AI ability processing
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BATTLE.BIN : - AI_ability_processing Handles Ability simulation (including potential reflect) - Set some AI flags (hostility check, Effect on acting unit) - Change priority (mostly for Ability that affect stats) ------------------------------------------------------------------------------------------ Parameter : r4 : Pointer to Action Data (Battle 0x16e format) - Acting Unit or Targeted Unit with reflect r5 = 0x00 if Acting Unit Action / 0x01 if Target with Reflect (recursive call) Return : Nothing ------------------------------------------------------------------------------------------ 0019dd8c: 27bdff90 addiu r29,r29,-0x0070 | 0019dd90: afb40058 sw r20,0x0058(r29) | 0019dd94: 0080a021 addu r20,r4,r0 |Pointer to Action Data (Battle 0x16e format) 0019dd98: afb1004c sw r17,0x004c(r29) | 0019dd9c: 3c11801a lui r17,0x801a | 0019dda0: 2631f3c4 addiu r17,r17,-0x0c3c |AI data pointer ( 0x8019f3c4 ) 0019dda4: afbf006c sw r31,0x006c(r29) | 0019dda8: afbe0068 sw r30,0x0068(r29) | 0019ddac: afb70064 sw r23,0x0064(r29) | 0019ddb0: afb60060 sw r22,0x0060(r29) | 0019ddb4: afb5005c sw r21,0x005c(r29) | 0019ddb8: afb30054 sw r19,0x0054(r29) | 0019ddbc: afb20050 sw r18,0x0050(r29) | 0019ddc0: afb00048 sw r16,0x0048(r29) | 0019ddc4: 14a00006 bne r5,r0,0x0019dde0 #If Preset Value = 0x00 (Acting Unit Action) 0019ddc8: afa50040 sw r5,0x0040(r29) |Store Preset Value (PV) 0019ddcc: 92840000 lbu r4,0x0000(r20) |Load Acting Unit's ID 0019ddd0: 0c05f26e jal 0x0017c9b8 |-->Prep_Current_Action_Data returns 0x00 if Ability can be used 0019ddd4: 00000000 nop | 0019ddd8: 144000d4 bne r2,r0,0x0019e12c #If Ability cannot be used : Exit returns r2 (not 0x00 value depends of incapacity) 0019dddc: 00000000 nop | 0019dde0: 86820002 lh r2,0x0002(r20) |Load Unit's Used Ability ID 0019dde4: 3c038006 lui r3,0x8006 | 0019dde8: 2463ebf4 addiu r3,r3,-0x140c | 0019ddec: 000210c0 sll r2,r2,0x03 |ID * 8 0019ddf0: 00439821 addu r19,r2,r3 |Pointer to considered Ability AI behavior 8005ebf0 + 0x04 0019ddf4: 3c03801a lui r3,0x801a | 0019ddf8: 9063007e lbu r3,0x007e(r3) |Load 801a007e ( AI 0xcba) 0019ddfc: 340200ff ori r2,r0,0x00ff |r2 = 0xff 0019de00: 1062000a beq r3,r2,0x0019de2c #If Target/Hit counter <> 0xff Is Set and did not reach his limit ? If 0xff the routine will ignore priority aspect 0019de04: 341500ff ori r21,r0,0x00ff |r21 = 0xff 0019de08: 0000b021 addu r22,r0,r0 |Initialize self Targeting flag 0019de0c: 0000f021 addu r30,r0,r0 |Set default positive priority (in this routine) 0019de10: 92620000 lbu r2,0x0000(r19) |Load Ability's AI Behavior 1 0019de14: 00000000 nop | 0019de18: 30420008 andi r2,r2,0x0008 | 0019de1c: 10400003 beq r2,r0,0x0019de2c #If Ability has [Affect stats] 0019de20: 34170001 ori r23,r0,0x0001 |Set default negative priority (in this routine) 0019de24: 341e0003 ori r30,r0,0x0003 |Hardcoded [Affect stats] positive priority 0019de28: 34170004 ori r23,r0,0x0004 |Hardcoded [Affect stats] negative priority (undesired effect) MAIN TARGET/STRIKE LOOP @LOOP - Until end of action (all strikes) 0019de2c: 92840000 lbu r4,0x0000(r20) |r4 = Acting Unit's ID 0019de30: 0c05f391 jal 0x0017ce44 |-->Main_ability_loading_routine%3F Mimic action 0019de34: 27a50010 addiu r5,r29,0x0010 |r5 = Stack Pointer + 0x10 (will mimic miscellaneous Unit pointer 0x18c) 0019de38: 14400083 bne r2,r0,0x0019e048 #If ability is not hitting a unit Exit Loop 0019de3c: 00000000 nop | 0019de40: 93a20011 lbu r2,0x0011(r29) |Number of Targets pseudo AU misc 0x18d 0019de44: 00000000 nop | 0019de48: 1040007f beq r2,r0,0x0019e048 #If there's no Targets Exit Loop 0019de4c: 27a30012 addiu r3,r29,0x0012 |Pointer to Stack 0x12 (list of Targets ID) Pseudo Misc 0x18e 0019de50: 93a20012 lbu r2,0x0012(r29) |Load This iteration Target ID 0019de54: 00000000 nop | 0019de58: 1055007b beq r2,r21,0x0019e048 #If This is the end of Targets list Exit Loop 0019de5c: afa00038 sw r0,0x0038(r29) |Initialize Target counter @LOOP - Each Target in List 0019de60: 8fa20038 lw r2,0x0038(r29) |Target Counter 0019de64: 00000000 nop | 0019de68: 00621021 addu r2,r3,r2 |Dynamic Pointer to Target list+ Offset (1 byte) 0019de6c: 90500000 lbu r16,0x0000(r2) |This iteration Target ID 0019de70: 3c038019 lui r3,0x8019 | 0019de74: 24630a58 addiu r3,r3,0x0a58 |801908cc + 0x18c 0019de78: 001010c0 sll r2,r16,0x03 | 0019de7c: 00501023 subu r2,r2,r16 | 0019de80: 00021180 sll r2,r2,0x06 |Unit ID * 0x1c0 0019de84: 00439021 addu r18,r2,r3 |This Unit Current Action data pointer 801908cc + 0x18c + Unit offset 0019de88: 8642002a lh r2,0x002a(r18) |Load Hit % (Displayed Amount) 0019de8c: 00000000 nop | 0019de90: 18400064 blez r2,0x0019e024 #If Target Current Action Hit% is 0 (or less) branch to Next Target 0019de94: 00000000 nop | 0019de98: 92620001 lbu r2,0x0001(r19) |Load AI Ability Behavior Flag 2 0019de9c: 00000000 nop | 0019dea0: 30420080 andi r2,r2,0x0080 | 0019dea4: 1440001d bne r2,r0,0x0019df1c #If Ability has [Target Map] Branch to Finalization All Targets will be hit, no matter what 0019dea8: 00000000 nop | Else : Not [Target Map] 0019deac: 0c065b3a jal 0x00196ce8 |-->Check_if_Unit_can_be_Targeted_(Cryst/Trea/Mount/Trans) r2 = 0x00 if Unit can be hit 0019deb0: 02002021 addu r4,r16,r0 |Send Unit ID 0019deb4: 1440005b bne r2,r0,0x0019e024 #If Unit cannot be hit : branch to Next Target 0019deb8: 34020006 ori r2,r0,0x0006 | 0019debc: 9283000a lbu r3,0x000a(r20) |Load Targeting type 8019f3c4 + 0x26 0019dec0: 00000000 nop | 0019dec4: 1462000c bne r3,r2,0x0019def8 #If Targeting Type = 0x06 (Target Specific) AI 0x26 or Battle 0x16e + 0xa 0019dec8: 00000000 nop | 0019decc: 9283000b lbu r3,0x000b(r20) |Main Target ID 0019ded0: 00000000 nop | 0019ded4: 02231021 addu r2,r17,r3 |AI pointer + Main Target offset 0019ded8: 90420e18 lbu r2,0x0e18(r2) |Load Considered Target flag in AI 0x0e18 Table Enabled when a unit will have an active Turn right after acting Unit ( AI_End_of_turn,_in_between_turn,_etc.) 0019dedc: 00000000 nop | 0019dee0: 10400005 beq r2,r0,0x0019def8 #If AI Main Target is disabled in AI 0xe18 Table : branch to Tile targeting section 0019dee4: 00000000 nop | Else : AI Target is Enabled in AI 0xe18 0019dee8: 1070000c beq r3,r16,0x0019df1c #If This Unit is the considered Target Go on Finalization (will be targeted even if moving away) 0019deec: 00000000 nop | 0019def0: 08067809 j 0x0019e024 >>Else : Next Unit iteration Ignore this unit, because AI cannot be sure it will be in AoE ? 