Get Equipable RSM
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# ROUTINE: Get Equipable RSM # Writes the relevant equipable RSM (Reaction, Support, Movement) abilities into a specified array. # Only gets the abilities that are within the specified slot. # Parameters: # r4 = (formationUnitIndex) Index of unit on formation screen (*0x8018ba20) # r5 = (slot) Reaction = 1, Support = 2, Movement = 3 # r6 = (RSM_Array) Array to write the equipable RSM abilites into (0x801cd230) # Returns: # r2 = Number of equipable RSM abilities for the specified slot 80122c20: 27bdfe20 addiu r29,r29,-0x01e0 80122c24: afb301c4 sw r19,0x01c4(r29) 80122c28: 00a09821 addu r19,r5,r0 # slot 80122c2c: afb701d4 sw r23,0x01d4(r29) 80122c30: 00c0b821 addu r23,r6,r0 # RSM_Array 80122c34: 00041400 sll r2,r4,0x10 80122c38: afb001b8 sw r16,0x01b8(r29) 80122c3c: 00028403 sra r16,r2,0x10 # formationUnitIndex 80122c40: 02002021 addu r4,r16,r0 # formationUnitIndex 80122c44: afb101bc sw r17,0x01bc(r29) 80122c48: 34110001 ori r17,r0,0x0001 # count = 1 80122c4c: afb501cc sw r21,0x01cc(r29) 80122c50: 0040a821 addu r21,r2,r0 # formationUnitIndex << 16 80122c54: afb401c8 sw r20,0x01c8(r29) 80122c58: 27b40018 addiu r20,r29,0x0018 # baseAbilitiesPtr 80122c5c: 00101080 sll r2,r16,0x02 # formationUnitIndex * 4 80122c60: afbf01d8 sw r31,0x01d8(r29) 80122c64: afb601d0 sw r22,0x01d0(r29) 80122c68: afb201c0 sw r18,0x01c0(r29) 80122c6c: 3c01801d lui r1,0x801d 80122c70: 00220821 addu r1,r1,r2 80122c74: 8c22d5ec lw r2,-0x2a14(r1) # formationUnit = formationUnitArray[formationUnitIndex] 80122c78: 00000000 nop 80122c7c: 94560024 lhu r22,0x0024(r2) # formationUnit.JobID 80122c80: 0c04890f jal 0x8012243c # baseJobID = Get Base Job (Formation Screen) (formationUnitIndex); 80122c84: 3c12004b lui r18,0x004b # jobValue = 0x4b0000 80122c88: 02002021 addu r4,r16,r0 # formationUnitIndex 80122c8c: 00021400 sll r2,r2,0x10 80122c90: 00022c03 sra r5,r2,0x10 # baseJobID 80122c94: 02603021 addu r6,r19,r0 # slot 80122c98: 27a70018 addiu r7,r29,0x0018 # baseAbilitiesPtr 80122c9c: 34020001 ori r2,r0,0x0001 80122ca0: 0c048a3c jal 0x801228f0 # numAbilities = Skillset Display (formationUnitIndex, baseJobID, slot, baseAbilitiesPtr, 1); 80122ca4: afa20010 sw r2,0x0010(r29) 80122ca8: 00408021 addu r16,r2,r0 # numAbilities # do { 80122cac: 34020001 ori r2,r0,0x0001 80122cb0: afa20010 sw r2,0x0010(r29) 80122cb4: 00152403 sra r4,r21,0x10 # formationUnitIndex 80122cb8: 00122c03 sra r5,r18,0x10 # jobID = jobValue >> 16 80122cbc: 02603021 addu r6,r19,r0 # slot 80122cc0: 00103840 sll r7,r16,0x01 80122cc4: 0c048a3c jal 0x801228f0 # loopNumAbilities = Skillset Display (formationUnitIndex, jobID, slot, baseAbilitiesPtr + (numAbilities * 2), 1); 80122cc8: 02873821 addu r7,r20,r7 80122ccc: 02028021 addu r16,r16,r2 # numAbilities = numAbilities + loopNumAbilities 80122cd0: 3c020001 lui r2,0x0001 80122cd4: 02429021 addu r18,r18,r2 # jobValue = jobValue + 0x10000 80122cd8: 26310001 addiu r17,r17,0x0001 # count = count + 1 80122cdc: 2a220013 slti r2,r17,0x0013 80122ce0: 1440fff2 bne r2,r0,0x80122cac # } while (count < 19); 80122ce4: 2606ffff addiu r6,r16,-0x0001 # numAbilitiesLeft = numAbilities - 1 80122ce8: 18c00013 blez r6,0x80122d38 # if (numAbilitiesLeft > 0) { 80122cec: 2408ffff addiu r8,r0,-0x0001 80122cf0: 27a70018 addiu r7,r29,0x0018 # baseAbilitiesPtr # do { 80122cf4: 18c0000d blez r6,0x80122d2c 80122cf8: 00008821 addu r17,r0,r0 # count = 0 # if (numAbilitiesLeft > 0) { 80122cfc: 00e02021 addu r4,r7,r0 # abilityPtr = baseAbilitiesPtr # do { 80122d00: 84820002 lh r2,0x0002(r4) # abilityID2 = *(abilityPtr + 2) 80122d04: 84850000 lh r5,0x0000(r4) # abilityID1 = *(abilityPtr) 80122d08: 00401821 addu r3,r2,r0 # abilityID2 80122d0c: 00a2102a slt r2,r5,r2 80122d10: 14400003 bne r2,r0,0x80122d20 80122d14: 26310001 addiu r17,r17,0x0001 # count = count + 1 # if (abilityID1 >= abilityID2) { 80122d18: a4830000 sh r3,0x0000(r4) # *(abilityPtr) = abilityID2 80122d1c: a4850002 sh r5,0x0002(r4) # *(abilityPtr + 1) = abilityID1 # } 80122d20: 0226102a slt r2,r17,r6 80122d24: 1440fff6 bne r2,r0,0x80122d00 80122d28: 24840002 addiu r4,r4,0x0002 # abilityPtr = abilityPtr + 2 # } while (count < numAbilitiesLeft); # } 80122d2c: 24c6ffff addiu r6,r6,-0x0001 # numAbilitiesLeft = numAbilitiesLeft - 1 80122d30: 1cc0fff0 bgtz r6,0x80122cf4 80122d34: 2408ffff addiu r8,r0,-0x0001 # } while (numAbilitiesLeft > 0); # } 80122d38: 00008021 addu r16,r0,r0 # index = 0 80122d3c: 87a20018 lh r2,0x0018(r29) # *baseAbilitiesPtr 80122d40: 00000000 nop 80122d44: 1048002d beq r2,r8,0x80122dfc 80122d48: 27a40018 addiu r4,r29,0x0018 # baseAbilitiesPtr # if ((*baseAbilitiesPtr) != -1) { # testAbilityID = -1 80122d4c: 00161400 sll r2,r22,0x10 80122d50: 00023c03 sra r7,r2,0x10 # jobID = formationUnit.JobID 80122d54: 00002821 addu r5,r0,r0 # offset = 0 80122d58: 02e04821 addu r9,r23,r0 # RSM_Array_Ptr = &RSM_Array[0] 80122d5c: 00a41021 addu r2,r5,r4 # baseAbilitiesPtr + offset # do { 80122d60: 84460000 lh r6,0x0000(r2) # storeValue = *(baseAbilitiesPtr + offset) 80122d64: 00000000 nop 80122d68: 10c8001d beq r6,r8,0x80122de0 80122d6c: 3402004b ori r2,r0,0x004b # if (storeValue != testAbilityID) { 80122d70: 14e20005 bne r7,r2,0x80122d88 # if ((jobID == 0x4b) // Chemist 80122d74: 3402004e ori r2,r0,0x004e 80122d78: 340201da ori r2,r0,0x01da 80122d7c: 