Call AI Ability Processing
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BATTLE.BIN : - Call AI Ability Processing ------------------------------------------------------------------------------------------ Parameter : r4 : Pointer to Action Data (Battle 0x16e format) Return : r2 = 0x00 if Ability do not strike any unit enabled in AI 0xc8d or if Ability did not strike at all r2 = 0x01 if Ability strikes ------------------------------------------------------------------------------------------ 0019dcbc: 27bdffe8 addiu r29,r29,-0x0018 | 0019dcc0: 340200ff ori r2,r0,0x00ff |r2 = 0x00FF 0019dcc4: afbf0014 sw r31,0x0014(r29) | 0019dcc8: afb00010 sw r16,0x0010(r29) | 0019dccc: 3c01801a lui r1,0x801a | 0019dcd0: a022007e sb r2,0x007e(r1) |Set 0x801a007e = 0xff AI 0xcba 0019dcd4: 90830000 lbu r3,0x0000(r4) |Load Acting Unit ID (for considered Action) 0019dcd8: 3c02801a lui r2,0x801a | 0019dcdc: 904201f2 lbu r2,0x01f2(r2) |Load Acting Unit's ID AI 0xe2e 0019dce0: 3c10801a lui r16,0x801a | 0019dce4: 2610f3c4 addiu r16,r16,-0x0c3c |r16 = AI Data Pointer 0019dce8: 1462000e bne r3,r2,0x0019dd24 #If Considered Unit is Acting Unit 0019dcec: 34020001 ori r2,r0,0x0001 | 0019dcf0: 3c03801a lui r3,0x801a | 0019dcf4: 9063f3f5 lbu r3,-0x0c0b(r3) |Load AI 0x31 0019dcf8: 3c01801a lui r1,0x801a | 0019dcfc: a0220d80 sb r2,0x0d80(r1) |AI 0x19bc = 0x01 801a0d80 0019dd00: 340200ff ori r2,r0,0x00ff | 0019dd04: 14620007 bne r3,r2,0x0019dd24 #if AI 0x31 = 0xff Base Hit not set ? 0019dd08: 00000000 nop | 0019dd0c: 3c01801a lui r1,0x801a | 0019dd10: a020007e sb r0,0x007e(r1) |Initialize AI 0xcba hit counter (Nb of Targets and Nb of strikes) 0019dd14: 3c01801a lui r1,0x801a | 0019dd18: a420007c sh r0,0x007c(r1) |Initialize AI 0xcb8 Sum of all Target action Hit% 0019dd1c: 3c01801a lui r1,0x801a | 0019dd20: a0200d7e sb r0,0x0d7e(r1) |Initialize AI 0x19ba Flag for hitting a valuable target ? 0019dd24: 0c067763 jal 0x0019dd8c |-->AI ability processing Ability Simulation 0019dd28: 00002821 addu r5,r0,r0 |Simulate acting unit action 0019dd2c: 92030cba lbu r3,0x0cba(r16) |Load Strike counter 0019dd30: 340200ff ori r2,r0,0x00ff | 0019dd34: 10620010 beq r3,r2,0x0019dd78 #if AI 0xcba is not set : Exit Returns 0x01 reached his limit ? 0019dd38: 34020001 ori r2,r0,0x0001 | 0019dd3c: 920219ba lbu r2,0x19ba(r16) |Load (0x0d7e) 0019dd40: 00000000 nop | 0019dd44: 10400003 beq r2,r0,0x0019dd54 #If Ability did not hit any unit in 0xc8d Table Exit Returns 0x00 valuable targets table ? 0019dd48: 00000000 nop | 0019dd4c: 14600003 bne r3,r0,0x0019dd5c #If Strike counter is null 0019dd50: 00000000 nop | 0019dd54: 0806775e j 0x0019dd78 |Exit Returns 0x00 0019dd58: 00001021 addu r2,r0,r0 | Else : Strike counter not null 0019dd5c: 96020cb8 lhu r2,0x0cb8(r16) |Load sum of hit% 0019dd60: 00000000 nop | 0019dd64: 0043001a div r2,r3 | 0019dd68: 00001012 mflo r2 |Average Hit% Sum of hit% / nb of strikes 0019dd6c: 00000000 nop | 0019dd70: a2020031 sb r2,0x0031(r16) |Store Average Hit% 0019dd74: 34020001 ori r2,r0,0x0001 |Return 0x01 0019dd78: 8fbf0014 lw r31,0x0014(r29) END 0019dd7c: 8fb00010 lw r16,0x0010(r29) 0019dd80: 27bd0018 addiu r29,r29,0x0018 0019dd84: 03e00008 jr r31 0019dd88: 00000000 nop
Return locations
BATTLE.BIN 0019d46c: AI_End_of_turn,_in_between_turn,_etc. r4 = Pointer to 8019f3c4 + 0x1c 0019d4cc: AI_End_of_turn,_in_between_turn,_etc. r4 = Pointer to 8019f3c4 + 0x1c 0019d5f0: AI_End_of_turn,_in_between_turn,_etc. r4 = Pointer to Battle Data + 0x16e