Load WEP/EFF graphics from WEP1/EFF Sheet
Revision as of 11:47, 25 July 2024 by MrGudenheim (talk | contribs)
Load WEP graphic from WEP1 Sheet Expects r4 = pointer to miscellaneous unit data Expects r5 = WEP1 or EFF sprite data Expects r6 to be palette ID 0008526c: 27bdff98 addiu r29,r29,0xff98 00085270: afbe0060 sw r30,0x0060(r29) 00085274: 0080f021 addu r30,r4,r0 r30 = Points to misc. unit data data 00085278: afb3004c sw r19,0x004c(r29) 0008527c: 00a09821 addu r19,r5,r0 r19 = WEP sprite data 00085280: afb7005c sw r23,0x005c(r29) 00085284: 00e0b821 addu r23,r7,r0 r23 = value? 00085288: afbf0064 sw r31,0x0064(r29) 0008528c: afb60058 sw r22,0x0058(r29) 00085290: afb50054 sw r21,0x0054(r29) 00085294: afb40050 sw r20,0x0050(r29) 00085298: afb20048 sw r18,0x0048(r29) 0008529c: afb10044 sw r17,0x0044(r29) 000852a0: afb00040 sw r16,0x0040(r29) 000852a4: afa60028 sw r6,0x0028(r29) 000852a8: 93c2013a lbu r2,0x013a(r30) load used weapon 000852ac: 96760004 lhu r22,0x0004(r19) load current animation 000852b0: 00021040 sll r2,r2,0x01 r2 = weapon ID * 2 000852b4: 3c018009 lui r1,0x8009 000852b8: 00220821 addu r1,r1,r2 r1 = 0x80090000 + ID * 2 000852bc: 902243e5 lbu r2,0x43e5(r1) load used weapon graphic ID 000852c0: 96710006 lhu r17,0x0006(r19) load frame command? Counter 000852c4: 000210c0 sll r2,r2,0x03 000852c8: a7a20038 sh r2,0x0038(r29) store used weapon graphic ID*8 000852cc: 8e75001c lw r21,0x001c(r19) load SHP data 000852d0: 8e740020 lw r20,0x0020(r19) load SEQ data 000852d4: 16e00002 bne r23,r0,0x000852e0 #branch if value(?) != 0 000852d8: 32d0ffff andi r16,r22,0xffff |r16 = animation # 000852dc: 2631fffe addiu r17,r17,0xfffe |counter - 2 000852e0: 2e020101 sltiu r2,r16,0x0101 set if animation < 0x101 000852e4: 14400004 bne r2,r0,0x000852f8 #branch if so 000852e8: 00101080 sll r2,r16,0x02 |animation*4 000852ec: 0c011282 jal 0x00044a08 |--> 00044a08 - 00044a30 Also clears something. I dunno what it is though. 000852f0: 34040009 ori r4,r0,0x0009 |clears r4 and moves 0x09 to r5. for some reason. 000852f4: 00101080 sll r2,r16,0x02 |r2 = weapon anim*4 000852f8: 00541021 addu r2,r2,r20 r2 = WP anim*4 + SEQ data location 000852fc: 8c430000 lw r3,0x0000(r2) load frame commands? Pointer from SEQ table (Make a new page for SEQ and SHP?) 00085300: 2402ffff addiu r2,r0,0xffff this seems to be a rather redundant check for garbage data. 00085304: 14620005 bne r3,r2,0x0008531c #branch if Frame command pointer is not 0xffff 00085308: 00161880 sll r3,r22,0x02 |r3 = weapon anim*4 0008530c: 34040009 ori r4,r0,0x0009 |r4 = 0x9 00085310: 0c011282 jal 0x00044a08 |--> 00044a08 - 00044a30 clears r4 and moves to r5 00085314: 00000000 nop | 00085318: 00161880 sll r3,r22,0x02 |r3 = weapon anim*4 0008531c: 00741821 addu r3,r3,r20 animation*4 + SEQ data 00085320: 00111400 sll r2,r17,0x10 r2 = r17 * 2^16 00085324: 8c650000 lw r5,0x0000(r3) Load Frame commands? pointer from SEQ table AGAIN 00085328: 00021403 sra r2,r2,0x10 r2 = first halfword of r17 (even though it was already a halfword and unsigned) 0008532c: 00a21021 addu r2,r5,r2 r2 = frame command counter + frame command location 00085330: 90430000 lbu r3,0x0000(r2) load Frame command 00085334: 340200ff ori r2,r0,0x00ff 00085338: 146200f5 bne r3,r2,0x00085710 #branch if frame command is not ff 0008533c: 00111c00 sll r3,r17,0x10 |r3 = r17 * 2^16 (Moves halfword to upper half) 00085340: 26230001 addiu r3,r17,0x0001 |r3 = r17 + 1 00085344: 00031400 sll r2,r3,0x10 |in the event that the first frame command? = ff, another 1 is added to r2, and increment is increased by an additional 1, also. 00085348: 00021403 sra r2,r2,0x10 |a stupid long way of moving r17 to r2 0008534c: 00a21021 addu r2,r5,r2 |r2 = r2 + r5 00085350: 90420000 lbu r2,0x0000(r2) |Load frame command? 