Map movement decision/data setting
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BATTLE.BIN : - Map_movement_decision/data_setting Fill AI 0x3b4 Table - 1 Byte per Tile. If reachable (ON in AI 0xa74) Default data is distance to focused Target. Forced to 0x1 if there is a crystal (if needed) Set potential destination, store best destination tile coordonates in AI 0xcc4 ------------------------------------------------------------------------------------------ Parameter : Nothing Return : r2 = 0x00 (Default) r2 = -0x01 if routine Abort (Vsync call ?) ------------------------------------------------------------------------------------------ 0019638c: 34020001 ori r2,r0,0x0001 | 00196390: 3c01801a lui r1,0x801a | 00196394: a02201f1 sb r2,0x01f1(r1) |Set AI 0xe2d = 0x01 801a01f1 (aka 8019f3c4 + 0xe2d) 00196398: 3c02801a lui r2,0x801a | 0019639c: 90420d7b lbu r2,0x0d7b(r2) |AI 0x19b7 801a0d7b aka 8019f3c4 + 0x19b7 001963a0: 27bdffe0 addiu r29,r29,-0x0020 | 001963a4: afb10014 sw r17,0x0014(r29) | 001963a8: 3c11801a lui r17,0x801a | 001963ac: 8e3101f8 lw r17,0x01f8(r17) |Pointer to Acting Unit's AI Decision Data (Caster AI 0x182c) 801a01f8 aka 8019f3c4 + 0xe34 001963b0: afb00010 sw r16,0x0010(r29) | 001963b4: 3c10801a lui r16,0x801a | 001963b8: 2610f3c4 addiu r16,r16,-0x0c3c |0x8019f3c4 001963bc: afbf001c sw r31,0x001c(r29) | 001963c0: 10400008 beq r2,r0,0x001963e4 #If AI 0x19b7 <> 0x00 001963c4: afb20018 sw r18,0x0018(r29) | 001963c8: 3c02801a lui r2,0x801a | 001963cc: 90420035 lbu r2,0x0035(r2) |AI 0xc71 (This routine control variable) 001963d0: 00000000 nop | 001963d4: 1040001a beq r2,r0,0x00196440 #If Ai 0xc71 = 0x01 jump/return to AI 0x3b4 filling section 001963d8: 00000000 nop | 001963dc: 080659a0 j 0x00196680 >>Else, branch to : AI Target Priority Super Routine (evaluate best destination) 001963e0: 00000000 nop | === Set potential destination === Else : AI 0x19b7 = 0x00 001963e4: 92220004 lbu r2,0x0004(r17) |Acting Unit decision data 0x04 Ai 0x182c + 0x04 001963e8: 00000000 nop | 001963ec: 30420040 andi r2,r2,0x0040 | 001963f0: 10400013 beq r2,r0,0x00196440 #If Acting Unit has no Unit to Focus : branch to AI 0x3b4 setting 001963f4: 00000000 nop | 001963f8: 92230005 lbu r3,0x0005(r17) |Focused Unit ID 001963fc: 3c02801a lui r2,0x801a | 00196400: 904201f2 lbu r2,0x01f2(r2) |Acting units ID 801a01f2 aka 8019f3c4 + e2e 00196404: 00000000 nop | 00196408: 10620009 beq r3,r2,0x00196430 #If Acting Unit is NOT self focusing 0019640c: 260403b4 addiu r4,r16,0x03b4 |8019f3c4 + 0x3b4 00196410: 00031100 sll r2,r3,0x04 |Focused Unit offset (0x10) 00196414: 00501021 addu r2,r2,r16 |Part of pointer 00196418: 90421833 lbu r2,0x1833(r2) |load target type (Decision byte 0x07) 8019f3c4 + 0x182c + 0x07 + Focused Unit offset 0019641c: 00000000 nop | 00196420: 00021102 srl r2,r2,0x04 |0x10 becomes 0x01 00196424: 30420001 andi r2,r2,0x0001 | 00196428: 10400005 beq r2,r0,0x00196440 #If Focused unit is not Targetable : branch to AI 0x3b4 setting 0019642c: 00000000 nop | --- Clear AI 0x3b4 section (distance to target is not