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*Jump1* 0019a998: 2a42018f slti r2,r18,0x018f 0019a99c: 1040000f beq r2,r0,0x 0019a9dc Branch if ID >= 0x18f (Vertical Jump2) 0019a9a0: 34020001 ori r2,r0,0x0001 r2 = 1 0019a9a4: 8fa80010 lw r8,0x0010(r29) Load Jump Stored Flag 0019a9a8: 00000000 nop 0019a9ac: 15020005 bne r8,r2,0x 0019a9c4 Branch if Jump isn't stored 0019a9b0: 34080001 ori r8,r0,0x0001 Jump Stored = True 0019a9b4: 2673ffff addiu r19,r19,0xffff Counter -- 0019a9b8: 00131080 sll r2,r19,0x02 Counter * 4 0019a9bc: 00e28821 addu r17,r7,r2 (Stores better jump data) 0019a9c0: a6320000 sh r18,0x0000(r17) Store Ability ID 0019a9c4: afa80010 sw r8,0x0010(r29) Store new Jump Stored Flag 0019a9c8: 26730001 addiu r19,r19,0x0001 Counter ++ 0019a9cc: 96220000 lhu r2,0x0000(r17) Load Ability ID 0019a9d0: 00161a80 sll r3,r22,0x0a Unit ID * 1024 0019a9d4: 00431021 addu r2,r2,r3 Ability ID + Unit ID * 1024 0019a9d8: a6220000 sh r2,0x0000(r17) Store Ability/Unit ID Data 0019a9dc: 26100001 addiu r16,r16,0x0001 Ability Counter ++ 0019a9e0: 2a020010 slti r2,r16,0x0010 0019a9e4: 1440ff9a bne r2,r0,0x 0019a850 Branch if Ability Counter < 16 0019a9e8: 26f70002 addiu r23,r23,0x0002 Pointer += 2 0019a9ec: 34020009 ori r2,r0,0x0009 r2 = 9 0019a9f0: 17c20009 bne r30,r2,0x 0019aa18 Branch if Action Menu isn't Jump 0019a9f4: 00000000 nop