00085354: 24710001 addiu r17,r3,0x0001 |r17 = r3 + 1 00085358: 2443ff2d addiu r3,r2,0xff2d |r3 = frame command? - 0xd3 0008535c: 2c62002d sltiu r2,r3,0x002d |set r2 = true if r3 < 0x00d2 (if frame command > 0xd3) 00085360: 104000e9 beq r2,r0,0x00085708 #branch if not true (continues beyond table) 00085364: 00031080 sll r2,r3,0x02 |r2 = r3 * 4 (location pointer) 00085368: 3c018007 lui r1,0x8007 | 0008536c: 00220821 addu r1,r1,r2 |r1 = 0x80070000 + r2 00085370: 8c228028 lw r2,-0x7fd8(r1) |loads a word from the table at this location, based on weapon and angle (Link a new page with the table here?) Frame Command = 0xd3: 0x800856b8 (skipped by above conditional) 0xd4: 0x80085708 0xd5: 0x800853b4 0xd6: 0x80085420 0xd7: 0x80085700 0xd8: 0x800854a4 0xd9: 0x800853d4 0xda: 0x80085708 0xdb: 0x80085470 0xdc: 0x800853e4 0xdd: 0x800854d8 0xde: 0x80085318 (jumps further back in routine) 0xdf: 0x800853c8 0xe0, 0xe1: 0x80085318 (^) 0xe2: 0x800853f4 0xe3, 0xe4: 0x80085700 0xe5: 0x80085668 0xe6, 0xe7, 0xe8: 0x800853dc 0xe9: 0x80085700 0xea: 0x800853dc 0xeb: 0x80085394 0xec: 0x80085380 0xed, 0xee, 0xef, 0xf0, 0xf1: 0x80085700 0xf2: 0x800855ec 0xf3, 0xf4, 0xf5: 0x80085700 0xf6: 0x8008543c 0xf7: 0x800856b0 0xf8: 0x800853dc 0xf9: 0x8008550c 0xfa: 0x800856b0 0xfb: 0x800853dc 0xfc: 0x80085570 0xfd: 0x800856cc 0xfe: 0x800853a8 0xff: 0x800853ac 00085374: 00000000 nop 00085378: 00400008 jr r2 jumps to address 0008537c: 00000000 nop
00085380: 96620018 lhu r2,0x0018(r19) Load rotation flags 00085384: 00000000 nop 00085388: 38420002 xori r2,r2,0x0002 flips horizontal bitflag 0008538c: 080214c6 j 0x00085318 Engage next frame command 00085390: a6620018 sh r2,0x0018(r19) Save new rotation flag
00085394: 96620018 lhu r2,0x0018(r19) load rotation flags 00085398: 00000000 nop 0008539c: 38420004 xori r2,r2,0x0004 flips vertical bitflag 000853a0: 080214c6 j 0x00085318 Engage next frame command 000853a4: a6620018 sh r2,0x0018(r19) save new rotation flag
000853a8: a6600000 sh r0,0x0000(r19) clears graphic trigger 000853ac: 08021679 j 0x000859e4 finish routine 000853b0: a660000a sh r0,0x000a(r19) clear frame + frame delay + frame command
000853b4: 9662000c lhu r2,0x000c(r19) Loads loop count 000853b8: 00008821 addu r17,r0,r0 clear frame command byte indicator 000853bc: 24420001 addiu r2,r2,0x0001 increment loop count 000853c0: 080214c6 j 0x00085318 Engage next frame command 000853c4: a662000c sh r2,0x000c(r19) saves new loop count
000853c8: 8e620024 lw r2,0x0024(r19) Load ? display data pointer 000853cc: 080214c6 j 0x00085318 engage next frame command 000853d0: a440000c sh r0,0x000c(r2) clear spin on Y axis
000853d4: 0c01a269 jal 0x000689a4 Set evade type data, item and throw stone hardcoding 000853d8: 03c02021 addu r4,r30,r0 moves misc unit data into r4 000853dc: 080214c6 j 0x00085318 queue next frame command 000853e0: 26310002 addiu r17,r17,0x0002 increment frame command byte indicator by 2
000853e4: 96710010 lhu r17,0x0010(r19) ? 000853e8: 9676000e lhu r22,0x000e(r19) Load Weapon animation from WEP1 data 000853ec: 080214c7 j 0x0008531c engage next frame command 000853f0: 00161880 sll r3,r22,0x02 r3 = Weapon anim*4 (in case of error?)
