Effect text/transformation/animation display timing
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001a31a8: 27bdffe0 addiu r29,r29,0xffe0 001a31ac: afb20018 sw r18,0x0018(r29) 001a31b0: 00c09021 addu r18,r6,r0 001a31b4: afb10014 sw r17,0x0014(r29) 001a31b8: 00808821 addu r17,r4,r0 r17 = 0x60 in misc timed data 001a31bc: 30840008 andi r4,r4,0x0008 001a31c0: afbf001c sw r31,0x001c(r29) 001a31c4: 1080000a beq r4,r0,0x001a31f0 branch if ?? doesn't have 0x08 001a31c8: afb00010 sw r16,0x0010(r29) 001a31cc: 3c02801c lui r2,0x801c 001a31d0: 9442adb0 lhu r2,-0x5250(r2) 1badb0 001a31d4: 00000000 nop 001a31d8: 14400012 bne r2,r0,0x001a3224 001a31dc: 2410ffff addiu r16,r0,0xffff 001a31e0: 3c10801c lui r16,0x801c 001a31e4: 9210adb2 lbu r16,-0x524e(r16) 1badb2 001a31e8: 08068c8a j 0x001a3228 001a31ec: 32220010 andi r2,r17,0x0010 0x08 not active 001a31f0: 30a200ff andi r2,r5,0x00ff 001a31f4: 00021880 sll r3,r2,0x02 001a31f8: 00621821 addu r3,r3,r2 001a31fc: 00031840 sll r3,r3,0x01 001a3200: 3c01801c lui r1,0x801c 001a3204: 00230821 addu r1,r1,r3 001a3208: 9422ad10 lhu r2,-0x52f0(r1) 1bad10 (animate on miss flag?) 001a320c: 00000000 nop 001a3210: 14400004 bne r2,r0,0x001a3224 branch if not animate on miss? 001a3214: 2410ffff addiu r16,r0,0xffff 001a3218: 3c01801c lui r1,0x801c 001a321c: 00230821 addu r1,r1,r3 001a3220: 9030ad12 lbu r16,-0x52ee(r1) load 1bad12 001a3224: 32220010 andi r2,r17,0x0010 001a3228: 10400005 beq r2,r0,0x001a3240 skip post action if 0x10 is not active (0x60 in misc) 001a322c: 2402ffff addiu r2,r0,0xffff 001a3230: 12020004 beq r16,r2,0x001a3244 skip post action if animate on miss not active? 001a3234: 32220020 andi r2,r17,0x0020 001a3238: 0c01a2f5 jal 0x00068bd4 post action display 001a323c: 02002021 addu r4,r16,r0 001a3240: 32220020 andi r2,r17,0x0020 001a3244: 10400005 beq r2,r0,0x001a325c branch if r17 doesn't have 0x20 001a3248: 2402ffff addiu r2,r0,0xffff 001a324c: 12020004 beq r16,r2,0x001a3260 001a3250: 32220040 andi r2,r17,0x0040 001a3254: 0c01a38c jal 0x00068e30 jump to sprite transformation/status 001a3258: 02002021 addu r4,r16,r0 001a325c: 32220040 andi r2,r17,0x0040 001a3260: 10400005 beq r2,r0,0x001a3278 branch if r7 doesn't have 0x40 001a3264: 2402ffff addiu r2,r0,0xffff 001a3268: 12020004 beq r16,r2,0x001a327c 001a326c: 3222ff00 andi r2,r17,0xff00 001a3270: 0c01a2d5 jal 0x00068b54 Set targets animation based on attack 001a3274: 02002021 addu r4,r16,r0 001a3278: 3222ff00 andi r2,r17,0xff00 001a327c: 00022a02 srl r5,r2,0x08 001a3280: 10a00005 beq r5,r0,0x001a3298 branch if r17 doesn't have any of 0xff00 001a3284: 2402ffff addiu r2,r0,0xffff 001a3288: 12020004 beq r16,r2,0x001a329c branch if r16 = 0xffff 001a328c: 32220007 andi r2,r17,0x0007 001a3290: 0c022f9f jal 0x0008be7c store animation/facing 001a3294: 02002021 addu r4,r16,r0 001a3298: 32220007 andi r2,r17,0x0007 001a329c: 1040000b beq r2,r0,0x001a32cc branch to end if r17 doesn't have 0x07 001a32a0: 2442ffff addiu r2,r2,0xffff 001a32a4: 3042ffff andi r2,r2,0xffff r2 = requested table entry (where ptr. was stored) 001a32a8: 02422021 addu r4,r18,r2 001a32ac: 34030001 ori r3,r0,0x0001 001a32b0: 00021080 sll r2,r2,0x02 001a32b4: a0830022 sb r3,0x0022(r4) 001a32b8: 3c01801c lui r1,0x801c 001a32bc: 00220821 addu r1,r1,r2 001a32c0: 8c239144 lw r3,-0x6ebc(r1) load pointer to custom effect code 001a32c4: 00521021 addu r2,r2,r18 001a32c8: ac4300d4 sw r3,0x00d4(r2) store ptr. in 0xd4 001a32cc: 8fbf001c lw r31,0x001c(r29) 001a32d0: 8fb20018 lw r18,0x0018(r29) 001a32d4: 8fb10014 lw r17,0x0014(r29) 001a32d8: 8fb00010 lw r16,0x0010(r29) 001a32dc: 27bd0020 addiu r29,r29,0x0020 001a32e0: 03e00008 jr r31 001a32e4: 00000000 nop