Find Highest Target Priority in Ability Range (0019bf2c)
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BATTLE.BIN : - Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c) Test All Tiles to target from all tiles to move - best outcome is stored in AI 0x0034 ------------------------------------------------------------------------------------------ Parameter : r4 = Pointer to unit battle data (801908cc) Return : r2 = 0x00 by default r2 = -0x01 (from VSync_call or AI_Target_Unit_for_Direct_vs_Arc_Attack_(0019cd9c) ) ------------------------------------------------------------------------------------------ 0019bf2c: 3c02801a lui r2,0x801a | 0019bf30: 90420d7b lbu r2,0x0d7b(r2) |AI 0x19b7 0019bf34: 27bdffe0 addiu r29,r29,-0x0020 | 0019bf38: afb00010 sw r16,0x0010(r29) | 0019bf3c: 3c10801a lui r16,0x801a | 0019bf40: 2610f3c4 addiu r16,r16,0xf3c4 |0x8019f3c4 (AI pointer) 0019bf44: afbf0018 sw r31,0x0018(r29) | 0019bf48: 10400016 beq r2,r0,0x0019bfa4 #If AI 0x19b7 <> 0x00 0019bf4c: afb10014 sw r17,0x0014(r29) | 0019bf50: 3c03801a lui r3,0x801a | 0019bf54: 9063029d lbu r3,0x029d(r3) |Load AI 0xed9 This routine control variable ? 0019bf58: 00000000 nop | 0019bf5c: 1060001d beq r3,r0,0x0019bfd4 #if AI 0xed9 = 0x00 : branch to Main priority loop without setting tiles to move and tile to target matrixes 0019bf60: 34020001 ori r2,r0,0x0001 | 0019bf64: 10620055 beq r3,r2,0x0019c0bc #if AI 0xed9 = 0x01 : branch to Priority calculation (only 1 combination ? - first loop) Destination and Tile to target are already decided ? 0019bf68: 00000000 nop | 0019bf6c: 3c02801a lui r2,0x801a | 0019bf70: 904202a0 lbu r2,0x02a0(r2) |? Elevation 0019bf74: 00000000 nop | 0019bf78: 000218c0 sll r3,r2,0x03 | 0019bf7c: 00621821 addu r3,r3,r2 | 0019bf80: 00031880 sll r3,r3,0x02 |Elevation offset 0019bf84: 3c02801a lui r2,0x801a | 0019bf88: 9042029f lbu r2,0x029f(r2) |? Y coordinates 0019bf8c: 00701821 addu r3,r3,r16 | 0019bf90: 00021040 sll r2,r2,0x01 |Y offset (halfword) 0019bf94: 00621821 addu r3,r3,r2 |0x8019f3c4 + Elevation and Y offset (1 bit per tile model) 0019bf98: 94710b94 lhu r17,0x0b94(r3) |Y row of flags in AI 0xb94 Tiles from where you can hit a unit (it is not shifted at all - wtf ?) 0019bf9c: 08067059 j 0x0019c164 >>jump to Priority calculation (only 1 combination ? - second loop) Destination and Tile to target are already decided ? 0019bfa0: 00000000 nop | Else : AI 0x19b7 = 0x00 0019bfa4: 3c02801a lui r2,0x801a | 0019bfa8: 904201f2 lbu r2,0x01f2(r2) |Load Acting Unit's ID aka AI 0xe2e 0019bfac: 00000000 nop | 0019bfb0: 00501021 addu r2,r2,r16 | 0019bfb4: 90510c8d lbu r17,0x0c8d(r2) |Acting Unit flag in Potentiel Targets list (AI 0xc8d) 0019bfb8: 0c0670f5 jal 0x0019c3d4 |-->Evaluate_Linear_Ability_Behaviors Set all desirable Tile to move and tiles to target 0019bfbc: a0400c8d sb r0,0x0c8d(r2) |Remove Unit in Targetable List 0019bfc0: 3c02801a lui r2,0x801a | 0019bfc4: 904201f2 lbu r2,0x01f2(r2) |Load Acting Unit's ID 0019bfc8: 00000000 