Randomly Transfer Data
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BATTLE.BIN : - Randomly_Transfer_Data Test Saved Action Outcomes. Begin by better score, simulate Hit% and store the first action that do not miss at AI 0x17fc ------------------------------------------------------------------------------------------ Parameter : Nothing Return : r2 = 0x01 if an action has been selected r2 = 0x00 if No Action passed the test ------------------------------------------------------------------------------------------ 001970bc: 27bdffd0 addiu r29,r29,-0x0030 | 001970c0: afb3001c sw r19,0x001c(r29) | 001970c4: 00009821 addu r19,r0,r0 |Initialize Valid action flag 001970c8: afb00010 sw r16,0x0010(r29) | 001970cc: 00008021 addu r16,r0,r0 |Initialize Action counter 001970d0: afb60028 sw r22,0x0028(r29) | 001970d4: 3c1651eb lui r22,0x51eb | 001970d8: 36d6851f ori r22,r22,0x851f |0,32*2^32 001970dc: afb40020 sw r20,0x0020(r29) | 001970e0: 3c14801a lui r20,0x801a | 001970e4: 2694f3c4 addiu r20,r20,-0x0c3c |0x8019f3c4 001970e8: afb20018 sw r18,0x0018(r29) | 001970ec: 02809021 addu r18,r20,r0 |0x8019f3c4 - Used as pointer to Saved Action data (AI 0x54 -> AI 0x154) 001970f0: afbf002c sw r31,0x002c(r29) | 001970f4: afb50024 sw r21,0x0024(r29) | 001970f8: afb10014 sw r17,0x0014(r29) | === TEST all stored action hit% - Transfer the first that succeed === @LOOP - Test Action average Hit% vs Rdm 001970fc: 92510071 lbu r17,0x0071(r18) |This Action Average Hit % 00197100: 00000000 nop | 00197104: 12200002 beq r17,r0,0x00197110 #If Average Hit% > 0 00197108: 0010a940 sll r21,r16,0x05 |Counter * 0x20 0019710c: 34130001 ori r19,r0,0x0001 |Enable valid action flag 00197110: 0c0088c3 jal 0x0002230c |-->Random_Number_Generator return rdm {0…0x7fff} 00197114: 00000000 nop | 00197118: 00560018 mult r2,r22 |Rdm * 0,32 * 2^32 0019711c: 00021fc3 sra r3,r2,0x1f | 00197120: 00002010 mfhi r4 |Rdm * 0,32 00197124: 00042143 sra r4,r4,0x05 |Rdm/100 00197128: 00832023 subu r4,r4,r3 | 0019712c: 00041840 sll r3,r4,0x01 |2*Rdm% 00197130: 00641821 addu r3,r3,r4 |3*Rdm% 00197134: 000318c0 sll r3,r3,0x03 |24*Rdm% 00197138: 00641821 addu r3,r3,r4 |25*Rdm% 0019713c: 00031880 sll r3,r3,0x02 |100*Rdm% 00197140: 00431023 subu r2,r2,r3 |Rdm{0…99 Since Rdm/100 do not have decimals 00197144: 0051102a slt r2,r2,r17 |0x1 if Rdm < Average Hit% 00197148: 14400008 bne r2,r0,0x0019716c #If Rdm < Hit% Select this action 0019714c: 26100001 addiu r16,r16,0x0001 |Action counter +1 00197150: 2a020008 slti r2,r16,0x0008 | 00197154: 1440ffe9 bne r2,r0,0x001970fc #loop 8 times or RNG breaks out 00197158: 26520020 addiu r18,r18,0x0020 |AI Action Outcome offset (+0x20 each iteration) === No valid action in list === 0019715c: 1260000a beq r19,r0,0x00197188 #If there was no action with hit > 0% Exit Return 0x00 === There is some valid action but they all failed the test : Force AI 0x54 === 00197160: 268417fc addiu r4,r20,0x17fc |Destination pointer 00197164: 08065c5e j 0x00197178 >>If there was an Action with Hit > 0% but all rdm test fails Tranfer best score data 00197168: 26850054 addiu r5,r20,0x0054 |Force origin pointer to best-scoring action (AI 0x54) === Select the first action to pass the test === 0019716c: 268417fc addiu r4,r20,0x17fc |Destination pointer 00197170: 26a50054 addiu r5,r21,0x0054 |Action counter offset (0x20) + 0x54 (start of action data) 00197174: 02852821 addu r5,r20,r5 |Pointer to 0x8019f3c4 + 0x54 + selected action offset === Transfer data to AI 0x17fc === 00197178: 0c066ac2 jal 0x0019ab08 |-->Transfer_Halfword_Values Transfer selected action data to AI 0x17fc 0019717c: 34060020 ori r6,r0,0x0020 |Transfer 0x20 bytes 00197180: 08065c63 j 0x0019718c |Exit return 0x01 00197184: 34020001 ori r2,r0,0x0001 | 00197188: 00001021 addu r2,r0,r0 0019718c: 8fbf002c lw r31,0x002c(r29) 00197190: 8fb60028 lw r22,0x0028(r29) 00197194: 8fb50024 lw r21,0x0024(r29) 00197198: 8fb40020 lw r20,0x0020(r29) 0019719c: 8fb3001c lw r19,0x001c(r29) 001971a0: 8fb20018 lw r18,0x0018(r29) 001971a4: 8fb10014 lw r17,0x0014(r29) 001971a8: 8fb00010 lw r16,0x0010(r29) 001971ac: 27bd0030 addiu r29,r29,0x0030 001971b0: 03e00008 jr r31 001971b4: 00000000 nop
Return locations
BATTLE.BIN 00196278: Non-Specific_AI_AutoBattle_(Enemies) 0019825c: Fight_for_Life_-_Auto_Battle_(00197ff4) 001982a8: Fight_for_Life_-_Auto_Battle_(00197ff4) 00198764: Protect_Allies_-_Auto_Battle_(001984ec) 001987a4: Protect_Allies_-_Auto_Battle_(001984ec) 001987dc: Protect_Allies_-_Auto_Battle_(001984ec) 00198f3c: AI_Critical_or_Run_Like_Rabbit 00199024: AI_Critical_or_Run_Like_Rabbit