AI ability use control routine
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Chose an Ability from the Unit's Skillsets ALTERNATIVE VERSION AI_Ability_Outcome_Evaluation
Evaluate an ability for and either selects it or rejects it. Sets a Decision Value to base the next ability evaluation. 190c3c/19f3c4/1a0000
0019af18: 3c02801a lui r2,0x801a 0019af1c: 90420d7b lbu r2,0x0d7b(r2) Load Action Decided? 0019af20: 27bdffd8 addiu r29,r29,0xffd8 0019af24: afb20018 sw r18,0x0018(r29) 0019af28: 3c12801a lui r18,0x801a 0019af2c: 2652f3c4 addiu r18,r18,0xf3c4 r18 = AI Data 0019af30: afbf0020 sw r31,0x0020(r29) 0019af34: afb3001c sw r19,0x001c(r29) 0019af38: afb10014 sw r17,0x0014(r29) 0019af3c: 1040000d beq r2,r0,0x0019af74 <1 - Frame RNG> if no action taken yet 0019af40: afb00010 sw r16,0x0010(r29) 0019af44: 3c03801a lui r3,0x801a 0019af48: 90630034 lbu r3,0x0034(r3) Decision Byte 0019af4c: 00000000 nop (This contains previous decisions made in this very routine. Is not reset when changing unit turns. 0019af50: 2c620009 sltiu r2,r3,0x0009 0019af54: 104000da beq r2,r0,0x0019b2c0 Branch if Decision byte's too high (just a safe check) 0019af58: 00031080 sll r2,r3,0x02 0019af5c: 3c018019 lui r1,0x8019 0019af60: 00220821 addu r1,r1,r2 0019af64: 8c223db0 lw r2,0x3db0(r1) Load Jump Addresses 0019af68: 00000000 nop 0019af6c: 00400008 jr r2 0019af70: 00000000 nop
8019b0b8 0 - Reflect and Ability Usage. 8019b100 1 - Unit Rangefinder. Will loop through all abilities until it finds an ability with targets in range. Merges into main routine when successful. 8019b160 2 - AoE Evaluation. After determining if there is an AoE, determines if it can hit any other unit in time. 8019b1cc 3 - Spell CT vs Target CT. Evaluates all units for CT timings. 8019b240 4 - Targetable Unit List. 8019b2c0 5 - Simply finds the highest priority unit in range, compares to high score, then exits. Every other decision above 8 is also redirected here as well. 8019b068 6 - Math Skill Evaluation. Loops itself until the Math Skill Evaluation is complete. I do not know how it breaks out of this loop. 8019af74 7 - The Main Routine. Initialize Ability Data, then determines Random Use, Target Map, and Crystal/Treasure Check. Resets to itself or will go to 1 when it needs to rangefind units. 8019b094 8 - Positioning Check. The final part of Target Map evaluation. Is the unit in the right place to correctly use this ability? Elemental/Monster Skill/Water Depth are checked in the subroutine. Compares ability priority to highest priority score then exits.