000853f4: 00161880 sll r3,r22,0x02 move weapon anim * 4 to r3 000853f8: 00741821 addu r3,r3,r20 weapon animation's SEQ data 000853fc: 02201021 addu r2,r17,r0 r2 = frame command byte indicator 00085400: 00021400 sll r2,r2,0x10 why 00085404: 8c630000 lw r3,0x0000(r3) load spritesheet data 00085408: 00021403 sra r2,r2,0x10 dumb compiler 0008540c: 00621821 addu r3,r3,r2 r3 = r3 + r2 00085410: 90620000 lbu r2,0x0000(r3) load Frame delay 00085414: 26310001 addiu r17,r17,0x0001 increment frame counter 00085418: 080214c6 j 0x00085318 queue next frame command 0008541c: a7c20014 sh r2,0x0014(r30) save Frame delay to unit Misc data
00085420: 3c028009 lui r2,0x8009 00085424: 8c42612c lw r2,0x612c(r2) load weapon sheathe check 00085428: 00000000 nop 0008542c: 144000a8 bne r2,r0,0x000856d0 #branch if not yet sheathing 00085430: 00161080 sll r2,r22,0x02 |r2 = weapon anim*4 00085434: 080214c6 j 0x00085318 |engage next command 00085438: 26310001 addiu r17,r17,0x0001 |increment frame command pointer by 1 (branch continues beyond here)
0008543c: 02201021 addu r2,r17,r0 move frame command byte counter to r2 00085440: 26310001 addiu r17,r17,0x0001 increment counter 00085444: 00161880 sll r3,r22,0x02 weapon anim * 4 00085448: 00741821 addu r3,r3,r20 Weapon anim's SEQ data 0008544c: 00021400 sll r2,r2,0x10 queue bullshit 00085450: 8c630000 lw r3,0x0000(r3) Load frame command pointer 00085454: 00021403 sra r2,r2,0x10 continued bullshit 00085458: 00621821 addu r3,r3,r2 r3 = location of frame command 0008545c: 90650000 lbu r5,0x0000(r3) Load frame command byte 00085460: 0c01ae58 jal 0x0006b960 0006b960 - 0006b990 seems to be an input-y thing 00085464: 03c02021 addu r4,r30,r0 r4 = Unit misc data 00085468: 080214c7 j 0x0008531c queue next frame command 0008546c: 00161880 sll r3,r22,0x02 r3 = weapon anim * 4
00085470: 00161880 sll r3,r22,0x02 r3 = weapon anim * 4 00085474: 00741821 addu r3,r3,r20 Weapon anim's SEQ Data 00085478: 02201021 addu r2,r17,r0 r2 = frame command byte counter 0008547c: 00021400 sll r2,r2,0x10 00085480: 8c630000 lw r3,0x0000(r3) Load spritesheet data 00085484: 00021403 sra r2,r2,0x10 00085488: 00621821 addu r3,r3,r2 Weapon anim's spritesheet data 0008548c: 90620000 lbu r2,0x0000(r3) Load Frame delay 00085490: 26310001 addiu r17,r17,0x0001 increment counter 00085494: 00021600 sll r2,r2,0x18 00085498: 00021603 sra r2,r2,0x18 0008549c: 080214c6 j 0x00085318 Next command, with new frame delay :D 000854a0: a6620012 sh r2,0x0012(r19) Save frame delay
000854a4: 00161880 sll r3,r22,0x02 Weapon anim * 4 000854a8: 00741821 addu r3,r3,r20 spritesheet data + weapon anim * 4 000854ac: 02201021 addu r2,r17,r0 Move counter to r2 000854b0: 00021400 sll r2,r2,0x10 000854b4: 8c630000 lw r3,0x0000(r3) frame command pointer 000854b8: 00021403 sra r2,r2,0x10 compiler please 000854bc: 00621821 addu r3,r3,r2 frame command pointer + counter 000854c0: 90620000 lbu r2,0x0000(r3) Load byte at this location 000854c4: 26310001 addiu r17,r17,0x0001 increment counter 000854c8: 00021600 sll r2,r2,0x18 000854cc: 00021603 sra r2,r2,0x18 000854d0: 080214c6 j 0x00085318 next command 000854d4: a6620014 sh r2,0x0014(r19) Save frame command byte to weapon rotation
000854d8: 00161080 sll r2,r22,0x02 Weapon anim * 4 000854dc: 00541021 addu r2,r2,r20 Weapon anim's SEQ data 000854e0: 02201821 addu r3,r17,r0 r3 = frame command byte counter 000854e4: 00031c00 sll r3,r3,0x10 000854e8: a676000e sh r22,0x000e(r19) save weapon animation to WEP1 data 000854ec: 8c420000 lw r2,0x0000(r2) load command pointer 000854f0: 00031c03 sra r3,r3,0x10 000854f4: 00431021 addu r2,r2,r3 Load location of byte of current frame command 000854f8: 90560000 lbu r22,0x0000(r2) load byte to weapon anim (override? :O) 000854fc: 26310001 addiu r17,r17,0x0001 increment counter + 1 00085500: a6710010 sh r17,0x0010(r19) save counter to WEP1 data 00085504: 080214c6 j 0x00085318 queue next command 00085508: 00008821 addu r17,r0,r0 clear counter