needed) --- Else : self targeting or untargetable target - Clear AI 0x3b4 00196430: 0c066ade jal 0x0019ab78 |-->Word_Nulling Nullify data from AI 0x3b4 to 0x5f4 (Distance from caster Table) 00196434: 34050240 ori r5,r0,0x0240 | 00196438: 0806594e j 0x00196538 |Keep AI 0x3b4 Empty and Avoid Crystal loop 0019643c: 00000000 nop | --- Fill AI 0x3b4 Section (distance to Target for each tile) --- 00196440: 0c06653e jal 0x001994f8 |-->See_if_able_to_move_to_target%3F Fill Table at 8019f3c4 + 0x3b4 (Each tile Distance to Target) 00196444: 02202021 addu r4,r17,r0 |Send Acting Unit AI decision data pointer 00196448: 2403ffff addiu r3,r0,-0x0001 | 0019644c: 14430003 bne r2,r3,0x0019645c #if returned value is -0x01 (Vsync call issue ?) 00196450: 2402ffff addiu r2,r0,-0x0001 | 00196454: 08065a20 j 0x00196880 |Exit routine Returns -0x01 00196458: a2000c71 sb r0,0x0c71(r16) |AI 0xc71 = 0x00 Else : r2 <> -0x01 0019645c: 92220007 lbu r2,0x0007(r17) |Acting Unit AI decision byte 0x07 00196460: 00000000 nop | 00196464: 30420003 andi r2,r2,0x0003 | 00196468: 10400033 beq r2,r0,0x00196538 #If Acting unit is not lacking of HP nor MP : Avoid Crystal loop 0019646c: 00000000 nop | 00196470: 8e0217f8 lw r2,0x17f8(r16) |Acting Unit battle data pointer 0x801908cc 00196474: 00000000 nop | 00196478: 9042005c lbu r2,0x005c(r2) |Acting Unit current status 5 0019647c: 00000000 nop | 00196480: 30420001 andi r2,r2,0x0001 | 00196484: 1440002c bne r2,r0,0x00196538 #If Acting Unit has [Death Sentence] branch to Avoid Crystal loop 00196488: 00000000 nop | 0019648c: 3c01801a lui r1,0x801a | 00196490: ac20f370 sw r0,-0x0c90(r1) |Initialize Unit Counter Reset 8019f370 @LOOP - Search for Crystal 00196494: 3c04801a lui r4,0x801a | 00196498: 8c84f370 lw r4,-0x0c90(r4) |Load Dynamic Unit ID 0019649c: 3c038019 lui r3,0x8019 | 001964a0: 246308cc addiu r3,r3,0x08cc | 001964a4: 000410c0 sll r2,r4,0x03 | 001964a8: 00441023 subu r2,r2,r4 | 001964ac: 00021180 sll r2,r2,0x06 |ID*0x1c0 001964b0: 00432821 addu r5,r2,r3 |Dynamic Pointer to Unit battle data 001964b4: 90a30001 lbu r3,0x0001(r5) |load unit ID 001964b8: 340200ff ori r2,r0,0x00ff | 001964bc: 10620015 beq r3,r2,0x00196514 #If This Unit ID = 0xff : branch to Next unit 001964c0: 00000000 nop | 001964c4: 90a20058 lbu r2,0x0058(r5) |This Unit Current Status 1 001964c8: 00000000 nop | 001964cc: 30420040 andi r2,r2,0x0040 | 001964d0: 10400010 beq r2,r0,0x00196514 #If This Unit is a [Crystal] - Update AI 0x3b4 001964d4: 00000000 nop | 001964d8: 0c067ca9 jal 0x0019f2a4 |-->Transfer_Unit_Coordinates_to_AI Transfer This Unit coordinate at 8019f3c4 + 0xc74 001964dc: 26050c74 addiu r5,r16,0x0c74 |Send Pointer to AI 0xc74 001964e0: 92030c75 lbu r3,0x0c75(r16) |This Unit elevation 001964e4: 92040c74 lbu r4,0x0c74(r16) |This Unit X coordinate 001964e8: 000310c0 sll r2,r3,0x03 | 001964ec: 00431021 addu r2,r2,r3 | 001964f0: 00021140 sll r2,r2,0x05 |Elevation offset (0x120) 001964f4: 00501021 addu r2,r2,r16 |AI pointer + elevation offset 001964f8: 92030c76 lbu r3,0x0c76(r16) |Load Y coordinate 001964fc: 244203b4 addiu r2,r2,0x03b4 |Part of pointer to 8019f3c4 + 0x3b4 00196500: 00031900 sll r3,r3,0x04 |Y offset (0x10) 00196504: 00621821 addu r3,r3,r2 |Part of pointer to 8019f3c4 + 0x3b4 00196508: 00641821 addu r3,r3,r4 |Pointer to this Unit 8019f3c4 + 0x3b4 Tile's data 0019650c: 34020001 ori r2,r0,0x0001 | 00196510: a0620000 sb r2,0x0000(r3) |Store 0x01 in panel data (AI 0x3b4) instead of distance between unit ? Forces the crystal to feel closer ? 