Pre Formula Setup (FDC)

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Instructions and notes

Pre Formula Setup (FDC)  Summary 
-------------------------------------
r4 = Attacker current action data pointer / r5 Defender ID
Returns r2 = 0x01 if ability missed before formula jump (reflect, blade graps arrow guard)
        r2 = 0x00 if it jump to formula routines
-------------------------------------
0018b34c: 27bdffc8  addiu r29,r29,0xffc8    |
0018b350: afb00028 sw r16,0x0028(r29)       |
0018b354: 00a08021 addu r16,r5,r0           |r16 = Target ID  
0018b358: 27a50010 addiu r5,r29,0x0010      |
0018b35c: afbf0034 sw r31,0x0034(r29)       |
0018b360: afb20030 sw r18,0x0030(r29)       |
0018b364: 0c01788b jal 0x0005e22c           |--> Copy_Byte_Data_(20_Bytes)  (from r4 to r5 : copy attacker action data on stack)
0018b368: afb1002c sw r17,0x002c(r29)       |
0018b36c: 3c018019 lui r1,0x8019            |
0018b370: a03038c1 sb r16,0x38c1(r1)        |Store ID of the defending unit (Current ability data 0x801938c1 )
0018b374: 321000ff andi r16,r16,0x00ff      |r16 = Last byte of Target ID
0018b378: 001010c0 sll r2,r16,0x03          |r2 = Defender ID * 0x8
0018b37c: 00501023 subu r2,r2,r16           |r2 = defender ID * 0x7
0018b380: 00021180 sll r2,r2,0x06           |r2 = defender ID * 0x1c0
0018b384: 3c048019 lui r4,0x8019            |
0018b388: 248408cc addiu r4,r4,0x08cc       |r4 = Start of Unit Data
0018b38c: 00441821 addu r3,r2,r4            |r3 = Defender data location(start of unit data + Defender battle ID * 0x1c0)
0018b390: 3c018019 lui r1,0x8019            |
0018b394: ac232d98 sw r3,0x2d98(r1)         |Store Defender's Data Location (Current action data 0x80192d98)
0018b398: 2483018c addiu r3,r4,0x018c       |r3 = Start of unit data + 0x018c (current action data)
0018b39c: 00431021 addu r2,r2,r3            |r2 = Current action data + 0x01c0 (Defender current action data)
0018b3a0: 93a30010 lbu r3,0x0010(r29)       |r3 = Load attackers unit ID from stack (from routine 0x0005e22c)
0018b3a4: 3c018019 lui r1,0x8019            |
0018b3a8: ac222d90 sw r2,0x2d90(r1)         |Store Defender's Current Action Data (Current action data 0x80192d90 )
0018b3ac: 3c028019 lui r2,0x8019            |
0018b3b0: 244238c0 addiu r2,r2,0x38c0       |r2 = Load Attacker's Unit ID location
0018b3b4: 3c018019 lui r1,0x8019            |
0018b3b8: a020390e sb r0,0x390e(r1)         |set post formula flag to  0x00  at 0x8019390e
0018b3bc: a0430000 sb r3,0x0000(r2)         |Store ID of the attacking unit (Current Ability data 0x801938c0 )
0018b3c0: 90430000 lbu r3,0x0000(r2)        |r3 = Load ID of the attacking unit
0018b3c4: 3c028019 lui r2,0x8019            |
0018b3c8: 24422da0 addiu r2,r2,0x2da0       |r2 = 0x80192da0 (copy of attacker action data?)
0018b3cc: 3c018019 lui r1,0x8019            |
0018b3d0: ac222d8c sw r2,0x2d8c(r1)         |Store "0x80192da0" into attacker current action data location (current action data 0x80192d8c)
0018b3d4: 000310c0 sll r2,r3,0x03           |r2 = Attacking unit ID * 8
0018b3d8: 00431023 subu r2,r2,r3            |r2 = Attacking unit ID * 7
0018b3dc: 00021180 sll r2,r2,0x06           |r2 = Attacking unit ID * 448 (0x1c0)
0018b3e0: 3c038019 lui r3,0x8019            |
0018b3e4: 8c63f5f0 lw r3,-0x0a10(r3)        |r3 = Loads type of action (word / reacting - pre attack - attack) from 0x8018f5f0 8018F5F0
0018b3e8: 00441021 addu r2,r2,r4            |r2 = Attacker data location (r4 = start of units data + r2 Attacker ID * 448)
0018b3ec: 3c018019 lui r1,0x8019            |
0018b3f0: ac222d94 sw r2,0x2d94(r1)         |Store Attacker's Data location (Current action data 0x80192d94)
0018b3f4: 10600009 beq r3,r0,0x0018b41c     # If reacting /Branch if attack is initial or preview
0018b3f8: 00000000 nop                           | 
0018b3fc: 0c062bcb jal 0x0018af2c                |--> Perform_reaction_abilities   r2 = 0x01 for non counter post action abilities ? /  -0x01 for guard skills/ 0x00 for counter abilities, hamedo and auto-potion (?)
0018b400: 00000000 nop                           |Notes : if r2 = 0x01 Current action data are edited
0018b404: 10400005 beq r2,r0,0x0018b41c          #If Reaction ability is not a counter one
0018b408: 00000000 nop                               | 
0018b40c: 0c062c9d jal 0x0018b274                    |--> Store_used_weapon  (modified by action menu ID)
0018b410: 27a40010 addiu r4,r29,0x0010               |makes r4 a stack pointer for above jal
0018b414: 08062e77 j 0x0018b9dc                      >> Jump to End
0018b418: 00001021 addu r2,r0,r0                     |r2 = 0x00
0018b41c: 3c028019 lui r2,0x8019            #E  #E  Not reacting or reaction is a counter ability
0018b420: 904238ed lbu r2,0x38ed(r2)        |r2 = Can poach/post action byte // Fall damage ?
0018b424: 00000000 nop                      |
0018b428: 30420080 andi r2,r2,0x0080        |r2 = 0x0080 if attack is fall damage / Else = 0x000 (0x80 is flagged as fall dmg not calculated ?)
0018b42c: 10400005 beq r2,r0,0x0018b444     #If attack is fall Dmg  /Else branch
0018b430: 00000000 nop                           | 
0018b434: 0c062b8f jal 0x0018ae3c                |--> Knockback%3F Set Fall Damage
0018b438: 00000000 nop                           |
0018b43c: 08062e77 j 0x0018b9dc                  >> Jump to End
0018b440: 00001021 addu r2,r0,r0                 |r2 = 0x00
0018b444: 3c048019 lui r4,0x8019            #Else  - Attack is not fall dmg
0018b448: 8c842d98 lw r4,0x2d98(r4)         |r4 = Target Data Pointer
0018b44c: 0c060428 jal 0x001810a0           |--> Map_Location_Calculation  Return r2 as Target tile ID
0018b450: 00000000 nop                      |
0018b454: 000210c0 sll r2,r2,0x03           |r2 = Target tile ID x 8
