Throw Ability & Item Loading
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00181cdc: 27bdff10 addiu r29,r29,0xff10 #stack - 0xf0 0x20 - 0x40: Ability IDs 0x48 - 0x58: Ability's used Item type IDs 0x60 - 0x70: MP cost per ability 0x78 - 0x88: Raw CT 0x90 - 0xa0: Silence/performance checks 0xa8 - 0xb8: turns to resolve 0x110 - 0x210: List of Valid Throwable item IDs 00181ce0: afb100cc sw r17,0x00cc(r29) 00181ce4: 00808821 addu r17,r4,r0 #unit battle ID 00181ce8: afb400d8 sw r20,0x00d8(r29) 00181cec: 00c0a021 addu r20,r6,r0 #stack + 0x110 (Valid Item IDs for Throw in a list, 0x110 - 0x210. lots of room when at most, 0x80 items could appear in vanilla.) 00181cf0: afb500dc sw r21,0x00dc(r29) 00181cf4: 0000a821 addu r21,r0,r0 00181cf8: afb000c8 sw r16,0x00c8(r29) 00181cfc: 00a08021 addu r16,r5,r0 00181d00: afbf00e8 sw r31,0x00e8(r29) 00181d04: afb700e4 sw r23,0x00e4(r29) 00181d08: afb600e0 sw r22,0x00e0(r29) 00181d0c: afb300d4 sw r19,0x00d4(r29) 00181d10: 0c060435 jal 0x001810d4 #get Unit battle data pointer 00181d14: afb200d0 sw r18,0x00d0(r29) 00181d18: 0040b021 addu r22,r2,r0 #r22 = unit data pointer 00181d1c: 16c00003 bne r22,r0,0x00181d2c # 00181d20: 320300ff andi r3,r16,0x00ff | 00181d24: 080607b0 j 0x00181ec0 |If Unit data pointer is invalid, End 00181d28: 00001021 addu r2,r0,r0 |return 0 00181d2c: 34020014 ori r2,r0,0x0014 # 00181d30: 14620010 bne r3,r2,0x00181d74 #branch if ? is 0x20 00181d34: 340200ff ori r2,r0,0x00ff 00181d38: 02202021 addu r4,r17,r0 #unit battle ID back in r4 00181d3c: 34050014 ori r5,r0,0x0014 00181d40: 27a60020 addiu r6,r29,0x0020 #r6 = Ability ID pointer (halfword per ability, 0x20 spaces in stack) 00181d44: 27a20078 addiu r2,r29,0x0078 #stack address + 0x78 (points to CT cost) 00181d48: afa20010 sw r2,0x0010(r29) #store CT cost in stack pointer to stack 00181d4c: 27a20090 addiu r2,r29,0x0090 #stack pointer + 0x90 00181d50: afa20018 sw r2,0x0018(r29) #parse stack + 0x90 (silence + performance per ability) 00181d54: 27a200a8 addiu r2,r29,0x00a8 # 00181d58: 27a70060 addiu r7,r29,0x0060 #r7 = MP cost per ability pointer (byte per ability) 00181d5c: afa00014 sw r0,0x0014(r29) #store 0 at 0x14 in stack 00181d60: 0c0605f0 jal 0x001817c0 # --> Load ability data for skillset 00181d64: afa2001c sw r2,0x001c(r29) #store stack address + 0xa8 (#turns before resolution per ability) 00181d68: 00409021 addu r18,r2,r0 #r18 = No. abilities in skillset 00181d6c: 16400004 bne r18,r0,0x00181d80 #branch if No. abilities is not 0 00181d70: 340200ff ori r2,r0,0x00ff 00181d74: a2820000 sb r2,0x0000(r20) #store ff to 0x110 in stack? 00181d78: 080607b0 j 0x00181ec0 00181d7c: 00001021 addu r2,r0,r0 #END return 0 00181d80: 02b2102a slt r2,r21,r18 #r2 = true if No. abilities > r21 00181d84: 10400018 beq r2,r0,0x00181de8 #if No. abilities > r21 00181d88: 00008821 addu r17,r0,r0 00181d8c: 3407fe82 ori r7,r0,0xfe82 #r7 = -0x017e (shuriken) 00181d90: 3c068006 lui r6,0x8006 00181d94: 24c61020 addiu r6,r6,0x1020 00181d98: 27a50048 addiu r5,r29,0x0048 #0x48 stack pointer 00181d9c: 27a40020 addiu r4,r29,0x0020 #Ability ID stack pointer 00181da0: 94830000 lhu r3,0x0000(r4) #load ability ID 00181da4: 00000000 nop 00181da8: 00671021 addu r2,r3,r7 #ability ID - 0x017e (shuriken) 00181dac: 3042ffff andi r2,r2,0xffff 00181db0: 2c42000c sltiu r2,r2,0x000c #set if ability is in throw hardcoded range 00181db4: 10400008 beq r2,r0,0x00181dd8 #Next Ability ID 00181db8: 24840002 addiu r4,r4,0x0002 #If Shuriken <= Ability ID <= Bomb (else branch) 00181dbc: 2462fe82 addiu r2,r3,0xfe82 #r2 = ID -0x017e 00181dc0: 00021400 sll r2,r2,0x10 00181dc4: 00021403 sra r2,r2,0x10 00181dc8: 00461021 addu r2,r2,r6 #80061020 + throw ID 00181dcc: 90420000 lbu r2,0x0000(r2) #load throw Item Type ID 00181dd0: 00000000 nop 00181dd4: a0a20000 sb r2,0x0000(r5) #save Throw Item Type ID to 0x48 stack 00181dd8: 26310001 addiu