Load ability data for skillset
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BATTLE.BIN - Able_to_move/act_checks_(Menu%3F) --------------------------------------------------------------------------------------- Parameter : r4 = Unit Battle ID r5 = Skillset ID r6 = Pointer to output list of Ability ID r7 = Pointer to output list of Ability MP cost Previous routine Stack Pointer is used to pass other pointers Stack 0x10 - Pointer to output list of Ability CT Stack 0x14 - Unused pointer ? Stack 0x18 - Pointer to output list of Ability Silence/Reflect flags Stack 0x1c - Pointer to output list of Nb of Turns unit resolution Returns : r2 Nb of known and usable Abilities in skillset This Routine will : - check known abilities in skillset, - check they can be used (sword - matera blade- Frog). - Set their CT (check short charge or non charge) - Set their MP cost (checking half MP) - Fill the lists --------------------------------------------------------------------------------------- 001817c0: 27bdfed0 addiu r29,r29,-0x0130 | 001817c4: afa400b0 sw r4,0x00b0(r29) | 001817c8: 8fa400b0 lw r4,0x00b0(r29) |Unit Battle ID 001817cc: afb40118 sw r20,0x0118(r29) | 001817d0: 8fb40140 lw r20,0x0140(r29) |Pointer to CT List 001817d4: afb20110 sw r18,0x0110(r29) | 001817d8: 8fb20148 lw r18,0x0148(r29) |Pointer to Flags List Silence Reflect Performing 001817dc: afb1010c sw r17,0x010c(r29) | 001817e0: 8fb1014c lw r17,0x014c(r29) |Pointer to Turns List 001817e4: afbe0128 sw r30,0x0128(r29) | 001817e8: 0000f021 addu r30,r0,r0 |Initialize Nb of Abilities 001817ec: afbf012c sw r31,0x012c(r29) | 001817f0: afb70124 sw r23,0x0124(r29) | 001817f4: afb60120 sw r22,0x0120(r29) | 001817f8: afb5011c sw r21,0x011c(r29) | 001817fc: afb30114 sw r19,0x0114(r29) | 00181800: afb00108 sw r16,0x0108(r29) | 00181804: afa600c0 sw r6,0x00c0(r29) |Store Pointer to Ability ID list 00181808: afa000e0 sw r0,0x00e0(r29) |Initialize Materia Blade flag 0018180c: afa000e8 sw r0,0x00e8(r29) |Initialize Sword flag 00181810: afa000f0 sw r0,0x00f0(r29) |Initialize Charge Mod 00181814: afa000f8 sw r0,0x00f8(r29) |Initialize Half MP flag 00181818: afa00100 sw r0,0x0100(r29) |Initialize Frog Flag 0018181c: afa700c8 sw r7,0x00c8(r29) |Store Pointer to MP cost 00181820: 0c060435 jal 0x801810d4 |-->Get_Existent_Battle_Unit_Pointer returns r2 = Unit data pointer (r4 ID) 00181824: a3a500b8 sb r5,0x00b8(r29) |Store Skillset ID 00181828: 00408021 addu r16,r2,r0 |Pointer to Unit battle data 0018182c: 120000c3 beq r16,r0,0x80181b3c #If Pointer is invalid : Exit and returns 0x00 00181830: 00001021 addu r2,r0,r0 | 00181834: 9202005a lbu r2,0x005a(r16) |Unit Current Status 3 00181838: 00000000 nop | 0018183c: 30420002 andi r2,r2,0x0002 | 00181840: 10400003 beq r2,r0,0x80181850 #If Unit has [Frog] 00181844: 00000000 nop | 00181848: 34090001 ori r9,r0,0x0001 | 0018184c: afa90100 sw r9,0x0100(r29) |Enable Frog flag 00181850: 92020090 lbu r2,0x0090(r16) |Unit Support 2 00181854: 00000000 nop | 00181858: 30420080 andi r2,r2,0x0080 | 0018185c: 10400003 beq r2,r0,0x8018186c #If Unit uses [Half of MP] 00181860: 00000000 nop | 00181864: 34080001 ori r8,r0,0x0001 | 00181868: afa800f8 sw r8,0x00f8(r29) |Enable half of MP flag 0018186c: 92030092 lbu r3,0x0092(r16) |Unit Support 4 00181870: 00000000 nop | 00181874: 30620004 andi r2,r3,0x0004 | 00181878: 10400003 beq r2,r0,0x80181888 #If Unit uses [Non-Charge] 0018187c: 34090002 ori r9,r0,0x0002 | 00181880: 08060626 j 0x80181898 >>Avoid Short Charge 00181884: afa900f0 sw r9,0x00f0(r29) |Store Charge Mod = 0x02 Else - No non-charge 00181888: 30620008 andi r2,r3,0x0008 | 0018188c: 10400002 beq r2,r0,0x80181898 #If Unit uses [Short-Charge] 00181890: 34080001 ori r8,r0,0x0001 | 00181894: afa800f0 sw r8,0x00f0(r29) |Store Charge Mod = 0x01 00181898: 