0018b458: 3c018019 lui r1,0x8019            |
0018b45c: 00220821 addu r1,r1,r2            |r1 = 8019 + Tile ID x 8
0018b460: 9022f8cc lbu r2,-0x0734(r1)       |r2 = Target Tile Type  (from 0x8018f8cc + tile ID offset)
0018b464: 3c038019 lui r3,0x8019            |
0018b468: 906338c3 lbu r3,0x38c3(r3)        |r3 = Strike counter  (previous info Weapon Hand (0 = R, 1 = L) ?)
0018b46c: 3042003f andi r2,r2,0x003f        |r2 = Filter out Target tile terrain type
0018b470: 3c018019 lui r1,0x8019            |
0018b474: a02238cd sb r2,0x38cd(r1)         |Store defender terrain type at current ability 0x801938cd  (flagged as caster tile ID in data table ?)
0018b478: 14600005 bne r3,r0,0x0018b490     #If 1rst strike  /Else branch
0018b47c: 00000000 nop                           | 
0018b480: 3c078019 lui r7,0x8019                 | 
0018b484: 90e738c4 lbu r7,0x38c4(r7)             |r7 = Current ability Primary weapon ID
0018b488: 08062d26 j 0x0018b498                  >> Jump after not first strike section
0018b48c: 00000000 nop                           |
0018b490: 3c078019 lui r7,0x8019            #Else -  Not first strike
0018b494: 90e738c5 lbu r7,0x38c5(r7)             |r7 = Current ability secondary weapon ID
0018b498: 93a30011 lbu r3,0x0011(r29)       |r3 =  Attacker Last skillset used 
0018b49c: 34020013 ori r2,r0,0x0013         |r2 = 0x13  (= Draw out ID)
0018b4a0: 14620004 bne r3,r2,0x0018b4b4     # If Draw Out
0018b4a4: 30e200ff andi r2,r7,0x00ff        |r2 = r7 (primary or secondary weapon ID)
0018b4a8: 93a70018 lbu r7,0x0018(r29)            |r7 = Attacker Used item/Equip ID (from Attacker 0x176)
0018b4ac: 00000000 nop                           |
0018b4b0: 30e200ff andi r2,r7,0x00ff             |r2 = Used item
0018b4b4: 2c420080 sltiu r2,r2,0x0080       |r2 = 0x01 if the item is a weapon (ID < 0x80) - Else 0x00 (not a weapon)
0018b4b8: 14400002 bne r2,r0,0x0018b4c4     #If Equiped/used item is not a weapon
0018b4bc: 00000000 nop                           | 
0018b4c0: 00003821 addu r7,r0,r0                 |r7 = 0x00
0018b4c4: 97a30012 lhu r3,0x0012(r29)       |r3 = Attacker Last attack/ability used (attacker 0x170)
0018b4c8: 3c108019 lui r16,0x8019           |
0018b4cc: 261038d8 addiu r16,r16,0x38d8     |r16 = 0x801938d8 - current ability weapon ID adress
0018b4d0: a2070000 sb r7,0x0000(r16)        |Store Attacker used/equiped Weapon ID (0x00 if not a weapon)   at current ability  0x801938d8
0018b4d4: 3c018019 lui r1,0x8019            |
0018b4d8: a42338d6 sh r3,0x38d6(r1)         |Store Attacker used Ability/Attack ID  at current ability  0x801938d6
0018b4dc: 3c028019 lui r2,0x8019            |
0018b4e0: 944238d6 lhu r2,0x38d6(r2)        |Load current ability Used Ability ID
0018b4e4: 3c018019 lui r1,0x8019            |
0018b4e8: a02038d9 sb r0,0x38d9(r1)         |Store Two Hands as inactive (?)
0018b4ec: 2c420171 sltiu r2,r2,0x0171       |r2 = 0x01 if used ability is before Hi-potion
0018b4f0: 14400002 bne r2,r0,0x0018b4fc     # If Ability ID >= Hi-Potion 
0018b4f4: 26050018 addiu r5,r16,0x0018      |r5 = 0x801938F0 - Current Ability Range data location
0018b4f8: 00001821 addu r3,r0,r0                 |r3 = 0x00 (used ability ID = 0x00)
0018b4fc: 000320c0 sll r4,r3,0x03           |r4 = Used Ability ID * 8 
0018b500: 00832023 subu r4,r4,r3            |r4 = Used Ability ID * 7
0018b504: 00042040 sll r4,r4,0x01           |r4 = Used Ability ID * 14 (if ability ID >= Hi potion, r4 = 0x00)
0018b508: 3c028006 lui r2,0x8006            |
0018b50c: 2442fbf0 addiu r2,r2,-0x410       |r2 = Start of Abilities data 2
0018b510: 00822021 addu r4,r4,r2            |r4 = Start of Used Ability (by ID) Data 2
0018b514: 3406000e ori r6,r0,0x000e         |r6 = 0x0e (for next jal)
0018b518: 30e200ff andi r2,r7,0x00ff        |r2 = Equiped/Used Weapon ID (0x00 if not a weapon)
0018b51c: 000210c0 sll r2,r2,0x03           |r2 = Weapon ID * 8
0018b520: 3c038006 lui r3,0x8006            |
0018b524: 24633ab8 addiu r3,r3,0x3ab8       |r3 = Start of weapons data 2 
0018b528: 0c017895 jal 0x0005e254           |--> Store_X_Byte_into_Y  - Store used ability data 2 into current ability data section (r5) from 0x801938f0 to 0x801938fd  (If > Hi-potion all fields are set to 0x00)
0018b52c: 00438821 addu r17,r2,r3           |r17 = Start of Used weapon Data 2 
0018b530: 02202021 addu r4,r17,r0           |r4 = r17 (preparing next jal)
0018b534: 26050026 addiu r5,r16,0x0026      |r5 = 0x801938FE (start of weapon section in current ability section)
0018b538: 0c017895 jal 0x0005e254           |-->  Store_X_Byte_into_Y - Store equiped/used weapon data into weapon's current ability data section (from 0x801938fe to 0x80193905) (data from item 0x00 if not a weapon)
0018b53c: 34060008 ori r6,r0,0x0008         |r6 = 0x08
0018b540: 92240007 lbu r4,0x0007(r17)       |r4 = Inflict Status/Cast Spell ID from used Weapon data
0018b544: 3c038019 lui r3,0x8019            |
0018b548: 8c632d94 lw r3,0x2d94(r3)         |r3 = Attacker Data location
0018b54c: 34020001 ori r2,r0,0x0001         |r2 = 1
0018b550: 3c018019 lui r1,0x8019            |
0018b554: a02038e4 sb r0,0x38e4(r1)         |Store current ability Charge Power to 0  at 0x801938e4
0018b558: 3c018019 lui r1,0x8019            |
0018b55c: a02238e5 sb r2,0x38e5(r1)         |Store current ability Formula as 0x01  at 0x801938e5
0018b560: 3c018019 lui r1,0x8019            |
0018b564: a02438da sb r4,0x38da(r1)         |Store Weapon's proc ID  in current ability data proc ID at 801938da
0018b568: 90620026 lbu r2,0x0026(r3)        |r2 =  Attacker's Faith
0018b56c: 3c038019 lui r3,0x8019            |
0018b570: 8c632d98 lw r3,0x2d98(r3)         |r3 =  Defender Data location
0018b574: 3c018019 lui r1,0x8019            |
