Find Unit at Coordinates

From Final Fantasy Hacktics Wiki
Revision as of 03:16, 16 February 2012 by Choto (talk | contribs) (Created page with " ROUTINE: FIND UNIT AT SPECIFIED COORDINATES PARAMETERS: r4 = X-Coordinate r5 = Y-Coordinate r6 = Is on Upper Level r7 = Flags to specify which uni...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

ROUTINE: FIND UNIT AT SPECIFIED COORDINATES

  PARAMETERS:
     r4 = X-Coordinate
     r5 = Y-Coordinate
     r6 = Is on Upper Level
     r7 = Flags to specify which units to find (Example 0x41 = Crystal and Treasure units)
        0x80 : Chocobo
        0x40 : Crystal
        0x10 : Transparent
        0x01 : Treasure
     
  RETURNS:
     r2    =    -2, If coordinates invalid;
           -1, If no unit found at coordinates with any of the specified flags;
           >=0, If unit found at coordinates with at least one specified flag; Value = [index of unit found]

SECTION 1 : SET UP ROUTINE

0017dca8: 27bdffd0 addiu r29,r29,0xffd0 0017dcac: afb40020 sw r20,0x0020(r29) 0017dcb0: 0080a021 addu r20,r4,r0 # r20 = r4 (X) 0017dcb4: afb50024 sw r21,0x0024(r29) 0017dcb8: 00a0a821 addu r21,r5,r0 # r21 = r5 (Y) 0017dcbc: afb60028 sw r22,0x0028(r29) 0017dcc0: 00c0b021 addu r22,r6,r0 # r22 = r6 (Is on Upper Level) 0017dcc4: afb20018 sw r18,0x0018(r29) 0017dcc8: 00e09021 addu r18,r7,r0 # r18 = r7 (Flags) 0017dccc: afbf002c sw r31,0x002c(r29) 0017dcd0: afb3001c sw r19,0x001c(r29) 0017dcd4: afb10014 sw r17,0x0014(r29)

SECTION 2 : INTEGRITY CHECK ON COORDINATES

0017dcd8: 0680002c bltz r20,0x0017dd8c # IF (X < 0) 0017dcdc: afb00010 sw r16,0x0010(r29) # RETURN -2 0017dce0: 3c03800e lui r3,0x800e 0017dce4: 90634e9c lbu r3,0x4e9c(r3) # r3 = [Map MAX X] 0017dce8: 00000000 nop 0017dcec: 0283102a slt r2,r20,r3 # IF (X >= [Map MAX X]) 0017dcf0: 10400026 beq r2,r0,0x0017dd8c # RETURN -2 0017dcf4: 00000000 nop 0017dcf8: 06a0006a bltz r21,0x0017dea4 # IF (Y < 0) 0017dcfc: 2402fffe addiu r2,r0,0xfffe # RETURN -2 0017dd00: 3c02800e lui r2,0x800e 0017dd04: 90424ea0 lbu r2,0x4ea0(r2) 0017dd08: 00000000 nop 0017dd0c: 02a2102a slt r2,r21,r2 # IF (Y >= [Map MAX Y]) 0017dd10: 1040001e beq r2,r0,0x0017dd8c # RETURN -2 0017dd14: 2ec20002 sltiu r2,r22,0x0002 # IF (r22 >= 2) 0017dd18: 1040001c beq r2,r0,0x0017dd8c # RETURN -2 0017dd1c: 02a30018 mult r21,r3 0017dd20: 00161200 sll r2,r22,0x08 0017dd24: 00001812 mflo r3 0017dd28: 00431021 addu r2,r2,r3 0017dd2c: 00541021 addu r2,r2,r20 0017dd30: 000210c0 sll r2,r2,0x03 0017dd34: 3c038019 lui r3,0x8019 0017dd38: 2463f8cc addiu r3,r3,0xf8cc 0017dd3c: 00431821 addu r3,r2,r3 # r3 = [Tile data for current tile specified by (X,Y)] 0017dd40: 90620006 lbu r2,0x0006(r3) 0017dd44: 00000000 nop 0017dd48: 30420003 andi r2,r2,0x0003 # IF (current tile unselectable and/or cannot target) 0017dd4c: 14400055 bne r2,r0,0x0017dea4 # RETURN -2 0017dd50: 2402fffe addiu r2,r0,0xfffe 0017dd54: 30e20002 andi r2,r7,0x0002 # r17 = 0; IF (?) (TRUE for r7=65) 0017dd58: 10400010 beq r2,r0,0x0017dd9c # JUMP to [SECTION 3] 0017dd5c: 00008821 addu r17,r0,r0 0017dd60: 90620003 lbu r2,0x0003(r3) 0017dd64: 00000000 nop 0017dd68: 304200e0 andi r2,r2,0x00e0 # IF (tile depth >= 2) 0017dd6c: 1440004d bne r2,r0,0x0017dea4 # RETURN -2 0017dd70: 2402fffe addiu r2,r0,0xfffe 0017dd74: 90620003 lbu r2,0x0003(r3) 0017dd78: 00000000 nop 0017dd7c: 3042001f andi r2,r2,0x001f 0017dd80: 28420003 slti r2,r2,0x0003 # IF (tile height < 3) ?? 0017dd84: 14400006 bne r2,r0,0x0017dda0 # JUMP to [SECTION 3] 0017dd88: 00009821 addu r19,r0,r0 0017dd8c: 0805f7a9 j 0x0017dea4 0017dd90: 2402fffe addiu r2,r0,0xfffe # RETURN -2 0017dd94: 0805f7a9 j 0x0017dea4 0017dd98: 3082001f andi r2,r4,0x001f # RETURN r4 (low 5 bits) 0017dd9c: 00009821 addu r19,r0,r0 # r19 = 0 (Offset to current unit in loop)

