Load WEP/EFF graphics from WEP1/EFF Sheet

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Load WEP graphic from WEP1 Sheet
Expects r4 = pointer to miscellaneous unit data
Expects r5 = WEP1 or EFF sprite data
Expects r6 to be palette ID
 
0008526c: 27bdff98 addiu r29,r29,0xff98
00085270: afbe0060 sw r30,0x0060(r29)
00085274: 0080f021 addu r30,r4,r0              r30 = Points to misc. unit data data
00085278: afb3004c sw r19,0x004c(r29)
0008527c: 00a09821 addu r19,r5,r0              r19 = WEP sprite data
00085280: afb7005c sw r23,0x005c(r29)
00085284: 00e0b821 addu r23,r7,r0              r23 = value?
00085288: afbf0064 sw r31,0x0064(r29)
0008528c: afb60058 sw r22,0x0058(r29)
00085290: afb50054 sw r21,0x0054(r29)
00085294: afb40050 sw r20,0x0050(r29)
00085298: afb20048 sw r18,0x0048(r29)
0008529c: afb10044 sw r17,0x0044(r29)
000852a0: afb00040 sw r16,0x0040(r29)
000852a4: afa60028 sw r6,0x0028(r29)
000852a8: 93c2013a lbu r2,0x013a(r30)          load used weapon
000852ac: 96760004 lhu r22,0x0004(r19)         load current animation
000852b0: 00021040 sll r2,r2,0x01              r2 = weapon ID * 2
000852b4: 3c018009 lui r1,0x8009
000852b8: 00220821 addu r1,r1,r2               r1 = 0x80090000 + ID * 2
000852bc: 902243e5 lbu r2,0x43e5(r1)           load used weapon graphic ID
000852c0: 96710006 lhu r17,0x0006(r19)         load frame command? Counter
000852c4: 000210c0 sll r2,r2,0x03 
000852c8: a7a20038 sh r2,0x0038(r29)           store used weapon graphic ID*8
000852cc: 8e75001c lw r21,0x001c(r19)          load SHP data
000852d0: 8e740020 lw r20,0x0020(r19)          load SEQ data
000852d4: 16e00002 bne r23,r0,0x000852e0       #branch if value(?) != 0
000852d8: 32d0ffff andi r16,r22,0xffff             |r16 = animation #
000852dc: 2631fffe addiu r17,r17,0xfffe            |counter - 2
000852e0: 2e020101 sltiu r2,r16,0x0101         set if animation < 0x101
000852e4: 14400004 bne r2,r0,0x000852f8        #branch if so
000852e8: 00101080 sll r2,r16,0x02                 |animation*4
000852ec: 0c011282 jal 0x00044a08                  |--> 00044a08 - 00044a30 Also clears something. I dunno what it is though.
000852f0: 34040009 ori r4,r0,0x0009                |clears r4 and moves 0x09 to r5. for some reason.
000852f4: 00101080 sll r2,r16,0x02                 |r2 = weapon anim*4
000852f8: 00541021 addu r2,r2,r20              r2 = WP anim*4 + SEQ data location
000852fc: 8c430000 lw r3,0x0000(r2)            load frame commands? Pointer from SEQ table (Make a new page for SEQ and SHP?)
00085300: 2402ffff addiu r2,r0,0xffff          this seems to be a rather redundant check for garbage data.
00085304: 14620005 bne r3,r2,0x0008531c        #branch if Frame command pointer is not 0xffff
00085308: 00161880 sll r3,r22,0x02                 |r3 = weapon anim*4
0008530c: 34040009 ori r4,r0,0x0009                |r4 = 0x9
00085310: 0c011282 jal 0x00044a08                  |--> 00044a08 - 00044a30 clears r4 and moves to r5
00085314: 00000000 nop                             |
00085318: 00161880 sll r3,r22,0x02                 |r3 = weapon anim*4
0008531c: 00741821 addu r3,r3,r20              animation*4 + SEQ data
00085320: 00111400 sll r2,r17,0x10             r2 = r17 * 2^16
00085324: 8c650000 lw r5,0x0000(r3)            Load Frame commands? pointer from SEQ table AGAIN
00085328: 00021403 sra r2,r2,0x10              r2 = first halfword of r17 (even though it was already a halfword and unsigned)
0008532c: 00a21021 addu r2,r5,r2               r2 = frame command counter + frame command location
00085330: 90430000 lbu r3,0x0000(r2)           load Frame command
00085334: 340200ff ori r2,r0,0x00ff
00085338: 146200f5 bne r3,r2,0x00085710        #branch if frame command is not ff
0008533c: 00111c00 sll r3,r17,0x10                 |r3 = r17 * 2^16 (Moves halfword to upper half)
00085340: 26230001 addiu r3,r17,0x0001             |r3 = r17 + 1
00085344: 00031400 sll r2,r3,0x10                  |in the event that the first frame command? = ff, another 1 is added to r2, and increment is increased by an additional 1, also.
00085348: 00021403 sra r2,r2,0x10                  |move r17 to r2
0008534c: 00a21021 addu r2,r5,r2                   |r2 = r2 + r5
00085350: 90420000 lbu r2,0x0000(r2)               |Load frame command?