0018b578: a02238d3 sb r2,0x38d3(r1)         | Store Attacker's Faith in current data section (without faith/innocent check)  at 0x801938d3
0018b57c: 90620026 lbu r2,0x0026(r3)        |r2 = Defender's Faith
0018b580: 3c018019 lui r1,0x8019            |
0018b584: a02238d2 sb r2,0x38d2(r1)         |Store Defender's Faith in current data section (without faith/innocent check)  at 0x801938d2
0018b588: 0c062b7d jal 0x0018adf4           |--> Action_data_nulling  (nullify most of current TCAD and ACAP data / set hit% at 100%  - Hit flag at 0x01 for target, at 0x00 for attacker)
0018b58c: 00000000 nop                      |
0018b590: 93a20011 lbu r2,0x0011(r29)       |r2 = Attacker last used skillset (Attacker 0x16f)
0018b594: 3c038019 lui r3,0x8019            |
0018b598: 946338c8 lhu r3,0x38c8(r3)        |r3 = ??   set to 0x00 if elemental nullification, to 0x01 if reaction/proc (maybe host something like"reactable" action)
0018b59c: 3c018019 lui r1,0x8019            |
0018b5a0: a02238d4 sb r2,0x38d4(r1)         |Store r2 in current ability data last used skillset  at 0x801938d4
0018b5a4: 304200ff andi r2,r2,0x00ff        |
0018b5a8: 3c018006 lui r1,0x8006            |
0018b5ac: 00220821 addu r1,r1,r2            |r1 = 0x800600XX (XX = last used skill set)
0018b5b0: 90325cb4 lbu r18,0x5cb4(r1)       |r18 = Action Menu of used skillset
0018b5b4: 10600009 beq r3,r0,0x0018b5dc     #If  0x801938c8 <> 0x00 (Reaction ? Proc ?) Will switch Ability ID with reaction ID (0x801938c6)
0018b5b8: 00000000 nop                           | 
0018b5bc: 3c028019 lui r2,0x8019                 | 
0018b5c0: 944238c6 lhu r2,0x38c6(r2)             |r2 = current ability reaction byte  Load (reaction ID? this halfword seems to handle all post-attack results...)
0018b5c4: 00000000 nop                           |     
0018b5c8: a7a20012 sh r2,0x0012(r29)             |Store Reaction ID as Attacker used ability ID on stack  
0018b5cc: 3c018019 lui r1,0x8019                 |
0018b5d0: a42238d6 sh r2,0x38d6(r1)              |Store Reaction ID as current ability used ability ID (Proc ? Reaction ?)
0018b5d4: 08062d79 j 0x0018b5e4                  >>jump after Else
0018b5d8: 00009021 addu r18,r0,r0                |r18 = 0x00 - Clear Action Menu ID to default
0018b5dc: 3c018019 lui r1,0x8019            #Else
0018b5e0: a42038c6 sh r0,0x38c6(r1)              |Set current ability Reaction ID to 0x00 
0018b5e4: 87a30012 lh r3,0x0012(r29)        |r3 =attacker used ability ID  (attacker 0x170 if not modified above)
0018b5e8: 3c028006 lui r2,0x8006            |
0018b5ec: 2442ebf0 addiu r2,r2,0xebf0       |r2 = Start of abilities data 1
0018b5f0: 000318c0 sll r3,r3,0x03           |r3 = r3 * 8 (ability ID * 8)
0018b5f4: 00621821 addu r3,r3,r2            |r3 = Ability (by ID) start of data 1 
0018b5f8: 90620004 lbu r2,0x0004(r3)        |r2 = used ability First set of AI Flags
0018b5fc: 3c048019 lui r4,0x8019            |
0018b600: 8c842d90 lw r4,0x2d90(r4)         |r4 = Target current action data pointer
0018b604: 30420003 andi r2,r2,0x0003        |r2 = focus on target allies or target ennemies flags
0018b608: a0820018 sb r2,0x0018(r4)         |Store Abilities AI Target Enemies/Allies into 0x18 of Current Action Data (positive spells 'miss,' negative spells are 'guarded'!)
0018b60c: 90620007 lbu r2,0x0007(r3)        |r2 = Used ability evade with motion byte
0018b610: 00000000 nop                      |
0018b614: 30420001 andi r2,r2,0x0001        |r2 = 0x01 if evade with motion is checked - else 0x00
0018b618: 10400009 beq r2,r0,0x0018b640     # If Evade with motion is checked 
0018b61c: 324300ff andi r3,r18,0x00ff       |r3 = Action Menu ID
0018b620: 3c038019 lui r3,0x8019                 |      
0018b624: 8c632d90 lw r3,0x2d90(r3)              |r3 = Target current action data pointer
0018b628: 00000000 nop                           |
0018b62c: 90620018 lbu r2,0x0018(r3)             |r2 = TCADP 0x18  & 'missed' or 'guarded' byte (positive attack vs negative attack)
0018b630: 00000000 nop                           |
0018b634: 24420080 addiu r2,r2,0x0080            |update r2 with 0x80 if evade with motion is checked
0018b638: a0620018 sb r2,0x0018(r3)              |store updated byte in Target current action 0x18
0018b63c: 324300ff andi r3,r18,0x00ff            |r3 = Action Menu ID
0018b640: 34020007 ori r2,r0,0x0007         |r2 = 0x07
0018b644: 14620006 bne r3,r2,0x0018b660     #if action menu = katana inventory 
0018b648: 2c62000b sltiu r2,r3,0x000b       |r2 = 0x01 if action menu < 0x0b (is not Defend or Equip Change or blank or unknow
0018b64c: 93a20018 lbu r2,0x0018(r29)            |r2 = Attacker used Item ID (Attacker 0x0176)
0018b650: 00000000 nop                           |
0018b654: 24420026 addiu r2,r2,0x0026            |r2 = Item ID +0x26  (the displacement of katana ID  from their associated abilities ID)
0018b658: a7a20012 sh r2,0x0012(r29)             |Store r2 as attacker used ability ID (on stack)
0018b65c: 2c62000b sltiu r2,r3,0x000b            |r2 = 0x01 if action menu < 0x0b (is not Defend or Equip Change or blank or unknow
0018b660: 10400095 beq r2,r0,0x0018b8b8     #If action menu is not defend / equip change / blank   /Else jump to dedicated section
0018b664: 00031080 sll r2,r3,0x02                |r2 = action menu * 4 (word)
0018b668: 3c018017 lui r1,0x8017                 |
0018b66c: 00220821 addu r1,r1,r2                 |r1 = 8017XXXX (XXXX = action menu * 4)
0018b670: 8c224344 lw r2,0x4344(r1)              |Load jump addresses for action menu (AM) /Action_menu_return_address_(pre_formula_set_up)
0018b674: 00000000 nop                           |
0018b678: 00400008 jr r2                         >>jump to location specified by the above table
0018b67c: 00000000 nop                           |