  1. SECTION 3 : LOOP THROUGH IN-BATTLE UNITS
  1. SECTION 3.0 : START OF LOOP : BEGIN FLAG CHECKS : CRYSTAL=0x40

0017dda0: 3c028019 lui r2,0x8019 # DO { 0017dda4: 244208cc addiu r2,r2,0x08cc # 0017dda8: 02628021 addu r16,r19,r2 # r16 = [Current unit in loop] 0017ddac: 92030001 lbu r3,0x0001(r16) 0017ddb0: 340200ff ori r2,r0,0x00ff 0017ddb4: 10620036 beq r3,r2,0x0017de90 # IF (current unit doesn't exist) 0017ddb8: 32420051 andi r2,r18,0x0051 # CONTINUE 0017ddbc: 10400018 beq r2,r0,0x0017de20 # (Check r18 = fourth parameter) : bits 0x40, 0x10, 0x01 0017ddc0: 32420040 andi r2,r18,0x0040 # IF (Checked bits) == 0 0017ddc4: 10400007 beq r2,r0,0x0017dde4 # r2 = (Check r18 bit 0x01); JUMP to [SECTION 3.1] 0017ddc8: 32420001 andi r2,r18,0x0001 0017ddcc: 92020058 lbu r2,0x0058(r16) 0017ddd0: 00000000 nop 0017ddd4: 30420040 andi r2,r2,0x0040 # IF (current unit is crystal) 0017ddd8: 14400012 bne r2,r0,0x0017de24 # r2 = (Check r18 bit 0x80); JUMP TO [SECTION 3.3] 0017dddc: 32420080 andi r2,r18,0x0080 0017dde0: 32420001 andi r2,r18,0x0001 # r2 = (Check r18 bit 0x01)

  1. SECTION 3.1 : FLAG CHECKS SUBSECTION 1 : TREASURE=0x01

0017dde4: 10400007 beq r2,r0,0x0017de04 # IF (Check r18 bit 0x01) == 0 0017dde8: 32420010 andi r2,r18,0x0010 # r2 = (Check r18 bit 0x10); JUMP to [SECTION 3.2] 0017ddec: 92020059 lbu r2,0x0059(r16) 0017ddf0: 00000000 nop 0017ddf4: 30420001 andi r2,r2,0x0001 # IF (current unit is treasure) 0017ddf8: 1440000a bne r2,r0,0x0017de24 # r2 = (Check r18 bit 0x80); JUMP to [SECTION 3.3] 0017ddfc: 32420080 andi r2,r18,0x0080 0017de00: 32420010 andi r2,r18,0x0010 # r2 = (Check r18 bit 0x10)

  1. SECTION 3.2 : FLAG CHECKS SUBSECTION 2 : TRANSPARENT=0x10

0017de04: 10400022 beq r2,r0,0x0017de90 # IF (Check r18 bit 0x10) == 0 0017de08: 00000000 nop # CONTINUE 0017de0c: 9202005a lbu r2,0x005a(r16) 0017de10: 00000000 nop 0017de14: 30420010 andi r2,r2,0x0010 0017de18: 1040001d beq r2,r0,0x0017de90 # IF (current unit is not transparent) 0017de1c: 00000000 nop # CONTINUE 0017de20: 32420080 andi r2,r18,0x0080 # r2 = (Check r18 bit 0x80)