0019def4: 00000000 nop | Else : Targeting Type <> 0x06 / Unit in AoE around Main Target 0019def8: 92620000 lbu r2,0x0000(r19) |Load Ability AI Behavior Flag 1 0019defc: 00000000 nop | 0019df00: 30420001 andi r2,r2,0x0001 | 0019df04: 14400005 bne r2,r0,0x0019df1c #If Ability has [Target Enemies] 0019df08: 02301021 addu r2,r17,r16 | 0019df0c: 90420e18 lbu r2,0x0e18(r2) |This iteration Unit flag in AI 0xe18 Table 0019df10: 00000000 nop | 0019df14: 14400043 bne r2,r0,0x0019e024 #If This iteration Unit is enabled in AI 0xe18 : branch to Next Unit iteration This enemy will might move outside the AoE 0019df18: 00000000 nop | --- This Unit will be hit Section --- 0019df1c: 0c062f82 jal 0x0018be08 |-->Attack_Finalisation_%26_Reaction_Flagging 0019df20: 02002021 addu r4,r16,r0 |Send This iteration Target ID 0019df24: 92220cba lbu r2,0x0cba(r17) |Load Hit counter (strikes + Target) AI 0xcba 0019df28: 00000000 nop | 0019df2c: 1055003d beq r2,r21,0x0019e024 #If counter = 0xff : branch to Next Unit iteration Not Set ? Reach a limit ? 0019df30: 00000000 nop | HOSTILITY CHECK 0019df34: 92630000 lbu r3,0x0000(r19) |Load Ability AI Behavior Flag 1 0019df38: 00000000 nop | 0019df3c: 30620002 andi r2,r3,0x0002 | 0019df40: 10400006 beq r2,r0,0x0019df5c #If This Ability has [Target Enemies] 0019df44: 00101100 sll r2,r16,0x04 | 0019df48: 02221021 addu r2,r17,r2 | 0019df4c: 90421834 lbu r2,0x1834(r2) |This iteration Unit Enemy flag Pointer to 0x8019f3c4 + 0x182c + 0x08 + Unit offset (0x10 Bytes) 0019df50: 00000000 nop | 0019df54: 14400009 bne r2,r0,0x0019df7c #If This Unit is an Enemy : branch to Add positive priority 0019df58: 00000000 nop | 0019df5c: 30620001 andi r2,r3,0x0001 | 0019df60: 10400009 beq r2,r0,0x0019df88 #If This Ability has [Target Allies] 0019df64: 00101100 sll r2,r16,0x04 | 0019df68: 02221021 addu r2,r17,r2 | 0019df6c: 90421834 lbu r2,0x1834(r2) |This iteration Unit Enemy flag Pointer to 0x8019f3c4 + 0x182c + 0x08 + Unit offset (0x10 Bytes) 0019df70: 00000000 nop | 0019df74: 14400004 bne r2,r0,0x0019df88 #If this Unit is an Enemy Avoid Positive priority 0019df78: 00000000 nop | Positive Priority section 0019df7c: 96220032 lhu r2,0x0032(r17) |Load Considered Ability Priority score 0019df80: 080677f7 j 0x0019dfdc >>Jump and Save Priority 0019df84: 005e1021 addu r2,r2,r30 |Add +3/other value to Target Priority Will Increase priority only if Affect Stats (if not r30 = 0x00) Else : No positive priority found 0019df88: 92630000 lbu r3,0x0000(r19) |Load Ability AI Behavior Flag 1 0019df8c: 00000000 nop | 0019df90: 30620002 andi r2,r3,0x0002 | 0019df94: 10400006 beq r2,r0,0x0019dfb0 #If This Ability has [Target Enemies] 0019df98: 00101100 sll r2,r16,0x04 | 0019df9c: 02221021 addu r2,r17,r2 | 0019dfa0: 90421834 lbu r2,0x1834(r2) |This iteration Unit Enemy flag Pointer to 0x8019f3c4 + 0x182c + 0x08 + Unit offset (0x10 Bytes) 0019dfa4: 00000000 nop | 0019dfa8: 10400009 beq r2,r0,0x0019dfd0 #If This Unit is an Ally : branch to Decrease Priority 0019dfac: 00000000 nop | 0019dfb0: 30620001 andi r2,r3,0x0001 | 0019dfb4: 1040000a beq r2,r0,0x0019dfe0 #If This Ability