AI Target Unit for Direct vs Arc Attack (0019cd9c)
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BATTLE.BIN : - AI_Target_Unit_for_Direct_vs_Arc_Attack_(0019cd9c) Ability simulation from a given position : handle Targeting and outcome. Test all targetable tiles, compare priority score, keep the best in AI 0x34 Table ------------------------------------------------------------------------------------------ Parameter : Nothing Return : r2 = 0x00 Default result / No tiles to Target ( Set_Target_Tiles ) / AI 0x19bc = 0x00 (after checking priority) r2 = -0x01 if VSync_call returns r2 > 0x1b8 r2 = -0x01 if Check_Set_Highest_Unit_Priority_(0019d308) returns r2 -0x01 ------------------------------------------------------------------------------------------ 0019cd9c: 3c02801a lui r2,0x801a | 0019cda0: 90420d7b lbu r2,0x0d7b(r2) |AI 0x19b7 0019cda4: 27bdffb8 addiu r29,r29,-0x0048 | 0019cda8: afb10034 sw r17,0x0034(r29) | 0019cdac: 3c11801a lui r17,0x801a | 0019cdb0: 2631f3c4 addiu r17,r17,-0x0c3c |0x8019f3c4 0019cdb4: afbf0044 sw r31,0x0044(r29) | 0019cdb8: afb40040 sw r20,0x0040(r29) | 0019cdbc: afb3003c sw r19,0x003c(r29) | 0019cdc0: afb20038 sw r18,0x0038(r29) | 0019cdc4: 10400015 beq r2,r0,0x0019ce1c #If AI 0x19b7 <> 0x00 0019cdc8: afb00030 sw r16,0x0030(r29) | 0019cdcc: 3c02801a lui r2,0x801a | 0019cdd0: 90420036 lbu r2,0x0036(r2) |AI 0xc72 0019cdd4: 00000000 nop | 0019cdd8: 10400010 beq r2,r0,0x0019ce1c #If AI 0xc72 = 0x00 branch to AI 0x19b7 = 0x00 Section 0019cddc: 00000000 nop | 0019cde0: 3c10801a lui r16,0x801a | 0019cde4: 9610f3ec lhu r16,-0x0c14(r16) |Considered Action X coordinates AI 0x1c + 0x0c 0019cde8: 3c13801a lui r19,0x801a | 0019cdec: 9673f3ee lhu r19,-0x0c12(r19) |Considered Action Elevation AI 0x1c + 0x0e 0019cdf0: 3c12801a lui r18,0x801a | 0019cdf4: 9652f3f0 lhu r18,-0x0c10(r18) |Considered Action Y coordinates AI 0x1c + 0x10 0019cdf8: 001310c0 sll r2,r19,0x03 | 0019cdfc: 00531021 addu r2,r2,r19 | 0019ce00: 00021080 sll r2,r2,0x02 |Elevation offset (0x24) 0019ce04: 00511021 addu r2,r2,r17 | 0019ce08: 00121840 sll r3,r18,0x01 |Y offset (halfword) 0019ce0c: 00431021 addu r2,r2,r3 | 0019ce10: 94540b4c lhu r20,0x0b4c(r2) |Considered Action Y row flags in AI 0xb4c Table AI 0xb4c + Elevation offset + Y row offset 0019ce14: 0806744f j 0x0019d13c >>Jump to Check priority section Checking only one tile ? 