001ade7c - 001adfa8
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001ade7c: 27bdffe0 addiu r29,r29,0xffe0 001ade80: afb00010 sw r16,0x0010(r29) 001ade84: 00808021 addu r16,r4,r0 001ade88: afb10014 sw r17,0x0014(r29) 001ade8c: afbf0018 sw r31,0x0018(r29) 001ade90: 0c06b60a jal 0x001ad828 #001ad828 - 001ad940 - returns current ETID 001ade94: 00a08821 addu r17,r5,r0 #stack + 0x30 001ade98: 304200ff andi r2,r2,0x00ff #current ETID 001ade9c: 00021880 sll r3,r2,0x02 # 001adea0: 00621821 addu r3,r3,r2 001adea4: 00031880 sll r3,r3,0x02 001adea8: 00621821 addu r3,r3,r2 001adeac: 00031880 sll r3,r3,0x02 #ID * 0x54 001adeb0: 3c01801c lui r1,0x801c 001adeb4: 00230821 addu r1,r1,r3 001adeb8: a4308ba0 sh r16,-0x7460(r1) #store secondary effect from weapon type (as parsed) 001adebc: 3c01801c lui r1,0x801c 001adec0: 00230821 addu r1,r1,r3 001adec4: 94248ba0 lhu r4,-0x7460(r1) #load secondary effect from weapon (X-bows: linear projectile (3), bows: arc arrow (1). thrown items are all 0.) 001adec8: 00108403 sra r16,r16,0x10 001adecc: 3c01801c lui r1,0x801c 001aded0: 00230821 addu r1,r1,r3 001aded4: a4208ba8 sh r0,-0x7458(r1) #store 0 at ETID's 0xc 001aded8: 3c01801c lui r1,0x801c 001adedc: 00230821 addu r1,r1,r3 001adee0: a4308ba2 sh r16,-0x745e(r1) #ability element (if parsed) 001adee4: 00042080 sll r4,r4,0x02 001adee8: 3c01801c lui r1,0x801c 001adeec: 00240821 addu r1,r1,r4 001adef0: 902484dc lbu r4,-0x7b24(r1) #load secondary effect's functoin byte 001adef4: 3c01801c lui r1,0x801c 001adef8: 00230821 addu r1,r1,r3 001adefc: a0248b9f sb r4,-0x7461(r1) #stores to ETID data 001adf00: 3c04801c lui r4,0x801c 001adf04: 24848bac addiu r4,r4,0x8bac 001adf08: 00642821 addu r5,r3,r4 #0x801b8bac + target ID No. 001adf0c: 8a2600a7 lwl r6,0x00a7(r17) #a4, a5, a6, a7 (a6 & a7 are attacker misc unit ID.) 001adf10: 9a2600a4 lwr r6,0x00a4(r17) 001adf14: 8a2700ab lwl r7,0x00ab(r17) 001adf18: 9a2700a8 lwr r7,0x00a8(r17) #unrelated(?) stack 001adf1c: 862800ac lh r8,0x00ac(r17) 001adf20: a8a60003 swl r6,0x0003(r5) 001adf24: b8a60000 swr r6,0x0000(r5) #store attacker misc ID to 0x801b8ba2 001adf28: a8a70007 swl r7,0x0007(r5) 001adf2c: b8a70004 swr r7,0x0004(r5) 001adf30: a4a80008 sh r8,0x0008(r5) 001adf34: 2484000a addiu r4,r4,0x000a 001adf38: 00642021 addu r4,r3,r4 #that before but + 0xa 001adf3c: 8a250007 lwl r5,0x0007(r17) #only for 1st onwards ID: loads hit effect (0x7), only for 0th ID: tile X (0x6,0x7), hit flag? (0x4,0x5) 001adf40: 9a250004 lwr r5,0x0004(r17) 001adf44: 8a26000b lwl r6,0x000b(r17) #only for 0th ID?: tile Y and height level 001adf48: 9a260008 lwr r6,0x0008(r17) 001adf4c: 8627000c lh r7,0x000c(r17) 001adf50: a8850003 swl r5,0x0003(r4) 001adf54: b8850000 swr r5,0x0000(r4) 001adf58: a8860007 swl r6,0x0007(r4) 001adf5c: b8860004 swr r6,0x0004(r4) #store to that 0x54 table that I despise. (above needs to be verified. later.) 001adf60: a4870008 sh r7,0x0008(r4) 001adf64: 962500c6 lhu r5,0x00c6(r17) #used weapon ID 001adf68: 34040001 ori r4,r0,0x0001 001adf6c: 3c01801c lui r1,0x801c 001adf70: 00230821 addu r1,r1,r3 001adf74: ac248ba4 sw r4,-0x745c(r1) 001adf78: 3c01801c lui r1,0x801c 001adf7c: 00230821 addu r1,r1,r3 001adf80: ac258bc0 sw r5,-0x7440(r1) #store used weapon ID 001adf84: 96240000 lhu r4,0x0000(r17) #load hit counter 001adf88: 3c01801c lui r1,0x801c 001adf8c: 00230821 addu r1,r1,r3 001adf90: ac248bc4 sw r4,-0x743c(r1) #store hit counter 001adf94: 8fbf0018 lw r31,0x0018(r29) 001adf98: 8fb10014 lw r17,0x0014(r29) 001adf9c: 8fb00010 lw r16,0x0010(r29) 001adfa0: 27bd0020 addiu r29,r29,0x0020 001adfa4: 03e00008 jr r31 001adfa8: 00000000 nop