00085354: 24710001 addiu r17,r3,0x0001             |r17 = r3 + 1
00085358: 2443ff2d addiu r3,r2,0xff2d              |r3 = frame command? - 0xd3
0008535c: 2c62002d sltiu r2,r3,0x002d              |set r2 = true if r3 < 0x00d2 (if frame command > 0xd3)
00085360: 104000e9 beq r2,r0,0x00085708            #branch if not true (continues beyond table)
00085364: 00031080 sll r2,r3,0x02                  |r2 = r3 * 4 (location pointer)
00085368: 3c018007 lui r1,0x8007                   |
0008536c: 00220821 addu r1,r1,r2                   |r1 = 0x80070000 + r2
00085370: 8c228028 lw r2,-0x7fd8(r1)               |loads a word from the table at this location, based on weapon and angle (Link a new page with the table here?)
                            Frame Command = 
                                0xd3: 0x800856b8 (skipped by above conditional)
                                0xd4: 0x80085708
                                0xd5: 0x800853b4
                                0xd6: 0x80085420
                                0xd7: 0x80085700
                                0xd8: 0x800854a4
                                0xd9: 0x800853d4
                                0xda: 0x80085708
                                0xdb: 0x80085470
                                0xdc: 0x800853e4
                                0xdd: 0x800854d8
                                0xde: 0x80085318 (jumps further back in routine)
                                0xdf: 0x800853c8
                          0xe0, 0xe1: 0x80085318 (^)
                                0xe2: 0x800853f4
                          0xe3, 0xe4: 0x80085700
                                0xe5: 0x80085668
                    0xe6, 0xe7, 0xe8: 0x800853dc
                                0xe9: 0x80085700
                                0xea: 0x800853dc
                                0xeb: 0x80085394
                                0xec: 0x80085380
        0xed, 0xee, 0xef, 0xf0, 0xf1: 0x80085700
                                0xf2: 0x800855ec
                    0xf3, 0xf4, 0xf5: 0x80085700
                                0xf6: 0x8008543c
                                0xf7: 0x800856b0
                                0xf8: 0x800853dc
                                0xf9: 0x8008550c
                                0xfa: 0x800856b0
                                0xfb: 0x800853dc
                                0xfc: 0x80085570
                                0xfd: 0x800856cc
                                0xfe: 0x800853a8
                                0xff: 0x800853ac
00085374: 00000000 nop
00085378: 00400008 jr r2                       jumps to address
0008537c: 00000000 nop
00085380: 96620018 lhu r2,0x0018(r19)          Load rotation flags
00085384: 00000000 nop
00085388: 38420002 xori r2,r2,0x0002           flips horizontal bitflag
0008538c: 080214c6 j 0x00085318                Engage next frame command
00085390: a6620018 sh r2,0x0018(r19)           Save new rotation flag
00085394: 96620018 lhu r2,0x0018(r19)          load rotation flags
00085398: 00000000 nop
0008539c: 38420004 xori r2,r2,0x0004           flips vertical bitflag
000853a0: 080214c6 j 0x00085318                Engage next frame command
000853a4: a6620018 sh r2,0x0018(r19)           save new rotation flag
000853a8: a6600000 sh r0,0x0000(r19)           clears graphic trigger
000853ac: 08021679 j 0x000859e4                finish routine
000853b0: a660000a sh r0,0x000a(r19)           clear frame + frame delay + frame command
000853b4: 9662000c lhu r2,0x000c(r19)          Loads loop count
000853b8: 00008821 addu r17,r0,r0              clear frame command byte indicator
000853bc: 24420001 addiu r2,r2,0x0001          increment loop count
000853c0: 080214c6 j 0x00085318                Engage next frame command
000853c4: a662000c sh r2,0x000c(r19)           saves new loop count
000853c8: 8e620024 lw r2,0x0024(r19)           Load ? display data pointer
000853cc: 080214c6 j 0x00085318                engage next frame command 
000853d0: a440000c sh r0,0x000c(r2)            clear spin on Y axis
000853d4: 0c01a269 jal 0x000689a4              Set evade type data, item and throw stone hardcoding
000853d8: 03c02021 addu r4,r30,r0              moves misc unit data into r4
000853dc: 080214c6 j 0x00085318                queue next frame command
000853e0: 26310002 addiu r17,r17,0x0002        increment frame command byte indicator by 2
000853e4: 96710010 lhu r17,0x0010(r19)         ?
000853e8: 9676000e lhu r22,0x000e(r19)         Load Weapon animation from WEP1 data
000853ec: 080214c7 j 0x0008531c                engage next frame command
000853f0: 00161880 sll r3,r22,0x02             r3 = Weapon anim*4 (in case of error?)