<7 - Usable by AI, Random Usage, Ignore Range> <Frame Cycle>
0019af74: 0c0076ea jal 0x0001dba8 Get Frame Data 0019af78: 34040001 ori r4,r0,0x0001 0019af7c: 284201b9 slti r2,r2,0x01b9 0019af80: 104000d4 beq r2,r0,0x0019b2d4 Exit if it's time to animate; Set next decision to 07 0019af84: 34020007 ori r2,r0,0x0007
<Usable by AI>
0019af88: 8e42000c lw r2,0x000c(r18) Load AI Flags 0019af8c: 00000000 nop 0019af90: 044100d5 bgez r2,0x0019b2e8 Next Ability if not Usable by the AI (0x80000000 makes it negative) 0019af94: a24019b7 sb r0,0x19b7(r18)
<Random Use Flag>
0019af98: 30420800 andi r2,r2,0x0800 0019af9c: 1040000e beq r2,r0,0x0019afd8 Branch if not Random Hits 0019afa0: 00000000 nop 0019afa4: 925019b8 lbu r16,0x19b8(r18) Load Random Ability Counter (# of random hits abilities*128 / number of usable abilities) 0019afa8: 0c0088c3 jal 0x0002230c Random Number Generator 0019afac: 00000000 nop 0019afb0: 00401821 addu r3,r2,r0 0019afb4: 04610003 bgez r3,0x0019afc4 Process Random Number 0019afb8: 000211c3 sra r2,r2,0x07 0019afbc: 2462007f addiu r2,r3,0x007f 0019afc0: 000211c3 sra r2,r2,0x07 0019afc4: 000211c0 sll r2,r2,0x07 0019afc8: 00621023 subu r2,r3,r2 0019afcc: 0202102a slt r2,r16,r2 0019afd0: 144000c6 bne r2,r0,0x0019b2ec Randomly decide to not use a Random Hits ability (Good one, Square...) 0019afd4: 00001021 addu r2,r0,r0
<Initialize Ability Data>
0019afd8: 92420000 lbu r2,0x0000(r18) Load Skillset 0019afdc: 96430002 lhu r3,0x0002(r18) Load Ability ID 0019afe0: 92440006 lbu r4,0x0006(r18) Load Item ID 0019afe4: 00008021 addu r16,r0,r0 Initialize Unit ID 0019afe8: a242001d sb r2,0x001d(r18) Save as Last Skillset Used 0019afec: a643001e sh r3,0x001e(r18) Save as Last Ability Used 0019aff0: a2440024 sb r4,0x0024(r18) Save as Item Destroyed/Stolen 0019aff4: 02501021 addu r2,r18,r16 Load Current Unit AI Data
0019aff8: 90430c78 lbu r3,0x0c78(r2) Load isTargetable list 0019affc: 26100001 addiu r16,r16,0x0001 0019b000: a0430c8d sb r3,0x0c8d(r2) Save isTargetable list copy 0019b004: 2a020015 slti r2,r16,0x0015 0019b008: 1440fffb bne r2,r0,0x0019aff8 Do for all units 0019b00c: 02501021 addu r2,r18,r16 Next Unit
<Target Map>
0019b010: 8e43000c lw r3,0x000c(r18) Get AI Flags 0019b014: 00000000 nop 0019b018: 30628000 andi r2,r3,0x8000 0019b01c: 10400024 beq r2,r0,0x0019b0b0 Branch if not Target Map 0019b020: 30624000 andi r2,r3,0x4000 Get Reflect Flag
<Check for Crystal/Treasure>
0019b024: 92440e2e lbu r4,0x0e2e(r18) r4 = Acting Unit ID 0019b028: 92420e2d lbu r2,0x0e2d(r18) r2 = Targeted Unit ID? 0019b02c: 34030006 ori r3,r0,0x0006 0019b030: a2430026 sb r3,0x0026(r18) 0x06 - Save Ignore range 0019b034: 00021080 sll r2,r2,0x02 ID * 4 0019b038: 00521021 addu r2,r2,r18 0019b03c: a2440027 sb r4,0x0027(r18) Save Acting Unit ID 0019b040: 8c420cc4 lw r2,0x0cc4(r2) Load Target Unit AI Pointer 0019b044: 0c066ec8 jal 0x0019bb20 Check for Crystal/Treasure on map (saves to 0x0083/0xf447/0x0cbf) 0019b048: ae420018 sw r2,0x0018(r18) Save Target Unit AI Pointer 0019b04c: 92420000 lbu r2,0x0000(r18) Load Skillset 0019b050: 3c018006 lui r1,0x8006 0019b054: 00220821 addu r1,r1,r2 0019b058: 90235cb4 lbu r3,0x5cb4(r1) Get Action Menu 0019b05c: 34020003 ori r2,r0,0x0003 0019b060: 14620008 bne r3,r2,0x0019b084 Branch if not Math Skill 0019b064: 00000000 nop