                                            --GEOMANCY SECTION--
0018b680: 3c048019 lui r4,0x8019                 |
0018b684: 8c842d94 lw r4,0x2d94(r4)              |r4 =  Attacker Data pointer
0018b688: 0c05fcb6 jal 0x0017f2d8                |--> Get_Elemental_Ability_ID Attacker Tile ID to geomancy skill hard-coding (return r2 = Ability ID)
0018b68c: 00000000 nop                           |
0018b690: a7a20012 sh r2,0x0012(r29)             |Store r2 as attacker last used ability  (On stack)

                                            --DEFAULT, MATH, MONSTER, KATANA -- (And Geomancy)
0018b694: 87a20012 lh r2,0x0012(r29)             |r2 = Attacker last used ability 
0018b698: 00000000 nop                           |
0018b69c: 28420171 slti r2,r2,0x0171             |r2 = 0x01 if ability <= Potion / Else 0x00   
0018b6a0: 10400086 beq r2,r0,0x0018b8bc          #If Ability <= Potion  Else branch after action menu sections (formula will be 0x01)
0018b6a4: 34100001 ori r16,r0,0x0001             |r16 = 0x01 (will become formula)
0018b6a8: 3c028019 lui r2,0x8019                 |
0018b6ac: 8c422d94 lw r2,0x2d94(r2                   |r2 = Attacker Data Pointer
0018b6b0: 00000000 nop                               |
0018b6b4: 9042005a lbu r2,0x005a(r2)                 |r2 = Attacker Third set of Current Status
0018b6b8: 00000000 nop                               |
0018b6bc: 30420002 andi r2,r2,0x0002                 |r2 = 0x02 if Attacker is a Frog / Else 0x00
0018b6c0: 1040000d beq r2,r0,0x0018b6f8              #If Attacker is a frog (which Action menu ?) 
0018b6c4: 00000000 nop                                   | 
0018b6c8: 3c058019 lui r5,0x8019                         | 
0018b6cc: 24a538c8 addiu r5,r5,0x38c8                    |r5 = 801938c8 (Current ability ? Flag - Deals with reaction ? Proc ? - to be checked)
0018b6d0: 94a20000 lhu r2,0x0000(r5)                     |r2 = halfword at 0x801938c8 (reaction ? Proc ?)
0018b6d4: 00000000 nop                                   |
0018b6d8: 14400007 bne r2,r0,0x0018b6f8                      #If r2= 0x00 (no reaction ? Attack nullified ?)
0018b6dc: 24a50036 addiu r5,r5,0x0036                            |0x801938c8 + 0x36 = 801938fe = current ability weapon range location
0018b6e0: 3c018019 lui r1,0x8019                                 |
0018b6e4: a02038d8 sb r0,0x38d8(r1)                              |Current ability used weapon ID = 0x00 (when frog and x38c8 = 0x00)
0018b6e8: 3c048006 lui r4,0x8006                                 |
0018b6ec: 24843ab8 addiu r4,r4,0x3ab8                            |r4 = 0x80063ab8 = Weapons Secondary Data start
0018b6f0: 0c017895 jal 0x0005e254                                |--> Store_X_Byte_into_Y   Store data from the null weapon (fists) into 0x801938fe - 0x80193905 (current ability weapon section)
0018b6f4: 34060008 ori r6,r0,0x0008                              |r6 = 0x08 (for Jal above)
0018b6f8: 3c058019 lui r5,0x8019                     | 
0018b6fc: 24a538f0 addiu r5,r5,0x38f0                |r5 = 0x801938f0 - Current ability : ability range adress (prepare jal at 0x8018b720)
0018b700: 87a20012 lh r2,0x0012(r29)                 |r2 = Attacker last used ability (on stack)
0018b704: 3406000e ori r6,r0,0x000e                  |r6 = 0x0e (limit for 0x8018b720)
0018b708: 000280c0 sll r16,r2,0x03                   |r16 = r2 * 8 (Ability ID * 8)
0018b70c: 02028023 subu r16,r16,r2                   |r16 = ID * 7
0018b710: 00108040 sll r16,r16,0x01                  |r16 = ID * 14
0018b714: 3c028006 lui r2,0x8006                     |
0018b718: 2442fbf0 addiu r2,r2-0x0410                |r2 = 0x8005fbf0 (start of abilities data 2)
0018b71c: 02028021 addu r16,r16,r2                   |r16 = last used ability data 2 location for ability ID
0018b720: 0c017895 jal 0x0005e254                    |--> Store_X_Byte_into_Y  Store ability data 2 into 0x801938f0 - 0x801938fd (update for geomancy, katana and reaction)
0018b724: 02002021 addu r4,r16,r0                    |r4 = r16 (ability data 2 location for above jal )
0018b728: 9202000b lbu r2,0x000b(r16)                |r2 = Load Ability Inflict Status ID (from ability table)
0018b72c: 3c018019 lui r1,0x8019                     |
0018b730: a02238da sb r2,0x38da(r1)                  |Store status proc ID in current ability data section
0018b734: 3c028019 lui r2,0x8019                     |
0018b738: 904238f3 lbu r2,0x38f3(r2)                 |r2 = Current ability ability : ability flags 1
0018b73c: 92100008 lbu r16,0x0008(r16)               |r16 = Ability Formula (from ability table)
0018b740: 30420024 andi r2,r2,0x0024                 |r2 = check result for "weapon strike" and "ranged weapon" flags
0018b744: 1440005e bne r2,r0,0x0018b8c0              # If weapon strike and ranged weapon are not checked   Else branch after the action menu sections
0018b748: 320200ff andi r2,r16,0x00ff                |r2 = Ability formula (= r16)
0018b74c: 324300ff andi r3,r18,0x00ff                    |r3 = Action Menu of used skillset
0018b750: 34020007 ori r2,r0,0x0007                      |r2 = 0x07
0018b754: 1062005a beq r3,r2,0x0018b8c0                  #If action menu <> Katana inventory   Else branch after the action menu sections
0018b758: 320200ff andi r2,r16,0x00ff                    |r2 = Ability formula 
0018b75c: 3c018019 lui r1,0x8019                             | 
0018b760: a02038d8 sb r0,0x38d8(r1)                          |Store current ability Used Weapon ID as 0x00 (not ranged weapon - not weapon strike - not draw out)
0018b764: 08062e2f j 0x0018b8bc                              >> Jump after action menu section
0018b768: 00000000 nop                                       |