0019ce18: 00000000 nop | === TARGETING SECTION === Else : AI 0x19b7 = 0x00 or AI 0x0c72 = 0x00 0019ce1c: 0c0076ea jal 0x0001dba8 |-->VSync_call 0019ce20: 34040001 ori r4,r0,0x0001 |send 0x01 0019ce24: 284201b9 slti r2,r2,0x01b9 | 0019ce28: 14400003 bne r2,r0,0x0019ce38 #If Vsync call returns a value > 0x1b8 0019ce2c: 2402ffff addiu r2,r0,-0x0001 | 0019ce30: 0806747d j 0x0019d1f4 |Exit Return -0x01 0019ce34: a2200c72 sb r0,0x0c72(r17) |No units are in range Else : Vsync is Ok do not abort the routine 0019ce38: 92220014 lbu r2,0x0014(r17) |AI 0x0014 Related to caster position ? 0019ce3c: 00000000 nop | 0019ce40: 10400003 beq r2,r0,0x0019ce50 #If AI 0x14 <> 0x00 Caster already is at action location ? 0019ce44: a22019b7 sb r0,0x19b7(r17) |Set AI 0x19b7 = 0x00 0019ce48: 08067395 j 0x0019ce54 >>Avoid opposite section 0019ce4c: 26300e30 addiu r16,r17,0x0e30 |r16 = Acting Unit coordinates pointer Else : AI 0x14 = 0x00 0019ce50: 26300018 addiu r16,r17,0x0018 |r16 = AI 0x0018 Coordinates pointer Considered Tile (Destination - Best priority score) 0019ce54: 0c067c96 jal 0x0019f258 |-->Store units coordinates Send considered coordinates in Acting Unit Battle data (Placement simulation ?) 0019ce58: 02002021 addu r4,r16,r0 |Send pointer 0019ce5c: 92220004 lbu r2,0x0004(r17) |Considered Ability Range 0019ce60: 00000000 nop | --- Set Targetable Tiles (range > 0x00) --- 0019ce64: 1040000b beq r2,r0,0x0019ce94 #If Ability range <> 0x00 0019ce68: 00002021 addu r4,r0,r0 | 0019ce6c: 0c05ea30 jal 0x0017a8c0 |-->Set_Target_Tiles Returns 0x0 or 0x1 if There are tiles to target - Enable all targetable tiles around caster (Tile data byte 0x05 flag 0x40) 0019ce70: 2624001c addiu r4,r17,0x001c |Send AI 0x001c 0019ce74: 34030003 ori r3,r0,0x0003 | 0019ce78: 14430023 bne r2,r3,0x0019cf08 #If Nb of Targeted Tiles > 0x00 : Branch to Post-Range section 0019ce7c: 00009821 addu r19,r0,r0 | Else : No Tile to Target (r2 = 0x03) 0019ce80: 0806747d j 0x0019d1f4 |Exit returns 0x00 0019ce84: 00001021 addu r2,r0,r0 | Weird BACK JUMP (fail section ? Update AI 0xc72 and exit) 0019ce88: a2220c72 sb r2,0x0c72(r17) |Update AI 0xc72 ? Control variable for this routine ? 0019ce8c: 0806747d j 0x0019d1f4 |Exit returns -0x01 0019ce90: 2402ffff addiu r2,r0,-0x0001 | --- Set Targetable Tiles (range = 0x00) --- Else : Ability Range = 0x00 0019ce94: 3c038019 lui r3,0x8019 | 0019ce98: 2463f8d1 addiu r3,r3,-0x072f |Dynamic pointer to Tile data 0x05 8018f8cc + 0x05 @LOOP - All tiles (remove targeting flag) 0019ce9c: 90620000 lbu r2,0x0000(r3) |This iteration Tile 0x05 0019cea0: 24840001 addiu r4,r4,0x0001 |Tile counter +1 0019cea4: 304200bf andi r2,r2,0x00bf |Remove flag 0x40 (targeted flag) 0019cea8: a0620000 sb r2,0x0000(r3) |Remove Targeting from Tile 0019ceac: 28820200 slti r2,r4,0x0200 | 0019ceb0: 1440fffa bne r2,r0,0x0019ce9c Λ Loop 0x200 times 0019ceb4: 