000853f4: 00161880 sll r3,r22,0x02             move weapon anim * 4 to r3
000853f8: 00741821 addu r3,r3,r20              weapon animation's SEQ data
000853fc: 02201021 addu r2,r17,r0              r2 = frame command byte indicator
00085400: 00021400 sll r2,r2,0x10              compiler math
00085404: 8c630000 lw r3,0x0000(r3)            load spritesheet data
00085408: 00021403 sra r2,r2,0x10              compiler math
0008540c: 00621821 addu r3,r3,r2               r3 = r3 + r2
00085410: 90620000 lbu r2,0x0000(r3)           load Frame delay
00085414: 26310001 addiu r17,r17,0x0001        increment frame counter
00085418: 080214c6 j 0x00085318                queue next frame command
0008541c: a7c20014 sh r2,0x0014(r30)           save Frame delay to unit Misc data
00085420: 3c028009 lui r2,0x8009
00085424: 8c42612c lw r2,0x612c(r2)            load weapon sheathe check
00085428: 00000000 nop
0008542c: 144000a8 bne r2,r0,0x000856d0        #branch if not yet sheathing
00085430: 00161080 sll r2,r22,0x02             |r2 = weapon anim*4
00085434: 080214c6 j 0x00085318                    |engage next command
00085438: 26310001 addiu r17,r17,0x0001            |increment frame command pointer by 1 (branch continues beyond here)
0008543c: 02201021 addu r2,r17,r0              move frame command byte counter to r2
00085440: 26310001 addiu r17,r17,0x0001        increment counter
00085444: 00161880 sll r3,r22,0x02             weapon anim * 4
00085448: 00741821 addu r3,r3,r20              Weapon anim's SEQ data
0008544c: 00021400 sll r2,r2,0x10              compiler math
00085450: 8c630000 lw r3,0x0000(r3)            Load frame command pointer
00085454: 00021403 sra r2,r2,0x10              compiler math
00085458: 00621821 addu r3,r3,r2               r3 = location of frame command
0008545c: 90650000 lbu r5,0x0000(r3)           Load frame command byte
00085460: 0c01ae58 jal 0x0006b960              0006b960 - 0006b990 seems to be an input-y thing
00085464: 03c02021 addu r4,r30,r0              r4 = Unit misc data
00085468: 080214c7 j 0x0008531c                queue next frame command
0008546c: 00161880 sll r3,r22,0x02             r3 = weapon anim * 4
00085470: 00161880 sll r3,r22,0x02             r3 = weapon anim * 4
00085474: 00741821 addu r3,r3,r20              Weapon anim's SEQ Data
00085478: 02201021 addu r2,r17,r0              r2 = frame command byte counter
0008547c: 00021400 sll r2,r2,0x10              compiler math
00085480: 8c630000 lw r3,0x0000(r3)            Load spritesheet data
00085484: 00021403 sra r2,r2,0x10              compiler math
00085488: 00621821 addu r3,r3,r2               Weapon anim's spritesheet data
0008548c: 90620000 lbu r2,0x0000(r3)           Load Frame delay
00085490: 26310001 addiu r17,r17,0x0001        increment counter
00085494: 00021600 sll r2,r2,0x18            
00085498: 00021603 sra r2,r2,0x18
0008549c: 080214c6 j 0x00085318                Next command, with new frame delay :D
000854a0: a6620012 sh r2,0x0012(r19)           Save frame delay
000854a4: 00161880 sll r3,r22,0x02             Weapon anim * 4
000854a8: 00741821 addu r3,r3,r20              spritesheet data + weapon anim * 4
000854ac: 02201021 addu r2,r17,r0              Move counter to r2
000854b0: 00021400 sll r2,r2,0x10              compiler math
000854b4: 8c630000 lw r3,0x0000(r3)            frame command pointer
000854b8: 00021403 sra r2,r2,0x10              compiler math
000854bc: 00621821 addu r3,r3,r2               frame command pointer + counter
000854c0: 90620000 lbu r2,0x0000(r3)           Load byte at this location
000854c4: 26310001 addiu r17,r17,0x0001        increment counter
000854c8: 00021600 sll r2,r2,0x18
000854cc: 00021603 sra r2,r2,0x18
000854d0: 080214c6 j 0x00085318                next command
000854d4: a6620014 sh r2,0x0014(r19)           Save frame command byte to weapon rotation
000854d8: 00161080 sll r2,r22,0x02             Weapon anim * 4
000854dc: 00541021 addu r2,r2,r20              Weapon anim's SEQ data
000854e0: 02201821 addu r3,r17,r0              r3 = frame command byte counter
000854e4: 00031c00 sll r3,r3,0x10              compiler math
000854e8: a676000e sh r22,0x000e(r19)          save weapon animation to WEP1 data
000854ec: 8c420000 lw r2,0x0000(r2)            load command pointer
000854f0: 00031c03 sra r3,r3,0x10              compiler math
000854f4: 00431021 addu r2,r2,r3               Load location of byte of current frame command
000854f8: 90560000 lbu r22,0x0000(r2)          load byte to weapon anim (override? :O)
000854fc: 26310001 addiu r17,r17,0x0001        increment counter + 1
00085500: a6710010 sh r17,0x0010(r19)          save counter to WEP1 data
00085504: 080214c6 j 0x00085318                queue next command
00085508: 00008821 addu r17,r0,r0              clear counter
0008550c: 00162080 sll r4,r22,0x02             r4 = weapon anim * 4
00085510: 00942021 addu r4,r4,r20              Weapon anim's SEQ data
00085514: 00111400 sll r2,r17,0x10             moves counter to r2
00085518: 00021403 sra r2,r2,0x10
0008551c: 26250001 addiu r5,r17,0x0001         increment counter into r5
00085520: 8c830000 lw r3,0x0000(r4)            Load spritesheet data
00085524: 24b10001 addiu r17,r5,0x0001         r17 = counter + 2
00085528: 00621821 addu r3,r3,r2            
0008552c: 90620000 lbu r2,0x0000(r3)           loads ?