  1. SECTION 3.3 : FLAG CHECKS SUBSECTION 3 : CHOCOBO=0x80

0017de24: 10400005 beq r2,r0,0x0017de3c # IF (Check r18 bit 0x80) == 0 0017de28: 00000000 nop # JUMP to [SECTION 3.4] 0017de2c: 0c05d0f2 jal 0x001743c8 # Routine: Chocobo check? (r4 = current unit pointer) 0017de30: 02002021 addu r4,r16,r0 0017de34: 10400016 beq r2,r0,0x0017de90 # IF (Chocobo check result == 0) 0017de38: 00000000 nop # CONTINUE

  1. SECTION 3.4 : UNIT CHECKS

0017de3c: 92020047 lbu r2,0x0047(r16) 0017de40: 00000000 nop 0017de44: 14540012 bne r2,r20,0x0017de90 # IF (current unit X-coord != X) 0017de48: 00000000 nop # CONTINUE 0017de4c: 92020048 lbu r2,0x0048(r16) 0017de50: 00000000 nop 0017de54: 1455000e bne r2,r21,0x0017de90 # IF (current unit Y-coord != Y) 0017de58: 00000000 nop # CONTINUE 0017de5c: 96020048 lhu r2,0x0048(r16) 0017de60: 00000000 nop 0017de64: 000213c2 srl r2,r2,0x0f # IF (current unit IsOnUpperLevel != IsOnUpperLevel) 0017de68: 14560009 bne r2,r22,0x0017de90 # CONTINUE 0017de6c: 00000000 nop 0017de70: 92040182 lbu r4,0x0182(r16) 0017de74: 00000000 nop 0017de78: 308200ff andi r2,r4,0x00ff 0017de7c: 2c420080 sltiu r2,r2,0x0080 # IF (current unit is riding a unit?) 0017de80: 1040ffc4 beq r2,r0,0x0017dd94 # RETURN (??) 0017de84: 02201021 addu r2,r17,r0 # 0017de88: 0805f7a9 j 0x0017dea4 # RETURN (current unit index) 0017de8c: 00000000 nop

  1. SECTION 3.5 : END OF LOOP

0017de90: 26310001 addiu r17,r17,0x0001 0017de94: 2a220015 slti r2,r17,0x0015 0017de98: 1440ffc1 bne r2,r0,0x0017dda0 # } WHILE (r17 (current unit index) < 21) 0017de9c: 267301c0 addiu r19,r19,0x01c0 0017dea0: 2402ffff addiu r2,r0,0xffff # r2 (Return result) = -1 (No unit found)

  1. SECTION 4 : RETURN r2

0017dea4: 8fbf002c lw r31,0x002c(r29) 0017dea8: 8fb60028 lw r22,0x0028(r29) 0017deac: 8fb50024 lw r21,0x0024(r29) 0017deb0: 8fb40020 lw r20,0x0020(r29) 0017deb4: 8fb3001c lw r19,0x001c(r29) 0017deb8: 8fb20018 lw r18,0x0018(r29) 0017debc: 8fb10014 lw r17,0x0014(r29) 0017dec0: 8fb00010 lw r16,0x0010(r29) 0017dec4: 27bd0030 addiu r29,r29,0x0030 0017dec8: 03e00008 jr r31 0017decc: 00000000 nop



ROUTINE : GENERATE CRYSTAL/TREASURE

  PARAMETERS:
     r4 = [In-battle unit index of moving unit]
     
  RETURNS:
     r2               =   0x8006623c (Pointer);
     MEMORY[0x8006623c]    =    -1, If no crystal/treasure unit found; 0, If no abilities to inherit from a crystal; 1, Otherwise;
     MEMORY[0x80066254]   =    [Crystal abilities: List of flags by skillset (1-8,9-16,17-24) for which ability slots are contained in crystal];
     MEMORY[0x8006628d]    =    [In-battle unit index of unit found], if a unit was found;
     MEMORY[0x8006628e]    =    [Treasure item ID], if unit is obtaining treasure; 2, Otherwise;
     MEMORY[0x8006628f]    =    ?
  1. SECTION 1 : SET UP ROUTINE

