Bow Arrow Secondary Effect

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< BATTLE.BIN

001b0ffc: 3c02801c lui r2,0x801c
001b1000: 8c42c098 lw r2,-0x3f68(r2)			#loads current effect target data
001b1004: 27bdff80 addiu r29,r29,0xff80
001b1008: afbf007c sw r31,0x007c(r29)
001b100c: afb60078 sw r22,0x0078(r29)
001b1010: afb50074 sw r21,0x0074(r29)
001b1014: afb40070 sw r20,0x0070(r29)
001b1018: afb3006c sw r19,0x006c(r29)
001b101c: afb20068 sw r18,0x0068(r29)
001b1020: afb10064 sw r17,0x0064(r29)
001b1024: afb00060 sw r16,0x0060(r29)
001b1028: 8c540008 lw r20,0x0008(r2)			#load some effect initialising/engaging/ending?
001b102c: 34110002 ori r17,r0,0x0002
001b1030: 12910087 beq r20,r17,0x001b1250		#branch if it's 2.
001b1034: 2e820003 sltiu r2,r20,0x0003
001b1038: 10400005 beq r2,r0,0x001b1050		#branch if it's more than 2
001b103c: 34020001 ori r2,r0,0x0001
001b1040: 12820008 beq r20,r2,0x001b1064		#branch if it's 1
001b1044: 02c01021 addu r2,r22,r0
001b1048: 0806c544 j 0x001b1510			#otherwise fail.
001b104c: 00000000 nop
001b1050: 34020003 ori r2,r0,0x0003
001b1054: 1282012c beq r20,r2,0x001b1508		#branch if it's 3
001b1058: 02c01021 addu r2,r22,r0
001b105c: 0806c544 j 0x001b1510			#otherwise fail
001b1060: 00000000 nop
if initialising (0x8* = 1)
001b1064: 3c05801c lui r5,0x801c
001b1068: 84a59264 lh r5,-0x6d9c(r5)			#target's X mod
001b106c: 3c02801c lui r2,0x801c
001b1070: 8442925c lh r2,-0x6da4(r2)			#acting unit's x mod
001b1074: 00000000 nop
001b1078: 00a22823 subu r5,r5,r2			#find difference
001b107c: 00a50018 mult r5,r5				#square
001b1080: 3c03801c lui r3,0x801c
001b1084: 84639268 lh r3,-0x6d98(r3)
001b1088: 3c02801c lui r2,0x801c
001b108c: 84429260 lh r2,-0x6da0(r2)			#target's y mod and acting unit's y mod
001b1090: 00002012 mflo r4
001b1094: 00621823 subu r3,r3,r2
001b1098: 00000000 nop
001b109c: 00630018 mult r3,r3				#find difference and square
001b10a0: 3c06801c lui r6,0x801c
001b10a4: 84c69266 lh r6,-0x6d9a(r6)
001b10a8: 3c02801c lui r2,0x801c
001b10ac: 8442925e lh r2,-0x6da2(r2)			#target/caster height
001b10b0: afa50020 sw r5,0x0020(r29)			#store X and y differences (not squared)
001b10b4: afa30028 sw r3,0x0028(r29)
001b10b8: 00461023 subu r2,r2,r6			#difference (don't square.)
001b10bc: afa20024 sw r2,0x0024(r29)			#
001b10c0: 00001012 mflo r2
001b10c4: 00822021 addu r4,r4,r2			#
001b10c8: 0c00709a jal 0x0001c268			#Get Square root of r4 dealing with 4096
001b10cc: 00042300 sll r4,r4,0x0c			#sqrt(x^2 + y^2) but * 0x4096 for the precision. 
001b10d0: 8fa50020 lw r5,0x0020(r29)
001b10d4: 8fa40028 lw r4,0x0028(r29)
001b10d8: 3c01801c lui r1,0x801c
001b10dc: ac22c08c sw r2,-0x3f74(r1)			#store length of straight line between x and y
001b10e0: 0c00763a jal 0x0001d8e8			#Get Angle Value via ArcTan Table
001b10e4: 00042023 subu r4,r0,r4			#x and negative y
001b10e8: 3c03801c lui r3,0x801c
001b10ec: 8c63c098 lw r3,-0x3f68(r3)			#effect target data
001b10f0: 3c01801c lui r1,0x801c
001b10f4: a4228b28 sh r2,-0x74d8(r1)			#store angle of arrow projectile in the xy direction
001b10f8: 90640012 lbu r4,0x0012(r3)			#load unit's misc ID? (not referenced in daughter routine.)
