X++
00199b38: 0202102a slt r2,r16,r2                             |
00199b3c: 1440ffe5 bne r2,r0,0x00199ad4                  Λ Loop until X = Max X
00199b40: 02141004 sllv r2,r20,r16                       |Row Coordinate * Current X
00199b44: 92620e3b lbu r2,0x0e3b(r19)                    |Load Max Y
00199b48: 26310001 addiu r17,r17,0x0001                  |Current Y++
00199b4c: 0222102a slt r2,r17,r2                         |Check if Y counter < max Y
00199b50: 1440ffca bne r2,r0,0x00199a7c              Λ Loop until Y = Max Y
00199b54: 00000000 nop                                   |
00199b58: 26520001 addiu r18,r18,0x0001              |Map Level++
00199b5c: 2a420002 slti r2,r18,0x0002                |
00199b60: 1440ffc2 bne r2,r0,0x00199a6c          Λ Loop for both low and high tiles
00199b64: 00000000 nop                           |
00199b68: 0c067c96 jal 0x0019f258            |-->Store units coordinates Retore acting Units coordinates
00199b6c: 26640e30 addiu r4,r19,0x0e30       |Pointer to 0x8019f3c4 + 0xe30
00199b70: 00001021 addu r2,r0,r0             |Return 0x00
00199b74: 8fbf0034 lw r31,0x0034(r29)
00199b78: 8fb40030 lw r20,0x0030(r29)
00199b7c: 8fb3002c lw r19,0x002c(r29)
00199b80: 8fb20028 lw r18,0x0028(r29)
00199b84: 8fb10024 lw r17,0x0024(r29)
00199b88: 8fb00020 lw r16,0x0020(r29)
00199b8c: 27bd0038 addiu r29,r29,0x0038
00199b90: 03e00008 jr r31
00199b94: 00000000 nop

Return locations

BATTLE.BIN
 00196688: Map_movement_decision/data_setting
 0019722c: Set_chosen_ability/target_for_AI_status
 001981cc: Fight_for_Life_-_Auto_Battle_(00197ff4)
 00198580: Protect_Allies_-_Auto_Battle_(001984ec)
 001990a8: 0019905c_-_00199120