Elemental ability loading
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001821cc: 27bdff40 addiu r29,r29,0xff40 001821d0: afb100b4 sw r17,0x00b4(r29) 001821d4: 00808821 addu r17,r4,r0 Battle Unit ID 001821d8: afb000b0 sw r16,0x00b0(r29) 001821dc: 00a08021 addu r16,r5,r0 Skillset ID 001821e0: afbf00bc sw r31,0x00bc(r29) 001821e4: 0c060435 jal 0x001810d4 Load unit Data 001821e8: afb200b8 sw r18,0x00b8(r29) 001821ec: 00409021 addu r18,r2,r0 Unit ID in r18 001821f0: 1240002e beq r18,r0,0x 001822ac Branch if No unit exist 001821f4: 34020011 ori r2,r0,0x0011 r2 = 0x11 001821f8: 320300ff andi r3,r16,0x00ff 001821fc: 1462002c bne r3,r2,0x 001822b0 Branch if Skillset is not Elemental 00182200: 00001021 addu r2,r0,r0 Clear r2 00182204: 02202021 addu r4,r17,r0 Unit ID to r4 00182208: 27a20060 addiu r2,r29,0x0060 0018220c: afa20010 sw r2,0x0010(r29) stack + 0x60 for ability CT 00182210: 34020001 ori r2,r0,0x0001 00182214: afa20014 sw r2,0x0014(r29) similiar to math...? sets 0x1 here instead of 0x0... what does this do... 00182218: 27a20078 addiu r2,r29,0x0078 0018221c: afa20018 sw r2,0x0018(r29) stack + 0x78 for silence/performance checks 00182220: 27a20090 addiu r2,r29,0x0090 00182224: 34050011 ori r5,r0,0x0011 skillset = elemental 00182228: 27a60020 addiu r6,r29,0x0020 stack + 0x20 for ability IDs 0018222c: 27a70048 addiu r7,r29,0x0048 stack + 0x48 for MP cost 00182230: 0c0605f0 jal 0x001817c0 Load ability data for skillset 00182234: afa2001c sw r2,0x001c(r29) stack + 0x90 for #turns to complete 00182238: 00408021 addu r16,r2,r0 0018223c: 16000005 bne r16,r0,0x00182254 Branch if any abilities are learned (available?) 00182240: 00001021 addu r2,r0,r0 Clear r2 ("Gray" out menu) 00182244: 080608ac j 0x 001822b0 End 00182248: 00000000 nop 0018224c: 080608ac j 0x 001822b0 End 00182250: 30c2ffff andi r2,r6,0xffff return terrain elemental ID 00182254: 0c060428 jal 0x001810a0 Map Location Calculation 00182258: 02402021 addu r4,r18,r0 Move Unit Data Pointer to r4 0018225c: 000210c0 sll r2,r2,0x03 00182260: 3c018019 lui r1,0x8019 00182264: 00220821 addu r1,r1,r2 00182268: 9022f8cc lbu r2,-0x0734(r1) load tile type 0018226c: 00000000 nop 00182270: 3042003f andi r2,r2,0x003f 00182274: 3c018006 lui r1,0x8006 00182278: 00220821 addu r1,r1,r2 0018227c: 9026e9d0 lbu r6,-0x1630(r1) load ability ID for geomancy 00182280: 1a00000a blez r16,0x001822ac branch if no abilities available (a... another check? redundant?) 00182284: 00001821 addu r3,r0,r0 counter = 0 00182288: 00c02821 addu r5,r6,r0 Move Terrain Elemental ID to r5 0018228c: 27a40020 addiu r4,r29,0x0020 Pointer to ability IDs 00182290: 84820000 lh r2,0x0000(r4) Load Learned Ability 00182294: 00000000 nop 00182298: 1045ffec beq r2,r5,0x0018224c branch if tile ability = ability ID for geomancy 0018229c: 24630001 addiu r3,r3,0x0001 counter + 1 001822a0: 0070102a slt r2,r3,r16 001822a4: 1440fffa bne r2,r0,0x 00182290 Branch if all total Learn Abilities have not been checked 001822a8: 24840002 addiu r4,r4,0x0002 next ability ID 001822ac: 00001021 addu r2,r0,r0 Return r2 = 0 (no valid abilities, grey out menu) 001822b0: 8fbf00bc lw r31,0x00bc(r29) 001822b4: 8fb200b8 lw r18,0x00b8(r29) 001822b8: 8fb100b4 lw r17,0x00b4(r29) 001822bc: 8fb000b0 lw r16,0x00b0(r29) 001822c0: 27bd00c0 addiu r29,r29,0x00c0 001822c4: 03e00008 jr r31 001822c8: 00000000 nop