<6> Math Skill
0019b068: 0c066eef jal 0x0019bbbc Math Skill Targeting 0019b06c: 00000000 nop 0019b070: 2403ffff addiu r3,r0,0xffff 0019b074: 1443009c bne r2,r3,0x0019b2e8 Next Ability if -1 0019b078: 34020006 ori r2,r0,0x0006 0019b07c: 08066cb6 j 0x0019b2d8 Select ability and exit 0019b080: a2420c70 sb r2,0x0c70(r18) Set next decision to 6
<Every other Ignore Range Ability>
0019b084: 0c067950 jal 0x0019e540 Check if ability can effect any units 0019b088: 00000000 nop 0019b08c: 10400097 beq r2,r0,0x0019b2ec Next move if Ability can't effect any units 0019b090: 00001021 addu r2,r0,r0
<8> Positioning Check
0019b094: 0c065bbd jal 0x00196ef4 Monster Skill/Elemental/Water Depth/Mount?? Check 0019b098: 00000000 nop Otherwise it basically okays everything 0019b09c: 2403ffff addiu r3,r0,0xffff 0019b0a0: 1443008f bne r2,r3,0x0019b2e0 Go to routine, then exit to next ability if -1 0019b0a4: 34020008 ori r2,r0,0x0008 0019b0a8: 08066cb6 j 0x0019b2d8 Jump to exit and choose ability 0019b0ac: a2420c70 sb r2,0x0c70(r18) Set next decision to 8
0019b0b0: 10400008 beq r2,r0,0x0019b0d4 Branch if not Reflectable 0019b0b4: 00000000 nop
<0>Reflect
0019b0b8: 0c066dee jal 0x0019b7b8 Target Analysis Routine (Reflect Spell Banking behavior?) 0019b0bc: 00000000 nop 0019b0c0: 2403ffff addiu r3,r0,0xffff 0019b0c4: 14430003 bne r2,r3,0x0019b0d4 Branch if no unit can be hit with a reflected spell 0019b0c8: 2402ffff addiu r2,r0,0xffff 0019b0cc: 08066cbb j 0x0019b2ec Choose ability and exit 0019b0d0: a2400c70 sb r0,0x0c70(r18) Set next decision to 0
<Normal Spell>
0019b0d4: 0c067950 jal 0x0019e540 See if ability can effect any unit 0019b0d8: 00000000 nop 0019b0dc: 10400083 beq r2,r0,0x0019b2ec Exit and don't chose this ability if it can't 0019b0e0: 00001021 addu r2,r0,r0 0019b0e4: 92420e2e lbu r2,0x0e2e(r18) Load Acting Unit's ID 0019b0e8: 00000000 nop 0019b0ec: 02421021 addu r2,r18,r2 0019b0f0: 90420c8d lbu r2,0x0c8d(r2) Get isTargetable 0019b0f4: 00000000 nop 0019b0f8: 10400006 beq r2,r0,0x0019b114 Branch if cannot target self? 0019b0fc: 00000000 nop
<1>(Ability Use) Follow Target and P-Ev check
0019b100: 0c066cc3 jal 0x0019b30c Check if any units are in Range 0019b104: 00000000 nop 0019b108: 2403ffff addiu r3,r0,0xffff 0019b10c: 10430071 beq r2,r3,0x0019b2d4 Set Decision to 1 and choose ability if units are in range 0019b110: 34020001 ori r2,r0,0x0001
<Can't Target Self>