001b10fc: 0c022fc7 jal 0x0008bf1c			#0008bf1c - 0008bf58 - returns some, cardinal direction related number
001b1100: 34160001 ori r22,r0,0x0001			#r22 = 1
001b1104: 24420001 addiu r2,r2,0x0001
001b1108: 30420003 andi r2,r2,0x0003
001b110c: 00021280 sll r2,r2,0x0a			#returns one of the 4 cardinal directions based on? idk lol
001b1110: 3c03801c lui r3,0x801c
001b1114: 94638b28 lhu r3,-0x74d8(r3)			#loads projectile's XY angle trajectory
001b1118: 3c04801c lui r4,0x801c
001b111c: 8c848b74 lw r4,-0x748c(r4)			#direction of projectile travel relative to horizon, in terms of some relative length above/below the projectile
001b1120: 00621823 subu r3,r3,r2
001b1124: 3c01801c lui r1,0x801c
001b1128: a4238b2c sh r3,-0x74d4(r1)			#cardinal direction - xy angle trajectory
001b112c: 3c01801c lui r1,0x801c
001b1130: ac24926c sw r4,-0x6d94(r1)
001b1134: 0c00763a jal 0x0001d8e8			#Get Angle Value via ArcTan Table - gets angle of projectile upward
001b1138: 34051000 ori r5,r0,0x1000			#r5 is baseline for angle? like, z velocity is 0 at 0x1000, and + if more than or - if less than, and arctan nonsense
001b113c: 3c01801c lui r1,0x801c
001b1140: a4228b30 sh r2,-0x74d0(r1)			#store projectile's z angle trajectory
001b1144: 3c01801c lui r1,0x801c
001b1148: ac208b24 sw r0,-0x74dc(r1)
001b114c: 0c06bdcd jal 0x001af734			#Give Gravity Impact - returns impact of gravity on projectile
001b1150: 00000000 nop
001b1154: 3c04801c lui r4,0x801c
001b1158: 84848b30 lh r4,-0x74d0(r4)			#load projectile's z angle trajectory
001b115c: 0c006f0a jal 0x0001bc28			#Cos call function - you have an angle, stick it into cos and you break it up into Adjacent/hypotenuse
001b1160: 00028203 sra r16,r2,0x08			#divide by big number and put in r16
001b1164: 00500018 mult r2,r16				#* z angle's horizontal component * gravity impact
001b1168: 3c02801c lui r2,0x801c
001b116c: 9442bf3c lhu r2,-0x40c4(r2)			#load 3D step counter
001b1170: 3c03801c lui r3,0x801c
001b1174: 94638b28 lhu r3,-0x74d8(r3)			#load arrows XY angle trajectory
001b1178: 3c05801c lui r5,0x801c
001b117c: 24a5acec addiu r5,r5,0xacec			#argument 2 is 0x801bacec, location of rotation matrix for projectile
001b1180: a7a0001c sh r0,0x001c(r29)
001b1184: a7a00018 sh r0,0x0018(r29)			#stores no additional angles.
001b1188: 3c01801c lui r1,0x801c
001b118c: a4228b3c sh r2,-0x74c4(r1)			#store 3D steps counter in 801b8b3c
001b1190: a7a3001a sh r3,0x001a(r29)			#store XY angle trajectory in stack
001b1194: 00001012 mflo r2
001b1198: 00021103 sra r2,r2,0x04			#
001b119c: 3c01801c lui r1,0x801c
001b11a0: ac229254 sw r2,-0x6dac(r1)			#store change in vertical velocity due to gravity (proportional to z?)