0008550c: 00162080 sll r4,r22,0x02 r4 = weapon anim * 4 00085510: 00942021 addu r4,r4,r20 Weapon anim's SEQ data 00085514: 00111400 sll r2,r17,0x10 moves counter to r2 00085518: 00021403 sra r2,r2,0x10 0008551c: 26250001 addiu r5,r17,0x0001 increment counter into r5 00085520: 8c830000 lw r3,0x0000(r4) Load spritesheet data 00085524: 24b10001 addiu r17,r5,0x0001 r17 = counter + 2 00085528: 00621821 addu r3,r3,r2 0008552c: 90620000 lbu r2,0x0000(r3) loads ? 00085530: 97c30058 lhu r3,0x0058(r30) loads some vector value? 00085534: 00021600 sll r2,r2,0x18 00085538: 00021603 sra r2,r2,0x18 0008553c: 00431021 addu r2,r2,r3 r2 = r2 + r3 00085540: a7c20058 sh r2,0x0058(r30) save new value 00085544: 00051400 sll r2,r5,0x10 sure, poggers your royal pain in the ass. 00085548: 8c830000 lw r3,0x0000(r4) load command pointer 0008554c: 00021403 sra r2,r2,0x10 00085550: 00621821 addu r3,r3,r2 add ? and command pointer 00085554: 90620000 lbu r2,0x0000(r3) load the command byte here 00085558: 97c3005a lhu r3,0x005a(r30) Load another vector value? 0008555c: 00021600 sll r2,r2,0x18 00085560: 00021603 sra r2,r2,0x18 00085564: 00431021 addu r2,r2,r3 Add the vector value to the command byte (not even related to the command? I don't think?) 00085568: 080214c6 j 0x00085318 0008556c: a7c2005a sh r2,0x005a(r30) Save new value
00085570: 26260001 addiu r6,r17,0x0001 r6 = counter + 1 00085574: 00112400 sll r4,r17,0x10 r4 = counter 00085578: 24d10001 addiu r17,r6,0x0001 r17 = counter + 2 0008557c: 00161080 sll r2,r22,0x02 r2 = weapon anim * 4 00085580: 00541021 addu r2,r2,r20 load weapon anim's SEQ data 00085584: 00042403 sra r4,r4,0x10 00085588: 8c430000 lw r3,0x0000(r2) Load command pointer 0008558c: 00061400 sll r2,r6,0x10 00085590: 00021403 sra r2,r2,0x10 00085594: 00642021 addu r4,r3,r4 r4 = command pointer + counter 00085598: 00621821 addu r3,r3,r2 r3 = command pointer + counter + 1 0008559c: 90820000 lbu r2,0x0000(r4) load third command byte 000855a0: 90640000 lbu r4,0x0000(r3) load fourth command byte 000855a4: 96630016 lhu r3,0x0016(r19) ? 000855a8: 00021600 sll r2,r2,0x18 000855ac: 1060000b beq r3,r0,0x000855dc branch if ? = 0 000855b0: 00022e03 sra r5,r2,0x18 |r5 = 3rd byte 000855b4: 96620016 lhu r2,0x0016(r19) |load ? again 000855b8: 00000000 nop | 000855bc: 2442ffff addiu r2,r2,0xffff |? - 1 000855c0: a6620016 sh r2,0x0016(r19) |Save ? - 1 000855c4: 3042ffff andi r2,r2,0xffff |does nothing 000855c8: 1040ff54 beq r2,r0,0x0008531c #Branch back to start of routine if ? - 1 = 0 000855cc: 00161880 sll r3,r22,0x02 |r3 = weapon anim * 4 000855d0: 24c2fffd addiu r2,r6,0xfffd |r2 = counter - 2 000855d4: 080214c7 j 0x0008531c |load next command 000855d8: 00a28821 addu r17,r5,r2 |r17 = 3rd byte + counter - 2 000855dc: 24c2fffd addiu r2,r6,0xfffd r2 = counter - 2 000855e0: 00a28821 addu r17,r5,r2 r17 = 3rd byte + counter - 2 000855e4: 080214c6 j 0x00085318 load next command 000855e8: a6640016 sh r4,0x0016(r19) save fourth command byte as ?
000855ec: 26230001 addiu r3,r17,0x0001 Increment counter 000855f0: 00112400 sll r4,r17,0x10 queue dumbass compiler doing stupid shit 000855f4: 24710001 addiu r17,r3,0x0001 increment counter by 2 000855f8: 00161080 sll r2,r22,0x02 r2 = weapon anim*4 000855fc: 00541021 addu r2,r2,r20 weapon anim*4 + SEQ data pointer 00085600: 00042403 sra r4,r4,0x10 Close dumbass compiler doing stupid shit 00085604: 00031c00 sll r3,r3,0x10 queue even stupider shit 00085608: 8c420000 lw r2,0x0000(r2) Load frame command locations? 0008560c: 00031c03 sra r3,r3,0x10 close even stupider shit 00085610: 00442021 addu r4,r2,r4 get location of first frame command? (???) 00085614: 00431021 addu r2,r2,r3 get location of second frame command? (???) 