Some height/Map coordinate calculation for all units
(Redirected from 0019cb94 - 0019cd98)
Jump to navigation
Jump to search
BATTLE.BIN : - Some height/Map coordinate calculation for all units Reset AI Table 0xb4c then enable Tile adjacent to an Ally with Monster Skill in AI 0xb4c Table (if delta Height is less than 2) Bug ? The last loop checking both elevation seems to not doing it. The way the counter is handled seems wrong to me. ------------------------------------------------------------------------------------------ Parameter : Nothing Return : Nothing ------------------------------------------------------------------------------------------ 0019cb94: 27bdffd8 addiu r29,r29,-0x0028 | 0019cb98: 00002021 addu r4,r0,r0 |Initialize Y counter 0019cb9c: afb10014 sw r17,0x0014(r29) | 0019cba0: 3c11801a lui r17,0x801a | 0019cba4: 2631f3c4 addiu r17,r17,-0x0c3c |8019f3c4 0019cba8: 02201821 addu r3,r17,r0 |Prepare Dynamic pointer to 0x8019f3c4 (1 halfword per iteration) 0019cbac: afbf0024 sw r31,0x0024(r29) | 0019cbb0: afb40020 sw r20,0x0020(r29) | 0019cbb4: afb3001c sw r19,0x001c(r29) | 0019cbb8: afb20018 sw r18,0x0018(r29) | 0019cbbc: afb00010 sw r16,0x0010(r29) | @LOOP - Initialize AI 0xab4c 0019cbc0: a4600b4c sh r0,0x0b4c(r3) |Initialize AI 0xb4c 0019cbc4: a4600b70 sh r0,0x0b70(r3) |Initialize AI 0xb4c High Elevation 0019cbc8: 24840001 addiu r4,r4,0x0001 |Y counter 0019cbcc: 28820012 slti r2,r4,0x0012 | 0019cbd0: 1440fffb bne r2,r0,0x0019cbc0 Λ Loop 0x12 times 0019cbd4: 24630002 addiu r3,r3,0x0002 |Halfword offset 0019cbd8: 00009821 addu r19,r0,r0 |Initialize Unit counter 0019cbdc: 34148000 ori r20,r0,0x8000 |Prepare Bitmask base 0019cbe0: 00009021 addu r18,r0,r0 |Initialize Unit offset for battle data @LOOP - All Units (Seek an Ally with monster skill support) 0019cbe4: 3c028019 lui r2,0x8019 | 0019cbe8: 244208cc addiu r2,r2,0x08cc | 0019cbec: 02428021 addu r16,r18,r2 |Dynamic Pointer to Battle data 0019cbf0: 92030001 lbu r3,0x0001(r16) |This Unit ID 0019cbf4: 340200ff ori r2,r0,0x00ff | 0019cbf8: 1062005b beq r3,r2,0x0019cd68 #If Unit do not exist : branch to next unit 0019cbfc: 00000000 nop | 0019cc00: 92020092 lbu r2,0x0092(r16) |This Unit Support 4 0019cc04: 00000000 nop | 0019cc08: 30420080 andi r2,r2,0x0080 | 0019cc0c: 10400056 beq r2,r0,0x0019cd68 #If This Unit do not use [Monster Skill] : branch to next unit 0019cc10: 00000000 nop | 0019cc14: 920201ba lbu r2,0x01ba(r16) |This Unit modified ENTD 0019cc18: 92230e39 lbu r3,0x0e39(r17) |Acting Unit Team 0019cc1c: 30420030 andi r2,r2,0x0030 |This Unit Team 0019cc20: 14430051 bne r2,r3,0x0019cd68 #If This Unit is not an Ally : branch to next unit 0019cc24: 00000000 nop | 0019cc28: 02002021 addu r4,r16,r0 |Send Battle Pointer 0019cc2c: 0c01786c jal 0x0005e1b0 |-->Status_Checks_(r5_%3D_set_to_check) 0019cc30: 34050004 ori r5,r0,0x0004 |Check Set 0x04 (Unit can act/react) 0019cc34: 1440004c bne r2,r0,0x0019cd68 #If Unit is somehow disabled : branch to next unit 0019cc38: 00000000 nop | 0019cc3c: 92030048 lbu r3,0x0048(r16) |Load This Ally Unit with Monster skill Y coordinates 0019cc40: 92220e3a lbu r2,0x0e3a(r17) |Map Max X 0019cc44: 00000000 nop | 0019cc48: 00620018 mult r3,r2 | 0019cc4c: 00004021 addu r8,r0,r0 |Initialize Battle data loop offset 0019cc50: 96020048 lhu r2,0x0048(r16) |Unit Y coordinates + Elevation 0019cc54: 92040047 lbu r4,0x0047(r16) |Unit X coordinates 0019cc58: 000213c2 srl r2,r2,0x0f |Keep only elevation 0019cc5c: 00021200 sll r2,r2,0x08 |0x100 or 0x00 0019cc60: 00001812 mflo r3 |Y*Max X 0019cc64: 00431021 addu r2,r2,r3 | 0019cc68: 00441021 addu r2,r2,r4 |Tile ID X + YMaxX +/-Elevation offset 0019cc6c: 000210c0 sll r2,r2,0x03 |Size of Tile data 0019cc70: 3c018019 lui r1,0x8019 | 0019cc74: 00220821 addu r1,r1,r2 | 0019cc78: 902bf8ce lbu r11,-0x0732(r1) |Unit