00196514: 3c02801a lui r2,0x801a | 00196518: 8c42f370 lw r2,-0x0c90(r2) |Load Unit Counter 0019651c: 00000000 nop | 00196520: 24420001 addiu r2,r2,0x0001 | 00196524: 3c01801a lui r1,0x801a | 00196528: ac22f370 sw r2,-0x0c90(r1) |Store increased Unit Counter 0019652c: 28420015 slti r2,r2,0x0015 | 00196530: 1440ffd8 bne r2,r0,0x00196494 Λ Do for each unit 00196534: 00000000 nop | --- POST CRYSTAL --- 00196538: 92020e31 lbu r2,0x0e31(r16) |Acting Unit elevation 0019653c: 92040e30 lbu r4,0x0e30(r16) |Acting Unit X coordinates 00196540: 000218c0 sll r3,r2,0x03 | 00196544: 00621821 addu r3,r3,r2 | 00196548: 00031940 sll r3,r3,0x05 | 0019654c: 00701821 addu r3,r3,r16 |8019f3c4 + Elevation offset (+0x120 if high elevation) 00196550: 92020e32 lbu r2,0x0e32(r16) |Acting Unit Y coordinates 00196554: 246303b4 addiu r3,r3,0x03b4 |Elevation offset + 0x3b4 00196558: 00021100 sll r2,r2,0x04 |Y*16 (Y offset) 0019655c: 00431021 addu r2,r2,r3 |0x3b4 + Y offset + Elevation offset 00196560: 00441021 addu r2,r2,r4 |8019f3c4 + 0x3b4 + Caster Tile offset 00196564: 90420000 lbu r2,0x0000(r2) |Acting Unit Distance from Target 00196568: 3c01801a lui r1,0x801a | 0019656c: ac22f374 sw r2,-0x0c8c(r1) |Store distance from Target at 0x8019f374 00196570: 0c0658a8 jal 0x001962a0 |-->Get_Longest_Range_Ability_or_Move Returns Closest Ability range if focusing, Acting unit move if not 00196574: 00000000 nop | 00196578: 3c04801a lui r4,0x801a | 0019657c: 8c84f374 lw r4,-0x0c8c(r4) |Caster Distance from Target 00196580: 3c01801a lui r1,0x801a | 00196584: ac22f36c sw r2,-0x0c94(r1) |Store Closest Ability Range (or Unit move) at 0x8019f36c 00196588: 3c01801a lui r1,0x801a | 0019658c: ac20f378 sw r0,-0x0c88(r1) |Reset 0x8019f378 00196590: 0044102a slt r2,r2,r4 |0x1 if Closest range + Move < Distance From Target 00196594: 10400006 beq r2,r0,0x001965b0 #If Closest Ability > Distance From Target : branch to Hit and run (?) section 00196598: 34120001 ori r18,r0,0x0001 | 0019659c: 92220006 lbu r2,0x0006(r17) |Acting Unit decision Byte 0x06 001965a0: 00000000 nop | 001965a4: 30420008 andi r2,r2,0x0008 |Check Ability CT flag 001965a8: 10400030 beq r2,r0,0x0019666c #If caster is not charging: branch to Move then Hit section 001965ac: 00000000 nop | --- SECTION : TARGET is IN RANGE - Hit and run ? / Run while charging --- Else : Target is in range / Or Unit is Charging (Target already acquired?) 