nop | 0019bfcc: 00501021 addu r2,r2,r16 | 0019bfd0: a0510c8d sb r17,0x0c8d(r2) |Restore Unit Targetable Flag 0x8019f3c4 + c8d + Unit Offset === TEST ALL COMBINATIONS (MOVE + TARGET) === 0019bfd4: 0c0076ea jal 0x0001dba8 |-->VSync_call 0019bfd8: 34040001 ori r4,r0,0x0001 | 0019bfdc: 284201b9 slti r2,r2,0x01b9 | 0019bfe0: 14400004 bne r2,r0,0x0019bff4 #If Vsync returned r2 > 0x1b8 0019bfe4: 3c030400 lui r3,0x0400 | 0019bfe8: a2000ed9 sb r0,0x0ed9(r16) |Reset AI 0xed9 0019bfec: 0806707d j 0x0019c1f4 |Exit routine returns -0x01 0019bff0: 2402ffff addiu r2,r0,-0x0001 | Else Vsync Call is fine 0019bff4: 8e02000c lw r2,0x000c(r16) |Load AI Flags 1 to 4 0019bff8: a20019b7 sb r0,0x19b7(r16) |Set AI 0x19b7 = 0x00 0019bffc: 00431024 and r2,r2,r3 | 0019c000: 1040000a beq r2,r0,0x0019c02c #If AI Byte 0x04 flag 0x04 is ON (?) Not monster skill - byte 0x04 is updated after loading data from SCUS (weapon range related ?) 0019c004: a2000e4d sb r0,0x0e4d(r16) |Set AI 0xe4d = 0x00 0019c008: 3c03fdff lui r3,0xfdff | 0019c00c: 8e020cb4 lw r2,0x0cb4(r16) |AI 0xcb4 (AI processing order ?) 0019c010: 3463ffff ori r3,r3,0xffff | 0019c014: 00431024 and r2,r2,r3 | 0019c018: 0806701a j 0x0019c068 >>Jump to Test all move/target combinations keep AI 0xe4d = 0x00 0019c01c: ae020cb4 sw r2,0x0cb4(r16) |Remove 0x04000000 Flag from AI 0xcb4 BACK JUMP (fail ?) 0019c020: a2020ed9 sb r2,0x0ed9(r16) |Update AI 0xed9 depending from where the code is coming control variable ? 0019c024: 0806707d j 0x0019c1f4 |EXIT Return -0x01 0019c028: 2402ffff addiu r2,r0,-0x0001 | Else : Ability AI 0x000f flag 0x04 is OFF 0019c02c: 92030cbb lbu r3,0x0cbb(r16) |Number of Tiles enabled in AI 0x0bdc Tiles to hit 0019c030: 92020cbc lbu r2,0x0cbc(r16) |Nb of Tiles enabled in AI 0x0b94 Tiles to move 0019c034: 00000000 nop | 0019c038: 00620018 mult r3,r2 | 0019c03c: a2030eda sb r3,0x0eda(r16) |Set AI 0x0eda to AI 0x0cbb 0019c040: 00001012 mflo r2 | 0019c044: a2020eda sb r2,0x0eda(r16) |Set AI 0xeda to AI 0xcbb * AI 0xcbc ???? 0019c048: 92020eda lbu r2,0x0eda(r16) |AI 0x0eda Maximum possibilities ? 0019c04c: 00000000 nop | 0019c050: 2c42000b sltiu r2,r2,0x000b |0x1 If AI 0xcbb * AI 0xcbc < 0x0b 0019c054: 14400003 bne r2,r0,0x0019c064 #If AI 0xcbb * AI 0xcbc > 0x0a 0019c058: 34020001 ori r2,r0,0x0001 | 0019c05c: a2020e4d sb r2,0x0e4d(r16) |Set AI 0xe4d to 0x01 0019c060: 34020001 ori r2,r0,0x0001 | 0019c064: a2020e4d sb r2,0x0e4d(r16) |This saves the exact same information to the exact same place. 0019c068: 8e020cb4 lw r2,0x0cb4(r16) |AI 0xcb4 (AI processing order ?) 0019c06c: 3c030200 lui r3,0x0200 | 0019c070: 00431024 and r2,r2,r3 | 0019c074: 14400005 bne r2,r0,0x0019c08c #If AI 0xcb4 flag 0x0200000 is OFF Weapon range related ? Targeting type ? 0019c078: 00000000 nop | 0019c07c: 92020e4d lbu r2,0x0e4d(r16) |Load 0xe4d Set to 0x01 if AI 0x0f flag 0x04 is OFF 0019c080: 00000000 nop | 0019c084: 10400014 beq r2,r0,0x0019c0d8 #If AI 0xe4d = 0x00 : branch to Second loop (not moving ?) 