00180530: 27bdff70 addiu r29,r29,0xff70 00180534: afb20070 sw r18,0x0070(r29) 00180538: 00809021 addu r18,r4,r0 # r18 = (Moving unit) 0018053c: 34070041 ori r7,r0,0x0041 # r7 = 0x41 = (Flags for find-unit-at-coords routine: Crystal, Treasure) 00180540: afbf008c sw r31,0x008c(r29) 00180544: afbe0088 sw r30,0x0088(r29) 00180548: afb70084 sw r23,0x0084(r29) 0018054c: afb60080 sw r22,0x0080(r29) 00180550: afb5007c sw r21,0x007c(r29) 00180554: afb40078 sw r20,0x0078(r29) 00180558: afb30074 sw r19,0x0074(r29) 0018055c: afb1006c sw r17,0x006c(r29) 00180560: afb00068 sw r16,0x0068(r29)

  1. SECTION 2 : FIND APPROPRIATE UNIT, BEGIN LIST?

00180564: 92440047 lbu r4,0x0047(r18) # Load in coordinates (X,Y,IsOnUpperLevel) of moving unit 00180568: 96460048 lhu r6,0x0048(r18) 0018056c: 92450048 lbu r5,0x0048(r18) 00180570: 0c05f72a jal 0x0017dca8 # Routine: Find unit at coordinates (Flags: Crystal, Treasure) 00180574: 000633c2 srl r6,r6,0x0f 00180578: 00401821 addu r3,r2,r0 # r3 = r2 (Index of unit found) 0018057c: 04610006 bgez r3,0x00180598 # IF (No unit found) { 00180580: 000310c0 sll r2,r3,0x03 00180584: 3c028006 lui r2,0x8006 00180588: 2442623c addiu r2,r2,0x623c 0018058c: 2403ffff addiu r3,r0,0xffff MEM[0x06623c] = -1 (Code for empty?) 00180590: 08060234 j 0x001808d0 RETURN 0x8006623c 00180594: ac430000 sw r3,0x0000(r2) # } 00180598: 3c118006 lui r17,0x8006 0018059c: 2631623c addiu r17,r17,0x623c # r17 = 0x8006623c 001805a0: 00431023 subu r2,r2,r3 001805a4: 00021180 sll r2,r2,0x06 001805a8: ae200000 sw r0,0x0000(r17) # MEM[0x06623c] = 0 001805ac: 3c018006 lui r1,0x8006 001805b0: a023628d sb r3,0x628d(r1) # MEM[0x06628d] = [Coordinate routine result?] 001805b4: 3c038019 lui r3,0x8019 001805b8: 246308cc addiu r3,r3,0x08cc 001805bc: 00438021 addu r16,r2,r3 # r16 = (Found unit) 001805c0: 92020059 lbu r2,0x0059(r16) 001805c4: 00000000 nop 001805c8: 30420001 andi r2,r2,0x0001 001805cc: 10400008 beq r2,r0,0x001805f0 # IF (Found unit is treasure status) { 001805d0: 02002021 addu r4,r16,r0 001805d4: 34020004 ori r2,r0,0x0004 001805d8: 0c060282 jal 0x00180a08 Routine: Generate treasure from treasure unit 001805dc: ae220000 sw r2,0x0000(r17) 001805e0: 3c018006 lui r1,0x8006 001805e4: a022628e sb r2,0x628e(r1) MEM[0x6628e] = [Routine result] 001805e8: 08060232 j 0x001808c8 RETURN 0x8006623c 001805ec: 00000000 nop # } 001805f0: 34020002 ori r2,r0,0x0002 001805f4: ae220000 sw r2,0x0000(r17) # MEM[0x6628e] = 2 001805f8: 924b0006 lbu r11,0x0006(r18) 001805fc: 00000000 nop 00180600: 31620020 andi r2,r11,0x0020 00180604: afab0040 sw r11,0x0040(r29) # STACK[0x40] = [Gender/monster flags of moving unit] 00180608: 92030006 lbu r3,0x0006(r16) 0018060c: 144000ae bne r2,r0,0x001808c8 # IF (Moving unit or found unit is monster), RETURN 0x8006623c 00180610: 30620020 andi r2,r3,0x0020 00180614: 144000ac bne r2,r0,0x001808c8 00180618: 00000000 nop 0018061c: 26240053 addiu r4,r17,0x0053 # r4 = 0x800662e1 00180620: 34050040 ori r5,r0,0x0040 # r5 = 0x40 (64) 00180624: 27aa0010 addiu r10,r29,0x0010 00180628: 27ab0018 addiu r11,r29,0x0018 0018062c: 0240b021 addu r22,r18,r0 # r22 = (Moving unit) 00180630: afa00028 sw r0,0x0028(r29) # STACK[0x28] = 0 00180634: afaa0058 sw r10,0x0058(r29) # STACK[0x58] = (Pointer to stack) + 0x10 00180638: afab0050 sw r11,0x0050(r29) # STACK[0x50] = (Pointer to stack) + 0x18 0018063c: afb00060 sw r16,0x0060(r29) # STACK[0x60] = (Found unit) 00180640: 92c20096 lbu r2,0x0096(r22) # r2 = [Moving unit jobs unlocked 1] 00180644: 92c30097 lbu r3,0x0097(r22) # r3 = [Moving unit jobs unlocked 2] 00180648: 92c60098 lbu r6,0x0098(r22) # r6 = [Moving unit jobs unlocked 3] 0018064c: 00021400 sll r2,r2,0x10 00180650: 00031a00 sll r3,r3,0x08 00180654: 00431021 addu r2,r2,r3 00180658: 00461021 addu r2,r2,r6 0018065c: afa20048 sw r2,0x0048(r29) # STACK[0x48] = [Moving unit unlocked job info] 00180660: 92ca0000 lbu r10,0x0000(r22) # r10 = [Moving unit base job] 00180664: 0000a821 addu r21,r0,r0 # r21 = 0 00180668: afaa0030 sw r10,0x0030(r29) # STACK[0x30] = [Moving unit base job] 0018066c: 920b0000 lbu r11,0x0000(r16) # r11 = [Found unit base job] 00180670: 26370018 addiu r23,r17,0x0018 # r23 = 0x66254 (Starting list position?) 00180674: 0c017991 jal 0x0005e644 # Routine: Clear (zero out) array (pointer=0x6628F, size=0x40=64) 00180678: afab0038 sw r11,0x0038(r29) # STACK[0x38] = [Found unit base job]