001965b0: 3c01801a lui r1,0x801a | 001965b4: ac32f368 sw r18,-0x0c98(r1) |Target is in range = True // Hit and Run flag ? Target could be a tile or a unit 001965b8: 92220004 lbu r2,0x0004(r17) |Load Acting Unit AI 0x182c byte 0x04 001965bc: 00000000 nop | 001965c0: 30420020 andi r2,r2,0x0020 | 001965c4: 10400024 beq r2,r0,0x00196658 #If Acting Unit do not have [Stay Near] flag : Avoid Stay near section 001965c8: 00000000 nop | --- STAY NEAR - CAN REACH TILE of INTEREST ? --- 001965cc: 0c0674a5 jal 0x0019d294 |-->Get_unit_that_matches_coordinates returns ID of Unit of Tile to protect ? (0x15 if none) 001965d0: 02202021 addu r4,r17,r0 |Send AI decision data pointer 001965d4: 92030e2e lbu r3,0x0e2e(r16) |Load acting unit ID 001965d8: 00402021 addu r4,r2,r0 | 001965dc: 3c01801a lui r1,0x801a | 001965e0: ac24f370 sw r4,-0x0c90(r1) |Store unit ID 001965e4: 10830003 beq r4,r3,0x001965f4 #If Acting Unit is on [stay near]Coordinates Focused Tile is reachable section 001965e8: 34020015 ori r2,r0,0x0015 | 001965ec: 1482001a bne r4,r2,0x00196658 #If There is a Unit on This Tile : branch to Focused Tile is not reachable section 001965f0: 00000000 nop | --- Focused Tile is reachable (already on tile /Tile in range and empty) --- 001965f4: 92230001 lbu r3,0x0001(r17) |Focused Tile Elevation 8019f3c4 + 0x182c + 0x01 001965f8: 92240000 lbu r4,0x0000(r17) |Focused Tile X coordinates 001965fc: 000310c0 sll r2,r3,0x03 | 00196600: 00431021 addu r2,r2,r3 | 00196604: 00021080 sll r2,r2,0x02 |Elevation offset (0x24) 00196608: 92230002 lbu r3,0x0002(r17) |Focused Tile Y coordinates 0019660c: 00501021 addu r2,r2,r16 | 00196610: 00031840 sll r3,r3,0x01 |Y offset (Halfword) 00196614: 00431021 addu r2,r2,r3 |Pointer to 0x8019f3c4 + 0xa74 + Acting Unit Y Row offset 00196618: 34038000 ori r3,r0,0x8000 |Base bitmask 0019661c: 94420a74 lhu r2,0x0a74(r2) |Load Acting Unit Row's flags 00196620: 00831807 srav r3,r3,r4 |Acting Unit's Tile's bitmask 00196624: 00431024 and r2,r2,r3 |Acting Unit's Tile's Flag in AI 0xa74 Table 00196628: 1040000b beq r2,r0,0x00196658 #If Acting Unit Tile is Unreachable (Flag OFF) Branch to get closer section 0019662c: 00000000 nop | 00196630: 92020e2d lbu r2,0x0e2d(r16) |Load 0x8019f3c4 + 0xe2d This routine control variable ? 00196634: 8e230000 lw r3,0x0000(r17) |Load Focused Tile Full coordinates 00196638: 00021080 sll r2,r2,0x02 |0x0e2d * 4 0019663c: 00501021 addu r2,r2,r16 |0x8019f3c4 + Offset based on 0xe2d 00196640: 0c0664e8 jal 0x001993a0 |-->Update Reachable Tile's Flags Turn off any reachable Tile but the acting unit ones and the focused Tile one 00196644: ac430cc4 sw r3,0x0cc4(r2) |Store Full Coordinates at 0x8019f3c4 + 0xcc4 (based on 0xe2d) AI 0xcc8 00196648: 3c01801a lui r1,0x801a | 0019664c: ac32f378 sw r18,-0x0c88(r1) |Set 0x8019f378 to 0x01 00196650: 080659a0 j 0x00196680 >>Jump to Movement Priority Routine 00196654: 00000000 nop | --- Get closer of Target (Unit or occupied tile) 00196658: 92020e38 lbu r2,0x0e38(r16) |Acting Unit's Move 0019665c: 3c04801a lui r4,0x801a | 00196660: 8c84f374 lw r4,-0x0c8c(r4) |Acting Unit's distance from Target 00196664: 0806599e j 0x00196678 >>Jump directly to Next routine (Fill AI 0xabc) Will Enable all tiles closest to Focused Tile in AI 0x74 00196668: 00442021 addu r4,r2,r4 |Move + Distance --- GET CLOSER THEN HIT Section (Target is not reachable with all abilities)--- 0019666c: 3c01801a lui r1,0x801a | 00196670: ac20f368 sw r0,-0x0c98(r1) |Reset 0x8019f3c8 Target in range flag ? 