                                            --ITEM---
0018b76c: 93a70018 lbu r7,0x0018(r29)            |r7 = Attacker used Item/Weapon ID 
0018b770: 00000000 nop                           |
0018b774: 2ce200f0 sltiu r2,r7,0x00f0            |r2 = 0x01 if Item used is < at Potion / Else 0x00
0018b778: 14400050 bne r2,r0,0x0018b8bc          # If Attacker used item ID >= Potion ID /Else branch after action menu section (with formula = 0x01)
0018b77c: 34100001 ori r16,r0,0x0001             |r16 = 0x01
0018b780: 3c048019 lui r4,0x8019                     | 
0018b784: 248438d8 addiu r4,r4,0x38d8                |r4 = Current ability Used Weapon ID location (0x801938d8)
0018b788: a0870000 sb r7,0x0000(r4)                  |Store used item ID in Current ability Used weapon ID
0018b78c: 24e70010 addiu r7,r7,0x0010                |r7 = Used Item ID + 0x10
0018b790: 24840018 addiu r4,r4,0x0018                |r4 = Current ability - Ability range location (0x801938f0)
0018b794: 30e200ff andi r2,r7,0x00ff                 |r2 = r7 last byte (Used item ID + 0x10 : for potion F0 +0x10 = 0x100 then 0x0100 and 0x00FF = 0x00)
0018b798: 00028040 sll r16,r2,0x01                   |r16 = r7*2
0018b79c: 02028021 addu r16,r16,r2                   |r16 = r7*3  / 0x00 (for potion) to 0x27 (for phoenix down)
0018b7a0: 3c028006 lui r2,0x8006                     |
0018b7a4: 24423f98 addiu r2,r2,0x3f98                |r2 = 0x80063f98 potion Secondary Data Table
0018b7a8: 02028021 addu r16,r16,r2                   |r16 = 0x80063f98 + (0x00 to 0x27) = Used item secondary data table adress
0018b7ac: 3c018019 lui r1,0x8019                     |
0018b7b0: a02738db sb r7,0x38db(r1)                  |Store r7 last byte current ability used Item ID (0x00 to 0x0d)
0018b7b4: 92020002 lbu r2,0x0002(r16)                |r2 = used Item's inflicted Status
0018b7b8: 3c018019 lui r1,0x8019                     |
0018b7bc: a02238da sb r2,0x38da(r1)                  |Store status proc of used item in current ability status proc
0018b7c0: 0c017991 jal 0x0005e644                    |--> Data_Nullifying  nullify data from r4 (Current ability range) to r4 + r5 (0x801938fd ability MP Cost)
0018b7c4: 3405000e ori r5,r0,0x000e                  |r5 = 0x0e (limit)
0018b7c8: 92100000 lbu r16,0x0000(r16)               |r16 = used Item formula
0018b7cc: 08062e30 j 0x0018b8c0                      >>Jump after action menu sections
0018b7d0: 320200ff andi r2,r16,0x00ff                |r2 = used Item formula

                                            --THROW--
0018b7d4: 08062e2f j 0x0018b8bc                  >> Jump after action menu sections with formula = 0x63
0018b7d8: 34100063 ori r16,r0,0x0063             |r16 = 0x63

                                            --JUMP--
0018b7dc: 08062e2f j 0x0018b8bc                  >> Jump after action menu sections with formula = 0x64
0018b7e0: 34100064 ori r16,r0,0x0064             |r16 = 0x64

