Fight for Life - Auto Battle (00197ff4)
(Redirected from 00197ff4 - 001982d4)
Jump to navigation
Jump to search
*Note: 0x0032 and 0x0c6e are the same byte
00197ff4: 3c02801a lui r2,0x801a 00197ff8: 8c420bbc lw r2,0x0bbc(r2) load acting unit data 00197ffc: 27bdffe0 addiu r29,r29,0xffe0 00198000: afbf0018 sw r31,0x0018(r29) 00198004: afb10014 sw r17,0x0014(r29) 00198008: afb00010 sw r16,0x0010(r29) 0019800c: 905001b9 lbu r16,0x01b9(r2) Load Main Target ID 00198010: 3c02801a lui r2,0x801a 00198014: 90420d7b lbu r2,0x0d7b(r2) load skillset/usage byte 00198018: 3c11801a lui r17,0x801a 0019801c: 2631f3c4 addiu r17,r17,0xf3c4 r17 = AI data 00198020: 10400013 beq r2,r0,0x00198070 branch if byte = 0 00198024: 34020001 ori r2,r0,0x0001
00198028: 3c03801a lui r3,0x801a 0019802c: 90630032 lbu r3,0x0032(r3) Load Decision Byte 00198030: 00000000 nop 00198034: 1062006a beq r3,r2,0x001981e0 branch if byte = 01 00198038: 28620002 slti r2,r3,0x0002 0019803c: 10400005 beq r2,r0,0x00198054 branch if byte > 02 00198040: 00000000 nop 00198044: 1060005f beq r3,r0,0x001981c4 branch if byte = 0 00198048: 00000000 nop 0019804c: 080660a0 j 0x00198280 Else Safety Jump/negative byte? 00198050: 00000000 nop
00198054: 34020002 ori r2,r0,0x0002 00198058: 1062006a beq r3,r2,0x00198204 branch if byte = 2 0019805c: 34020003 ori r2,r0,0x0003 00198060: 10620077 beq r3,r2,0x00198240 branch if byte = 3 00198064: 00000000 nop 00198068: 080660a0 j 0x00198280 Else, <> 0019806c: 00000000 nop
<Usage/Skillset Not Set> 00198070: 0c065b23 jal 0x00196c8c Find and Target Main Target 00198074: 02002021 addu r4,r16,r0 r4 = Main Target ID 00198078: 14400006 bne r2,r0,0x00198094 branch if targeting unit found
<Main Target can't be found> (Because it's not targeted yet) 0019807c: 00101100 sll r2,r16,0x04 00198080: 00511021 addu r2,r2,r17 00198084: 90421834 lbu r2,0x1834(r2) load enemy flag 00198088: 00000000 nop 0019808c: 14400048 bne r2,r0,0x001981b0 Store unit data if enemy 00198090: 00000000 nop
<Not Enemy> (Remove Coward AI) 00198094: 3c03801a lui r3,0x801a 00198098: 8c6301f8 lw r3,0x01f8(r3) acting units AI decision 0019809c: 00000000 nop 001980a0: 90620004 lbu r2,0x0004(r3) load Type of AI? 001980a4: 00000000 nop 001980a8: 304200f7 andi r2,r2,0x00f7 remove coward-like AI 001980ac: a0620004 sb r2,0x0004(r3)
<If Being Ridden> 001980b0: 001010c0 sll r2,r16,0x03 001980b4: 00501023 subu r2,r2,r16 001980b8: 00021180 sll r2,r2,0x06 001980bc: 3c038019 lui r3,0x8019 001980c0: 246308cc addiu r3,r3,0x08cc 001980c4: 00431821 addu r3,r2,r3 get unit data 001980c8: 90640182 lbu r4,0x0182(r3) load mount data 001980cc: 00000000 nop 001980d0: 30820040 andi r2,r4,0x0040 001980d4: 10400014 beq r2,r0,0x00198128 branch if not being ridden 001980d8: 26220014 addiu r2,r17,0x0014
<Target Rider if Main Target is being ridden> 001980dc: 9062005a lbu r2,0x005a(r3) Current Status 3 001980e0: 00000000 nop 001980e4: 30420010 andi r2,r2,0x0010 001980e8: 1040000b beq r2,r0,0x00198118 branch if not transparent