00085618: 90900000 lbu r16,0x0000(r4) Load first frame command? 0008561c: 90520000 lbu r18,0x0000(r2) Load second frame command? 00085620: 16000004 bne r16,r0,0x00085634 #Branch if first frame command? is 0 00085624: 00101040 sll r2,r16,0x01 |r2 = Frame command? * 2 00085628: 0c011282 jal 0x00044a08 00044a08 - 00044a30 0008562c: 3404000d ori r4,r0,0x000d |Move 0x0d into r5, then clear r4. 00085630: 00101040 sll r2,r16,0x01 |r2 = Frame command? * 2 00085634: 00501021 addu r2,r2,r16 #r2 = Frame command? * 3 00085638: 00021100 sll r2,r2,0x04 r2 = Frame command? * 30 0008563c: 244201d8 addiu r2,r2,0x01d8 r2 = Frame command? * 30 + 0x1d8 00085640: 03c21021 addu r2,r30,r2 r2 = Misc Unit data + Frame command * 30 + 0x1d8 00085644: 34030001 ori r3,r0,0x0001 r3 = 0x1 00085648: a4520004 sh r18,0x0004(r2) Save second frame command? 0008564c: a4400006 sh r0,0x0006(r2) clears frame command counter 00085650: a443000a sh r3,0x000a(r2) saves 0x1 to Frame delay ++ 00085654: a4400012 sh r0,0x0012(r2) clears frame delay 00085658: a4400014 sh r0,0x0014(r2) clears graphic rotation 0008565c: a4400016 sh r0,0x0016(r2) clears ?? 00085660: 080214c6 j 0x00085318 queue next command 00085664: a4430000 sh r3,0x0000(r2) saves 0x1 to graphic trigger
00085668: 26230001 addiu r3,r17,0x0001 r3 = counter + 1 0008566c: 00112400 sll r4,r17,0x10 r4 = counter 00085670: 24710001 addiu r17,r3,0x0001 r17 = counter + 2 00085674: 00161080 sll r2,r22,0x02 r2 = weapon anim * 4 00085678: 00541021 addu r2,r2,r20 weapon anim's SEQ data 0008567c: 00042403 sra r4,r4,0x10 00085680: 00031c00 sll r3,r3,0x10 00085684: 8c420000 lw r2,0x0000(r2) load command pointer for anim 00085688: 00031c03 sra r3,r3,0x10 0008568c: 00442021 addu r4,r2,r4 r4 = location of 3rd byte 00085690: 00431021 addu r2,r2,r3 r2 = location of 4th byte 00085694: 90420000 lbu r2,0x0000(r2) load 4th byte 00085698: 90840000 lbu r4,0x0000(r4) load 3rd byte 0008569c: 8e630024 lw r3,0x0024(r19) load ? display data 000856a0: 00021200 sll r2,r2,0x08 move command to upper byte 000856a4: 00822025 or r4,r4,r2 combine the two bytes together 000856a8: 080214c6 j 0x00085318 000856ac: a464000c sh r4,0x000c(r3) Save byte combo to spin on Y axis 000856b0: 080214c6 j 0x00085318 000856b4: 26310003 addiu r17,r17,0x0003 r17 = r17 + 5
000856b8: 3c038009 lui r3,0x8009 000856bc: 8c63612c lw r3,0x612c(r3) Weapon sheath check 000856c0: 34020001 ori r2,r0,0x0001 000856c4: 1462000e bne r3,r2,0x00085700 branch if weapon sheath check is not 1 000856c8: 00000000 nop 000856cc: 00161080 sll r2,r22,0x02 r2 = weapon anim * 4 000856d0: 00541021 addu r2,r2,r20 r2 = location of frame command? Pointer 000856d4: 00111c00 sll r3,r17,0x10 queue compiler bullshit 000856d8: 8c420000 lw r2,0x0000(r2) Load frame command? pointer 000856dc: 00031c03 sra r3,r3,0x10 continued compiler bullshit 000856e0: 00431021 addu r2,r2,r3 frame command location 000856e4: 90420000 lbu r2,0x0000(r2) Load frame command? 000856e8: 00000000 nop 000856ec: 00021600 sll r2,r2,0x18 Frame command? * 2^18 000856f0: 00022e03 sra r5,r2,0x18 Frame command? * 2^18 / 2^18 (this makes the number the conjugate negative number of itself (if the command was > 0x80) (0xf2 becomes -0xd)) 000856f4: 2622fffe addiu r2,r17,0xfffe r2 = frame command counter - 2 000856f8: 080214c6 j 0x00085318 jumps back to earlier in routine 000856fc: 00a28821 addu r17,r5,r2 frame command counter = frame command counter - 2 - Frame command conjugate (wrap your head around that one)
00085700: 080214c6 j 0x00085318 00085704: 26310001 addiu r17,r17,0x0001
00085708: 080214c4 j 0x00085310 0008570c: 3404000d ori r4,r0,0x000d