00196674: 2484ffff addiu r4,r4,-0x0001 |Send Distance from Target - 1 (From 001965a8) 00196678: 0c065ab7 jal 0x00196adc |-->Check_AI_Target_Type_(00196adc) Set data to 0xabc Table (reachable and closer to Target) 0019667c: 00000000 nop | === CHOOSE THE BEST DESTINATION CLOSER TO TARGET store it in AI 0xcc8 (movement only without ability simulation) === 00196680: 0c066672 jal 0x001999c8 |-->AI_Target_Priority_Super_Routine_(001999c8) Set Priority Mod for each Tiles in Table at AI 0x5f4 00196684: 00000000 nop | 00196688: 2403ffff addiu r3,r0,-0x0001 | 0019668c: 14430004 bne r2,r3,0x001966a0 #If Routine returns -0x0001 (Table 0x5f4 not Updated) - Vsync related 00196690: 34020001 ori r2,r0,0x0001 | 00196694: a2020c71 sb r2,0x0c71(r16) |Set AI 0xc71 to 0x01 00196698: 08065a20 j 0x00196880 |Exit Returns -0x0001 0019669c: 2402ffff addiu r2,r0,-0x0001 | Else : Table AI 0x5f4 has been Updated 001966a0: 3c02801a lui r2,0x801a | 001966a4: 8c42f378 lw r2,-0x0c88(r2) |Load 0x8019f378 0x1 if Caster has [Stay Near] and Can move on This tile 001966a8: 00000000 nop | 001966ac: 14400029 bne r2,r0,0x00196754 #If Destination is already chosen Avoid looking for best tile 001966b0: 00000000 nop | 001966b4: 3c02801a lui r2,0x801a | 001966b8: 8c42f368 lw r2,-0x0c98(r2) |Load 8019f368 - Target in Range Flag ? 0x1 if Targeted Unit distance < Closest Ability (Hit and Run is an option ?) 001966bc: 00000000 nop | 001966c0: 10400006 beq r2,r0,0x001966dc #If Target is Targetable without moving 001966c4: 3c047fff lui r4,0x7fff | 001966c8: 3484ffff ori r4,r4,0xffff |Send Max possible distance 001966cc: 0c065a4f jal 0x0019693c |-->AI_Post_Action_Movement_Decision_Routine_(0019693c) Find best Tile and store coordinates at AI 0xcc8 001966d0: 00002821 addu r5,r0,r0 |Priority prevails mod 001966d4: 080659d5 j 0x00196754 |Keep result and Avoid opposite section 001966d8: 00000000 nop | Else : Not Targetable with all abilities 001966dc: 92020e39 lbu r2,0x0e39(r16) |load acting units team 001966e0: 00000000 nop | 001966e4: 10400017 beq r2,r0,0x00196744 #if Acting Unit is in Player Team : Avoid random stuff (!?) 001966e8: 00000000 nop | 001966ec: 0c0088c3 jal 0x0002230c |-->Random_Number_Generator returns 0 to 0x7fff 001966f0: 00000000 nop | 001966f4: 3c039249 lui r3,0x9249 | 001966f8: 34632493 ori r3,r3,0x2493 |0x92492493 4/7 2^32 001966fc: 00430018 mult r2,r3 | 00196700: 000227c3 sra r4,r2,0x1f |0 00196704: 00001810 mfhi r3 |r3 = Rdm *-3/7 * 2^32 00196708: 00621821 addu r3,r3,r2 |Rdm * 4/7 0019670c: 00031883 sra r3,r3,0x02 |Rdm / 7 00196710: 00641823 subu r3,r3,r4 |- 0x00 00196714: 000320c0 sll r4,r3,0x03 |Rdm * 8 / 7 00196718: 00832023 subu r4,r4,r3 |Rdm * 7 / 7 (but you lost the 1st byte during the right shift) 0019671c: 14440009 bne r2,r4,0x00196744 #If Random Number if a multiple of 7 and 16 (?) 