Compare Set Highest Unit Target Priority (00196fc4)
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BATTLE.BIN : - Compare and Set Highest Unit Target Priority Insert Current Action outcome (AI 0x34) in Recorded Actions Outcome (AI 0x54 to AI 0x134). AI 0x54 has the higher outcome ------------------------------------------------------------------------------------------ Parameter : Nothing Return : Nothing ------------------------------------------------------------------------------------------ 00196fc4: 27bdffd8 addiu r29,r29,-0x0028 | 00196fc8: afb40020 sw r20,0x0020(r29) | 00196fcc: 3c14801a lui r20,0x801a | 00196fd0: 2694f3c4 addiu r20,r20,0xf3c4 |0x8019f3c4 00196fd4: 26840050 addiu r4,r20,0x0050 |0x8019f3c4 + 0x50 00196fd8: 26850170 addiu r5,r20,0x0170 |0x8019f3c4 + 0x170 00196fdc: afbf0024 sw r31,0x0024(r29) | 00196fe0: afb3001c sw r19,0x001c(r29) | 00196fe4: afb20018 sw r18,0x0018(r29) | 00196fe8: afb10014 sw r17,0x0014(r29) | 00196fec: 0c065b6c jal 0x00196db0 |-->Compare Target Priority and Hit Rate Compare AI 0x50 ad 0x170 00196ff0: afb00010 sw r16,0x0010(r29) | 00196ff4: 34030002 ori r3,r0,0x0002 | 00196ff8: 14430025 bne r2,r3,0x00197090 #if AI 0x50 has higher outcome than AI 0x170 Else Exit ? (corrupted data ?) 00196ffc: 26840034 addiu r4,r20,0x0034 |0x8019f3c4 + 0x34 00197000: 0c065b88 jal 0x00196e20 |-->Set Highest Target Priority Check AI 0x50 Vs AI 0x150 00197004: 26850134 addiu r5,r20,0x0134 |0x8019f3c4 + 0x134 00197008: 10400021 beq r2,r0,0x00197090 #if AI 0x34 is not better then AI 0x134 : Reset AI 0x34 and Exit Ignore this weak outcome 0019700c: 34100054 ori r16,r0,0x0054 |Prepare dynamic pointer to AI action data 00197010: 00009821 addu r19,r0,r0 |initialize counter === Check if current considered action has a better outcome than previous simulation === @LOOP 00197014: 26840034 addiu r4,r20,0x0034 |Static pointer to AI 0x34 00197018: 0c065b88 jal 0x00196e20 |-->Set Highest Target Priority Check Current action score Vs best previous results 0019701c: 02902821 addu r5,r20,r16 |Dynamic pointer (AI 0x54 to AI 0x134) 00197020: 14400006 bne r2,r0,0x0019703c #If better score : Exit loop and reorder action data 00197024: 34020008 ori r2,r0,0x0008 | 00197028: 26730001 addiu r19,r19,0x0001 |counter +1 0019702c: 2a620008 slti r2,r19,0x0008 | 00197030: 1440fff8 bne r2,r0,0x00197014 Λ loop 8 times 00197034: 26100020 addiu r16,r16,0x0020 |Action data offset (+0x20 each iteration) 00197038: 34020008 ori r2,r0,0x0008 | 0019703c: 12620014 beq r19,r2,0x00197090 #If AI 0x34 did not beat any previous record : branch to Reset AI 0x34 and Exit Ignore this weak outcome (2nd check) 00197040: 2a620007 slti r2,r19,0x0007 | 00197044: 1040000c beq r2,r0,0x00197078 | 00197048: 34100007 ori r16,r0,0x0007 |Initialize counter (backward counter) 0019704c: 34120114 ori r18,r0,0x0114 |Prepare dynamic backward pointer (origin) 00197050: 34110134 ori r17,r0,0x0134 |Prepare dynamic backward pointer (destination) === Re-order recorded action outcome (and insert current action) === @LOOP- reorder action result 00197054: 02912021 addu r4,r20,r17 | 00197058: 02922821 addu r5,r20,r18 | 0019705c: 0c066ac2 jal 0x0019ab08 |-->Transfer Halfword Values 00197060: 34060020 ori r6,r0,0x0020 |copy 0x20 bytes 00197064: 2652ffe0 addiu r18,r18,-0x0020 |AI action data offset 00197068: 2610ffff addiu r16,r16,-0x0001 |Counter - 0x1 0019706c: 0270102a slt r2,r19,r16 | 00197070: 1440fff8 bne r2,r0,0x00197054 Λ Loop while r19 < r16 00197074: 2631ffe0 addiu r17,r17,-0x20 |AI action data offset 00197078: 00102140 sll r4,r16,0x05 |Entry counter * 0x20 0019707c: 24840054 addiu r4,r4,0x0054 | 00197080: 02842021 addu r4,r20,r4 |New entry pointer 00197084: 26850034 addiu r5,r20,0x0034 |Current data pointer (AI 0x34) 00197088: 0c066ac2 jal 0x0019ab08 |-->Transfer Halfword Values Insert current action result in recorded results 0019708c: 34060020 ori r6,r0,0x0020 | 00197090: 0c0657db jal 0x00195f6c |-->Reset_Highest_Target_Priority 00197094: 26840034 addiu r4,r20,0x0034 00197098: 8fbf0024 lw r31,0x0024(r29) 0019709c: 8fb40020 lw r20,0x0020(r29) 001970a0: 8fb3001c lw r19,0x001c(r29) 001970a4: 8fb20018 lw r18,0x0018(r29) 001970a8: 8fb10014 lw r17,0x0014(r29) 001970ac: 8fb00010 lw r16,0x0010(r29) 001970b0: 27bd0028 addiu r29,r29,0x0028 001970b4: 03e00008 jr r31 001970b8: 00000000 nop
Return locations
BATTLE.BIN 00196090: Set_or_Remove_Charging_(00195f8c) 0019b2e8: AI_ability_use_control_routine 0019b4dc: Check_if_any_units_are_in_range_(0019b30c) 0019bb00: AI_Targeting_Matrix_Analysis_(0019b7b8) 0019bebc: Math_Skill_Targeting