                                            --CHARGE--
0018b7e4: 97a30012 lhu r3,0x0012(r29)            |r3 = Attacker last used ability ID
0018b7e8: 00000000 nop                           |
0018b7ec: 2462fe6a addiu r2,r3,-0x0196           |r2 = ability ID - 196  (Note : Charge+1 ID = 0x0196)
0018b7f0: 2c420008 sltiu r2,r2,0x0008            |r2 =0x01 if used attack is a charge+x ability
0018b7f4: 14400003 bne r2,r0,0x0018b804          #If Used ability is not a charge ability
0018b7f8: 00031040 sll r2,r3,0x01                |r2 = r3*2 (charge + x ID*2)
0018b7fc: 34030196 ori r3,r0,0x0196                  |r3 = 0x0196 (Charge + 1 ID)
0018b800: 00031040 sll r2,r3,0x01                    |r2 = charge+1 ID *2
0018b804: 3c018006 lui r1,0x8006                     |
0018b808: 00220821 addu r1,r1,r2                 |r1 = 8006XXXX (XXXX = Ability ID * 2)
0018b80c: 90220d19 lbu r2,0x0d19(r1)             |r2 = Charge Power boost (using ability ID... maths checked in patcher)
0018b810: 3c018019 lui r1,0x8019                 |
0018b814: a02238e4 sb r2,0x38e4(r1)              |Store Charge Power boost in current ability charge power(0x801938e4)

                                            --ATTACK / CHARGE--
0018b818: 3c028019 lui r2,0x8019                 |
0018b81c: 904238ff lbu r2,0x38ff(r2)             |r2 = current ability Weapon Characteristics
0018b820: 92300002 lbu r16,0x0002(r17)           |r16 = used weapon formula   (r17 = start of used weapon data 2  - see 0018b52c)
0018b824: 30420004 andi r2,r2,0x0004             |r2 = 0x04 if weapon used is available to 2 hands - Else 0x00
0018b828: 10400025 beq r2,r0,0x0018b8c0          #If used weapon is 2 hands compatible # /Else jump after action menu section
0018b82c: 320200ff andi r2,r16,0x00ff            |r2 = used weapon formula
0018b830: 3c038019 lui r3,0x8019                     | 
0018b834: 8c632d94 lw r3,0x2d94(r3)                  |r3 = Attacker's Data pointer
0018b838: 00000000 nop                               |
0018b83c: 90620091 lbu r2,0x0091(r3)                 |r2 = Attacker third set of support
0018b840: 00000000 nop                               |
0018b844: 30420002 andi r2,r2,0x0002                 |r2 = 0x02 if using two hands / else 0x00
0018b848: 1040001c beq r2,r0,0x0018b8bc              #If attacker is using two hands # / else jump after action menu section
0018b84c: 340200ff ori r2,r0,0x00ff                      |r2 = 0xff
0018b850: 9064001d lbu r4,0x001d(r3)                     |r4 = Attacker Right Hand Weapon ID
0018b854: 00000000 nop                                   |
0018b858: 14820009 bne r4,r2,0x0018b880                  #If weapon ID = 0xFF (do not exist ? 2Hands flag ?)
0018b85c: 00000000 nop                                       | 
0018b860: 9062001e lbu r2,0x001e(r3)                         |r2 = right hand shield
0018b864: 00000000 nop                                       |
0018b868: 14440005 bne r2,r4,0x0018b880                      #If right hand shield ID = right weapon ID (is 0xFF) #Shield do not exist
0018b86c: 34020001 ori r2,r0,0x0001                              |r2 = 0x01
0018b870: 3c018019 lui r1,0x8019                                 |
0018b874: a02238d9 sb r2,0x38d9(r1)                              |Store 0x01 at  current ability 0x801938d9 flag (Two Hands is active)
0018b878: 3c038019 lui r3,0x8019                                 |
0018b87c: 8c632d94 lw r3,0x2d94(r3)                      |r3 = Attacker's Data pointer
0018b880: 00000000 nop                                   |
0018b884: 9064001f lbu r4,0x001f(r3)                     |r4 = Left Hand Weapon ID
0018b888: 340200ff ori r2,r0,0x00ff                      |r2 = 0xFF
0018b88c: 1482000c bne r4,r2,0x0018b8c0                  #If Left hand weapon ID = 0xFF (do not exist) /Else branch after action menu sections
0018b890: 320200ff andi r2,r16,0x00ff                    |r2 = used weapon formula 
0018b894: 90620020 lbu r2,0x0020(r3)                         |r2 = Left hand shield
0018b898: 00000000 nop                                       |
0018b89c: 14440008 bne r2,r4,0x0018b8c0                      #If Left hand shield ID = 0xFF (Shield do not exist) /Else branch after action menu sections
0018b8a0: 320200ff andi r2,r16,0x00ff                        |r2 = used weapon formula 
0018b8a4: 34020001 ori r2,r0,0x0001                              |r2 = 0x01
0018b8a8: 3c018019 lui r1,0x8019                                 |
0018b8ac: a02238d9 sb r2,0x38d9(r1)                              |Store 0x01 at  current ability 0x801938d9 flag (Two Hands is active)
0018b8b0: 08062e30 j 0x0018b8c0                                  >> Jump after action menu sections
0018b8b4: 320200ff andi r2,r16,0x00ff                            |r2 = Weapon formula

                                            -- BLANK / DEFEND / EQUIP CHANGE --
0018b8b8: 34100001 ori r16,r0,0x0001             |r16 = 0x01 formula for equip change is 0x01
0018b8bc: 320200ff andi r2,r16,0x00ff            |r2 = r16 (future ability formula)