00196720: 00000000 nop | 00196724: 3c02801a lui r2,0x801a | 00196728: 8c42f36c lw r2,-0x0c94(r2) |Shortest Range 0019672c: 00000000 nop | 00196730: 00021fc2 srl r3,r2,0x1f | 00196734: 00431021 addu r2,r2,r3 |Range 00196738: 00021043 sra r2,r2,0x01 |Range / 2 0019673c: 3c01801a lui r1,0x801a | 00196740: ac22f36c sw r2,-0x0c94(r1) |Randomly Halve Ability range ? 00196744: 3c04801a lui r4,0x801a | 00196748: 8c84f36c lw r4,-0x0c94(r4) |Shortest Range 0019674c: 0c065a42 jal 0x00196908 |-->Get_Positive_Priority_(00196908) Find best Tile and store coordinates at AI 0xcc8 00196750: 00000000 nop | === Set potential destination away from target (all cases)=== 00196754: 92030e3b lbu r3,0x0e3b(r16) |Map Max Y 00196758: 34020002 ori r2,r0,0x0002 | 0019675c: a2020e2d sb r2,0x0e2d(r16) |Set 0xe2d to 0x02 (Away from Target offset) 00196760: 3c01801a lui r1,0x801a | 00196764: ac20f370 sw r0,-0x0c90(r1) |Reset 0x8019f370 00196768: 10600015 beq r3,r0,0x001967c0 #If Map max Y is invalid Avoid loop 0019676c: 00000000 nop | @LOOP - Set Table of reachable tiles farther from Target (AI 0xb04) 00196770: 3c05801a lui r5,0x801a | 00196774: 8ca5f370 lw r5,-0x0c90(r5) |This Loop counter 00196778: 00000000 nop | 0019677c: 00051040 sll r2,r5,0x01 |Y counter * 2 (halford offset) 00196780: 00501021 addu r2,r2,r16 |Dynamic pointer to AI data (halfword offset) 00196784: 94430a74 lhu r3,0x0a74(r2) |This Y row Flags in Reachable Tiles Table 8019f3c4 + 0xa74 00196788: 94460abc lhu r6,0x0abc(r2) |This Y row Flags in Reachable and closer to Target Tiles Table 8019f3c4 + 0xa74 + 0x48 0019678c: 94440a98 lhu r4,0x0a98(r2) |Same Y row but high elevation (AI 0xa74) 00196790: 94470ae0 lhu r7,0x0ae0(r2) |Same Y row but high elevation (AI 0xa74 + 0x48) 00196794: 00661826 xor r3,r3,r6 |Toggle Low elevation flags : reachable and farther from target 00196798: 00872026 xor r4,r4,r7 |Toggle High elevation flags : reachable and farther from target 0019679c: a4430b04 sh r3,0x0b04(r2) |Store Reachable and Farther flags at 0x8019f3c4 + 0xa74 + 0x90 2 times 0x48 offset (and 0xe2d is = 2) 001967a0: a4440b28 sh r4,0x0b28(r2) |Store High elevation Reachable and Farther flags 2 times 0x48 offset (and 0xe2d is = 2) 001967a4: 92020e3b lbu r2,0x0e3b(r16) |Map Max Y 001967a8: 24a50001 addiu r5,r5,0x0001 |Y counter +1 001967ac: 3c01801a lui r1,0x801a | 001967b0: ac25f370 sw r5,-0x0c90(r1) |Store counter 001967b4: 00a2282a slt r5,r5,r2 |Loop 001967b8: 14a0ffed bne r5,r0,0x00196770 Λ Loop while Y < Max Y 001967bc: 00000000 nop | === CHOOSE THE BEST DESTINATION and store it in AI 0xcc4 (movement only without ability simulation) === 001967c0: 8e020cc8 lw r2,0x0cc8(r16) |Load Coordinates of result 0xe2d = 0x1 Caster best destination closer to target 001967c4: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit battle data pointer 001967c8: a2000e2d sb r0,0x0e2d(r16) |Reset 0x2ed 001967cc: ae020ccc sw r2,0x0ccc(r16) |Store coordinates in 0xAI 0xccc (coordinates for 0xe2d = 2) 001967d0: 90620188 lbu r2,0x0188(r3) |Acting Unit Action Taken flag 001967d4: 00000000 nop | 001967d8: 14400016 bne r2,r0,0x00196834 #If Acting Unit