SECTION 3 : START OF LOOP

0018067c: 27a40020 addiu r4,r29,0x0020 # DO { 00180680: 26c60099 addiu r6,r22,0x0099 # r6 = [Moving unit's action abilities for current class] 00180684: 02e01821 addu r3,r23,r0 # r3 = [list position] 00180688: 27a90023 addiu r9,r29,0x0023 0018068c: 8faa0060 lw r10,0x0060(r29) # r10 = [Found unit] 00180690: 8fa70050 lw r7,0x0050(r29) # r7 = (Pointer to stack) + 0x18 00180694: 8fa50058 lw r5,0x0058(r29) # r5 = (Pointer to stack) + 0x10 00180698: 25480099 addiu r8,r10,0x0099 # r8 = [Found unit's action abilities for current class]

SECTION 4 : LOOP THROUGH BASE ACTION ABILITIES

0018069c: a0600000 sb r0,0x0000(r3) # FOR (i=1; i < 3; i++) { 001806a0: a0a00000 sb r0,0x0000(r5) # MEM[r3] = 0; STACK[r5] = 0 001806a4: 90c20000 lbu r2,0x0000(r6) # r2 = (i-th Moving unit base action abilities) 001806a8: 24c60001 addiu r6,r6,0x0001 # r6++ 001806ac: 24a50001 addiu r5,r5,0x0001 # r5++ 001806b0: 24630001 addiu r3,r3,0x0001 # r3++ 001806b4: a0e20000 sb r2,0x0000(r7) # STACK[r7] = (i-th Moving unit base action abilities) 001806b8: 91020000 lbu r2,0x0000(r8) # r2 = (i-th Found unit base action abilities) 001806bc: 25080001 addiu r8,r8,0x0001 # r8++ 001806c0: a0820000 sb r2,0x0000(r4) # STACK[r4] = (i-th Found unit base action abilities) 001806c4: 24840001 addiu r4,r4,0x0001 # r4++; r7++ 001806c8: 0089102a slt r2,r4,r9 # } 001806cc: 1440fff3 bne r2,r0,0x0018069c 001806d0: 24e70001 addiu r7,r7,0x0001