<Is Rider and Mount Invisible?> 001980ec: 3082001f andi r2,r4,0x001f 001980f0: 000218c0 sll r3,r2,0x03 001980f4: 00621823 subu r3,r3,r2 001980f8: 00031980 sll r3,r3,0x06 001980fc: 3c018019 lui r1,0x8019 00198100: 00230821 addu r1,r1,r3 00198104: 90220926 lbu r2,0x0926(r1) Get Current Status 3 00198108: 00000000 nop 0019810c: 30420010 andi r2,r2,0x0010 00198110: 14400027 bne r2,r0,0x001981b0 Branch if both Rider and Mount are transparent 00198114: 00000000 nop 00198118: 0806606c j 0x001981b0 Store Target Data 0019811c: 3090001f andi r16,r4,0x001f Remove Riding Flags from Rider ID
<If Unit = Transparent> 00198120: 0806606c j 0x001981b0 00198124: 00808021 addu r16,r4,r0
<Initialize Targeted List> 00198128: 34030001 ori r3,r0,0x0001 0019812c: 34040014 ori r4,r0,0x0014
00198130: a0430c8d sb r3,0x0c8d(r2) Current Unit is on Targeted List = True 00198134: 2484ffff addiu r4,r4,0xffff Unit Counter-- 00198138: 0481fffd bgez r4,0x00198130 Store true to all listed units 0019813c: 2442ffff addiu r2,r2,0xffff Pointer--
00198140: 0c066449 jal 0x00199124 Determine nearest suitable target 00198144: 34040004 ori r4,r0,0x0004 Look for nearest Charging/Performing (Dead/Petrified) unit
00198148: 92230e2e lbu r3,0x0e2e(r17) acting units ID 0019814c: 00408021 addu r16,r2,r0 00198150: 16030017 bne r16,r3,0x001981b0 <Store Data> if only Charging/Performing unit is self 00198154: 00002021 addu r4,r0,r0 Initialize Unit ID 00198158: 340600ff ori r6,r0,0x00ff 0019815c: 02202821 addu r5,r17,r0 00198160: 3c038019 lui r3,0x8019 00198164: 246308cc addiu r3,r3,0x08cc r3 = Unit Data Pointer
<Transparent Loop> 00198168: 90620001 lbu r2,0x0001(r3) load unit ID 0019816c: 00000000 nop 00198170: 1046000a beq r2,r6,0x0019819c branch if FF 00198174: 00000000 nop 00198178: 90a21834 lbu r2,0x1834(r5) load enemy flag 0019817c: 00000000 nop 00198180: 10400006 beq r2,r0,0x0019819c branch if ally 00198184: 00000000 nop 00198188: 9062005a lbu r2,0x005a(r3) 0019818c: 00000000 nop 00198190: 30420010 andi r2,r2,0x0010 00198194: 1440ffe2 bne r2,r0,0x00198120 branch if transparent 00198198: 00000000 nop 0019819c: 24a50010 addiu r5,r5,0x0010 001981a0: 24840001 addiu r4,r4,0x0001 001981a4: 28820015 slti r2,r4,0x0015 001981a8: 1440ffef bne r2,r0,0x00198168 Do for all units 001981ac: 246301c0 addiu r3,r3,0x01c0
<Store Target Data> 001981b0: 8e2217f8 lw r2,0x17f8(r17) load acting units data 001981b4: 02002021 addu r4,r16,r0 001981b8: 0c065243 jal 0x0019490c Store main target ID and focus on target flag 001981bc: a05001b9 sb r16,0x01b9(r2) store main target ID 001981c0: a2200e2d sb r0,0x0e2d(r17) Ability Decided = False
<Decision = 0> 001981c4: 0c066672 jal 0x001999c8 Initialize Targeting Priorities of all units 001981c8: 00000000 nop 001981cc: 2403ffff addiu r3,r0,0xffff 001981d0: 14430003 bne r2,r3,0x001981e0 ` Next Decision if Frame RNG said so 001981d4: 2402ffff addiu r2,r0,0xffff 001981d8: 080660b0 j 0x001982c0 Exit and return -1 001981dc: a2200c6e sb r0,0x0c6e(r17) Next Decision = 0
