See if able to move to target
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BATTLE.BIN : - See if able to move to target? Fill Table at 8019f3c4 + 0x3b4 : 1 byte per tile. For Each Tile, if tile is reachable : store distance between this Tile and Acting Unit Target Tile ------------------------------------------------------------------------------------------ Parameter : r4 = Acting Unit AI decision pointer ( 0x8019f3c4 + 0x182c) Return : r2 = 0x00 if data are stored in Table at 8019f3c4 + 0x3b4 r2 = -0x01 if Find_Tiles_for_the_AI_to_move_to_(00178ca4) don't return 0x00 ------------------------------------------------------------------------------------------ 001994f8: 3c02801a lui r2,0x801a | 001994fc: 90420d7b lbu r2,0x0d7b(r2) |AI ACTION STATE ? 801a0d7b aka 8019f3c4 + 0x19b7 00199500: 27bdffb8 addiu r29,r29,-0x0048 | 00199504: afb1003c sw r17,0x003c(r29) | 00199508: 00808821 addu r17,r4,r0 |Acting Unit AI decision data pointer 0x8019f3c4 + 0x182c + Acting Unit offset 0019950c: afb00038 sw r16,0x0038(r29) | 00199510: 3c10801a lui r16,0x801a | 00199514: 2610f3c4 addiu r16,r16,0xf3c4 |0x8019f3c4 00199518: afbf0044 sw r31,0x0044(r29) | 0019951c: afb20040 sw r18,0x0040(r29) | 00199520: 10400005 beq r2,r0,0x00199538 #If AI 0x19b7 <> 0x00 00199524: afa00020 sw r0,0x0020(r29) | 00199528: 3c01801a lui r1,0x801a | 0019952c: a0200036 sb r0,0x0036(r1) |Reset 801a0036 00199530: 08066551 j 0x00199544 >>Avoid opposite section 00199534: 00000000 nop | Else : AI 0x19b7 = 0x00 00199538: 34020001 ori r2,r0,0x0001 | 0019953c: 3c01801a lui r1,0x801a | 00199540: a0220036 sb r2,0x0036(r1) |Set 801a0036 = 0x1 00199544: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 801908cc 00199548: 00000000 nop | 0019954c: 90620182 lbu r2,0x0182(r3) |Acting Unit Mount Info 00199550: 00000000 nop | 00199554: 30420080 andi r2,r2,0x0080 | 00199558: 14400008 bne r2,r0,0x0019957c #If Acting Unit is not riding a Unit 0019955c: 00009021 addu r18,r0,r0 |initialize normal movement flag 00199560: 90620094 lbu r2,0x0094(r3) |Acting Unit Movement 2 00199564: 00000000 nop | 00199568: 3042000c andi r2,r2,0x000c | 0019956c: 10400003 beq r2,r0,0x0019957c #If Acting Unit is not Using teleport nor teleport 2 00199570: 00000000 nop | 00199574: 0806657e j 0x001995f8 >>Avoid below : r18 = 0x1 00199578: 34120001 ori r18,r0,0x0001 | Else : Acting Unit is riding or use telport 0019957c: 92250000 lbu r5,0x0000(r17) | 00199580: 92260002 lbu r6,0x0002(r17) | 00199584: 92270001 lbu r7,0x0001(r17) | 00199588: 27a20020 addiu r2,r29,0x0020 | 0019958c: afa20014 sw r2,0x0014(r29) | 00199590: 92040e2e lbu r4,0x0e2e(r16) | 00199594: 92030c72 lbu r3,0x0c72(r16) | 00199598: 34020001 ori r2,r0,0x0001 | 0019959c: afa20018 