24630008 addiu r3,r3,0x0008 |Tile data offset 0019ceb8: 92030002 lbu r3,0x0002(r16) |Caster Y coordinates 0019cebc: 92220e3a lbu r2,0x0e3a(r17) |Map max X 0019cec0: 00000000 nop | 0019cec4: 00620018 mult r3,r2 | 0019cec8: 92020001 lbu r2,0x0001(r16) |Caster elevation 0019cecc: 92040000 lbu r4,0x0000(r16) |Caster X coordinates 0019ced0: 00021200 sll r2,r2,0x08 |Elevation offset 0019ced4: 00001812 mflo r3 | 0019ced8: 00641821 addu r3,r3,r4 | 0019cedc: 00621821 addu r3,r3,r2 |Unit Tile ID X + YMax X + Elvation offset 0019cee0: 000318c0 sll r3,r3,0x03 | 0019cee4: 3c018019 lui r1,0x8019 | 0019cee8: 00230821 addu r1,r1,r3 | 0019ceec: 9022f8d1 lbu r2,-0x072f(r1) |Unit Tile data 0x05 0x8018f8cc + 0x05 + Tile offset 0019cef0: 00000000 nop | 0019cef4: 34420040 ori r2,r2,0x0040 | 0019cef8: 3c018019 lui r1,0x8019 | 0019cefc: 00230821 addu r1,r1,r3 | 0019cf00: a022f8d1 sb r2,-0x072f(r1) |Enable Targeted flag on Unit Tile 0x8018f8cc + 0x05 + Tile offset 0019cf04: 00009821 addu r19,r0,r0 |Force r19 to 0x00 === POST TARGETING SECTION - Enable Tile's flags in AI 0xb4c if Tile is ON in AI 0xbdc and Targetable (Tile 0x05 flag 0x40 is ON) === 0019cf08: 02204021 addu r8,r17,r0 |Prepare Dynamic AI pointer (+0x24 for high elevation) @LOOP - Both elevation 0019cf0c: 92220e3b lbu r2,0x0e3b(r17) |Map Max Y 0019cf10: 00000000 nop | 0019cf14: 1840002e blez r2,0x0019cfd0 #If max Y is invalid : branch to 0019cf18: 00009021 addu r18,r0,r0 |intialize Y counter 0019cf1c: 00134a00 sll r9,r19,0x08 |Elevation offset for tile data 0019cf20: 25050b4c addiu r5,r8,0x0b4c |Dynamic pointer to AI 0xb4c (+Elevation offset) 0019cf24: 25060bdc addiu r6,r8,0x0bdc |Dynamic pointer to AI 0xbdc (+Elevation offset) Tiles you can target to hit a unit @LOOP - All Y rows 0019cf28: 94d40000 lhu r20,0x0000(r6) |This Y row flags in AI 0xbdc Tiles from where you can hit a target 0019cf2c: 00000000 nop | 0019cf30: 3282ffff andi r2,r20,0xffff | 0019cf34: 10400020 beq r2,r0,0x0019cfb8 #If there is no flags in this row (AI 0xbdc): branch to Next Y row AI 0xbdc is Targetable tiles Table 0019cf38: a4a00000 sh r0,0x0000(r5) |Initialize this row flag in AI 0x0b4c 0019cf3c: 92230e3a lbu r3,0x0e3a(r17) |Max X 0019cf40: 00000000 nop | 0019cf44: 1060001c beq r3,r0,0x0019cfb8 #If Map max X is invalid : branch to Next Y row 0019cf48: 00008021 addu r16,r0,r0 |Initialize X counter 0019cf4c: 00403821 addu r7,r2,r0 |Row of flag (AI 0xbdc) 0019cf50: 00a02021 addu r4,r5,r0 |Dynamic pointer to AI 0xb4c (+Y row and Elevation offset) 0019cf54: 02071004 sllv r2,r7,r16 |Shift by X counter (Tiles of interest flag is in 0x8000 position) @LOOP All