Invert Target Priority (0019630c)
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BATTLE.BIN : - Invert Target Priority (0019630c) Update some data at 0x8019f3c4 + 0x154 0x1c 0x1d and 0x1e (reverted priority) ------------------------------------------------------------------------------------------ Parameter : Nothing Return : Nothing ------------------------------------------------------------------------------------------ 0019630c: 34020064 ori r2,r0,0x0064 | 00196310: 3c03801a lui r3,0x801a | 00196314: 906301f1 lbu r3,0x01f1(r3) |Load AI 0xe2d 8019f3c4 + 0x2ed 00196318: 3c05801a lui r5,0x801a | 0019631c: 24a5f3c4 addiu r5,r5,0xf3c4 |Pointer to 0x8019f3c4 00196320: 3c01801a lui r1,0x801a | 00196324: a020f534 sb r0,-0x0acc(r1) |Clear AI 0x0170 8019f3c4 + 0x154 + 0x1c 00196328: 3c01801a lui r1,0x801a | 0019632c: a022f535 sb r2,-0x0acb(r1) |Save 0x64 to AI 0x171 (accuracy?) 8019f3c4 + 0x154 +0x1d 00196330: 00031880 sll r3,r3,0x02 |Word offset based on 0xe2d 00196334: 24630cc4 addiu r3,r3,0x0cc4 | 00196338: 00651821 addu r3,r3,r5 |Pointer to 0x8019f3c4 + 0xcc4 + Offset based on 0xe2d 0019633c: 90640001 lbu r4,0x0001(r3) |Considered Tile Elevation 00196340: 00000000 nop | 00196344: 000410c0 sll r2,r4,0x03 | 00196348: 00441021 addu r2,r2,r4 | 0019634c: 00021180 sll r2,r2,0x06 |Tile elevation offset (0x240) 00196350: 00451021 addu r2,r2,r5 | 00196354: 244205f4 addiu r2,r2,0x05f4 |Pointer to 0x8019f3c4 + 0x05f4 (Tile's Priority Table) +elevation offset 00196358: 90640002 lbu r4,0x0002(r3) |Considered Tile Y 0019635c: 90630000 lbu r3,0x0000(r3) |Considered Tile X 00196360: 00042140 sll r4,r4,0x05 |Y offset (0x20) 00196364: 00822021 addu r4,r4,r2 |Add to pointer 00196368: 00031840 sll r3,r3,0x01 |X offset (halfword) 0019636c: 00641821 addu r3,r3,r4 |Pointer to This Tile priority score 8019f3c4 + 0x5f4 + Tile offset 00196370: 94620000 lhu r2,0x0000(r3) |Load considered Tile priority 00196374: 00000000 nop | 00196378: 00021023 subu r2,r0,r2 |Revert priority 0019637c: 3c01801a lui r1,0x801a | 00196380: a422f536 sh r2,-0x0aca(r1) |Store inverted priority 8019f3c4 + 0x154 + 0x1e 00196384: 03e00008 jr r31 00196388: 00000000 nop
Return locations
BATTLE.BIN 00196208: Non-Specific AI AutoBattle (Enemies) 0xe2d = 0x00 00198200: Fight_for_Life_-_Auto_Battle_(00197ff4) 0xe2d = 0x02 00198618: Protect_Allies_-_Auto_Battle_(001984ec) 0xe2d = 0x02 00198f0c: AI_Critical_or_Run_Like_Rabbit 0xe2d = 0x01