has already Taken his Action branch to Keep Tile from AI 0xcc8 001967dc: 00000000 nop | 001967e0: 92220004 lbu r2,0x0004(r17) |Acting Unit Decision Byte 0x04 8019f3c4 + 0x182c + 0x04 001967e4: 00000000 nop | 001967e8: 30420040 andi r2,r2,0x0040 | 001967ec: 10400011 beq r2,r0,0x00196834 #If Acting Unit has no Targeted Unit Keep Tile from AI 0xcc8 001967f0: 00000000 nop | 001967f4: 3c02801a lui r2,0x801a | 001967f8: 8c42f368 lw r2,-0x0c98(r2) |0x8019f368 001967fc: 00000000 nop | 00196800: 1040000c beq r2,r0,0x00196834 #If 8019f368 = 0x00 (Cannot hit without moving) Keep Tile from AI 0xcc8 00196804: 00000000 nop | 00196808: 92220006 lbu r2,0x0006(r17) |Acting Unit Decision 0x06 8019f3c4 + 0x182c + 0x6 0019680c: 00000000 nop | 00196810: 30420008 andi r2,r2,0x0008 | 00196814: 14400007 bne r2,r0,0x00196834 #If Acting Unit is Charging Keep Tile from AI 0xcc8 00196818: 00000000 nop | --- Find the best Tile in all reachable tiles (Action not Taken / Not Charging / Can Attack without moving / is focusing a Unit) --- 0019681c: 3c04801a lui r4,0x801a | 00196820: 8c84f374 lw r4,-0x0c8c(r4) |Distance from Target 00196824: 0c065a27 jal 0x0019689c |-->Find_Positive_Priority_Target_within_3_Range_(0019689c) 0xe2d set to 0x00 here (will consider all reachable tiles) 00196828: 2484ffff addiu r4,r4,-0x0001 |Distance from Target - 1 (melee range ?) 0019682c: 08065a11 j 0x00196844 >>Go to Last section Return 0x00 00196830: 00001021 addu r2,r0,r0 | --- Store Tile from AI 0xcc8 in AI 0xcc4 (Get closer of main target) --- 00196834: 8e020cc8 lw r2,0x0cc8(r16) |Load Better coordinates so Far 00196838: 00000000 nop | 0019683c: ae020cc4 sw r2,0x0cc4(r16) |Save as new coordinates of interest ? 00196840: 00001021 addu r2,r0,r0 |Return 0x00 --- Last section --- 00196844: 92040e31 lbu r4,0x0e31(r16) |Acting Unit elevation 00196848: 92050e32 lbu r5,0x0e32(r16) |Acting Unit Y 0019684c: 92060e30 lbu r6,0x0e30(r16) |Acting Unit X 00196850: 000418c0 sll r3,r4,0x03 | 00196854: 00641821 addu r3,r3,r4 | 00196858: 00031880 sll r3,r3,0x02 |Elevation offset (+0x24) 0019685c: 00701821 addu r3,r3,r16 | 00196860: 24630abc addiu r3,r3,0x0abc |Pointer to 0x8019f3c4 + 0xabc + elevation offset AI 0xa74 + 0x48 = Reachable and closer to Target 00196864: 00052840 sll r5,r5,0x01 |Y offset (Halfword) 00196868: 00a32821 addu r5,r5,r3 |add to pointer 0019686c: 34048000 ori r4,r0,0x8000 |prepare bitmask 00196870: 94a30000 lhu r3,0x0000(r5) |Acting Unit Y row flags AI 0xa74 + 0x48 = Reachable and closer to Target 00196874: 00c42007 srav r4,r4,r6 |Bitmask for acting unit Tile 00196878: 00641825 or r3,r3,r4 | 0019687c: a4a30000 sh r3,0x0000(r5) |Enable Acting Unit Tile in Table of reachable and closer Tiles AI 0xa74 + 0x48 = Reachable and closer to Target 00196880: 8fbf001c lw r31,0x001c(r29) 00196884: 8fb20018 lw r18,0x0018(r29) 00196888: 8fb10014 lw r17,0x0014(r29) 0019688c: 8fb00010 lw r16,0x0010(r29) 00196890: 27bd0020 addiu r29,r29,0x0020 00196894: 03e00008 jr r31 00196898: 00000000 nop
Return locations
BATTLE.BIN 001961f4: Non-Specific AI AutoBattle (Enemies)