00085710: 00031c03 sra r3,r3,0x10 queue stupid method of moving frame counter to r3 00085714: 00a31821 addu r3,r5,r3 r3 = frame command location + frame counter 00085718: 93c2013b lbu r2,0x013b(r30) load used weapon type 0008571c: 90630000 lbu r3,0x0000(r3) load 1st command byte 00085720: 00021040 sll r2,r2,0x01 mod*2 00085724: 00551021 addu r2,r2,r21 mod*2 + SHP data 00085728: 94420000 lhu r2,0x0000(r2) load first frame of weapon animation 0008572c: 96640014 lhu r4,0x0014(r19) load frame offset 00085730: 00621821 addu r3,r3,r2 frame + 0 frame 00085734: 00832021 addu r4,r4,r3 r4 = frame + offset + 0 frame 00085738: a7a40030 sh r4,0x0030(r29) store frame + offset + 0 frame 0008573c: 12e0000a beq r23,r0,0x00085768 #branch if wait = 0 00085740: 26240001 addiu r4,r17,0x0001 |increment Frame command counter? 00085744: 00041400 sll r2,r4,0x10 | 00085748: 00021403 sra r2,r2,0x10 |queue further stupidity moving register values 0008574c: 00a21021 addu r2,r5,r2 |SHP data location + increment? 00085750: 90420000 lbu r2,0x0000(r2) |load delay 00085754: 96630012 lhu r3,0x0012(r19) |load current wait 00085758: 24910001 addiu r17,r4,0x0001 |increment frame command counter again? 0008575c: 00431021 addu r2,r2,r3 |r2 = delay + wait 00085760: 080215db j 0x0008576c |jump ahead 00085764: a662000a sh r2,0x000a(r19) |store 00085768: 24910001 addiu r17,r4,0x0001 increments r17 if building next frame 0008576c: 97a30030 lhu r3,0x0030(r29) Load frame + weapon rotation + 1st byte 00085770: 00000000 nop 00085774: 00031080 sll r2,r3,0x02 r2 = r3*4 00085778: 00551021 addu r2,r2,r21 WEP SHP Data 0008577c: 2c630201 sltiu r3,r3,0x0201 Set r3 = true if r3 is less than 0x201 00085780: 8c550040 lw r21,0x0040(r2) Loads a spritesheet pointer? 00085784: 14600004 bne r3,r0,0x00085798 #branch if r3 is less than 0x201 00085788: 2402ffff addiu r2,r0,0xffff |r2 = 0xffffffff 0008578c: 0c011282 jal 0x00044a08 |--> 00044a08 - 00044a30 moves r4 to r5 and clears r4 00085790: 34040008 ori r4,r0,0x0008 |defunct error routine 00085794: 2402ffff addiu r2,r0,0xffff |r2 = 0xffffffff 00085798: 16a20003 bne r21,r2,0x000857a8 #Branch if r21 pointer is not invalid. fairly easy to manage in all honesty 0008579c: 00000000 nop | 000857a0: 0c011282 jal 0x00044a08 |--> 00044a08 - 00044a30 moves r4 to r5 and clears r4 000857a4: 34040008 ori r4,r0,0x0008 |r4 = 0x08 000857a8: 92a20000 lbu r2,0x0000(r21) Load WEP//EFF spritesheet data 000857ac: 8e720024 lw r18,0x0024(r19) load Display data (either for WEP or EFF) 000857b0: 30420007 andi r2,r2,0x0007 No. graphics to load 000857b4: 24420001 addiu r2,r2,0x0001 r2 = r2 + 1 000857b8: a2420003 sb r2,0x0003(r18) saves number of attacking sprites to display 000857bc: 92a30000 lbu r3,0x0000(r21) load WEP//EFF spritesheet data 000857c0: 00000000 nop 000857c4: 000318c2 srl r3,r3,0x03 r3 = r3/8 000857c8: 00031840 sll r3,r3,0x01 r3 = r3*2 (filters out rotation pointer, then makes it a pointer) 000857cc: 3c018009 lui r1,0x8009 000857d0: 00230821 addu r1,r1,r3 000857d4: 94244508 lhu r4,0x4508(r1) load spin on Y axis? 000857d8: 00000000 nop 000857dc: a644000c sh r4,0x000c(r18) store spin on Y axis? 000857e0: 97c30012 lhu r3,0x0012(r30) load action halfword? (transparent checks, and moving/acting?) 000857e4: 00000000 nop 000857e8: 30630002 andi r3,r3,0x0002 checks for moving/acting? (if the weapon is animated) 000857ec: 10600003 beq r3,r0,0x000857fc branch if not animated? acting? (branch if weapon is not animated for this frame (moving from its current position) 000857f0: 305400ff andi r20,r2,0x00ff move r2 to r20 000857f4: 00041023 subu r2,r0,r4 r2 = - Y axis spin 000857f8: a642000c sh r2,0x000c(r18) store - Y axis spin? 000857fc: 2e820004 sltiu r2,r20,0x0004 set r2 = true if r20 < 0x4 00085800: 14400002 bne r2,r0,0x0008580c branch if so 00085804: 34020001 ori r2,r0,0x0001 r2 = 1 00085808: 34140003 ori r20,r0,0x0003 r20 = 3 0008580c: 96630002 lhu r3,0x0002(r19) load graphic type (1 is weapon, 2 is Effect) 00085810: 92b70001 lbu r23,0x0001(r21) load Weapon's EFF graphic bitflags from WEP1 SHP data 00085814: 10620005 beq r3,r2,0x0008582c Branch if graphic type = Weapon 00085818: 34020002 ori r2,r0,0x0002 r2 = 2 0008581c: 1062003a beq r3,r2,0x00085908 Branch if graphic type = Effect 00085820: 32e20060 andi r2,r23,0x0060 moves 0x40, 0x20 bit flags to r2 00085824: 08021675 j 0x000859d4 00085828: a6710006 sh r17,0x0006(r19) Saves byte command counter to WEP Data