has [Target Allies] 0019dfb8: 00101100 sll r2,r16,0x04 | 0019dfbc: 02221021 addu r2,r17,r2 | 0019dfc0: 90421834 lbu r2,0x1834(r2) |This iteration Unit Enemy flag Pointer to 0x8019f3c4 + 0x182c + 0x08 + Unit offset (0x10 Bytes) 0019dfc4: 00000000 nop | 0019dfc8: 10400005 beq r2,r0,0x0019dfe0 #If This Unit is an Ally : Avoid negative priority 0019dfcc: 00000000 nop | Decrease Priority section 0019dfd0: 96220032 lhu r2,0x0032(r17) |Load Target Priority 0019dfd4: 00000000 nop | 0019dfd8: 00571023 subu r2,r2,r23 |Subtract 1 or 4 from Priority 4 if Ability has [Affect stats] 0019dfdc: a6220032 sh r2,0x0032(r17) |Update Unit Target Priority POST HOSTILITY 0019dfe0: 92220cba lbu r2,0x0cba(r17) |Strike counter 0019dfe4: 00000000 nop | 0019dfe8: 24420001 addiu r2,r2,0x0001 | 0019dfec: a2220cba sb r2,0x0cba(r17) |Increase AI 0xcba 0019dff0: 96220cb8 lhu r2,0x0cb8(r17) |AI 0xcb8 Sum of Hit% ? 0019dff4: 9643002a lhu r3,0x002a(r18) |This iteration Unit Current Action displayed Hit % 0019dff8: 92240e2e lbu r4,0x0e2e(r17) |Load Acting Unit ID 0019dffc: 00431021 addu r2,r2,r3 |AI 0x0cb8 + This iteration action Hit% 0019e000: 16040002 bne r16,r4,0x0019e00c #If This Iteration Unit is the Caster (Self Targeting) 0019e004: a6220cb8 sh r2,0x0cb8(r17) |Increment Total Hit% 0019e008: 34160001 ori r22,r0,0x0001 |r22 = 1 Self Targeting flag 0019e00c: 02301021 addu r2,r17,r16 | 0019e010: 90420c8d lbu r2,0x0c8d(r2) |This iteration Unit's byte in AI 0xc8d Table 0x8019f3c4 + 0xc8d + Unit Offset (byte) 0019e014: 00000000 nop | 0019e018: 10400002 beq r2,r0,0x0019e024 #If This Unit is in the AI Target of interest list 0019e01c: 34020001 ori r2,r0,0x0001 | 0019e020: a22219ba sb r2,0x19ba(r17) |Enable AI 0x19ba 0019e024: 8fa20038 lw r2,0x0038(r29) |Target counter 0019e028: 27a30012 addiu r3,r29,0x0012 | 0019e02c: 24420001 addiu r2,r2,0x0001 |Counter + 1 0019e030: afa20038 sw r2,0x0038(r29) |Increment Target Counter 0019e034: 00621021 addu r2,r3,r2 |Pointer to Stack 0x10 + 0x02 + Counter offset (Next unit in Target list) 0019e038: 90420000 lbu r2,0x0000(r2) |Load Next Unit ID 0019e03c: 00000000 nop | 0019e040: 1455ff87 bne r2,r21,0x0019de60 #Loop While not at the end of the list (0xff) 0019e044: 00000000 nop | 0019e048: 92840000 lbu r4,0x0000(r20) |Send Acting Unit ID 0019e04c: 0c0635c3 jal 0x0018d70c |-->Store target stats pointer data Resolve Caster results (from 0x80192da0) recoil and absorption ? 0019e050: 00000000 nop | 0019e054: 93a20028 lbu r2,0x0028(r29) |Load Continue Action byte ? Pseudo Misc 1a4 (Continue action) 0019e058: 00000000 nop | 0019e05c: 1440ff73 bne r2,r0,0x0019de2c #Loop while current action is not ended (additionnal strike ?) 0019e060: 340200ff ori r2,r0,0x00ff | 0019e064: 92230cba lbu r3,0x0cba(r17) |Nb of strikes 0019e068: 00000000 nop | 0019e06c: 10620012 beq r3,r2,0x0019e0b8 #If Nb of strike is valid 0xff if not set or limit reached ? 0019e070: 00000000 nop | 0019e074: 92220e4d lbu r2,0x0e4d(r17) |AI 0xe4d Enabled if AI 0x000f flag 0x04 is ON (copy of Ability 0xef0 byte 0x03 flag 0x04) - close range ? Linear ? 