Ability Loading - Weapon Inventory
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*Weapon Inventory* 0019a6a4: 17c3003f bne r30,r3,0x 0019a7a4 Beanch if Action Menu != Weapon Inventory 0019a6a8: 34020003 ori r2,r0,0x0003 r2 = 3 0019a6ac: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a6b0: 02802821 addu r5,r20,r0 r5 = Unit's Skillset 0019a6b4: 0c066a94 jal 0x 0019aa50 Load Known Ability Flag 0019a6b8: 00003021 addu r6,r0,r0 Counter2 = 0 (Throw Shuriken) 0019a6bc: 10400014 beq r2,r0,0x 0019a710 Branch if Ability isn't known 0019a6c0: 00162280 sll r4,r22,0x0a Unit's ID * 1024 0019a6c4: 00008021 addu r16,r0,r0 Item Counter = 0 0019a6c8: 00121100 sll r2,r18,0x04 Battle ID * 16 0019a6cc: 00521021 addu r2,r2,r18 ID * 17 0019a6d0: 000210c0 sll r2,r2,0x03 ID * 136 0019a6d4: 24420ef0 addiu r2,r2,0x0ef0 0019a6d8: 3c08801a lui r8,0x801a 0019a6dc: 2508f3c4 addiu r8,r8,0xf3c4 0019a6e0: 00481021 addu r2,r2,r8 r2 = Unit's Usable Move List Pointer 0019a6e4: 00131880 sll r3,r19,0x02 Counter * 4 0019a6e8: 00621821 addu r3,r3,r2 0019a6ec: 00901021 addu r2,r4,r16 Unit's ID * 1024 + Item Counter 0019a6f0: 2442007a addiu r2,r2,0x007a (Shuriken's ID) 0019a6f4: a0740002 sb r20,0x0002(r3) Store Unit's Skillset 0019a6f8: a4620000 sh r2,0x0000(r3) Store Unit's ID + Shuriken ID 0019a6fc: 24630004 addiu r3,r3,0x0004 Pointer += 4 0019a700: 26100001 addiu r16,r16,0x0001 Item Counter ++ 0019a704: 2a020003 slti r2,r16,0x0003 0019a708: 1440fff8 bne r2,r0,0x 0019a6ec Branch if Item Counter < 3 0019a70c: 26730001 addiu r19,r19,0x0001 Counter ++ 0019a710: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a714: 02802821 addu r5,r20,r0 r5 = Unit's Skillset 0019a718: 0c066a94 jal 0x 0019aa50 Load Known Ability Flag 0019a71c: 34060001 ori r6,r0,0x0001 Counter2 = 1 (Throw Ball) 0019a720: 10400014 beq r2,r0,0x 0019a774 Branch if Ability isn't known 0019a724: 00008021 addu r16,r0,r0 Item Counter = 0 0019a728: 00162280 sll r4,r22,0x0a Unit ID * 1024 0019a72c: 00121100 sll r2,r18,0x04 Battle ID * 16 0019a730: 00521021 addu r2,r2,r18 ID * 17 0019a734: 000210c0 sll r2,r2,0x03 ID * 136 0019a738: 24420ef0 addiu r2,r2,0x0ef0 0019a73c: 3c08801a lui r8,0x801a 0019a740: 2508f3c4 addiu r8,r8,0xf3c4 0019a744: 01021021 addu r2,r8,r2 r2 = Unit's Usable Move List Pointer 0019a748: 00131880 sll r3,r19,0x02 Counter * 4 0019a74c: 00621821 addu r3,r3,r2 0019a750: 00901021 addu r2,r4,r16 Unit's ID * 1024 + Item Counter 0019a754: 2442007d addiu r2,r2,0x007d (Fire Ball ID) 0019a758: a0740002 sb r20,0x0002(r3) Store Unit's Skillset 0019a75c: a4620000 sh r2,0x0000(r3) Store Unit's ID + Ball ID 0019a760: 24630004 addiu r3,r3,0x0004 Pointer += 3 0019a764: 26100001 addiu r16,r16,0x0001 Item Counter ++ 0019a768: 2a020003 slti r2,r16,0x0003 0019a76c: 1440fff8 bne r2,r0,0x 0019a750 Branch if Item Counter < 3 0019a770: 26730001 addiu r19,r19,0x0001 Counter ++ 0019a774: 34100002 ori r16,r0,0x0002 Throw Counter = 2 0019a778: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a77c: 02802821 addu r5,r20,r0 r5 = Unit's Skillset 0019a780: 0c066a94 jal 0x 0019aa50 Load Known Ability Flag 0019a784: 02003021 addu r6,r16,r0 Counter2 = Throw Counter (Knife and on) 0019a788: 1440ffac bne r2,r0,0x 0019a63c Branch if Ability is known 0019a78c: 26100001 addiu r16,r16,0x0001 Throw Counter ++ 0019a790: 2a02000c slti r2,r16,0x000c 0019a794: 1440fff9 bne r2,r0,0x 0019a77c Branch if Throw Counter < 12 0019a798: 02c02021 addu r4,r22,r0 r4 = Unit's ID 0019a79c: 08066a87 j 0x 0019aa1c 0019a7a0: 02601021 addu r2,r19,r0 r2 = Counter