Tiles in Row 0019cf58: 30428000 andi r2,r2,0x8000 |Bitmask 0019cf5c: 10400011 beq r2,r0,0x0019cfa4 #If This tile flag is disabled (AI 0xbdc) : branch to Next Tile 0019cf60: 02430018 mult r18,r3 | 0019cf64: 00001012 mflo r2 |Y counter * Max X 0019cf68: 00501021 addu r2,r2,r16 |+ X 0019cf6c: 00491021 addu r2,r2,r9 |+ Elevation offset 0019cf70: 000210c0 sll r2,r2,0x03 | 0019cf74: 3c018019 lui r1,0x8019 | 0019cf78: 00220821 addu r1,r1,r2 | 0019cf7c: 9022f8d1 lbu r2,-0x072f(r1) |This Tile data 0x05 0x8018f8cc + 0x05 + Tile offset 0019cf80: 00000000 nop | 0019cf84: 00021182 srl r2,r2,0x06 |Shift Byte (0x40 becomes 0x1) 0019cf88: 30420001 andi r2,r2,0x0001 | 0019cf8c: 10400005 beq r2,r0,0x0019cfa4 #If This Tile is not in Targeted AoE : branch to Next Tile 0019cf90: 34028000 ori r2,r0,0x8000 | 0019cf94: 94830000 lhu r3,0x0000(r4) |This Y row flags in AI 0x0b4c 0019cf98: 02021007 srav r2,r2,r16 |Bitmask for this iteration Tile 0019cf9c: 00621825 or r3,r3,r2 | 0019cfa0: a4830000 sh r3,0x0000(r4) |Enable this Tile in AI 0x0b4c If this tile is in AI 0xbdc and is in Targeted AoE 0019cfa4: 92230e3a lbu r3,0x0e3a(r17) |Max X 0019cfa8: 26100001 addiu r16,r16,0x0001 |X counter +1 0019cfac: 0203102a slt r2,r16,r3 | 0019cfb0: 1440ffe9 bne r2,r0,0x0019cf58 Λ Loop while X < Max X 0019cfb4: 02071004 sllv r2,r7,r16 |Shift Row's Flag by X counter (bit of interest is 0x8000) 0019cfb8: 24a50002 addiu r5,r5,0x0002 |Y offset (halfword) for AI 0xb4c 0019cfbc: 92220e3b lbu r2,0x0e3b(r17) |Max Y 0019cfc0: 26520001 addiu r18,r18,0x0001 |Y counter +1 0019cfc4: 0242102a slt r2,r18,r2 | 0019cfc8: 1440ffd7 bne r2,r0,0x0019cf28 Λ Loop while Y < Max Y 0019cfcc: 24c60002 addiu r6,r6,0x0002 |Y offset (halfword) for AI 0xbdc 0019cfd0: 26730001 addiu r19,r19,0x0001 |Elevation counter + 1 0019cfd4: 2a620002 slti r2,r19,0x0002 | 0019cfd8: 1440ffcc bne r2,r0,0x0019cf0c Λ Loop 2 times 0019cfdc: 25080024 addiu r8,r8,0x0024 |AI data elevation offset 0019cfe0: 00009821 addu r19,r0,r0 | === TEST ALL TARGETABLE TILES (in AI 0xb4c) === @LOOP - Both elevation 0019cfe4: 92220e3b lbu r2,0x0e3b(r17) |Max Y 0019cfe8: 00000000 nop | 0019cfec: 1840007d blez r2,0x0019d1e4 #If Map Max Y is invalid : branch to Next elevation 0019cff0: 00009021 addu r18,r0,r0 |Initialize Y counter 0019cff4: 001310c0 sll r2,r19,0x03 | @LOOP - All Y rows 0019cff8: 00531021 addu r2,r2,r19 | 0019cffc: 00021080 sll r2,r2,0x02 | 0019d000: 00511021 addu r2,r2,r17 | 0019d004: 00121840 sll r3,r18,0x01 | 0019d008: 00431021 addu r2,r2,r3 | 0019d00c: 94540b4c lhu r20,0x0b4c(r2) |This Y row flags in AI 0x0b4c 0x8019f3c4 + 0xb4c + Elevation offset (0x24) + Y offset (halfword) Targetable and targeted 0019d010: 00000000 nop | 0019d014: 1280006e beq r20,r0,0x0019d1d0 #If There is no flags in this row : branch to Next Y row in AI 0xb4c 0019d018: 00000000 nop | 0019d01c: 92220e3a lbu r2,0x0e3a(r17) |Max X 0019d020: 00000000 nop | 0019d024: 1840006a blez r2,0x0019d1d0 #If Map Max X is invalid : Branch to Next Y row 0019d028: 00008021 addu r16,r0,r0 |Initialize X counter 0019d02c: 02141004 sllv r2,r20,r16 |Shift Y row of flags by X counter (Tile of interest flag is in 0x8000 position) @LOOP - All tiles in Y row 0019d030: 30428000 andi r2,r2,0x8000 | 0019d034: 10400061 beq r2,r0,0x0019d1bc #If This iteration Tile's flag is OFF : branch to Next Tile in AI 0xb4c 0019d038: 34020006 ori r2,r0,0x0006 | 0019d03c: 92230026 lbu r3,0x0026(r17) |Load AI 0x0026 (Targeting type) 0019d040: a6300028 sh r16,0x0028(r17) |Store X counter at AI 0x0028 0019d044: a632002c sh r18,0x002c(r17) |Store Y counter at AI 0x002c --- More Targeting checks (unit, obstacles) --- 0019d048: 10620006 beq r3,r2,0x0019d064 #If Targeting is not Unit specific (<> 0x06) 0019d04c: a633002a sh r19,0x002a(r17) |Store Elevation counter at AI 0x002a 0019d050: 8e23000c lw r3,0x000c(r17) |Considered Ability AI Behavior 1 to 4 0019d054: 3c0200c0 lui r2,0x00c0 | 0019d058: 00621824 and r3,r3,r2 | 0019d05c: 10600008 beq r3,r0,0x0019d080 #If Considered Ability do NOT have [Longbow Attack] or [Stop at obstacle] Avoid routine below Do not seek a Unit on considered panel 0019d060: 00000000 nop | Else : Targeting is Unit Specific or [Longbow Attack] or [Stop at obstacle] 0019d064: 0c067486 jal 0x0019d218 |-->See_if_any_units_are_on_target_panel returns Unit ID (or 0x15) 0019d068: 00000000 nop | 0019d06c: a2220027 sb r2,0x0027(r17) |Store Unit ID at AI 0x27 0019d070: 304200ff andi r2,r2,0x00ff | 0019d074: 34030015 ori r3,r0,0x0015 | 0019d078: 10430039 beq r2,r3,0x0019d160 #If No Unit found on Considered Tile Post priority section 0019d07c: 00000000 nop | 0019d080: 8e23000c lw r3,0x000c(r17) |Considered Ability AI Behavior 1 to 4 0019d084: 3c020080 lui r2,0x0080 | 0019d088: 00621024 and r2,r3,r2 | 0019d08c: 10400007 beq r2,r0,0x0019d0ac #If considered Ability has [Longbow attack] 0019d090: 3c020040 lui r2,0x0040 | 0019d094: 92240e2e lbu r4,0x0e2e(r17) |Acting Unit ID 0019d098: 92250027 lbu r5,0x0027(r17) |Target ID 0019d09c: 0c06bf64 jal 0x001afd90 |-->001afd90_-_001aff14 Trajectory ? 0019d0a0: 00000000 nop | 0019d0a4: 08067445 j 0x0019d114 >>jump and check result (obstacle ?) 