0019e078: 00000000 nop | 0019e07c: 1040000e beq r2,r0,0x0019e0b8 #If AI 0xe4d <> 0x00 0019e080: 34020001 ori r2,r0,0x0001 | 0019e084: 92230e4c lbu r3,0x0e4c(r17) |AI 0xe4c 0019e088: 00000000 nop | 0019e08c: 14620004 bne r3,r2,0x0019e0a0 #if AI 0xe4c = 0x01 (Ability is usefull on Caster) 0019e090: 00000000 nop | 0019e094: 16c00007 bne r22,r0,0x0019e0b4 #If Self Targeting : Branch and set AI e4e = 0x01 0019e098: 34020001 ori r2,r0,0x0001 | 0019e09c: 92230e4c lbu r3,0x0e4c(r17) |AI 0xe4c 0019e0a0: 34020002 ori r2,r0,0x0002 | 0019e0a4: 14620004 bne r3,r2,0x0019e0b8 #if AI 0xe4c = 0x02 (Adverse effect on Caster) 0019e0a8: 00000000 nop | 0019e0ac: 16c00002 bne r22,r0,0x0019e0b8 #If Self Targeting Avoid AI e4e 0019e0b0: 34020001 ori r2,r0,0x0001 | 0019e0b4: a2220e4e sb r2,0x0e4e(r17) |Update 0xe4e = 0x1 If Usefull on caster and self-targeting or Adverse on caster but not self Targeting 0019e0b8: 92820000 lbu r2,0x0000(r20) |Load Acting Unit's ID 0019e0bc: 3c108019 lui r16,0x8019 | 0019e0c0: 261008cc addiu r16,r16,0x08cc | 0019e0c4: 000220c0 sll r4,r2,0x03 | 0019e0c8: 00822023 subu r4,r4,r2 | 0019e0cc: 00042180 sll r4,r4,0x06 |Unit ID *0x 1c0 0019e0d0: 0c05f6f2 jal 0x0017dbc8 |-->Store Some Acting Unit Data Set Acting Unit as Target and roll reactions / apply attacker current action results? 0019e0d4: 00902021 addu r4,r4,r16 |Pointer to Acting Unit Battle Data 0019e0d8: 8fa60040 lw r6,0x0040(r29) |Preset Value (r5) 0019e0dc: 00000000 nop | Check if any Target use Reflect 0019e0e0: 14c00012 bne r6,r0,0x0019e12c #If Preset Value is not 0x00 : Exit routine 0019e0e4: 2413ffff addiu r19,r0,-0x0001 | 0019e0e8: 2612016e addiu r18,r16,0x016e |0x801908cc + 0x16e @LOOP 0019e0ec: 0c05f85e jal 0x0017e178 |-->Check if any unit can react Test if Targets have reflect - return Unit ID if so 0019e0f0: 27a40038 addiu r4,r29,0x0038 |Send pointer to Nb of Strikes 0019e0f4: 00408021 addu r16,r2,r0 |ID of Unit with reflect 0019e0f8: 1213000c beq r16,r19,0x0019e12c #If returned value is -0x01 Exit routine No reaction 0019e0fc: 02301021 addu r2,r17,r16 | 0019e100: 90420e18 lbu r2,0x0e18(r2) |This Unit AI 0xe18 flag 0x8019f3c4 + 0xe18 + Unit ID 0019e104: 00000000 nop | 0019e108: 1440fff8 bne r2,r0,0x0019e0ec #If This Unit will could move out of AoE before attack resolution go to next unit Seek another reflected Unit 0019e10c: 001020c0 sll r4,r16,0x03 |ID * 8 0019e110: 00902023 subu r4,r4,r16 |ID * 7 0019e114: 00042180 sll r4,r4,0x06 |ID * 0x1c0 0019e118: 00922021 addu r4,r4,r18 |0x801908cc + 0x16e + Unit with reflect offset 0019e11c: 0c067763 jal 0x0019dd8c |-->AI_ability_processing Simulate reflect 0019e120: 34050001 ori r5,r0,0x0001 |Send 0x01 0019e124: 0806783b j 0x0019e0ec >>Loop until no reaction left 0019e128: 00000000 nop | 0019e12c: 8fbf006c lw r31,0x006c(r29) 0019e130: 8fbe0068 lw r30,0x0068(r29) 0019e134: 8fb70064 lw r23,0x0064(r29) 0019e138: 8fb60060 lw r22,0x0060(r29) 0019e13c: 8fb5005c lw r21,0x005c(r29) 0019e140: 8fb40058 lw r20,0x0058(r29) 0019e144: 8fb30054 lw r19,0x0054(r29) 0019e148: 8fb20050 lw r18,0x0050(r29) 0019e14c: 8fb1004c lw r17,0x004c(r29) 0019e150: 8fb00048 lw r16,0x0048(r29) 0019e154: 27bd0070 addiu r29,r29,0x0070 0019e158: 03e00008 jr r31 0019e15c: 00000000 nop
Return locations
BATTLE.BIN 0019dd2c: Call AI Ability Processing 0019e124: AI_ability_processing recursive call