001b11a4: 0c007596 jal 0x0001d658			#Set Rotation matrix elements
001b11a8: 27a40018 addiu r4,r29,0x0018
001b11ac: 3c02801c lui r2,0x801c
001b11b0: 8c42c098 lw r2,-0x3f68(r2)			#effect target data pointer
001b11b4: 00000000 nop
001b11b8: 8c440050 lw r4,0x0050(r2)			#pointer to effect data in RAM
001b11bc: 00000000 nop
001b11c0: 10800003 beq r4,r0,0x001b11d0		#branch if none
001b11c4: ac510008 sw r17,0x0008(r2)			#stores "initialised" in effect target data
001b11c8: 0c011180 jal 0x00044600			#LBA
001b11cc: 00000000 nop
001b11d0: 0c011105 jal 0x00044414			#LBA
001b11d4: 34040c88 ori r4,r0,0x0c88			#r4 is that
001b11d8: 341400e0 ori r20,r0,0x00e0			#0xe0
001b11dc: 0040a821 addu r21,r2,r0			#r21 = effect data address
001b11e0: 02a09821 addu r19,r21,r0			#
001b11e4: 3c02801c lui r2,0x801c
001b11e8: 8c42c098 lw r2,-0x3f68(r2)			#effect target data pointer
001b11ec: 00009021 addu r18,r0,r0
001b11f0: ac550050 sw r21,0x0050(r2)			#stores effect data address
001b11f4: 00008021 addu r16,r0,r0
001b11f8: 02608821 addu r17,r19,r0			#this could be done better tbh.
001b11fc: 0c008f38 jal 0x00023ce0			#P14 SetPolyG3
001b1200: 02202021 addu r4,r17,r0			#parses effect data address
001b1204: 26100001 addiu r16,r16,0x0001		#counter ++
001b1208: 2a020004 slti r2,r16,0x0004			#repeat 4 times
001b120c: 1440fffb bne r2,r0,0x001b11fc
001b1210: 2631001c addiu r17,r17,0x001c		#increment effect data address by 0x1c
001b1214: 00008021 addu r16,r0,r0			#clear counter again
001b1218: 02b48821 addu r17,r21,r20			#effect data pointer + 0xe0
001b121c: 0c008f4c jal 0x00023d30			#P18 SetPolyG4
001b1220: 02202021 addu r4,r17,r0
001b1224: 26100001 addiu r16,r16,0x0001
001b1228: 2a02000d slti r2,r16,0x000d			#repeat 13 times
001b122c: 1440fffb bne r2,r0,0x001b121c
001b1230: 26310024 addiu r17,r17,0x0024		#effect data + 0x24
001b1234: 269401d4 addiu r20,r20,0x01d4		#0x2b4
001b1238: 26520070 addiu r18,r18,0x0070		#that's a weird way of counting but okay.
001b123c: 2a4200e0 slti r2,r18,0x00e0			#perform twice
001b1240: 1440ffec bne r2,r0,0x001b11f4
001b1244: 26730070 addiu r19,r19,0x0070		#effect data + 0x70 (stores all above again but offset by 0x70 (1st jal) and 0x324 (2nd jal)
001b1248: 0806c544 j 0x001b1510
001b124c: 02c01021 addu r2,r22,r0			#r2 = 1 (success?)
if engaged? (0x8* = 2)
001b1250: 3c04801c lui r4,0x801c
001b1254: 8c84926c lw r4,-0x6d94(r4)			#ratio of horizontal/vertical velocity
001b1258: 3c05801c lui r5,0x801c
001b125c: 8ca58b24 lw r5,-0x74dc(r5)			#Z velocity
001b1260: 0c06bd67 jal 0x001af59c			#some vector trajectory math 001af59c - 001af6d4 
001b1264: 00000000 nop
001b1268: 3c05801c lui r5,0x801c
001b126c: 8ca58b24 lw r5,-0x74dc(r5)			#Z velocity
001b1270: 3c03801c lui r3,0x801c
001b1274: 8c639254 lw r3,-0x6dac(r3)			#load change in z motion due to gravity
001b1278: 3c04801c lui r4,0x801c
001b127c: 8c84926c lw r4,-0x6d94(r4)			#ratio of horizontal/vertical velocity
001b1280: 00a32821 addu r5,r5,r3			#obtain new z velocity after gravity
001b1284: 3c01801c lui r1,0x801c
001b1288: ac258b24 sw r5,-0x74dc(r1)			#stores new z vel.
