Counter magic targeting
Revision as of 02:32, 18 July 2024 by Nyzer (talk | contribs) (Nyzer moved page Counter magic targeting? to Counter magic targeting)
This is actually Reflect's code!!
0017e590: 27bdffc0 addiu r29,r29,0xffc0 0017e594: afb10034 sw r17,0x0034(r29) 0017e598: 00808821 addu r17,r4,r0 r17 = unit data 0017e59c: afb00030 sw r16,0x0030(r29) 0017e5a0: 2630016e addiu r16,r17,0x016e r16 = targeting data 0017e5a4: afbf0038 sw r31,0x0038(r29) 0017e5a8: 92250047 lbu r5,0x0047(r17) load reacting target's x coordinate 0017e5ac: 3c038019 lui r3,0x8019 0017e5b0: 90632dcc lbu r3,0x2dcc(r3) load x coordinate from current unit's move 0017e5b4: 92240048 lbu r4,0x0048(r17) load reacting target's y coordinate 0017e5b8: 3c028019 lui r2,0x8019 0017e5bc: 90422dd0 lbu r2,0x2dd0(r2) load Y coordinate from current unit's move 0017e5c0: 00a32823 subu r5,r5,r3 0017e5c4: 14a00003 bne r5,r0,0x 0017e5d4 branch if unit is not attacking themselves (x coordinate check) 0017e5c8: 00823023 subu r6,r4,r2 0017e5cc: 10c0001a beq r6,r0,0x 0017e638 skip routine if unit is attacking themselves (y coordinate check) 0017e5d0: 2402ffff addiu r2,r0,0xffff r2 = 0xffff 0017e5d4: 27a20020 addiu r2,r29,0x0020 0017e5d8: afa20010 sw r2,0x0010(r29) 0017e5dc: 27a20024 addiu r2,r29,0x0024 0017e5e0: afa20014 sw r2,0x0014(r29) 0017e5e4: 27a20028 addiu r2,r29,0x0028 0017e5e8: 02202021 addu r4,r17,r0 r4 = unit data 0017e5ec: 00003821 addu r7,r0,r0 r7 = 0 0017e5f0: 0c063cac jal 0x0018f2b0 Load last used ability 0017e5f4: afa20018 sw r2,0x0018(r29) 0017e5f8: 1440000f bne r2,r0,0x 0017e638 skips routine if failed to load last used ability? 0017e5fc: 2402ffff addiu r2,r0,0xffff r2 = 0xffff 0017e600: 3402000b ori r2,r0,0x000b r2 = black magic? (time magic?) 0017e604: a2020001 sb r2,0x0001(r16) saves skillset last used as black magic? (could be displaced by 1 address, because of the null skillset?) 0017e608: 962601b2 lhu r6,0x01b2(r17) load last attack received by target 0017e60c: 34020005 ori r2,r0,0x0005 r2 = tile specific ability? 0017e610: a202000a sb r2,0x000a(r16) store reaction ID = tile specific ability? 0017e614: a200000b sb r0,0x000b(r16) clear target ID? 0017e618: 97a30020 lhu r3,0x0020(r29) 0017e61c: 97a40024 lhu r4,0x0024(r29) 0017e620: 97a50028 lhu r5,0x0028(r29) 0017e624: 00001021 addu r2,r0,r0 0017e628: a6060002 sh r6,0x0002(r16) store last attack used as proper ID 0017e62c: a603000c sh r3,0x000c(r16) store target X panel 0017e630: a6040010 sh r4,0x0010(r16) store target Y panel 0017e634: a605000e sh r5,0x000e(r16) store target elevation 0017e638: 8fbf0038 lw r31,0x0038(r29) 0017e63c: 8fb10034 lw r17,0x0034(r29) 0017e640: 8fb00030 lw r16,0x0030(r29) 0017e644: 27bd0040 addiu r29,r29,0x0040 0017e648: 03e00008 jr r31 0017e64c: 00000000 nop