SECTION 5 : BASE JOB CHECK

                                #       r3 = r21 + 0x4A (NOTE: Start of generic jobs? Job 0x4A = Squire)

001806d4: 16a0000b bne r21,r0,0x00180704 # IF (r21 != 0) 001806d8: 26a3004a addiu r3,r21,0x004a # JUMP to [SECTION 6] 001806dc: 8fab0030 lw r11,0x0030(r29) # r11 = [Moving unit base job] 001806e0: 8faa0038 lw r10,0x0038(r29) # r10 = [Found unit base job] 001806e4: 00000000 nop # IF (r11 != r10) 001806e8: 156a0065 bne r11,r10,0x00180880 # JUMP to [SECTION 14] 001806ec: 29620080 slti r2,r11,0x0080 # IF (r11 >= 0x80) 001806f0: 1040000a beq r2,r0,0x0018071c # JUMP to [SECTION 7] 001806f4: 34020011 ori r2,r0,0x0011 001806f8: 8fa30030 lw r3,0x0030(r29) # r3 = [Moving unit base job] 001806fc: 080601c7 j 0x0018071c # JUMP to [SECTION 7] 00180700: 00000000 nop


SECTION 6 : JOB UNLOCKED CHECK


00180704: 3c020080 lui r2,0x0080 00180708: 8fab0048 lw r11,0x0048(r29) # r11 = [Moving unit unlocked job info] 0018070c: 02a21007 srav r2,r2,r21 00180710: 01621024 and r2,r11,r2 # IF (Moving unit doesn't have this job unlocked) 00180714: 1040005a beq r2,r0,0x00180880 # Jump to [SECTION 14] 00180718: 34020011 ori r2,r0,0x0011

SECTION 7 : BARD CHECK

0018071c: 16a20006 bne r21,r2,0x00180738 # IF (r21 != 0x11 (BARD)) 00180720: 34020012 ori r2,r0,0x0012 # Jump to [SECTION 8] 00180724: 8faa0040 lw r10,0x0040(r29) # r10 = [Gender/monster flags of moving unit] 00180728: 00000000 nop 0018072c: 31420040 andi r2,r10,0x0040 00180730: 14400053 bne r2,r0,0x00180880 # IF (Moving unit is female) 00180734: 34020012 ori r2,r0,0x0012 # JUMP to [SECTION 14]

SECTION 8 : DANCER CHECK

                                #       r17 = 0 (NULL?)

00180738: 16a20006 bne r21,r2,0x00180754 # IF (r21 != 0x12 (DANCER)) 0018073c: 00008821 addu r17,r0,r0 # Jump to [SECTION 9] 00180740: 8fab0040 lw r11,0x0040(r29) # r11 = [Gender/monster flags of moving unit] 00180744: 00000000 nop 00180748: 31620080 andi r2,r11,0x0080 # IF (Moving unit is male) 0018074c: 1440004c bne r2,r0,0x00180880 # JUMP to [SECTION 14] 00180750: 00000000 nop

SECTION 9 : FIND SKILLSET ID

00180754: 00031040 sll r2,r3,0x01 00180758: 00431021 addu r2,r2,r3 0018075c: 3c038006 lui r3,0x8006 00180760: 8c636194 lw r3,0x6194(r3) 00180764: 00021100 sll r2,r2,0x04 00180768: 00431021 addu r2,r2,r3 0018076c: 905e0000 lbu r30,0x0000(r2) # r30 = [Skillset ID of current job]

SECTION 10 : BEGIN INNER LOOP : LOOP THROUGH ABILITIES OF SKILLSET?

00180770: 06210002 bgez r17,0x0018077c # DO 00180774: 02201821 addu r3,r17,r0 # { 00180778: 26230007 addiu r3,r17,0x0007 # r3 = [Ability index] NOTE: Calculation is: r3 =(r17 >= 0) ? r17 : (r17 + 7)