001b128c: 0c06bd67 jal 0x001af59c			#more trajectory math with new r5
001b1290: 00028023 subu r16,r0,r2			#stores result #1
001b1294: 00028823 subu r17,r0,r2			#stores result #2 (Current Z velocity for step)
001b1298: 3c03801c lui r3,0x801c
001b129c: 8c638b24 lw r3,-0x74dc(r3)			#new Z velocity
001b12a0: 3c05801c lui r5,0x801c
001b12a4: 8ca59254 lw r5,-0x6dac(r5)			#change in z motion due to gravity
001b12a8: 3c04801c lui r4,0x801c
001b12ac: 8c84926c lw r4,-0x6d94(r4)			#ratio of horizontal/vertical velocity
001b12b0: 0c06bd67 jal 0x001af59c			#uses z vel. 2 steps in advance?
001b12b4: 00652821 addu r5,r3,r5			#new z velocity + change in z due to gravity
001b12b8: 00021023 subu r2,r0,r2			#obtain negative of newest trajectory
001b12bc: 00502023 subu r4,r2,r16			#-1 * (result #2 + result #1)
001b12c0: 3c05801c lui r5,0x801c
001b12c4: 8ca59254 lw r5,-0x6dac(r5)			#change in z motion due to gravity
001b12c8: 3c02801c lui r2,0x801c
001b12cc: 94428b28 lhu r2,-0x74d8(r2)			#projectile's xy angle
001b12d0: a7a00040 sh r0,0x0040(r29)			#?
001b12d4: 00052840 sll r5,r5,0x01			#change in z motion due to gravity * 2
001b12d8: 0c00763a jal 0x0001d8e8			#Get Angle Value via ArcTan Table - r5 = change in z vel. (grav), r4 = 
001b12dc: a7a20042 sh r2,0x0042(r29)			#store xy angle
001b12e0: 3c10801c lui r16,0x801c
001b12e4: 2610acec addiu r16,r16,0xacec		#location of projectile's rotation matrix
001b12e8: 02002021 addu r4,r16,r0
001b12ec: 24420400 addiu r2,r2,0x0400			#r2 = angle of difference in trajectory at next step
001b12f0: 0c00742a jal 0x0001d0a8			#Store Rotation matrix elements to GTE
001b12f4: a7a20044 sh r2,0x0044(r29)			#parse
001b12f8: 0c00744e jal 0x0001d138			#Store Translation Vectors to GTE
001b12fc: 02002021 addu r4,r16,r0			#matrix address
001b1300: 27a40018 addiu r4,r29,0x0018			#stack + 0x18 (0x18 - vector xy, 0x1c - vector z)
001b1304: 27b20020 addiu r18,r29,0x0020		#+ 0x20
001b1308: 02402821 addu r5,r18,r0			#to store x, z, and y vector
001b130c: 27b3002c addiu r19,r29,0x002c		#stack + 0x2c
001b1310: 02603021 addu r6,r19,r0			#to store negative vector flag
001b1314: 3c02801c lui r2,0x801c
001b1318: 8c428b24 lw r2,-0x74dc(r2)			#old horizontal velocity ratio via vertical velocity?
001b131c: 00118b03 sra r17,r17,0x0c			#new trajectory >> 0xc
001b1320: a7b1001a sh r17,0x001a(r29)			#store trajectory as vector z
001b1324: a7a0001c sh r0,0x001c(r29)			#-
001b1328: 00021303 sra r2,r2,0x0c
001b132c: 0c00755e jal 0x0001d578			#Get vector*matrix from GTE rotates and translates projectile using projectile's velocity
001b1330: a7a20018 sh r2,0x0018(r29)			#vector xy is horizontal velocity ratio
001b1334: 3c11801c lui r17,0x801c
001b1338: 2631925c addiu r17,r17,0x925c		#acting unit's XYZ mods
001b133c: 3c10800a lui r16,0x800a
001b1340: 26108a24 addiu r16,r16,0x8a24		#new matrix address?
001b1344: 02002021 addu r4,r16,r0
001b1348: 86220000 lh r2,0x0000(r17)			#load acting units X mod
001b134c: 8fa30020 lw r3,0x0020(r29)			#load projectile's x vector
001b1350: 8fa50024 lw r5,0x0024(r29)			#projectile's Z vector
001b1354: 8fa60028 lw r6,0x0028(r29)			#Y vector
001b1358: 00431021 addu r2,r2,r3			#add X mod of acting unit and X vector of projectile
001b135c: afa20030 sw r2,0x0030(r29)			#store translated X vector
001b1360: 3c02801c lui r2,0x801c
001b1364: 8442925e lh r2,-0x6da2(r2)			#load acting unit's z mod
001b1368: 3c03801c lui r3,0x801c
001b136c: 84639260 lh r3,-0x6da0(r3)			#load acting unit's y mod
001b1370: 00451021 addu r2,r2,r5
001b1374: 00661821 addu r3,r3,r6			#translate projectile's vectors by acting unit's height and y mods
001b1378: afa20034 sw r2,0x0034(r29)
001b137c: 0c00742a jal 0x0001d0a8			#Store Rotation matrix elements to GTE
001b1380: afa30038 sw r3,0x0038(r29)			#store them both
001b1384: 0c00744e jal 0x0001d138			#Store Translation Vectors to GTE - loads a new set of matrix elements to GTE, I think this might be the camera matrix?