0019d0a8: 00000000 nop | Else : not longbow attack 0019d0ac: 00621024 and r2,r3,r2 | 0019d0b0: 1040001a beq r2,r0,0x0019d11c #If Considered Ability has [Stop at obstacle] 0019d0b4: 00000000 nop | 0019d0b8: 92220000 lbu r2,0x0000(r17) |Considered Ability's skillset 0019d0bc: 3c018006 lui r1,0x8006 | 0019d0c0: 00220821 addu r1,r1,r2 | 0019d0c4: 90235cb4 lbu r3,0x5cb4(r1) |Considered skillset's action menu 0019d0c8: 34020001 ori r2,r0,0x0001 | 0019d0cc: 1462000d bne r3,r2,0x0019d104 #If Considered Action menu is [Item inventory] 0019d0d0: 00000000 nop | 0019d0d4: 92220027 lbu r2,0x0027(r17) |Target ID 0019d0d8: 8e2417f8 lw r4,0x17f8(r17) |Send 0019d0dc: 000228c0 sll r5,r2,0x03 | 0019d0e0: 00a22823 subu r5,r5,r2 | 0019d0e4: 00052980 sll r5,r5,0x06 | 0019d0e8: 3c028019 lui r2,0x8019 | 0019d0ec: 244208cc addiu r2,r2,0x08cc | 0019d0f0: 0c0664db jal 0x0019936c |-->Calculate_Distance_Between_Units 0019d0f4: 00a22821 addu r5,r5,r2 |Send Targeted Unit data pointer 0019d0f8: 28420002 slti r2,r2,0x0002 | 0019d0fc: 14400007 bne r2,r0,0x0019d11c #If Item inventory with point blank target or self targeting Do not seek obstacles 0019d100: 00000000 nop | Else : Ability has [Stop at Obstacle] or Item is throwed 0019d104: 92240e2e lbu r4,0x0e2e(r17) |Caster ID 0019d108: 92250027 lbu r5,0x0027(r17) |Target ID 0019d10c: 0c06c1b4 jal 0x001b06d0 |-->001b06d0_-_001b0814 Obstacle related 0019d110: 00000000 nop | Check if Obstacle (longbow or direct) 0019d114: 10400029 beq r2,r0,0x0019d1bc #If r2 = 0x00 (Obstacle ?) branch to Next Tile 0019d118: 00000000 nop | --- (AI 0x0cb4) POST TARGETING / OBSTACLE --- 0019d11c: 8e230cb4 lw r3,0x0cb4(r17) |Load AI 0x0cb4 AI processing ? 0019d120: 3c020200 lui r2,0x0200 | 0019d124: 00621824 and r3,r3,r2 | 0019d128: 10600003 beq r3,r0,0x0019d138 #If AI 0xcb4 flag 0x02000000 is ON 0019d12c: 34020001 ori r2,r0,0x0001 | 0019d130: 0806744f j 0x0019d13c >>Avoid opposite case 0019d134: a2220e4e sb r2,0x0e4e(r17) |Set AI 0xe4e to 0x01 Else : AI 0xcb4 flag 0x02000000 is OFF 0019d138: a2200e4e sb r0,0x0e4e(r17) |Set AI 0xe4e to 0x00 --- CHECK ABILITY RESULT (store best outcome in AI 0x34) --- 0019d13c: 0c0674c2 jal 0x0019d308 |-->Check_Set_Highest_Unit_Priority_(0019d308) Simulate Considered Ability from considered Position Targeting considered Tile and store it in AI 0x34 if better 0019d140: 00000000 nop | 0019d144: 2403ffff addiu r3,r0,-0x0001 | 0019d148: 1043ff4f beq r2,r3,0x0019ce88 #If Returned value is -0x01 Store 0x01 in AI 0xc72 and exit 0x19d37c didn't update priority ? 