WEP 0008582c: 32e20060 andi r2,r23,0x0060 moves 0x40 and 0x20 bit flags into r2? 00085830: 34420009 ori r2,r2,0x0009 r2 = all previous flags + 0x8, 0x1 (? and transparent) 00085834: 00008021 addu r16,r0,r0 clears r16 00085838: a6420004 sh r2,0x0004(r18) store Effect Graphic Bitflags 0008583c: 8fac0028 lw r12,0x0028(r29) load Graphic palette? (r6 from start of routine) 00085840: 97c20010 lhu r2,0x0010(r30) load VRAM Palette ID 00085844: 000c1980 sll r3,r12,0x06 r3 = r12 * 64 00085848: 00431021 addu r2,r2,r3 r2 = VRAM Palette + r3 0008584c: 24420080 addiu r2,r2,0x0080 r2 + 0x80 00085850: 1280005f beq r20,r0,0x000859d0 branch if r20 = 0 00085854: a6420006 sh r2,0x0006(r18) store VRAM palette ID + other nonsense 00085858: 3205ffff andi r5,r16,0xffff r5 = r16 (number of sprites already loaded from WEP1 spritesheet) 0008585c: 00051080 sll r2,r5,0x02 r2 = r5 * 4 00085860: 24420002 addiu r2,r2,0x0002 r2 = r2 + 2 00085864: 02a21021 addu r2,r21,r2 WEP1 SHP + Graphic location 00085868: 02402021 addu r4,r18,r0 r4 = graphic Display data 0008586c: 26100001 addiu r16,r16,0x0001 count number of WEP sprites loaded this frame 00085870: 944b0002 lhu r11,0x0002(r2) load Graphic size?? (and tile offset??) 00085874: 80460000 lb r6,0x0000(r2) load X Shift 00085878: 80470001 lb r7,0x0001(r2) load Y Shift 0008587c: 97ac0038 lhu r12,0x0038(r29) load weapon graphic ID*8 (in battle sprite from WEP1) 00085880: 31633c00 andi r3,r11,0x3c00 r3 = size reference? 00085884: 000319c2 srl r3,r3,0x07 r3 = size (?) / 128 00085888: 316203ff andi r2,r11,0x03ff r2 = Y Tile offset (total tile offset?) 0008588c: 3048001f andi r8,r2,0x001f r8 = X tile offset 00085890: 000840c0 sll r8,r8,0x03 X offset*8 00085894: 00021142 srl r2,r2,0x05 offset/32 00085898: 000210c0 sll r2,r2,0x03 offset/32 * 8 (gets rid of X offset?) 0008589c: 01821021 addu r2,r12,r2 weapon graphic ID*8 + offset/32 * 8 000858a0: 3c018009 lui r1,0x8009 000858a4: 00230821 addu r1,r1,r3 r1 = 0x80090000 + r3 (size?) 000858a8: 8c2946c8 lw r9,0x46c8(r1) r9 = raw image width (word?) 000858ac: 3c018009 lui r1,0x8009 000858b0: 00230821 addu r1,r1,r3 000858b4: 8c2a46cc lw r10,0x46cc(r1) r10 = raw image height 000858b8: 32e30061 andi r3,r23,0x0061 r3 = 0x40, 0x20, 0x1 bit flags 000858bc: afa20014 sw r2,0x0014(r29) store Y offset on WEP sheet to load from 000858c0: 3162c000 andi r2,r11,0xc000 r2 = X/Y reverse (? bitflags?) 000858c4: 00021342 srl r2,r2,0x0d 000858c8: 00621825 or r3,r3,r2 stores bitflag on top of r3? 000858cc: afa80010 sw r8,0x0010(r29) store X tile (pixel?) offset 000858d0: afa30020 sw r3,0x0020(r29) store reversal bytes (bit flags) 000858d4: 00094cc0 sll r9,r9,0x13 r9 = raw image width * 8192 000858d8: 00094c03 sra r9,r9,0x10 r9 = raw image width * 8192 / 1024 (total r9 * 8) 000858dc: 000a54c0 sll r10,r10,0x13 000858e0: 000a5403 sra r10,r10,0x10 same deal but with r10 000858e4: afa90018 sw r9,0x0018(r29) save image width to stack 000858e8: 0c01ed3b jal 0x0007b4ec Store Sprite Display Data 000858ec: afaa001c sw r10,0x001c(r29) save image height to stack 000858f0: 3202ffff andi r2,r16,0xffff r2 = r16 000858f4: 0054102b sltu r2,r2,r20 set r2 = true if section counter (?) < r20 000858f8: 1440ffd8 bne r2,r0,0x0008585c branch if so 000858fc: 3205ffff andi r5,r16,0xffff r5 = r16 00085900: 08021675 j 0x000859d4 jump ahead 00085904: a6710006 sh r17,0x0006(r19) save incremenet (?)