001b1388: 02002021 addu r4,r16,r0
001b138c: 27a40018 addiu r4,r29,0x0018			#
001b1390: 02402821 addu r5,r18,r0
001b1394: 02603021 addu r6,r19,r0			#to store matrix results
001b1398: 96220000 lhu r2,0x0000(r17)			#load acting unit's X mod
001b139c: 97a30020 lhu r3,0x0020(r29)			#load projectile's x vector
001b13a0: 97a70024 lhu r7,0x0024(r29)			#load projectile's z vector
001b13a4: 97a80028 lhu r8,0x0028(r29)			#load projectile's y vector
001b13a8: 00431021 addu r2,r2,r3
001b13ac: a7a20018 sh r2,0x0018(r29)			#translate and store
001b13b0: 3c02801c lui r2,0x801c
001b13b4: 9442925e lhu r2,-0x6da2(r2)
001b13b8: 3c03801c lui r3,0x801c
001b13bc: 94639260 lhu r3,-0x6da0(r3)			#load acting unit's z and y mods
001b13c0: 00471021 addu r2,r2,r7
001b13c4: 00681821 addu r3,r3,r8
001b13c8: a7a2001a sh r2,0x001a(r29)
001b13cc: 0c00755e jal 0x0001d578			#Get vector*matrix from GTE rotates and translates projectile by... camera?
001b13d0: a7a3001c sh r3,0x001c(r29)			#translate and store projectile's vectors
001b13d4: 27a40058 addiu r4,r29,0x0058			#stack + 0x58
001b13d8: 34020040 ori r2,r0,0x0040
001b13dc: 3c03801c lui r3,0x801c
001b13e0: 8c63c098 lw r3,-0x3f68(r3)			#effect target data pointer
001b13e4: 27a50030 addiu r5,r29,0x0030
001b13e8: afa20050 sw r2,0x0050(r29)			#store 0x40 to stack thrice
001b13ec: afa2004c sw r2,0x004c(r29)
001b13f0: afa20048 sw r2,0x0048(r29)
001b13f4: 94620004 lhu r2,0x0004(r3)			#load secondary animation of attack for target
001b13f8: 27a60040 addiu r6,r29,0x0040			#r6 = stack + 0x40
001b13fc: 00021080 sll r2,r2,0x02
001b1400: 3c01801c lui r1,0x801c
001b1404: 00220821 addu r1,r1,r2
001b1408: 842284de lh r2,-0x7b22(r1)			#load Model ID
001b140c: 27a70048 addiu r7,r29,0x0048			#r7 = stack + 0x48
001b1410: a7a0005c sh r0,0x005c(r29)
001b1414: a7a0005a sh r0,0x005a(r29)
001b1418: a7a00058 sh r0,0x0058(r29)			#all angles are set to 0 here
001b141c: 0c06b8d0 jal 0x001ae340			#Arrow, Throw stone, Reflect Model Loading
001b1420: afa20010 sw r2,0x0010(r29)			#Parse Model ID
001b1424: 3c02801c lui r2,0x801c
001b1428: 84428b3c lh r2,-0x74c4(r2)			#load 3d steps counter
001b142c: 00000000 nop
001b1430: 14540011 bne r2,r20,0x001b1478		#branch if not 1 step left
001b1434: 2402ffff addiu r2,r0,0xffff
001b1438: 3c03801c lui r3,0x801c
001b143c: 8c638b64 lw r3,-0x749c(r3)			#target's ID
001b1440: 00000000 nop
001b1444: 1062000c beq r3,r2,0x001b1478		#branch if invalid
001b1448: 00000000 nop
001b144c: 3c03801c lui r3,0x801c
001b1450: 8c63c098 lw r3,-0x3f68(r3)			#load effect target data pointer
001b1454: 00000000 nop
001b1458: 8c620028 lw r2,0x0028(r3)			#load hit counter of attack
001b145c: 00000000 nop
001b1460: 10400005 beq r2,r0,0x001b1478		#branch if 0
001b1464: 00000000 nop
001b1468: 90640012 lbu r4,0x0012(r3)			#loads target's misc ID
001b146c: 9065001c lbu r5,0x001c(r3)			#loads attacker's misc ID
001b1470: 0c01a331 jal 0x00068cc4			#Call Bow Hardcoding routine Copy?