0018b8c0: 3c018019 lui r1,0x8019                 |
0018b8c4: a42038c8 sh r0,0x38c8(r1)         |Store 0x00 in current ability 0x38c8 (reaction flag ?)
0018b8c8: 3c018019 lui r1,0x8019            |
0018b8cc: a02038ed sb r0,0x38ed(r1)         |Store 0x00 in current ability 0x38ed (fall related ? poach ?) /// Zero post-attack effects (not poach or fall damage?)
0018b8d0: 10400003 beq r2,r0,0x0018b8e0     #If future formula ID is not 0x00 /Else branch to force formula ID to be 0x01
0018b8d4: 2c420065 sltiu r2,r2,0x0065            |r2 = 0x01 if formula ID <= 0x64 / Else 0x00
0018b8d8: 14400002 bne r2,r0,0x0018b8e4          #If formula ID > 0x64  /Else branch avoiding formula beeing set to 0x01
0018b8dc: 00000000 nop                               | 
0018b8e0: 34100001 ori r16,r0,0x0001        #ELSE (formula is 0x00) r16 = 0x01 (if formula = 0x00 or > 0x64)
0018b8e4: 3c058019 lui r5,0x8019            |
0018b8e8: 24a538da addiu r5,r5,0x38da       |r5 = 0x801938da (Current Ability proc ID)
0018b8ec: 90a70000 lbu r7,0x0000(r5)        |r7 = Ability/Weapon proc ID 
0018b8f0: 321100ff andi r17,r16,0x00ff      |r17 = Ability formula
0018b8f4: 34020003 ori r2,r0,0x0003         |r2 = 0x03
0018b8f8: 16220002 bne r17,r2,0x0018b904    #If Formula = 0x03 
0018b8fc: 24a5002c addiu r5,r5,0x002c       |r5 = 0x80193906 (inflicting status type location)
0018b900: 00003821 addu r7,r0,r0                 |r7 = 0x00 (Force status ID to 0x00 for formula 0x03)
0018b904: 30e200ff andi r2,r7,0x00ff        |r2 = Current Ability proc ID
0018b908: 00022040 sll r4,r2,0x01           |r4 = r2 * 2
0018b90c: 00822021 addu r4,r4,r2            |r4 = r2*3
0018b910: 00042040 sll r4,r4,0x01           |r4 = r2*6 (Proc ID *6)
0018b914: 3c028006 lui r2,0x8006            |
0018b918: 24423fc4 addiu r2,r2,0x3fc4       |r2 = 0x80063fc4 (Start of inflict statuses table)
0018b91c: 00822021 addu r4,r4,r2            |r4 = start of Current Ability Status Proc ID Table
0018b920: 0c017895 jal 0x0005e254           |--> Store_X_Byte_into_Y  Store Status data in current ability  at 0x80193906 - 0x8019390b
0018b924: 34060006 ori r6,r0,0x0006         |r6 = 0x06 (limit for above)
0018b928: 0c062e7e jal 0x0018b9f8           |--> Remove_Status  if status type is cancel - store statuses set from status ID at 0x80193860 to 0x80193864 
0018b92c: 00000000 nop                      | -- Note: Can cause issues if repurposing the Inflict Status byte in a formula. See Formulas for more info.
0018b930: 3c018019 lui r1,0x8019            |
0018b934: a03038e5 sb r16,0x38e5(r1)        |Store r16 in current Ability formula
0018b938: 0c063279 jal 0x0018c9e4           |--> %27Reflect%27,_Blade_Grasp,_and_Arrow_Guard   - Set target current action hit flag to 0x00 if succeed
0018b93c: 00000000 nop                      |
0018b940: 3c028019 lui r2,0x8019            |
0018b944: 8c422d90 lw r2,0x2d90(r2)         |r2 = Target Current Action Data Pointer
0018b948: 00000000 nop                      |
0018b94c: 90420000 lbu r2,0x0000(r2)        |r2 = Target Current Action Hit Flag
0018b950: 00000000 nop                      |
0018b954: 14400003 bne r2,r0,0x0018b964     #If Attack missed (from reflect / blade grasp / arrow guard) /Else avoid the jump to end
0018b958: 00111080 sll r2,r17,0x02          |r2 = Ability formula ID * 4
0018b95c: 08062e77 j 0x0018b9dc                  >> Jump to END! With r2=0x01
0018b960: 34020001 ori r2,r0,0x0001              |r2 = 0x01
0018b964: 3c018019 lui r1,0x8019            | 
0018b968: 00220821 addu r1,r1,r2            |r1 = 0x801900xx (xx = Formula ID*4)
0018b96c: 8c22f610 lw r2,-0x09f0(r1)        |Load Formula routine adress / from Formula_Table
0018b970: 00000000 nop                      |
0018b974: 0040f809 jalr r2,r31              |--> Jumps to appropriate formula routine /Formulas
0018b978: 00000000 nop                      |
0018b97c: 2e220007 sltiu r2,r17,0x0007      |r2 = 0x01 if formula ID <= 0x06
0018b980: 10400004 beq r2,r0,0x0018b994     #If formula ID <= 0x06
0018b984: 34020064 ori r2,r0,0x0064         |r2 = 0x64
0018b988: 0c061f28 jal 0x00187ca0                |--> Formula_01_-_06_Aftermath  (Contains poach and secret hunt)
0018b98c: 00000000 nop                           |
0018b990: 34020064 ori r2,r0,0x0064              |r2 = 0x64
0018b994: 16220003 bne r17,r2,0x0018b9a4    #If Formula ID = 0x64  (jump)
0018b998: 00000000 nop                           |  
0018b99c: 3c018019 lui r1,0x8019                 |  
0018b9a0: a02038d8 sb r0,0x38d8(r1)              |Store 0x00 in Current ability used weapon ID (0x801938d8)
0018b9a4: 0c062e91 jal 0x0018ba44           |-->Set_some_data_for_current_attack
0018b9a8: 00000000 nop                      |
0018b9ac: 3c038019 lui r3,0x8019            |
0018b9b0: 8c632d90 lw r3,0x2d90(r3)         |r3 = Target Current Action Data Pointer
0018b9b4: 00000000 nop                      |
0018b9b8: 94620010 lhu r2,0x0010(r3)        |r2 = Target Current Action Special Action Flags
0018b9bc: 00000000 nop                      |
0018b9c0: 10400006 beq r2,r0,0x0018b9dc     #If There are specials flags 
0018b9c4: 00001021 addu r2,r0,r0            |r2 = 0x00 
0018b9c8: 90620025 lbu r2,0x0025(r3)             |r2 = Target Current Action attack-type
0018b9cc: 00000000 nop                           |
0018b9d0: 34420001 ori r2,r2,0x0001              |Update r2 with 0x01
0018b9d4: a0620025 sb r2,0x0025(r3)              |Store target current action attack-type as Pseudo-Status change
0018b9d8: 00001021 addu r2,r0,r0                 |r2 = 0x00
0018b9dc: 8fbf0034 lw r31,0x0034(r29)       |End
0018b9e0: 8fb20030 lw r18,0x0030(r29)       
0018b9e4: 8fb1002c lw r17,0x002c(r29)       
0018b9e8: 8fb00028 lw r16,0x0028(r29)       
0018b9ec: 27bd0038 addiu r29,r29,0x0038     
0018b9f0: 03e00008 jr r31                   
0018b9f4: 00000000 nop

Return Locations:

0017d0bc: Main ability loading routine?
0017f284: Calculate Projected Action Effect
0018ada8: Double WP if two hands is equipped?