r17,r17,0x0001 #counter + 1 00181ddc: 0232102a slt r2,r17,r18 #r2 = true if counter <> No. Abilities in skillset 00181de0: 1440ffef bne r2,r0,0x00181da0 #loop No. Abilities in skillset times 00181de4: 24a50001 addiu r5,r5,0x0001 #0x48 stack + 1 00181de8: 00008821 addu r17,r0,r0 #Item ID counter 00181dec: 27b70048 addiu r23,r29,0x0048 #0x48 stack pointer 00181df0: 00009821 addu r19,r0,r0 #Item table counter 00181df4: 3c028006 lui r2,0x8006 00181df8: 24422eb8 addiu r2,r2,0x2eb8 #item data start 00181dfc: 02623021 addu r6,r19,r2 #r6 = item's data pointer 00181e00: 90c20005 lbu r2,0x0005(r6) #load item type 00181e04: 1a40000e blez r18,0x00181e40 #branch if No. Abilities < 0 (constant error check :why:) 00181e08: 00002021 addu r4,r0,r0 #r4 = 0 00181e0c: 304700ff andi r7,r2,0x00ff #redundant 00181e10: 02e01821 addu r3,r23,r0 #r3 = 0x48 stack pointer 00181e14: 02432821 addu r5,r18,r3 #stack pointer + No. Abilities 00181e18: 90620000 lbu r2,0x0000(r3) #load ability's used Item ID 00181e1c: 00000000 nop 00181e20: 14e20003 bne r7,r2,0x00181e30 #if item's item type = used item type 00181e24: 00000000 nop 00181e28: 08060790 j 0x00181e40 #skip forward 00181e2c: 34040001 ori r4,r0,0x0001 #r4 = 1 00181e30: 24630001 addiu r3,r3,0x0001 #0x48 stack pointer + 1 (if item's item type <> used item type) 00181e34: 0065102a slt r2,r3,r5 #r2 is true if 0x48 stack pointer <> final ability's 0x48 stack pointer 00181e38: 1440fff7 bne r2,r0,0x00181e18 #loop if so 00181e3c: 00000000 nop 00181e40: 10800019 beq r4,r0,0x00181ea8 #branch if there are no valid abilities for the weapon? 00181e44: 2673000c addiu r19,r19,0x000c #counter + c (item data table length) 00181e48: 90c20003 lbu r2,0x0003(r6) #Item type flags (wear slot) 00181e4c: 00000000 nop 00181e50: 30420080 andi r2,r2,0x0080 #weapon 00181e54: 10400014 beq r2,r0,0x00181ea8 #branch if not even a weapon lol noob. 00181e58: 00000000 nop 00181e5c: 90c20004 lbu r2,0x0004(r6) #second table ID 00181e60: 00000000 nop 00181e64: 000210c0 sll r2,r2,0x03 00181e68: 3c018006 lui r1,0x8006 00181e6c: 00220821 addu r1,r1,r2 00181e70: 90223ab9 lbu r2,0x3ab9(r1) #load item's attack flags 00181e74: 00000000 nop 00181e78: 30420002 andi r2,r2,0x0002 #throwable 00181e7c: 1040000a beq r2,r0,0x00181ea8 #branch if not throwable 00181e80: 02c02021 addu r4,r22,r0 #r4 = unit battle data pointer 00181e84: 02208021 addu r16,r17,r0 #move r17 counter to r16 00181e88: 320500ff andi r5,r16,0x00ff #move r17 counter to r5 00181e8c: 0c05f255 jal 0x0017c954 # --> Player Item Quantity decrement 00181e90: 00003021 addu r6,r0,r0 #r6 = Don't actually decrement item quantity this is just a check 00181e94: 14400004 bne r2,r0,0x00181ea8 #branch if enemy unit, or if there is none of the item remaining 00181e98: 00000000 nop 00181e9c: a2900000 sb r16,0x0000(r20) #if ally unit with stock left, save Item ID counter to 0x110 in stack 00181ea0: 26940001 addiu r20,r20,0x0001 #increase 0x110 stack counter by 1 00181ea4: 26b50001 addiu r21,r21,0x0001 #increase number of valid consumable items by 1 00181ea8: 26310001 addiu r17,r17,0x0001 #increase r17 counter by 1 00181eac: 2a220100 slti r2,r17,0x0100 #set if r17 < 0x0100 00181eb0: 1440ffd0 bne r2,r0,0x00181df4 #loop 0x0100 times 00181eb4: 340200ff ori r2,r0,0x00ff # 00181eb8: a2820000 sb r2,0x0000(r20) #store invalid item to item 0xff (because it doesn't exist lol) 00181ebc: 26a20100 addiu r2,r21,0x0100 #r2 = number of valid consumable items + 0x100 00181ec0: 8fbf00e8 lw r31,0x00e8(r29) 00181ec4: 8fb700e4 lw r23,0x00e4(r29) 00181ec8: 8fb600e0 lw r22,0x00e0(r29) 00181ecc: 8fb500dc lw r21,0x00dc(r29) 00181ed0: 8fb400d8 lw r20,0x00d8(r29) 00181ed4: 8fb300d4 lw r19,0x00d4(r29) 00181ed8: 8fb200d0 lw r18,0x00d0(r29) 00181edc: 8fb100cc lw r17,0x00cc(r29) 00181ee0: 8fb000c8 lw r16,0x00c8(r29) 00181ee4: 27bd00f0 addiu r29,r29,0x00f0 00181ee8: 03e00008 jr r31 00181eec: 00000000 nop