001b1474: 00000000 nop
001b1478: 3c02801c lui r2,0x801c
001b147c: 94428b3c lhu r2,-0x74c4(r2)			#load 3d steps counter
001b1480: 00000000 nop
001b1484: 2442ffff addiu r2,r2,0xffff			#subtract 1
001b1488: 3c01801c lui r1,0x801c
001b148c: a4228b3c sh r2,-0x74c4(r1)			#store incremented 3d steps counter
001b1490: 00021400 sll r2,r2,0x10
001b1494: 10400005 beq r2,r0,0x001b14ac		#branch if no steps left
001b1498: 00000000 nop
001b149c: 8fa20034 lw r2,0x0034(r29)			#load arrow's z vector
001b14a0: 00000000 nop
001b14a4: 04400019 bltz r2,0x001b150c			#branch if negative (arrow moving upward when attack finishes? I suppose that would cause issues)
001b14a8: 34160001 ori r22,r0,0x0001
001b14ac: 3c03801c lui r3,0x801c
001b14b0: 8c63c098 lw r3,-0x3f68(r3)			#load effect target data pointer
001b14b4: 00000000 nop
001b14b8: 9064001d lbu r4,0x001d(r3)			#load 
001b14bc: 34020003 ori r2,r0,0x0003
001b14c0: 1082000a beq r4,r2,0x001b14ec		#branch if 3
001b14c4: ac620008 sw r2,0x0008(r3)			#store initialization stage as "complete"
001b14c8: 2482fffc addiu r2,r4,0xfffc			#0x1d* - 0x4
001b14cc: 2c420002 sltiu r2,r2,0x0002			#
001b14d0: 14400007 bne r2,r0,0x001b14f0		#branch if 0x1d = 0x4, 0x5 (bug/oversight? should be 2-3 not 4-5?)
001b14d4: 3c028000 lui r2,0x8000
001b14d8: 3c03801c lui r3,0x801c
001b14dc: 8c638b64 lw r3,-0x749c(r3)			#load target's ID
001b14e0: 2402ffff addiu r2,r0,0xffff			#
001b14e4: 14620009 bne r3,r2,0x001b150c		#branch if ID is valid
001b14e8: 34160001 ori r22,r0,0x0001
001b14ec: 3c028000 lui r2,0x8000
001b14f0: 3c01801c lui r1,0x801c
001b14f4: ac228b98 sw r2,-0x7468(r1)			#
001b14f8: 0c06b8b2 jal 0x001ae2c8			#sets secondary animation to 0x15 if invalid ID/0x1d value
001b14fc: 00000000 nop
001b1500: 0806c543 j 0x001b150c
001b1504: 34160001 ori r22,r0,0x0001			#continue and perform 0x15 secondary anim on the next frame.
Kill projectile (0x8* = 0x3)
001b1508: 0000b021 addu r22,r0,r0			#animation is finished
End
001b150c: 02c01021 addu r2,r22,r0			#return 1 if still animating and no error. otherwise 0
001b1510: 8fbf007c lw r31,0x007c(r29)
001b1514: 8fb60078 lw r22,0x0078(r29)
001b1518: 8fb50074 lw r21,0x0074(r29)
001b151c: 8fb40070 lw r20,0x0070(r29)
001b1520: 8fb3006c lw r19,0x006c(r29)
001b1524: 8fb20068 lw r18,0x0068(r29)
001b1528: 8fb10064 lw r17,0x0064(r29)
001b152c: 8fb00060 lw r16,0x0060(r29)
001b1530: 27bd0080 addiu r29,r29,0x0080
001b1534: 03e00008 jr r31
001b1538: 00000000 nop