00085530: 97c30058 lhu r3,0x0058(r30)          loads some vector value?
00085534: 00021600 sll r2,r2,0x18              compiler math
00085538: 00021603 sra r2,r2,0x18              compiler math
0008553c: 00431021 addu r2,r2,r3               r2 = r2 + r3
00085540: a7c20058 sh r2,0x0058(r30)           save new value
00085544: 00051400 sll r2,r5,0x10              compiler math
00085548: 8c830000 lw r3,0x0000(r4)            load command pointer
0008554c: 00021403 sra r2,r2,0x10              compiler math
00085550: 00621821 addu r3,r3,r2               add ? and command pointer
00085554: 90620000 lbu r2,0x0000(r3)           load the command byte here
00085558: 97c3005a lhu r3,0x005a(r30)          Load another vector value? 
0008555c: 00021600 sll r2,r2,0x18
00085560: 00021603 sra r2,r2,0x18
00085564: 00431021 addu r2,r2,r3               Add the vector value to the command byte (not even related to the command? I don't think?)
00085568: 080214c6 j 0x00085318
0008556c: a7c2005a sh r2,0x005a(r30)           Save new value
00085570: 26260001 addiu r6,r17,0x0001         r6 = counter + 1
00085574: 00112400 sll r4,r17,0x10             r4 = counter
00085578: 24d10001 addiu r17,r6,0x0001         r17 = counter + 2
0008557c: 00161080 sll r2,r22,0x02             r2 = weapon anim * 4
00085580: 00541021 addu r2,r2,r20              load weapon anim's SEQ data
00085584: 00042403 sra r4,r4,0x10
00085588: 8c430000 lw r3,0x0000(r2)            Load command pointer
0008558c: 00061400 sll r2,r6,0x10              compiler math
00085590: 00021403 sra r2,r2,0x10              compiler math
00085594: 00642021 addu r4,r3,r4               r4 = command pointer + counter
00085598: 00621821 addu r3,r3,r2               r3 = command pointer + counter + 1
0008559c: 90820000 lbu r2,0x0000(r4)           load third command byte
000855a0: 90640000 lbu r4,0x0000(r3)           load fourth command byte
000855a4: 96630016 lhu r3,0x0016(r19)          ?
000855a8: 00021600 sll r2,r2,0x18
000855ac: 1060000b beq r3,r0,0x000855dc        branch if ? = 0
000855b0: 00022e03 sra r5,r2,0x18              |r5 = 3rd byte
000855b4: 96620016 lhu r2,0x0016(r19)              |load ? again
000855b8: 00000000 nop                             |
000855bc: 2442ffff addiu r2,r2,0xffff              |? - 1
000855c0: a6620016 sh r2,0x0016(r19)               |Save ? - 1
000855c4: 3042ffff andi r2,r2,0xffff               |does nothing
000855c8: 1040ff54 beq r2,r0,0x0008531c            #Branch back to start of routine if ? - 1 = 0
000855cc: 00161880 sll r3,r22,0x02                 |r3 = weapon anim * 4
000855d0: 24c2fffd addiu r2,r6,0xfffd                  |r2 = counter - 2
000855d4: 080214c7 j 0x0008531c                        |load next command
000855d8: 00a28821 addu r17,r5,r2                      |r17 = 3rd byte + counter - 2
000855dc: 24c2fffd addiu r2,r6,0xfffd          r2 = counter - 2
000855e0: 00a28821 addu r17,r5,r2              r17 = 3rd byte + counter - 2
000855e4: 080214c6 j 0x00085318                load next command
000855e8: a6640016 sh r4,0x0016(r19)           save fourth command byte as ?
000855ec: 26230001 addiu r3,r17,0x0001         Increment counter
000855f0: 00112400 sll r4,r17,0x10             compiler math
000855f4: 24710001 addiu r17,r3,0x0001         increment counter by 2
000855f8: 00161080 sll r2,r22,0x02             r2 = weapon anim*4
000855fc: 00541021 addu r2,r2,r20              weapon anim*4 + SEQ data pointer
00085600: 00042403 sra r4,r4,0x10              compiler math
00085604: 00031c00 sll r3,r3,0x10              compiler math
00085608: 8c420000 lw r2,0x0000(r2)            Load frame command locations?
0008560c: 00031c03 sra r3,r3,0x10              compiler math
00085610: 00442021 addu r4,r2,r4               get location of first frame command? (???)
00085614: 00431021 addu r2,r2,r3               get location of second frame command? (???)
00085618: 90900000 lbu r16,0x0000(r4)          Load first frame command?
0008561c: 90520000 lbu r18,0x0000(r2)          Load second frame command?
00085620: 16000004 bne r16,r0,0x00085634       #Branch if first frame command? is 0
00085624: 00101040 sll r2,r16,0x01             |r2 = Frame command? * 2
00085628: 0c011282 jal 0x00044a08                  00044a08 - 00044a30 
0008562c: 3404000d ori r4,r0,0x000d                |Move 0x0d into r5, then clear r4.