Tile Height 0x8018f8cc + 0x02 + Tile offset @LOOP - Check Tiles around Unit with Monster skill 0019cc7c: 92030047 lbu r3,0x0047(r16) |Unit X coordinates 0019cc80: 3c01801a lui r1,0x801a | 0019cc84: 00280821 addu r1,r1,r8 |+2 each iteration 0019cc88: 9022f358 lbu r2,-0x0ca8(r1) |This iteration X offset around Unit 0x8019f358 0019cc8c: 00000000 nop | 0019cc90: 00623821 addu r7,r3,r2 |Unit X + offset 0019cc94: 04e00030 bltz r7,0x0019cd58 #if This Tile is not in the map : branch to Next Tile 0019cc98: 00000000 nop | 0019cc9c: 92220e3a lbu r2,0x0e3a(r17) |Map Max X 0019cca0: 00000000 nop | 0019cca4: 00e2102a slt r2,r7,r2 | 0019cca8: 1040002b beq r2,r0,0x0019cd58 #if This Tile is not in the map : branch to Next Tile 0019ccac: 00000000 nop | 0019ccb0: 92030048 lbu r3,0x0048(r16) |Unit Y coordinates 0019ccb4: 3c01801a lui r1,0x801a | 0019ccb8: 00280821 addu r1,r1,r8 | 0019ccbc: 9022f359 lbu r2,-0x0ca7(r1) |This iteration Y offset around Unit 0x8019f358 + 0x01 0019ccc0: 00000000 nop | 0019ccc4: 00622821 addu r5,r3,r2 |Unit Y + Offset 0019ccc8: 04a00023 bltz r5,0x0019cd58 #if This Tile is not in the map : branch to Next Tile 0019cccc: 00000000 nop | 0019ccd0: 92220e3b lbu r2,0x0e3b(r17) |Map Max Y 0019ccd4: 00000000 nop | 0019ccd8: 00a2102a slt r2,r5,r2 | 0019ccdc: 1040001e beq r2,r0,0x0019cd58 #if This Tile is not in the map : branch to Next Tile 0019cce0: 00000000 nop | 0019cce4: 00002021 addu r4,r0,r0 |Initialize Elevation counter 0019cce8: 00055040 sll r10,r5,0x01 |Y Offset * 2 0019ccec: 00f44807 srav r9,r20,r7 |Bitmask for This Tile in AI Table 0xb4c 0019ccf0: 02203021 addu r6,r17,r0 |Prepare Dynamic pointer to AI 0xb4c @LOOP - both elevation (test height) 0019ccf4: 92220e3a lbu r2,0x0e3a(r17) |Map Max X 0019ccf8: 00000000 nop | 0019ccfc: 00a20018 mult r5,r2 | 0019cd00: 00041200 sll r2,r4,0x08 |Elevation offset 0019cd04: 00001812 mflo r3 | 0019cd08: 00431021 addu r2,r2,r3 | 0019cd0c: 00471021 addu r2,r2,r7 |This Tile ID (X + Y*Max X +/- Elevation offset 0019cd10: 000210c0 sll r2,r2,0x03 |Size Of Tile Data 0019cd14: 3c018019 lui r1,0x8019 | 0019cd18: 00220821 addu r1,r1,r2 | 0019cd1c: 9022f8ce lbu r2,-0x0732(r1) |This Tile Height 0x8018f8cc + 0x02 + Tile offset 0019cd20: 00000000 nop | 0019cd24: 004b1023 subu r2,r2,r11 |Delta Height (This Tile - Unit) 0019cd28: 24420002 addiu r2,r2,0x0002 | 0019cd2c: 2c420005 sltiu r2,r2,0x0005 |0x1 If Delta Height is between -2 and 2 0019cd30: 10400007 beq r2,r0,0x0019cd50 #If Delta Height is ok 0019cd34: 24840001 addiu r4,r4,0x0001 |Elevation counter +1 0019cd38: 24c30b4c addiu r3,r6,0x0b4c | 0019cd3c: 01431821 addu r3,r10,r3 |8019f3c4 + 0xb4c + Y offset 0019cd40: 94620000 lhu r2,0x0000(r3) |Load this Tile's row in AI 0xb4c 0019cd44: 00000000 nop | 0019cd48: 00491025 or r2,r2,r9 |Use bitmask 0019cd4c: a4620000 sh r2,0x0000(r3) |Enable this Tile in AI 0xb4c Table 0019cd50: 1880ffe8 blez r4,0x0019ccf4 Λ loop 2 times ? ?? Bug ? does this realy loop two times ? 0019cd54: 24c60024 addiu r6,r6,0x0024 |Elevation offset (0x24) 0019cd58: 25080002 addiu r8,r8,0x0002 |Counter + 2 (halfword offset) 0019cd5c: 29020008 slti r2,r8,0x0008 | 0019cd60: 1440ffc6 bne r2,r0,0x0019cc7c Λ loop 4 times 0019cd64: 00000000 nop | 0019cd68: 26730001 addiu r19,r19,0x0001 |Unit Counter +1 0019cd6c: 2a620015 slti r2,r19,0x0015 | 0019cd70: 1440ff9c bne r2,r0,0x0019cbe4 Λ Do this for all units 0019cd74: 265201c0 addiu r18,r18,0x01c0 |Battle data offset 0019cd78: 8fbf0024 lw r31,0x0024(r29) 0019cd7c: 8fb40020 lw r20,0x0020(r29) 0019cd80: 8fb3001c lw r19,0x001c(r29) 0019cd84: 8fb20018 lw r18,0x0018(r29) 0019cd88: 8fb10014 lw r17,0x0014(r29) 0019cd8c: 8fb00010 lw r16,0x0010(r29) 0019cd90: 27bd0028 addiu r29,r29,0x0028 0019cd94: 03e00008 jr r31 0019cd98: 00000000 nop
Return locations
BATTLE.BIN 0019c6bc: Evaluate_Linear_Ability_Behaviors