00085908: 34420008 ori r2,r2,0x0008 add 0x8 bit flag 0008590c: 00008021 addu r16,r0,r0 clears r16 00085910: a6420004 sh r2,0x0004(r18) save new VRAM spritesheet ID? 00085914: 8fac0028 lw r12,0x0028(r29) Load Sprite palette ID (R6 at start of routine) 00085918: 97c20010 lhu r2,0x0010(r30) Load VRAM palette ID 0008591c: 000c1980 sll r3,r12,0x06 r3 = Sprite Palette ID * 64 00085920: 00431021 addu r2,r2,r3 r2 = VRAM Palette ID + Sprite Palette ID * 64 00085924: 24420080 addiu r2,r2,0x0080 r2 = r2 + 0x80 00085928: 12800029 beq r20,r0,0x000859d0 branch if r20 = 0 0008592c: a6420006 sh r2,0x0006(r18) Save new VRAM Palette ID 00085930: 3205ffff andi r5,r16,0xffff r5 = r16 (section counter?) 00085934: 00051080 sll r2,r5,0x02 r2 = r5 * 4 00085938: 24420002 addiu r2,r2,0x0002 r2 = r2 + 2 0008593c: 02a21021 addu r2,r21,r2 r2 = SHP Data pointer + r2 00085940: 02402021 addu r4,r18,r0 r4 = ? Display pointer 00085944: 26100001 addiu r16,r16,0x0001 increment section counter? 00085948: 944b0002 lhu r11,0x0002(r2) Load graphic size?? (And pixel offset?) 0008594c: 80460000 lb r6,0x0000(r2) Load X shift 00085950: 80470001 lb r7,0x0001(r2) Load Y shift 00085954: 31633c00 andi r3,r11,0x3c00 Size reference? 00085958: 000319c2 srl r3,r3,0x07 Size reference? / 128 0008595c: 316203ff andi r2,r11,0x03ff r2 = Pixel displacement? (Total?) 00085960: 3048001f andi r8,r2,0x001f r8 = Raw X Pixel displacement 00085964: 000840c0 sll r8,r8,0x03 r8 * 8 00085968: 00021142 srl r2,r2,0x05 0008596c: 000210c0 sll r2,r2,0x03 r2 = Y Pixel displacement 00085970: 3c018009 lui r1,0x8009 00085974: 00230821 addu r1,r1,r3 00085978: 8c2946c8 lw r9,0x46c8(r1) r9 = Raw image Width 0008597c: 3c018009 lui r1,0x8009 00085980: 00230821 addu r1,r1,r3 00085984: 8c2a46cc lw r10,0x46cc(r1) r10 = Raw image height 00085988: 32e30061 andi r3,r23,0x0061 r3 = 0x40, 0x20, 0x01 bitflags 0008598c: afa20014 sw r2,0x0014(r29) Save Y pixel displacement 00085990: 3162c000 andi r2,r11,0xc000 r2 = reverse bitflags 00085994: 00021342 srl r2,r2,0x0d 00085998: 00621825 or r3,r3,r2 combine ?? bitflags and reverse bitflags 0008599c: afa80010 sw r8,0x0010(r29) save X Pixel displacement 000859a0: afa30020 sw r3,0x0020(r29) save reverse bitflags? 000859a4: 00094cc0 sll r9,r9,0x13 000859a8: 00094c03 sra r9,r9,0x10 r9 = actual image width 000859ac: 000a54c0 sll r10,r10,0x13 000859b0: 000a5403 sra r10,r10,0x10 r10 = actual image height 000859b4: afa90018 sw r9,0x0018(r29) Save image width 000859b8: 0c01ed3b jal 0x0007b4ec Store Sprite Display Data 000859bc: afaa001c sw r10,0x001c(r29) Save image height 000859c0: 3202ffff andi r2,r16,0xffff r2 = r16 000859c4: 0054102b sltu r2,r2,r20 set r2 = 1 if r16 < r20 000859c8: 1440ffda bne r2,r0,0x00085934 branch to earlier in routine if so 000859cc: 3205ffff andi r5,r16,0xffff r5 = r16 000859d0: a6710006 sh r17,0x0006(r19) Save Frame Command? Counter 000859d4: 97ac0030 lhu r12,0x0030(r29) Load Frame + all that other jazz 000859d8: 00000000 nop 000859dc: a66c0008 sh r12,0x0008(r19) Save Frame + all that other jazz 000859e0: a6760004 sh r22,0x0004(r19) Save weapon animation 000859e4: 8fbf0064 lw r31,0x0064(r29) 000859e8: 8fbe0060 lw r30,0x0060(r29) 000859ec: 8fb7005c lw r23,0x005c(r29) 000859f0: 8fb60058 lw r22,0x0058(r29) 000859f4: 8fb50054 lw r21,0x0054(r29) 000859f8: 8fb40050 lw r20,0x0050(r29) 000859fc: 8fb3004c lw r19,0x004c(r29) 00085a00: 8fb20048 lw r18,0x0048(r29) 00085a04: 8fb10044 lw r17,0x0044(r29) 00085a08: 8fb00040 lw r16,0x0040(r29) 00085a0c: 27bd0068 addiu r29,r29,0x0068 00085a10: 03e00008 jr r31 00085a14: 00000000 nop
Return locations:(?) 00085c0c - 000865a0
Related Pages
https://ffhacktics.com/wiki/Unit_Animation_Index
https://ffhacktics.com/wiki/SHP_%26_Graphic_info_page
https://ffhacktics.com/wiki/SEQ_%26_Animation_info_page