00085630: 00101040 sll r2,r16,0x01                 |r2 = Frame command? * 2
00085634: 00501021 addu r2,r2,r16              #r2 = Frame command? * 3
00085638: 00021100 sll r2,r2,0x04              r2 = Frame command? * 30
0008563c: 244201d8 addiu r2,r2,0x01d8          r2 = Frame command? * 30 + 0x1d8
00085640: 03c21021 addu r2,r30,r2              r2 = Misc Unit data + Frame command * 30 + 0x1d8
00085644: 34030001 ori r3,r0,0x0001            r3 = 0x1
00085648: a4520004 sh r18,0x0004(r2)           Save second frame command?
0008564c: a4400006 sh r0,0x0006(r2)            clears frame command counter
00085650: a443000a sh r3,0x000a(r2)            saves 0x1 to Frame delay ++
00085654: a4400012 sh r0,0x0012(r2)            clears frame delay
00085658: a4400014 sh r0,0x0014(r2)            clears graphic rotation
0008565c: a4400016 sh r0,0x0016(r2)            clears ??
00085660: 080214c6 j 0x00085318                queue next command
00085664: a4430000 sh r3,0x0000(r2)            saves 0x1 to graphic trigger
00085668: 26230001 addiu r3,r17,0x0001         r3 = counter + 1
0008566c: 00112400 sll r4,r17,0x10             r4 = counter
00085670: 24710001 addiu r17,r3,0x0001         r17 = counter + 2
00085674: 00161080 sll r2,r22,0x02             r2 = weapon anim * 4
00085678: 00541021 addu r2,r2,r20              weapon anim's SEQ data
0008567c: 00042403 sra r4,r4,0x10
00085680: 00031c00 sll r3,r3,0x10              compiler math
00085684: 8c420000 lw r2,0x0000(r2)            load command pointer for anim
00085688: 00031c03 sra r3,r3,0x10              compiler math
0008568c: 00442021 addu r4,r2,r4               r4 = location of 3rd byte
00085690: 00431021 addu r2,r2,r3               r2 = location of 4th byte
00085694: 90420000 lbu r2,0x0000(r2)           load 4th byte
00085698: 90840000 lbu r4,0x0000(r4)           load 3rd byte
0008569c: 8e630024 lw r3,0x0024(r19)           load ? display data
000856a0: 00021200 sll r2,r2,0x08              move command to upper byte
000856a4: 00822025 or r4,r4,r2                 combine the two bytes together
000856a8: 080214c6 j 0x00085318
000856ac: a464000c sh r4,0x000c(r3)            Save byte combo to spin on Y axis
000856b0: 080214c6 j 0x00085318
000856b4: 26310003 addiu r17,r17,0x0003        r17 = r17 + 5
000856b8: 3c038009 lui r3,0x8009
000856bc: 8c63612c lw r3,0x612c(r3)            Weapon sheath check
000856c0: 34020001 ori r2,r0,0x0001
000856c4: 1462000e bne r3,r2,0x00085700        branch if weapon sheath check is not 1
000856c8: 00000000 nop
000856cc: 00161080 sll r2,r22,0x02                 r2 = weapon anim * 4
000856d0: 00541021 addu r2,r2,r20                  r2 = location of frame command? Pointer
000856d4: 00111c00 sll r3,r17,0x10                 compiler math
000856d8: 8c420000 lw r2,0x0000(r2)                Load frame command? pointer
000856dc: 00031c03 sra r3,r3,0x10                  compiler math
000856e0: 00431021 addu r2,r2,r3                   frame command location
000856e4: 90420000 lbu r2,0x0000(r2)               Load frame command?
000856e8: 00000000 nop                 
000856ec: 00021600 sll r2,r2,0x18                  Frame command? * 2^18
000856f0: 00022e03 sra r5,r2,0x18                  Frame command? * 2^18 / 2^18 (this makes the number the conjugate negative number of itself (if the command was > 0x80) (0xf2 becomes -0xd))
000856f4: 2622fffe addiu r2,r17,0xfffe             r2 = frame command counter - 2
000856f8: 080214c6 j 0x00085318                    jumps back to earlier in routine
000856fc: 00a28821 addu r17,r5,r2                  frame command counter = frame command counter - 2 - Frame command conjugate (wrap your head around that one)
00085700: 080214c6 j 0x00085318
00085704: 26310001 addiu r17,r17,0x0001
00085708: 080214c4 j 0x00085310
0008570c: 3404000d ori r4,r0,0x000d
00085710: 00031c03 sra r3,r3,0x10              move frame counter to r3
00085714: 00a31821 addu r3,r5,r3               r3 = frame command location + frame counter
00085718: 93c2013b lbu r2,0x013b(r30)          load used weapon type
0008571c: 90630000 lbu r3,0x0000(r3)           load 1st command byte
00085720: 00021040 sll r2,r2,0x01              mod*2
00085724: 00551021 addu r2,r2,r21              mod*2 + SHP data
00085728: 94420000 lhu r2,0x0000(r2)           load first frame of weapon animation
0008572c: 96640014 lhu r4,0x0014(r19)          load frame offset
00085730: 00621821 addu r3,r3,r2               frame + 0 frame
00085734: 00832021 addu r4,r4,r3               r4 = frame + offset + 0 frame
00085738: a7a40030 sh r4,0x0030(r29)           store frame + offset + 0 frame
0008573c: 12e0000a beq r23,r0,0x00085768       #branch if wait = 0
00085740: 26240001 addiu r4,r17,0x0001         |increment Frame command counter?