SECTION 11

0018077c: 000390c3 sra r18,r3,0x03 00180780: 001218c0 sll r3,r18,0x03 00180784: 02231823 subu r3,r17,r3 # r3 = Offset? 00180788: 8faa0050 lw r10,0x0050(r29) # r10 = (Pointer to stack) + 0x18 0018078c: 34040080 ori r4,r0,0x0080 # r4 = 0x80 00180790: 01521021 addu r2,r10,r18 # r2 = Offset? 00180794: 90420000 lbu r2,0x0000(r2) # r2 = STACK[0x18+r18] 00180798: 00649807 srav r19,r4,r3 0018079c: 00531024 and r2,r2,r19 # r2 = (Stack pointer offset?); IF (???) 001807a0: 14400029 bne r2,r0,0x00180848 # JUMP to [SECTION 12] 001807a4: 03b21021 addu r2,r29,r18 001807a8: 90420020 lbu r2,0x0020(r2) # r2 = MEM[r2+0x20] 001807ac: 00000000 nop 001807b0: 00531024 and r2,r2,r19 # r2 = Offset? 001807b4: 10400024 beq r2,r0,0x00180848 # IF (???) 001807b8: 03c02021 addu r4,r30,r0 # Jump to [SECTION 12] 001807bc: 0c01695a jal 0x0005a568 # Routine : Get Ability ID (r4=[Skillset ID]; r5=[Ability index]) 001807c0: 02202821 addu r5,r17,r0 001807c4: 0040a021 addu r20,r2,r0 001807c8: 3290ffff andi r16,r20,0xffff # r16 = (Routine result) 001807cc: 1200001e beq r16,r0,0x00180848 # IF (r16 == 0) JUMP to [SECTION 12] 001807d0: 001010c0 sll r2,r16,0x03 # 001807d4: 3c018006 lui r1,0x8006 001807d8: 00220821 addu r1,r1,r2 001807dc: 9025ebf2 lbu r5,-0x140e(r1) # r5 = (Ability's Chance to Learn?) 001807e0: 0c017833 jal 0x0005e0cc # Routine: Pass/Fail Roll (Possibilities=100, Threshold=r5) 001807e4: 34040064 ori r4,r0,0x0064 001807e8: 14400017 bne r2,r0,0x00180848 # IF (Roll was a Fail) 001807ec: 00000000 nop # JUMP to [SECTION 12] 001807f0: 8fab0058 lw r11,0x0058(r29) # r11 = (Pointer to stack) + 0x10 001807f4: 00000000 nop 001807f8: 01721021 addu r2,r11,r18 # r2 = Offset? 001807fc: 8faa0028 lw r10,0x0028(r29) # 00180800: 90430000 lbu r3,0x0000(r2) # r3 = MEM[r2] 00180804: 254a0001 addiu r10,r10,0x0001 # 00180808: 02631825 or r3,r19,r3 # r3 = ? 0018080c: afaa0028 sw r10,0x0028(r29) # STACK[0x28]++ 00180810: a0430000 sb r3,0x0000(r2) # MEM[r2] = r3 00180814: 2e020200 sltiu r2,r16,0x0200 # IF (r16 >= 0x200) 00180818: 1040000b beq r2,r0,0x00180848 # JUMP to [SECTION 12] 0018081c: 001020c2 srl r4,r16,0x03 00180820: 32850007 andi r5,r20,0x0007 # r5 = r20 + 7 00180824: 34020001 ori r2,r0,0x0001 # r2 = 1 00180828: 3c018006 lui r1,0x8006 0018082c: 00240821 addu r1,r1,r4 00180830: 9023628f lbu r3,0x628f(r1) # r3 = (Element of list) 00180834: 00a21004 sllv r2,r2,r5 00180838: 00431025 or r2,r2,r3 0018083c: 3c018006 lui r1,0x8006 00180840: 00240821 addu r1,r1,r4 00180844: a022628f sb r2,0x628f(r1) # (Save new element to list)

SECTION 12 : END OF INNER LOOP

00180848: 26310001 addiu r17,r17,0x0001 0018084c: 2a220018 slti r2,r17,0x0018 00180850: 1440ffc7 bne r2,r0,0x00180770 # } WHILE (r17 < 0x18) 00180854: 26e50003 addiu r5,r23,0x0003 00180858: 02e01821 addu r3,r23,r0 0018085c: 8fa40058 lw r4,0x0058(r29)

SECTION 13 : WRITE ELEMENTS TO LIST

00180860: 00000000 nop # DO { 00180864: 90820000 lbu r2,0x0000(r4) 00180868: 00000000 nop 0018086c: a0620000 sb r2,0x0000(r3) # LIST[r23 + i] = STACK[0x10 + i] 00180870: 24630001 addiu r3,r3,0x0001 # r3++; r4++ 00180874: 0065102a slt r2,r3,r5 00180878: 1440fff9 bne r2,r0,0x00180860 # } WHILE (r3 < r5) 0018087c: 24840001 addiu r4,r4,0x0001

SECTION 14 : END OF OUTER LOOP : INCREMENT APPROPRIATE COUNTERS/VARIABLES

00180880: 26f70003 addiu r23,r23,0x0003 # r23 += 3 NOTE: r23 = (Position in list?) 00180884: 26d60003 addiu r22,r22,0x0003 # r22 += 3 NOTE: r22 = [Moving unit offset] 00180888: 26b50001 addiu r21,r21,0x0001 # r21++ NOTE: r21 = (Current job ID) - 0x4A (Loop counter) 0018088c: 8fab0060 lw r11,0x0060(r29) 00180890: 2aa20013 slti r2,r21,0x0013 # STACK[0x60] += 3 NOTE: STACK[0x60] = [Found unit offset] 00180894: 256b0003 addiu r11,r11,0x0003 00180898: 1440ff78 bne r2,r0,0x0018067c # } WHILE (r21 < 0x13) 0018089c: afab0060 sw r11,0x0060(r29)

