Jump 2

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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