00085744: 00041400 sll r2,r4,0x10                  |compiler math
00085748: 00021403 sra r2,r2,0x10                  |compiler math
0008574c: 00a21021 addu r2,r5,r2                   |SHP data location + increment?
00085750: 90420000 lbu r2,0x0000(r2)               |load delay
00085754: 96630012 lhu r3,0x0012(r19)              |load current wait
00085758: 24910001 addiu r17,r4,0x0001             |increment frame command counter again?
0008575c: 00431021 addu r2,r2,r3                   |r2 = delay + wait
00085760: 080215db j 0x0008576c                    |jump ahead
00085764: a662000a sh r2,0x000a(r19)               |store
00085768: 24910001 addiu r17,r4,0x0001         increments r17 if building next frame
0008576c: 97a30030 lhu r3,0x0030(r29)          Load frame + weapon rotation + 1st byte
00085770: 00000000 nop
00085774: 00031080 sll r2,r3,0x02              r2 = r3*4
00085778: 00551021 addu r2,r2,r21              WEP SHP Data
0008577c: 2c630201 sltiu r3,r3,0x0201          Set r3 = true if r3 is less than 0x201
00085780: 8c550040 lw r21,0x0040(r2)           Loads a spritesheet pointer?
00085784: 14600004 bne r3,r0,0x00085798        #branch if r3 is less than 0x201
00085788: 2402ffff addiu r2,r0,0xffff          |r2 = 0xffffffff
0008578c: 0c011282 jal 0x00044a08                  |--> 00044a08 - 00044a30 moves r4 to r5 and clears r4
00085790: 34040008 ori r4,r0,0x0008                |defunct error routine
00085794: 2402ffff addiu r2,r0,0xffff              |r2 = 0xffffffff
00085798: 16a20003 bne r21,r2,0x000857a8       #Branch if r21 pointer is not invalid. fairly easy to manage in all honesty
0008579c: 00000000 nop                         |
000857a0: 0c011282 jal 0x00044a08                  |--> 00044a08 - 00044a30 moves r4 to r5 and clears r4
000857a4: 34040008 ori r4,r0,0x0008                |r4 = 0x08

000857a8: 92a20000 lbu r2,0x0000(r21)          Load WEP//EFF spritesheet data
000857ac: 8e720024 lw r18,0x0024(r19)          load Display data (either for WEP or EFF)
000857b0: 30420007 andi r2,r2,0x0007           No. graphics to load
000857b4: 24420001 addiu r2,r2,0x0001          r2 = r2 + 1
000857b8: a2420003 sb r2,0x0003(r18)           saves number of attacking sprites to display
000857bc: 92a30000 lbu r3,0x0000(r21)          load WEP//EFF spritesheet data
000857c0: 00000000 nop
000857c4: 000318c2 srl r3,r3,0x03              r3 = r3/8
000857c8: 00031840 sll r3,r3,0x01              r3 = r3*2 (filters out rotation pointer, then makes it a pointer)
000857cc: 3c018009 lui r1,0x8009
000857d0: 00230821 addu r1,r1,r3
000857d4: 94244508 lhu r4,0x4508(r1)           load spin on Y axis?
000857d8: 00000000 nop
000857dc: a644000c sh r4,0x000c(r18)           store spin on Y axis?
000857e0: 97c30012 lhu r3,0x0012(r30)          load action halfword? (transparent checks, and moving/acting?)
000857e4: 00000000 nop
000857e8: 30630002 andi r3,r3,0x0002           checks for moving/acting? (if the weapon is animated)
000857ec: 10600003 beq r3,r0,0x000857fc        branch if not animated? acting? (branch if weapon is not animated for this frame (moving from its current position)
000857f0: 305400ff andi r20,r2,0x00ff          move r2 to r20
000857f4: 00041023 subu r2,r0,r4                   r2 = - Y axis spin
000857f8: a642000c sh r2,0x000c(r18)               store - Y axis spin?
000857fc: 2e820004 sltiu r2,r20,0x0004         set r2 = true if r20 < 0x4
00085800: 14400002 bne r2,r0,0x0008580c        branch if so
00085804: 34020001 ori r2,r0,0x0001            r2 = 1
00085808: 34140003 ori r20,r0,0x0003               r20 = 3
0008580c: 96630002 lhu r3,0x0002(r19)          load graphic type (1 is weapon, 2 is Effect)
00085810: 92b70001 lbu r23,0x0001(r21)         load Weapon's EFF graphic bitflags from WEP1 SHP data
00085814: 10620005 beq r3,r2,0x0008582c        Branch if graphic type = Weapon
00085818: 34020002 ori r2,r0,0x0002            r2 = 2
0008581c: 1062003a beq r3,r2,0x00085908            Branch if graphic type = Effect
00085820: 32e20060 andi r2,r23,0x0060              moves 0x40, 0x20 bit flags to r2
00085824: 08021675 j 0x000859d4
00085828: a6710006 sh r17,0x0006(r19)                  Saves byte command counter to WEP Data
WEP
0008582c: 32e20060 andi r2,r23,0x0060          moves 0x40 and 0x20 bit flags into r2?