0019d14c: 34020001 ori r2,r0,0x0001 | Else : returned value <> -0x01 0019d150: 922219bc lbu r2,0x19bc(r17) |AI 0x19bc 0019d154: 00000000 nop | 0019d158: 10400026 beq r2,r0,0x0019d1f4 #if AI 0x19bc = 0x00 Exit returns 0x00 0019d15c: 00001021 addu r2,r0,r0 | --- (AI 0x0e4e) POST-PRIORITY Section 0019d160: 92220e4e lbu r2,0x0e4e(r17) |AI 0xe4e 0019d164: 00000000 nop | 0019d168: 10400014 beq r2,r0,0x0019d1bc #If AI 0xe4e = 0x00 (not fine for caster ?) branch to Next tile 0019d16c: 001310c0 sll r2,r19,0x03 | Else : Ok for caster ? 0019d170: 00531021 addu r2,r2,r19 | 0019d174: 00021080 sll r2,r2,0x02 |Elevation offset (0x24) 0019d178: 00511021 addu r2,r2,r17 | 0019d17c: 24420bdc addiu r2,r2,0x0bdc | 0019d180: 00122040 sll r4,r18,0x01 |Y row offset (halfword) 0019d184: 00822021 addu r4,r4,r2 |0x8019f3c4 + 0xbdc + this row offset 0019d188: 34028000 ori r2,r0,0x8000 | 0019d18c: 94830000 lhu r3,0x0000(r4) |This Y row flags in AI 0xbdc 0019d190: 02021007 srav r2,r2,r16 |Bitmask for this iteration Tile 0019d194: 00621826 xor r3,r3,r2 | 0019d198: a4830000 sh r3,0x0000(r4) |Delete this Tile flag in AI 0xbdc 0019d19c: 92220cbb lbu r2,0x0cbb(r17) |Nb of Tiles in AI 0xbdc 0019d1a0: 00000000 nop | 0019d1a4: 2442ffff addiu r2,r2,-0x0001 | 0019d1a8: a2220cbb sb r2,0x0cbb(r17) |Decrease Tile's counter in 0xbdc 0019d1ac: 92220cbb lbu r2,0x0cbb(r17) |Tile counter 0019d1b0: 00000000 nop | 0019d1b4: 10400006 beq r2,r0,0x0019d1d0 #If there is no tiles left in AI 0xbdc : branch to Next Y row 0019d1b8: 00000000 nop | 0019d1bc: 92220e3a lbu r2,0x0e3a(r17) |Map Max X 0019d1c0: 26100001 addiu r16,r16,0x0001 |X counter + 1 0019d1c4: 0202102a slt r2,r16,r2 | 0019d1c8: 1440ff99 bne r2,r0,0x0019d030 Λ Loop while X < Max X 0019d1cc: 02141004 sllv r2,r20,r16 | 0019d1d0: 92220e3b lbu r2,0x0e3b(r17) |Max Y 0019d1d4: 26520001 addiu r18,r18,0x0001 |Y counter + 1 0019d1d8: 0242102a slt r2,r18,r2 | 0019d1dc: 1440ff86 bne r2,r0,0x0019cff8 Λ Loop while Y < Max Y 0019d1e0: 001310c0 sll r2,r19,0x03 |Prepare elevation offset 0019d1e4: 26730001 addiu r19,r19,0x0001 |Elevation + 1 0019d1e8: 2a620002 slti r2,r19,0x0002 | 0019d1ec: 1440ff7d bne r2,r0,0x0019cfe4 Λ Loop 2 times 0019d1f0: 00001021 addu r2,r0,r0 |Return 0x00 0019d1f4: 8fbf0044 lw r31,0x0044(r29) 0019d1f8: 8fb40040 lw r20,0x0040(r29) 0019d1fc: 8fb3003c lw r19,0x003c(r29) 0019d200: 8fb20038 lw r18,0x0038(r29) 0019d204: 8fb10034 lw r17,0x0034(r29) 0019d208: 8fb00030 lw r16,0x0030(r29) 0019d20c: 27bd0048 addiu r29,r29,0x0048 0019d210: 03e00008 jr r31 0019d214: 00000000 nop
Return locations
BATTLE.BIN 0019b480: Check_if_any_units_are_in_range_(0019b30c) 0019ba5c: AI_Targeting_Matrix_Analysis_(0019b7b8) 0019c0c4: Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c) 0019c16c: Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c)