0019c088: 00000000 nop | --- TEST ALL POSSIBILITIES (DESTINATION - TARGETING) --- @LOOP - Test all destination tiles 0019c08c: 92020cbb lbu r2,0x0cbb(r16) |Load Nb Of Tiles enabled in AI 0x0bdc Nb of Targetable tiles to hit a unit 0019c090: 00000000 nop | 0019c094: 10400054 beq r2,r0,0x0019c1e8 #If there is no targetable tiles with this ability : Exit loop restore data then exit Might be Disabled during priority calculation 0019c098: 00000000 nop | 0019c09c: 92020cbc lbu r2,0x0cbc(r16) |Load Nb Of Tiles enabled in AI 0x0b94 Nb of Tiles from where you can hit a unit 0019c0a0: 00000000 nop | 0019c0a4: 10400050 beq r2,r0,0x0019c1e8 #If there is no destination tiles with this ability : branch to Exit loop restore data then exit All Tiles done in 19c280 0019c0a8: 00000000 nop | 0019c0ac: 0c0670a0 jal 0x0019c280 |-->Start_searching_for_Highest_Target_Priority_(0019c280) Find Best Tile in AI 0xb94 and store its coordinates at AI 0x18 (then disable it) 0019c0b0: 00000000 nop | 0019c0b4: 0c067083 jal 0x0019c20c |-->0019c20c_-_0019c27c Set AI 0x14 - Set AI 0x18 to considered caster position 0019c0b8: 00000000 nop | 0019c0bc: 0c067367 jal 0x0019cd9c |-->AI_Target_Unit_for_Direct_vs_Arc_Attack_(0019cd9c) Test all Targetable tile from considered position (store best result at AI 0x34) 0019c0c0: 00000000 nop | 0019c0c4: 2403ffff addiu r3,r0,-0x0001 | 0019c0c8: 1043ffd5 beq r2,r3,0x0019c020 #If returned value is -0x01 : Set AI 0xed9 = 0x01 then Exit Return -0x01 0019c0cc: 34020001 ori r2,r0,0x0001 | 0019c0d0: 08067023 j 0x0019c08c Λ Loop while there is still tiles in AI 0xbdc or 0xb94 0019c0d4: 00000000 nop | --- TEST ALL POSSIBILITIES (TARGETING only from a given location) --- 0019c0d8: a2000edc sb r0,0x0edc(r16) |Initialize Current Map Level @LOOP - Elevation 0019c0dc: 92020e3b lbu r2,0x0e3b(r16) |Load Max Map Y 0019c0e0: 00000000 nop | 0019c0e4: 10400037 beq r2,r0,0x0019c1c4 #If Max Y is invalid : branch to Next elevation 0019c0e8: a2000edb sb r0,0x0edb(r16) |Initialize Y Counter @LOOP - Y rows 0019c0ec: 92020edc lbu r2,0x0edc(r16) |Load Current Map Level 0019c0f0: 00000000 nop | 0019c0f4: 000218c0 sll r3,r2,0x03 | 0019c0f8: 00621821 addu r3,r3,r2 | 0019c0fc: 00031880 sll r3,r3,0x02 |Elevation offset (0x24) 0019c100: 92020edb lbu r2,0x0edb(r16) |Load Current Y 0019c104: 00701821 addu r3,r3,r16 | 0019c108: 00021040 sll r2,r2,0x01 |Y offset (halfword) 0019c10c: 00621821 addu r3,r3,r2 |0x8019f3c4 + Elevation and Y row offset 0019c110: 94710b94 lhu r17,0x0b94(r3) |This Y row of flags (AI 0x0b94) 0019c114: 00000000 nop | 0019c118: 12200021 beq r17,r0,0x0019c1a0 #If There is no flags in this row : branch to Next Y row 0019c11c: 00000000 nop | 0019c120: 92020e3a lbu r2,0x0e3a(r16) |Load Max Map X 0019c124: 00000000 nop | 0019c128: 1040001d beq r2,r0,0x0019c1a0 #If Map Max X is invalid : branch to Next Y row 0019c12c: a2000eda sb r0,0x0eda(r16) |Initialize X Counter @LOOP - Each tile in Y row 0019c130: 92020eda lbu r2,0x0eda(r16) |Load X counter 