<Decision = 1> 001981e0: 0c0660b6 jal 0x001982d8 Decide where to move to? 001981e4: 00000000 nop 001981e8: 2403ffff addiu r3,r0,0xffff 001981ec: 10430029 beq r2,r3,0x00198294 Jump to pre-exit if not going to move 001981f0: 34020001 ori r2,r0,0x0001
001981f4: 34020002 ori r2,r0,0x0002 001981f8: 0c0658c3 jal 0x0019630c Find and Invert Target Priority 001981fc: a2220e2d sb r2,0x0e2d(r17) store Action = Decided? 00198200: a2200e2d sb r0,0x0e2d(r17) Action = Not Decided
<Decision = 2> 00198204: 0c0657e3 jal 0x00195f8c set/remove charging 00198208: 00000000 nop 0019820c: 00401821 addu r3,r2,r0 00198210: 2402ffff addiu r2,r0,0xffff 00198214: 1062001f beq r3,r2,0x00198294 Jump to pre-exit if priorities were not set (because Frame RNG) 00198218: 34020002 ori r2,r0,0x0002
0019821c: 34020001 ori r2,r0,0x0001 00198220: 10620027 beq r3,r2,0x001982c0 Exit and return 0 if target is lower than the current highest unit 00198224: 00001021 addu r2,r0,r0 00198228: a2200e2d sb r0,0x0e2d(r17) Action = Not Decided 0019822c: 34040003 ori r4,r0,0x0003 Look for specific unit 00198230: 0c065f43 jal 0x00197d0c Find which units are active? (check if target unit is active) 00198234: 02002821 addu r5,r16,r0 Look for Target unit 00198238: 1040000b beq r2,r0,0x00198268 Branch if unit is not active 0019823c: 34020001 ori r2,r0,0x0001
<Decision = 3> 00198240: 0c065f98 jal 0x00197e60 Choose Ability from Skillset 00198244: 00000000 nop 00198248: 2403ffff addiu r3,r0,0xffff 0019824c: 10430011 beq r2,r3,0x00198294 Branch to pre-exit if an ability was chosen 00198250: 34020003 ori r2,r0,0x0003 00198254: 0c065c2f jal 0x001970bc Transfer Data based on RNG 00198258: 00000000 nop 0019825c: 14400018 bne r2,r0,0x001982c0 Exit and return 0 if data was successfully transferred 00198260: 00001021 addu r2,r0,r0 00198264: 34020001 ori r2,r0,0x0001
00198268: a2220e2d sb r2,0x0e2d(r17) Action = Decided 0019826c: 00002021 addu r4,r0,r0 Look for any unit 00198270: 0c065f43 jal 0x00197d0c Find which units are active? 00198274: 00002821 addu r5,r0,r0 Ignore self 00198278: 1040000e beq r2,r0,0x001982b4 Last Routine if no units can be targeted 0019827c: 34020002 ori r2,r0,0x0002
<> 00198280: 0c065f98 jal 0x00197e60 Choose Ability from Skillset 00198284: 00000000 nop 00198288: 2403ffff addiu r3,r0,0xffff 0019828c: 14430004 bne r2,r3,0x001982a0 Branch if ability was chosen 00198290: 34020004 ori r2,r0,0x0004
<Pre-Exit> 00198294: a2220c6e sb r2,0x0c6e(r17) (0x0032) Save Decision 00198298: 080660b0 j 0x001982c0 Exit and return -1 0019829c: 2402ffff addiu r2,r0,0xffff
001982a0: 0c065c2f jal 0x001970bc Transfer Data based on RNG 001982a4: 00000000 nop 001982a8: 14400005 bne r2,r0,0x001982c0 001982ac: 00001021 addu r2,r0,r0 001982b0: 34020002 ori r2,r0,0x0002 001982b4: 0c066526 jal 0x00199498 Reset Ability Choice Data? (Target Flags?) 001982b8: a2220e2d sb r2,0x0e2d(r17) Action = Decided 001982bc: 00001021 addu r2,r0,r0 Return 0
001982c0: 8fbf0018 lw r31,0x0018(r29) 001982c4: 8fb10014 lw r17,0x0014(r29) 001982c8: 8fb00010 lw r16,0x0010(r29) 001982cc: 27bd0020 addiu r29,r29,0x0020 001982d0: 03e00008 jr r31 001982d4: 00000000 nop