00085830: 34420009 ori r2,r2,0x0009            r2 = all previous flags + 0x8, 0x1 (? and transparent)
00085834: 00008021 addu r16,r0,r0              clears r16
00085838: a6420004 sh r2,0x0004(r18)           store Effect Graphic Bitflags
0008583c: 8fac0028 lw r12,0x0028(r29)          load Graphic palette? (r6 from start of routine)
00085840: 97c20010 lhu r2,0x0010(r30)          load VRAM Palette ID
00085844: 000c1980 sll r3,r12,0x06             r3 = r12 * 64
00085848: 00431021 addu r2,r2,r3               r2 = VRAM Palette + r3
0008584c: 24420080 addiu r2,r2,0x0080          r2 + 0x80
00085850: 1280005f beq r20,r0,0x000859d0       branch if r20 = 0
00085854: a6420006 sh r2,0x0006(r18)           store VRAM palette ID + other nonsense
00085858: 3205ffff andi r5,r16,0xffff              r5 = r16 (number of sprites already loaded from WEP1 spritesheet)
0008585c: 00051080 sll r2,r5,0x02                  r2 = r5 * 4 
00085860: 24420002 addiu r2,r2,0x0002              r2 = r2 + 2
00085864: 02a21021 addu r2,r21,r2                  WEP1 SHP + Graphic location
00085868: 02402021 addu r4,r18,r0                  r4 = graphic Display data
0008586c: 26100001 addiu r16,r16,0x0001            count number of WEP sprites loaded this frame
00085870: 944b0002 lhu r11,0x0002(r2)              load Graphic size?? (and tile offset??)
00085874: 80460000 lb r6,0x0000(r2)                load X Shift
00085878: 80470001 lb r7,0x0001(r2)                load Y Shift
0008587c: 97ac0038 lhu r12,0x0038(r29)             load weapon graphic ID*8 (in battle sprite from WEP1)
00085880: 31633c00 andi r3,r11,0x3c00              r3 = size reference?
00085884: 000319c2 srl r3,r3,0x07                  r3 = size (?) / 128
00085888: 316203ff andi r2,r11,0x03ff              r2 = Y Tile offset (total tile offset?)
0008588c: 3048001f andi r8,r2,0x001f               r8 = X tile offset
00085890: 000840c0 sll r8,r8,0x03                  X offset*8
00085894: 00021142 srl r2,r2,0x05                  offset/32
00085898: 000210c0 sll r2,r2,0x03                  offset/32 * 8 (gets rid of X offset?)
0008589c: 01821021 addu r2,r12,r2                  weapon graphic ID*8 + offset/32 * 8
000858a0: 3c018009 lui r1,0x8009   
000858a4: 00230821 addu r1,r1,r3                   r1 = 0x80090000 + r3 (size?)
000858a8: 8c2946c8 lw r9,0x46c8(r1)                r9 = raw image width (word?)
000858ac: 3c018009 lui r1,0x8009   
000858b0: 00230821 addu r1,r1,r3   
000858b4: 8c2a46cc lw r10,0x46cc(r1)               r10 = raw image height
000858b8: 32e30061 andi r3,r23,0x0061              r3 = 0x40, 0x20, 0x1 bit flags
000858bc: afa20014 sw r2,0x0014(r29)               store Y offset on WEP sheet to load from
000858c0: 3162c000 andi r2,r11,0xc000              r2 = X/Y reverse (? bitflags?)
000858c4: 00021342 srl r2,r2,0x0d                  
000858c8: 00621825 or r3,r3,r2                     stores bitflag on top of r3?
000858cc: afa80010 sw r8,0x0010(r29)               store X tile (pixel?) offset
000858d0: afa30020 sw r3,0x0020(r29)               store reversal bytes (bit flags)
000858d4: 00094cc0 sll r9,r9,0x13                  r9 = raw image width * 8192
000858d8: 00094c03 sra r9,r9,0x10                  r9 = raw image width * 8192 / 1024 (total r9 * 8)
000858dc: 000a54c0 sll r10,r10,0x13    
000858e0: 000a5403 sra r10,r10,0x10                same deal but with r10
000858e4: afa90018 sw r9,0x0018(r29)               save image width to stack
000858e8: 0c01ed3b jal 0x0007b4ec                  Store Sprite Display Data
000858ec: afaa001c sw r10,0x001c(r29)              save image height to stack
   
000858f0: 3202ffff andi r2,r16,0xffff              r2 = r16
000858f4: 0054102b sltu r2,r2,r20                  set r2 = true if section counter (?) < r20
000858f8: 1440ffd8 bne r2,r0,0x0008585c            branch if so
000858fc: 3205ffff andi r5,r16,0xffff              r5 = r16
00085900: 08021675 j 0x000859d4                        jump ahead
00085904: a6710006 sh r17,0x0006(r19)                  save increment (?)
   
00085908: 34420008 ori r2,r2,0x0008                add 0x8 bit flag
0008590c: 00008021 addu r16,r0,r0                  clears r16
00085910: a6420004 sh r2,0x0004(r18)               save new VRAM spritesheet ID?