0019c134: 00000000 nop | 0019c138: 00511004 sllv r2,r17,r2 |Shift Row flag so this tile is in 0x8000 position 0019c13c: 30428000 andi r2,r2,0x8000 | 0019c140: 1040000d beq r2,r0,0x0019c178 #If This tile flag is off : branch to Next X 0019c144: 00000000 nop | 0019c148: 92020eda lbu r2,0x0eda(r16) |Load Current X 0019c14c: 92030edb lbu r3,0x0edb(r16) |Load Current Y 0019c150: 92040edc lbu r4,0x0edc(r16) |Load Current Map Level 0019c154: a2020018 sb r2,0x0018(r16) |Save as Acting Unit X 0019c158: a203001a sb r3,0x001a(r16) |Save as Acting Unit Y 0019c15c: 0c067083 jal 0x0019c20c |-->0019c20c_-_0019c27c Set AI 0x14 - Set AI 0x18 to considered caster position 0019c160: a2040019 sb r4,0x0019(r16) |Save as Acting Unit Map Level 0019c164: 0c067367 jal 0x0019cd9c |-->AI_Target_Unit_for_Direct_vs_Arc_Attack_(0019cd9c) Try all targetable tiles (simulation) keep the better outcome in AI 0x34 0019c168: 00000000 nop | 0019c16c: 2403ffff addiu r3,r0,-0x0001 | 0019c170: 1043ffab beq r2,r3,0x0019c020 #If returned value is - 0x01 : Set AI 0xed9 = 0x02 then Exit Return -0x01 0019c174: 34020002 ori r2,r0,0x0002 | 0019c178: 92020eda lbu r2,0x0eda(r16) |X counter 0019c17c: 00000000 nop | 0019c180: 24420001 addiu r2,r2,0x0001 |Current X++ 0019c184: a2020eda sb r2,0x0eda(r16) |Increase X counter 0019c188: 92030eda lbu r3,0x0eda(r16) | 0019c18c: 92020e3a lbu r2,0x0e3a(r16) |Map Max X 0019c190: 00000000 nop | 0019c194: 0062182b sltu r3,r3,r2 | 0019c198: 1460ffe5 bne r3,r0,0x0019c130 #Loop while X < Max X 0019c19c: 00000000 nop | 0019c1a0: 92020edb lbu r2,0x0edb(r16) |Y counter 0019c1a4: 92030e3b lbu r3,0x0e3b(r16) |Max Y 0019c1a8: 24420001 addiu r2,r2,0x0001 |Current Y++ 0019c1ac: a2020edb sb r2,0x0edb(r16) |Increase Y counter 0019c1b0: 92020edb lbu r2,0x0edb(r16) | 0019c1b4: 00000000 nop | 0019c1b8: 0043102b sltu r2,r2,r3 | 0019c1bc: 1440ffcb bne r2,r0,0x0019c0ec #Loop while Y < Max Y 0019c1c0: 00000000 nop | 0019c1c4: 92020edc lbu r2,0x0edc(r16) |Elevation counter 0019c1c8: 00000000 nop | 0019c1cc: 24420001 addiu r2,r2,0x0001 |Current Map Level++ 0019c1d0: a2020edc sb r2,0x0edc(r16) |Increase Elevation 0019c1d4: 92020edc lbu r2,0x0edc(r16) |Load Current Map Level 0019c1d8: 00000000 nop | 0019c1dc: 2c420002 sltiu r2,r2,0x0002 | 0019c1e0: 1440ffbe bne r2,r0,0x0019c0dc #Loop 2 times (both elevation) 0019c1e4: 00000000 nop | 0019c1e8: 0c067c96 jal 0x0019f258 |-->Store units coordinates Copy coordinates from AI 0xe30 to Battle 0x47 (restore caster location) 0019c1ec: 26040e30 addiu r4,r16,0x0e30 |r4 = AI Coordinate Data 0019c1f0: 00001021 addu r2,r0,r0 |Returns 0x00 0019c1f4: 8fbf0018 lw r31,0x0018(r29) 0019c1f8: 8fb10014 lw r17,0x0014(r29) 0019c1fc: 8fb00010 lw r16,0x0010(r29) 0019c200: 27bd0020 addiu r29,r29,0x0020 0019c204: 03e00008 jr r31 0019c208: 00000000 nop
Return locations
BATTLE.BIN 0019b168: AI_ability_use_control_routine 0019b1d4: AI_ability_use_control_routine 0019b248: AI_ability_use_control_routine 0019b2c8: AI_ability_use_control_routine