SECTION 15

001808a0: 8faa0028 lw r10,0x0028(r29) 001808a4: 00000000 nop 001808a8: 11400007 beq r10,r0,0x001808c8 # IF (STACK[0x28] == 0) 001808ac: 00000000 nop # RETURN 0x8006623c 001808b0: 3c038006 lui r3,0x8006 001808b4: 2463623c addiu r3,r3,0x623c 001808b8: 8c620000 lw r2,0x0000(r3) 001808bc: 00000000 nop 001808c0: 34420001 ori r2,r2,0x0001 001808c4: ac620000 sw r2,0x0000(r3) # MEM[0x6623c]++

SECTION 16 : RETURN 0x8006623c (Pointer to list?)

001808c8: 3c028006 lui r2,0x8006 001808cc: 2442623c addiu r2,r2,0x623c # RETURN 0x8006623c 001808d0: 8fbf008c lw r31,0x008c(r29) 001808d4: 8fbe0088 lw r30,0x0088(r29) 001808d8: 8fb70084 lw r23,0x0084(r29) 001808dc: 8fb60080 lw r22,0x0080(r29) 001808e0: 8fb5007c lw r21,0x007c(r29) 001808e4: 8fb40078 lw r20,0x0078(r29) 001808e8: 8fb30074 lw r19,0x0074(r29) 001808ec: 8fb20070 lw r18,0x0070(r29) 001808f0: 8fb1006c lw r17,0x006c(r29) 001808f4: 8fb00068 lw r16,0x0068(r29) 001808f8: 27bd0090 addiu r29,r29,0x0090 001808fc: 03e00008 jr r31 00180900: 00000000 nop



ROUTINE : CHOCOBO CHECK

  PARAMETERS:
     r4 = Unit
  
  RETURNS:
     r2   =   0, If proper statuses not found and/or unit is not a chocobo
           1, If unit is a chocobo with proper status and riding check was not passed
           2, If unit is a chocobo with proper status and riding check was passed

SECTION 1 : SET UP ROUTINE AND CALL OTHER ROUTINE

001743c8: 27bdffe8 addiu r29,r29,0xffe8 001743cc: afb00010 sw r16,0x0010(r29) 001743d0: 00808021 addu r16,r4,r0 001743d4: afbf0014 sw r31,0x0014(r29) 001743d8: 92020003 lbu r2,0x0003(r16) # r2 = [Current job ID of unit] 001743dc: 00000000 nop 001743e0: 2442ffa2 addiu r2,r2,0xffa2 # r2 = r2 - 0x5E (94) 001743e4: 2c420003 sltiu r2,r2,0x0003 # IF (Unit is not a chocobo) Note: Condition is (UNSIGNED r2 < 3); can only happen for jobs 0x5E - 0x60 001743e8: 10400005 beq r2,r0,0x00174400 # RETURN 0 001743ec: 02002021 addu r4,r16,r0 001743f0: 0c01786c jal 0x0005e1b0 # Routine: Check status flags (r4 = current unit, r5 = 10) 001743f4: 3405000a ori r5,r0,0x000a 001743f8: 10400003 beq r2,r0,0x00174408 # IF (Routine result == 0) 001743fc: 00000000 nop # JUMP to [SECTION 2] 00174400: 0805d107 j 0x0017441c # RETURN 0 00174404: 00001021 addu r2,r0,r0

SECTION 2 : CHECK RIDDEN UNIT

00174408: 92030182 lbu r3,0x0182(r16) 0017440c: 00000000 nop 00174410: 14600002 bne r3,r0,0x0017441c # IF (Something to do with riding?) 00174414: 34020002 ori r2,r0,0x0002 # RETURN 2 00174418: 34020001 ori r2,r0,0x0001 # RETURN 1

SECTION 3 : RETURN r2

0017441c: 8fbf0014 lw r31,0x0014(r29) 00174420: 8fb00010 lw r16,0x0010(r29) 00174424: 27bd0018 addiu r29,r29,0x0018 00174428: 03e00008 jr r31 0017442c: 00000000 nop