0019b114: 92440e2e lbu r4,0x0e2e(r18) r4 = Acting Unit's ID 0019b118: 0c067976 jal 0x0019e5d8 AI Ability Use 0019b11c: 34050001 ori r5,r0,0x0001 0019b120: 8e43000c lw r3,0x000c(r18) Load AI Flags 0019b124: 00000000 nop 0019b128: 30631000 andi r3,r3,0x1000 0019b12c: 10600056 beq r3,r0,0x0019b288 <Hit Panel> if not Follow Target 0019b130: a2420e4c sb r2,0x0e4c(r18) Save Current Ability Decision (0 = Cannot Effect Unit, 1 = usable, 2 = Heals Target) 0019b134: 34020006 ori r2,r0,0x0006 0019b138: a2420026 sb r2,0x0026(r18) 06 = Ability Follows Unit (instead of Panel) 0019b13c: 8e42000c lw r2,0x000c(r18) Load AI Flags 0019b140: 3c030100 lui r3,0x0100 0019b144: 00431024 and r2,r2,r3 0019b148: 1040000c beq r2,r0,0x0019b17c <Target Unit without P-Ev) if not Physical Evadable 0019b14c: 3c030200 lui r3,0x0200 0019b150: 8e420cb4 lw r2,0x0cb4(r18) Load AI Flags Copy 0019b154: 00000000 nop 0019b158: 00431025 or r2,r2,r3 0019b15c: ae420cb4 sw r2,0x0cb4(r18) Save as Target Unit with P-Ev (Get behind them behavior?) (1a0078)
<2> Target Unit with P-Ev flag
0019b160: 0c066fcb jal 0x0019bf2c Find Highest Priority Unit in Range 0019b164: 00000000 nop 0019b168: 2403ffff addiu r3,r0,0xffff 0019b16c: 14430042 bne r2,r3,0x0019b278 <Find AoE> if not -1 0019b170: 34020002 ori r2,r0,0x0002 0019b174: 08066cb6 j 0x0019b2d8 jump to exit and choose ability? 0019b178: a2420c70 sb r2,0x0c70(r18) Set next decision as 02
(Target Unit without P-Ev)
0019b17c: 00008021 addu r16,r0,r0 0019b180: 02508821 addu r17,r18,r16 0019b184: 92220c8d lbu r2,0x0c8d(r17) load isTargetable 0019b188: 92230c8d lbu r3,0x0c8d(r17) load isTargetable 0019b18c: 00000000 nop 0019b190: 10600006 beq r3,r0,0x0019b1ac Next Unit if current unit is untargetable 0019b194: a2220ca2 sb r2,0x0ca2(r17) Save isTargetable 0019b198: 0c067c36 jal 0x0019f0d8 See if ability should be used based on CT 0019b19c: 02002021 addu r4,r16,r0 0019b1a0: 14400002 bne r2,r0,0x0019b1ac Branch if Ability can hit in time 0019b1a4: 00000000 nop 0019b1a8: a2200c8d sb r0,0x0c8d(r17) Unit is untargetable by this spell 0019b1ac: 26100001 addiu r16,r16,0x0001 0019b1b0: 2a020015 slti r2,r16,0x0015 0019b1b4: 1440fff3 bne r2,r0,0x0019b184 Do for all units 0019b1b8: 02508821 addu r17,r18,r16
0019b1bc: 8e420cb4 lw r2,0x0cb4(r18) Load AI Flags Copy 0019b1c0: 3c030200 lui r3,0x0200 0019b1c4: 00431025 or r2,r2,r3 0019b1c8: ae420cb4 sw r2,0x0cb4(r18) Save as Target Unit with P-Ev (Get behind them behavior?) (1a0078)
<3> (Spell that can't Follow Target?)
0019b1cc: 0c066fcb jal 0x0019bf2c Find Highest Priority Unit in Range 0019b1d0: 00000000 nop 0019b1d4: 2403ffff addiu r3,r0,0xffff 0019b1d8: 14430003 bne r2,r3,0x0019b1e8 0019b1dc: 00008021 addu r16,r0,r0 0019b1e0: 08066cb5 j 0x0019b2d4 Chose ability and set decision to 3 0019b1e4: 34020003 ori r2,r0,0x0003
<Spell CT vs Target CT>