sw r2,0x0018(r29) | 001995a0: 0c05e329 jal 0x00178ca4 |-->Find_Tiles_for_the_AI_to_move_to_(00178ca4) 001995a4: afa30010 sw r3,0x0010(r29) | 001995a8: 8fa20020 lw r2,0x0020(r29) | 001995ac: 00000000 nop | 001995b0: 14400053 bne r2,r0,0x00199700 #if r2 <> 0x00 Exit and Return -0x0001 001995b4: 2402ffff addiu r2,r0,0xffff | 001995b8: a20019b7 sb r0,0x19b7(r16) | 001995bc: 92230002 lbu r3,0x0002(r17) | 001995c0: 92020e3a lbu r2,0x0e3a(r16) | 001995c4: 00000000 nop | 001995c8: 00620018 mult r3,r2 | 001995cc: 92230001 lbu r3,0x0001(r17) | 001995d0: 92240000 lbu r4,0x0000(r17) | 001995d4: 00031a00 sll r3,r3,0x08 | 001995d8: 00001012 mflo r2 | 001995dc: 00621821 addu r3,r3,r2 | 001995e0: 00641821 addu r3,r3,r4 | 001995e4: 00031080 sll r2,r3,0x02 | 001995e8: 00431021 addu r2,r2,r3 | 001995ec: 3c018019 lui r1,0x8019 | 001995f0: 00220821 addu r1,r1,r2 | 001995f4: 902d2dd8 lbu r13,0x2dd8(r1) | 001995f8: 00004821 addu r9,r0,r0 |Reset elevation counter 001995fc: 02006021 addu r12,r16,r0 |Dynamic Pointer to AI 0x3b4 Table 00199600: 02005821 addu r11,r16,r0 |Dynamic Pointer to AI Reachable Tiles Table @Loop - Both elevation 00199604: 92020e3b lbu r2,0x0e3b(r16) |Map Max Y 00199608: 00000000 nop | 0019960c: 18400036 blez r2,0x001996e8 #If Map Max Y is invalid : branch to Next elevation iteration 00199610: 00002821 addu r5,r0,r0 |reset Y counter 00199614: 00095200 sll r10,r9,0x08 |Elevation Offset for Tile data (0x100) 00199618: 258803b4 addiu r8,r12,0x03b4 |Dynamic Pointer to AI 0x3b4 Table 8019f3c4 + 0x3b4 0019961c: 25670a74 addiu r7,r11,0x0a74 |Dynamic Pointer to AI Reachable Tiles Table 8019f3c4 + 0xa74 @Loop - All Y rows 00199620: 94e20000 lhu r2,0x0000(r7) |This Y row Halfword in Reachable Tiles table 00199624: 00000000 nop | 00199628: 10400029 beq r2,r0,0x001996d0 #If All Tiles flags are OFF : branch to Next Y iteration 0019962c: 00000000 nop | 00199630: 92020e3a lbu r2,0x0e3a(r16) |Map Max X 00199634: 00000000 nop | 00199638: 18400025 blez r2,0x001996d0 #If Map Max X is invalid : branch to Next Y iteration 0019963c: 00002021 addu r4,r0,r0 |reset X counter 00199640: 01003021 addu r6,r8,r0 |Dynamic Pointer of this Y row AI 0x3b4 Table @Loop - All X Tiles in Y row 00199644: 1240000f beq r18,r0,0x00199684 #If Unit is not Riding nor teleporting 00199648: 00000000 nop | 0019964c: 92220000 lbu r2,0x0000(r17) |Acting Unit Target X coordinate 00199650: 00000000 nop | 00199654: 00441823 subu r3,r2,r4 |Delta X (between this tile and Target) 00199658: 04610002 bgez r3,0x00199664 #If Delta X < 0x00 0019965c: 00000000 nop | 00199660: 00031823 subu r3,r0,r3 |Make Delta X positive) 00199664: 92220002 lbu r2,0x0002(r17) |Acting Unit Target Y coordinates 00199668: 00000000 nop | 