Summary

Pre Formula routine will set a bunch of current ability data mainly based on skillset 
and reset most of the  Attacker and target current action before jumping into formula section.
 
In all cases 
   0x80192d98 - Store Target data pointer (from 0x801908cc based on target ID)
   0x80192d90 - Store Target current action data pointer (Target data +0x01c0)
   0x80192d8c - Store 0x80192da0 (copy of Attacker action data)
   0x80192d94 - Store Attacker data pointer (from 0x801908cc based on unit ID)
 
   Current Ability Data
   0x801938c1 - Store Target ID
   0x801938c0 - Store Attacker ID
   0x8019390e - Store 0x00 in post formula flags (deal with poach and train)
 
Then two shortcut's to end
   Reaction Fork - if reacting (0x8019f5f0 = 0x01) with a non-counter non-guard ability (cf Perform_reaction_abilities)
       Play the reactions ability 	
       Store data at 0x801938d8 via Store_used_weapon
       Exit routine 
							
   Fall Damage fork - Check value at 0x801938ed if 0x80 is enabled deal with fall damage and exit (cf Knockback?)
 
 
Main stream
   Store a bunch of data in current ability section - depending on action menu, skillset and ability ID

   0x801938c6 - Reaction ID : set to 0x00 if 0x801938c8 = 0x00
   0x801938c8 - Set to 0x00 after the big action menu section (before that it's used several times in the routine)
   0x801938cd - Store Target terrain type
   0x801938d2 - Store target's faith
   0x801938d3 - Store attacker's faith
   0x801938d4 - Store used ability skillset (from attacker data 0x16f)
   0x801938d6 - Store used ability ID :
                  - By default from attacker data 0x170
                  - If 0x801938c8 <> 0x00 : take the value of 0x801938c6 (reaction ID)
                  - If Action menu is katana inventory : store used item ID (attacker data 0x176) + 0x26
                                                         (Katana ID + 0x26 = Ability ID corresponding to katana)
                  - If Action menu is element : Ability ID is hardcoded from Attacker terrain type (cf Get_Elemental_Ability_ID)

   0x801938d8 - Store used weapon ID	
                  - Right hand weapon if 0x801938c3 = 0x00
                  - Left hand weapon if 0x801938c3 <> 0x00
                  - Used Item ID if Attacker last used skillset is drawout (Attacker data 0x016f = 0x13)
                  - Set to 0x00 if ID of the three cases above is >= 80 (not a weapon)						
                  - Set to 0x00 if default action menu, target is frog and 801938c8 = 0x00 (...)
                  - Set to 0x00 if action menu = geomancy/default/monster/math and neither weapon strike nor wepon range are checked ( 0x801938f3 )
                  - Used item ID (from attacker data 0x176) if action menu is item inventory
                  - Set to 0x00 after jump to formula if formula was 0x64 (jump abilities)

   0x801938d9 - By default, set to 0x00
                  - Set to 0x01 if : - action menu is attack or charge
                                       and ability used weapon is compatible with two hands (0x801938ff has 0x04 enabled)
                                       and attacker use two-hands (Attacker data 0x91 has 0x02 enabled)
                                       and one of the Attacker hands has Weapon AND shield ID = 0xFF (Attacker datas 0x1d, 0x1e,0x1f,0x20)

   0x801938da - Store ability proc ID	:
                  - Weapon Proc ID by default (from used weapon data table) (before action menu section)
                  - Ability proc ID if action menu is geomancy/katana/default/monster/math

   0x801938db - Store used item ID if action menu is item inventory. Values from 0x00 (potion) to 0x0D (phoenix down)	
   0x801938e4 - Store charge power :
                  - By default to 0x00 (before action menu section)
                  - If action menu is charge :
                        - if ability ID is between 0x196 and 0x19D : store ability charge power
                        - if not a charge ability, charge power is 0x196 charge power

   0x801938e5 - Store ability formula :
                  - By default set to 0x01 (defore action menu)	
                  - If action menu is geomancy/katana/default/monster/math :
                      - if Ability ID > potion : set to 0x01
                      - if ability ID <= potion : set to ability formula (from ability ID via SCUS table)
                  - If action menu is item inventory : set to item formula (from item ID via Item SCUS table)
                  - If action menu is weapon inventory (throw) force formula to 0x63
                  - If action menu is jump : force formula to 0x64
                  - If action menu is charge/attack : set to weapon formula (from SCUS via used weapon ID)
                  - If action menu is blank/defend/equip change set to 0x01
                  - If formula is > 0x64 : forced to 0x01

   0x801938ed - Set to 0x00 if fall dmg Knockback?)
              - Set to 0x00 after action menu section
   Ability data		   
   0x801938f0 to 0x801938fd - Store ability data 
              - by default From Ability ID via SCUS ability table 
              - If Ability ID > potion : store ability 0x00 data
              - If action menu is item inventory, nullify the bytes

   Weapon data
   0x801938fe to 0x80193905
              - by default from weapon ID via SCUS item table
              - If used weapon have an ID >= 80 store item 0x00 data
              - if action menu is geomancy/katana/default/monster/math, and attacker has frog and 0x801938c8 = 0x00 store item 0x00 data

   Status data
   0x80193906 to 0x8019390b - store status data :
              - from 0x801938da ID (weapon or ability proc - see above) via SCUS table
              - if formula = 0x03 store Status 0x00 SCUS data (?) 

   0x80193860 to 0x80193864 - Store status to cancel (is 0x80193906 has cancel enabled) Remove_Status

   Current action data
   - reset most of attacker and target current action data via Action_data_nulling
       - preserve unit reaction ID and last attack recieved
       - set current target action hit flag to 'hit' and attacker's one to 'miss'
       - set both hit% to 100%
					
   Test blade grasp - reflect and arrow guard 'Reflect',_Blade_Grasp,_and_Arrow_Guard
       - If reaction occurs, set target hitflag to 'miss', avoid jal to formula section set r2 = 0x01

Jump to formula 

Post formula not investigated