00085914: 8fac0028 lw r12,0x0028(r29)              Load Sprite palette ID (R6 at start of routine)
00085918: 97c20010 lhu r2,0x0010(r30)              Load VRAM palette ID
0008591c: 000c1980 sll r3,r12,0x06                 r3 = Sprite Palette ID * 64
00085920: 00431021 addu r2,r2,r3                   r2 = VRAM Palette ID + Sprite Palette ID * 64
00085924: 24420080 addiu r2,r2,0x0080              r2 = r2 + 0x80
00085928: 12800029 beq r20,r0,0x000859d0           branch if r20 = 0
0008592c: a6420006 sh r2,0x0006(r18)               Save new VRAM Palette ID
00085930: 3205ffff andi r5,r16,0xffff                  r5 = r16 (section counter?)
                                                       #Loop start
00085934: 00051080 sll r2,r5,0x02                          r2 = r5 * 4
00085938: 24420002 addiu r2,r2,0x0002                      r2 = r2 + 2
0008593c: 02a21021 addu r2,r21,r2                          r2 = SHP Data pointer + r2
00085940: 02402021 addu r4,r18,r0                          r4 = ? Display pointer
00085944: 26100001 addiu r16,r16,0x0001                    increment section counter?
00085948: 944b0002 lhu r11,0x0002(r2)                      Load graphic size?? (And pixel offset?)
0008594c: 80460000 lb r6,0x0000(r2)                        Load X shift
00085950: 80470001 lb r7,0x0001(r2)                        Load Y shift
00085954: 31633c00 andi r3,r11,0x3c00                      Size reference?
00085958: 000319c2 srl r3,r3,0x07                          Size reference? / 128
0008595c: 316203ff andi r2,r11,0x03ff                      r2 = Pixel displacement? (Total?)
00085960: 3048001f andi r8,r2,0x001f                       r8 = Raw X Pixel displacement
00085964: 000840c0 sll r8,r8,0x03                          r8 * 8
00085968: 00021142 srl r2,r2,0x05  
0008596c: 000210c0 sll r2,r2,0x03                          r2 = Y Pixel displacement
00085970: 3c018009 lui r1,0x8009   
00085974: 00230821 addu r1,r1,r3   
00085978: 8c2946c8 lw r9,0x46c8(r1)                        r9 = Raw image Width
0008597c: 3c018009 lui r1,0x8009   
00085980: 00230821 addu r1,r1,r3   
00085984: 8c2a46cc lw r10,0x46cc(r1)                       r10 = Raw image height
00085988: 32e30061 andi r3,r23,0x0061                      r3 = 0x40, 0x20, 0x01 bitflags
0008598c: afa20014 sw r2,0x0014(r29)                       Save Y pixel displacement
00085990: 3162c000 andi r2,r11,0xc000                      r2 = reverse bitflags
00085994: 00021342 srl r2,r2,0x0d              
00085998: 00621825 or r3,r3,r2                             combine ?? bitflags and reverse bitflags
0008599c: afa80010 sw r8,0x0010(r29)                       save X Pixel displacement
000859a0: afa30020 sw r3,0x0020(r29)                       save reverse bitflags?
000859a4: 00094cc0 sll r9,r9,0x13  
000859a8: 00094c03 sra r9,r9,0x10                          r9 = actual image width
000859ac: 000a54c0 sll r10,r10,0x13    
000859b0: 000a5403 sra r10,r10,0x10                        r10 = actual image height
000859b4: afa90018 sw r9,0x0018(r29)                       Save image width
000859b8: 0c01ed3b jal 0x0007b4ec                          Store Sprite Display Data
000859bc: afaa001c sw r10,0x001c(r29)                      Save image height
000859c0: 3202ffff andi r2,r16,0xffff                      r2 =  r16
000859c4: 0054102b sltu r2,r2,r20                          set r2 = 1 if r16 < r20
000859c8: 1440ffda bne r2,r0,0x00085934                    loop
000859cc: 3205ffff andi r5,r16,0xffff                      r5 = r16
000859d0: a6710006 sh r17,0x0006(r19)              Save Frame Command? Counter
000859d4: 97ac0030 lhu r12,0x0030(r29)             Load Frame + all that other jazz
000859d8: 00000000 nop
000859dc: a66c0008 sh r12,0x0008(r19)              Save Frame + all that other jazz
000859e0: a6760004 sh r22,0x0004(r19)              Save weapon animation
000859e4: 8fbf0064 lw r31,0x0064(r29)
000859e8: 8fbe0060 lw r30,0x0060(r29)
000859ec: 8fb7005c lw r23,0x005c(r29)
000859f0: 8fb60058 lw r22,0x0058(r29)
000859f4: 8fb50054 lw r21,0x0054(r29)
000859f8: 8fb40050 lw r20,0x0050(r29)
000859fc: 8fb3004c lw r19,0x004c(r29)
00085a00: 8fb20048 lw r18,0x0048(r29)
00085a04: 8fb10044 lw r17,0x0044(r29)
00085a08: 8fb00040 lw r16,0x0040(r29)
00085a0c: 27bd0068 addiu r29,r29,0x0068
00085a10: 03e00008 jr r31
00085a14: 00000000 nop



Return Locations

00085c0c - 000865a0


Related Pages

https://ffhacktics.com/wiki/Unit_Animation_Index

https://ffhacktics.com/wiki/SHP_%26_Graphic_info_page

https://ffhacktics.com/wiki/SEQ_%26_Animation_info_page

https://ffhacktics.com/wiki/Weapon_Animations

https://ffhacktics.com/wiki/Unit_Animations