0019966c: 00451023 subu r2,r2,r5 |Delta Y 00199670: 04410002 bgez r2,0x0019967c #if Delta Y < 0x00 00199674: 00000000 nop | 00199678: 00021023 subu r2,r0,r2 |Make delta Y positive 0019967c: 080665ae j 0x001996b8 >>Jump to Next X iteration 00199680: 00621821 addu r3,r3,r2 |Distance between Acting Unit Target and This iteration tile (Delta X + Delta Y) Else : Acting Unit is riding or teleporting 00199684: 92020e3a lbu r2,0x0e3a(r16) |Map Max X 00199688: 00000000 nop | 0019968c: 00a20018 mult r5,r2 | 00199690: 00001812 mflo r3 |Max X * Y 00199694: 01431821 addu r3,r10,r3 |Max X * Y + 0x100 if high elevation 00199698: 00641821 addu r3,r3,r4 |Tile ID (X + Max X * Y + 0x100 if high elevation) 0019969c: 00031080 sll r2,r3,0x02 | 001996a0: 00431021 addu r2,r2,r3 |ID * 5 001996a4: 3c018019 lui r1,0x8019 | 001996a8: 00220821 addu r1,r1,r2 |Part of Targetable grid pointer 0x8019 + Tile ID 5 001996ac: 90222dd8 lbu r2,0x2dd8(r1) |This Tile AoE to highlight value 001996b0: 00000000 nop | 001996b4: 01a21823 subu r3,r13,r2 |Acting Unit Target Tile AoE value - This Tile Value 001996b8: a0c30000 sb r3,0x0000(r6) |Store Distance with Acting Unit Target 001996bc: 92020e3a lbu r2,0x0e3a(r16) |Map Max X 001996c0: 24840001 addiu r4,r4,0x0001 |X counter +1 001996c4: 0082102a slt r2,r4,r2 | 001996c8: 1440ffde bne r2,r0,0x00199644 Λ Loop While X < Max X 001996cc: 24c60001 addiu r6,r6,0x0001 |Dynamic Pointer of this Y row AI 0x3b4 Table (+0x01 per X tiles) 001996d0: 25080010 addiu r8,r8,0x0010 |Dynamic Pointer to AI 0x3b4 Table (+0x10 per Y row) 001996d4: 92020e3b lbu r2,0x0e3b(r16) |Map Max Y 001996d8: 24a50001 addiu r5,r5,0x0001 |Y counter +1 001996dc: 00a2102a slt r2,r5,r2 | 001996e0: 1440ffcf bne r2,r0,0x00199620 Λ Loop while Y < Max Y 001996e4: 24e70002 addiu r7,r7,0x0002 |Dynamic Pointer to AI Reachable Tiles Table (+0x2 per Y row) 1 Halfword of flags per row 001996e8: 258c0120 addiu r12,r12,0x0120 |Dynamic Pointer to AI 0x3b4 Table (+0x120 per elevation) 001996ec: 25290001 addiu r9,r9,0x0001 |Elevation counter +1 001996f0: 29220002 slti r2,r9,0x0002 | 001996f4: 1440ffc3 bne r2,r0,0x00199604 Λ Loop for both elevation 001996f8: 256b0024 addiu r11,r11,0x0024 |Dynamic Pointer to AI Reachable Tiles Table (+0x24 per elevation) 001996fc: 00001021 addu r2,r0,r0 |Returns 0x00 00199700: 8fbf0044 lw r31,0x0044(r29) 00199704: 8fb20040 lw r18,0x0040(r29) 00199708: 8fb1003c lw r17,0x003c(r29) 0019970c: 8fb00038 lw r16,0x0038(r29) 00199710: 27bd0048 addiu r29,r29,0x0048 00199714: 03e00008 jr r31 00199718: 00000000 nop
Return locations
BATTLE.BIN 00196448: Map_movement_decision/data_setting 001972ec: Set_chosen_ability/target_for_AI_status 00198364: 001982d8_-_001984e8 001990d0: 0019905c_-_00199120