14c20002 bne r6,r2,0x80122d88 # and (storeValue == 0x01da)) // Throw Item 80122d80: 3402004e ori r2,r0,0x004e # { 80122d84: 340641da ori r6,r0,0x41da # storeValue = 0x41da // Throw Item (Disabled) # } 80122d88: 14e20005 bne r7,r2,0x80122da0 80122d8c: 34020054 ori r2,r0,0x0054 # if ((jobID == 0x4e) // Monk 80122d90: 340201d8 ori r2,r0,0x01d8 80122d94: 14c20002 bne r6,r2,0x80122da0 # and (storeValue == 0x01d8)) // Martial Arts 80122d98: 34020054 ori r2,r0,0x0054 # { 80122d9c: 340641d8 ori r6,r0,0x41d8 # storeValue = 0x41d8 // Martial Arts (Disabled) # } 80122da0: 14e20005 bne r7,r2,0x80122db8 # if ((jobID == 0x54) // Mediator 80122da4: 34020059 ori r2,r0,0x0059 80122da8: 340201d9 ori r2,r0,0x01d9 80122dac: 14c20002 bne r6,r2,0x80122db8 # and (storeValue == 0x01d9)) // Monster Talk 80122db0: 34020059 ori r2,r0,0x0059 # { 80122db4: 340641d9 ori r6,r0,0x41d9 # storeValue = 0x41d9 // Monster Talk (Disabled) # } 80122db8: 14e20005 bne r7,r2,0x80122dd0 80122dbc: 26100001 addiu r16,r16,0x0001 # index = index + 1 # if ((jobID == 0x59) // Ninja 80122dc0: 340201dd ori r2,r0,0x01dd 80122dc4: 14c20002 bne r6,r2,0x80122dd0 # and (storeValue == 0x01dd)) // Two Swords 80122dc8: 00000000 nop # { 80122dcc: 340641dd ori r6,r0,0x41dd # storeValue = 0x41dd // Two Swords (Disabled) # } 80122dd0: a5260000 sh r6,0x0000(r9) # *(RSM_Array_Ptr) = storeValue 80122dd4: 25290002 addiu r9,r9,0x0002 # RSM_Array_Ptr = RSM_Array_Ptr + 2 80122dd8: 03a51021 addu r2,r29,r5 80122ddc: 84480018 lh r8,0x0018(r2) # testAbilityID = *(baseAbilitiesPtr + offset) # } 80122de0: 24a50002 addiu r5,r5,0x0002 # offset = offset + 2 80122de4: 27a40018 addiu r4,r29,0x0018 # baseAbilitiesPtr 80122de8: 00a41021 addu r2,r5,r4 # baseAbilitiesPtr + offset 80122dec: 84430000 lh r3,0x0000(r2) # abilityID = *(baseAbilitiesPtr + offset) 80122df0: 2402ffff addiu r2,r0,-0x0001 80122df4: 1462ffda bne r3,r2,0x80122d60 80122df8: 00a41021 addu r2,r5,r4 # baseAbilitiesPtr + offset # } while (abilityID != -1); # } 80122dfc: 00101040 sll r2,r16,0x01 80122e00: 00571021 addu r2,r2,r23 80122e04: 2403ffff addiu r3,r0,-0x0001 80122e08: a4430000 sh r3,0x0000(r2) # *(RSM_Array_Ptr) = -1 80122e0c: 02001021 addu r2,r16,r0 # return index; // Number of RSM abilities 80122e10: 8fbf01d8 lw r31,0x01d8(r29) 80122e14: 8fb701d4 lw r23,0x01d4(r29) 80122e18: 8fb601d0 lw r22,0x01d0(r29) 80122e1c: 8fb501cc lw r21,0x01cc(r29) 80122e20: 8fb401c8 lw r20,0x01c8(r29) 80122e24: 8fb301c4 lw r19,0x01c4(r29) 80122e28: 8fb201c0 lw r18,0x01c0(r29) 80122e2c: 8fb101bc lw r17,0x01bc(r29) 80122e30: 8fb001b8 lw r16,0x01b8(r29) 80122e34: 27bd01e0 addiu r29,r29,0x01e0 80122e38: 03e00008 jr r31 80122e3c: 00000000 nop