0019b1e8: 34130001 ori r19,r0,0x0001 0019b1ec: 02508821 addu r17,r18,r16 0019b1f0: 92220ca2 lbu r2,0x0ca2(r17) Load isTarget 0019b1f4: 00000000 nop 0019b1f8: 10400008 beq r2,r0,0x0019b21c Next unit if unit can't be targeted 0019b1fc: 00000000 nop 0019b200: 0c067c36 jal 0x0019f0d8 See if ability should be used based on CT 0019b204: 02002021 addu r4,r16,r0 0019b208: 10400003 beq r2,r0,0x0019b218 Branch and mark unit as a target 0019b20c: 00000000 nop 0019b210: 08066c87 j 0x0019b21c 0019b214: a2200c8d sb r0,0x0c8d(r17) Do not target unit 0019b218: a2330c8d sb r19,0x0c8d(r17) Target Unit 0019b21c: 26100001 addiu r16,r16,0x0001 Unit Counter++ 0019b220: 2a020015 slti r2,r16,0x0015 0019b224: 1440fff2 bne r2,r0,0x0019b1f0 Do for all units 0019b228: 02508821 addu r17,r18,r16
0019b22c: 3c03fdff lui r3,0xfdff 0019b230: 8e420cb4 lw r2,0x0cb4(r18) 0019b234: 3463ffff ori r3,r3,0xffff 0019b238: 00431024 and r2,r2,r3 0019b23c: ae420cb4 sw r2,0x0cb4(r18) Remove Target Unit with P-Ev (Get behind them behavior?) (1a0078)
<4> (Create Targetable Unit list)
0019b240: 0c066fcb jal 0x0019bf2c Find Highest Priority Unit in Range 0019b244: 00000000 nop 0019b248: 2403ffff addiu r3,r0,0xffff 0019b24c: 14430003 bne r2,r3,0x0019b25c 0019b250: 00008021 addu r16,r0,r0 0019b254: 08066cb5 j 0x0019b2d4 Set next decision to 04 and exit 0019b258: 34020004 ori r2,r0,0x0004
0019b25c: 02501021 addu r2,r18,r16 0019b260: 90430ca2 lbu r3,0x0ca2(r2) Load isTarget 0019b264: 26100001 addiu r16,r16,0x0001 0019b268: a0430c8d sb r3,0x0c8d(r2) Save isTarget 0019b26c: 2a020015 slti r2,r16,0x0015 0019b270: 1440fffb bne r2,r0,0x0019b260 Do for all units 0019b274: 02501021 addu r2,r18,r16
Is AoE
0019b278: 92420005 lbu r2,0x0005(r18) Load AoE 0019b27c: 00000000 nop 0019b280: 10400017 beq r2,r0,0x0019b2e0 Exit if no AoE 0019b284: 00000000 nop
Can't follow target
0019b288: 0c067c07 jal 0x0019f01c Check if any targetable units can be hit in time 0019b28c: 00000000 nop 0019b290: 10400013 beq r2,r0,0x0019b2e0 Exit if nothing can be hit in time 0019b294: 34020005 ori r2,r0,0x0005 0019b298: a2420026 sb r2,0x0026(r18) 0x05 - Target Panel 0019b29c: 8e42000c lw r2,0x000c(r18) Load AI Flag 0019b2a0: 3c030100 lui r3,0x0100 0019b2a4: 00431024 and r2,r2,r3 0019b2a8: 10400005 beq r2,r0,0x0019b2c0 Branch if not Physical 0019b2ac: 3c030200 lui r3,0x0200 0019b2b0: 8e420cb4 lw r2,0x0cb4(r18) 0019b2b4: 00000000 nop 0019b2b8: 00431025 or r2,r2,r3 0019b2bc: ae420cb4 sw r2,0x0cb4(r18) Save as Target Unit with P-Ev (Get behind them behavior?) (1a0078)
<5 and 9+> (Everything else)
0019b2c0: 0c066fcb jal 0x0019bf2c Find Highest Priority Unit in Range 0019b2c4: 00000000 nop 0019b2c8: 2403ffff addiu r3,r0,0xffff 0019b2cc: 14430004 bne r2,r3,0x0019b2e0 Exit and go to next ability 0019b2d0: 34020005 ori r2,r0,0x0005
0019b2d4: a2420c70 sb r2,0x0c70(r18) Set Next Decision to 5 0019b2d8: 08066cbb j 0x0019b2ec Select Ability 0019b2dc: 2402ffff addiu r2,r0,0xffff
0019b2e0: 0c065bf1 jal 0x00196fc4 Compare and Set Highest Unit Target Priority 0019b2e4: 00000000 nop 0019b2e8: 00001021 addu r2,r0,r0 0019b2ec: 8fbf0020 lw r31,0x0020(r29) 0019b2f0: 8fb3001c lw r19,0x001c(r29) 0019b2f4: 8fb20018 lw r18,0x0018(r29) 0019b2f8: 8fb10014 lw r17,0x0014(r29) 0019b2fc: 8fb00010 lw r16,0x0010(r29) 0019b300: 27bd0028 addiu r29,r29,0x0028 0019b304: 03e00008 jr r31 0019b308: 00000000 nop