27a40010 addiu r4,r29,0x0010 |Send Pointer 0018189c: 0c060dc3 jal 0x8018370c |-->Calculate_AT_List Store AT list on Pointer 001818a0: 00002821 addu r5,r0,r0 | 001818a4: 92030184 lbu r3,0x0184(r16) |Unit Equipped flags 001818a8: 00000000 nop | 001818ac: 30620004 andi r2,r3,0x0004 | 001818b0: 10400003 beq r2,r0,0x801818c0 #If Unit has [Materia Blade] flag 001818b4: 30620008 andi r2,r3,0x0008 | 001818b8: 34090001 ori r9,r0,0x0001 | 001818bc: afa900e0 sw r9,0x00e0(r29) |Enable materia blade flag 001818c0: 10400003 beq r2,r0,0x801818d0 #If Unit has [Sword] flag 001818c4: 00000000 nop | 001818c8: 34080001 ori r8,r0,0x0001 | 001818cc: afa800e8 sw r8,0x00e8(r29) |Enable sword flag 001818d0: 92020006 lbu r2,0x0006(r16) |Unit gender 001818d4: 00000000 nop | 001818d8: 30420020 andi r2,r2,0x0020 | 001818dc: 14400016 bne r2,r0,0x80181938 #If Unit is Human 001818e0: 00000000 nop | 001818e4: 93a900b8 lbu r9,0x00b8(r29) |Skillset ID 001818e8: 00000000 nop | 001818ec: 2522fffb addiu r2,r9,-0x0005 |ID-5 001818f0: 304200ff andi r2,r2,0x00ff | 001818f4: 2c420013 sltiu r2,r2,0x0013 |0x1 if Skillset ID is between 0x05 and 0x17 001818f8: 10400004 beq r2,r0,0x8018190c #If Skillset is a Generic skillset 001818fc: 00000000 nop | 00181900: 93a200b8 lbu r2,0x00b8(r29) |Skillset ID 00181904: 0806064f j 0x8018193c >>Avoid non-generic skillset section 00181908: 2445fffb addiu r5,r2,-0x0005 |ID-5 Else - Not a generic skillset 0018190c: 92020012 lbu r2,0x0012(r16) |Unit Primary skillset 00181910: 93a300b8 lbu r3,0x00b8(r29) |Skillset ID 00181914: 00000000 nop | 00181918: 10620005 beq r3,r2,0x80181930 #If Skillset of interest is not the primary skillset (and not generic) 0018191c: 00002821 addu r5,r0,r0 |r5 = 0x00 00181920: 92020162 lbu r2,0x0162(r16) |Unit Special skillset 00181924: 00000000 nop | 00181928: 14620003 bne r3,r2,0x80181938 #If Skillset of interest is Unit special skillset 0018192c: 00000000 nop | 00181930: 08060650 j 0x80181940 >>Keep r5 = 0x00 00181934: 2402ffff addiu r2,r0,-0x0001 |r2 = -0x01 Else : neither primary nor special non generic skillset 00181938: 2405ffff addiu r5,r0,-0x0001 |r5 = -0x01 0018193c: 2402ffff addiu r2,r0,-0x0001 |r2 = -0x01 00181940: 14a20004 bne r5,r2,0x80181954 #If r5 <> -0x01 (Monster - Human with non generic skillset (not primary nor special) 00181944: 3c0800ff lui r8,0x00ff | 00181948: 3508ffff ori r8,r8,0xffff |0x00ffffff 0018194c: 08060658 j 0x80181960 >>Avoid Get know abilities section 00181950: afa800d0 sw r8,0x00d0(r29) |Store all abilities learned Else : Search known abilities (generic skillset or special unit skillset) 00181954: 0c017880 jal 0x8005e200 |-->Get_Known_Abilities returns r2 with known abilities flags 00181958: 02002021 addu r4,r16,r0 |Send Unit pointer 0018195c: afa200d0 sw r2,0x00d0(r29) |Store learned Abilities 00181960: 00009821 addu r19,r0,r0 |Initialize counter 00181964: 03d1b821 addu r23,r30,r17 |Pointer to Turns List 00181968: 03d2b021 addu r22,r30,r18 |Pointer to Flags List 0018196c: 8fa900c8 lw r9,0x00c8(r29) |Pointer to MP cost List 00181970: 03d4a821 addu r21,r30,r20 |Pointer to CT List 00181974: 03c9a021 addu r20,r30,r9 |Pointer to MP cost List 00181978: 3c020080 lui r2,0x0080 |Bitmask @LOOP - Check All active Ability known flags 0018197c: 8fa800d0 lw r8,0x00d0(r29) |Known Abilities flags 00181980: 02621007 srav r2,r2,r19 |Bitmask to this iteration Ability 00181984: 01021024 and r2,r8,r2 |Check if known 00181988: 10400064 beq r2,r0,0x80181b1c #If Ability is known 0018198c: 00000000 nop | 00181990: 93a400b8 lbu r4,0x00b8(r29) |Skillset ID 00181994: 0c01695a jal 0x8005a568 |-->Load_Ability_From_Skillset returns Ability ID 00181998: 02602821 addu r5,r19,r0 |Send Ability counter 0018199c: 8fa90100 lw r9,0x0100(r29) |Frog flag 001819a0: 00402021 addu r4,r2,r0 |This iteration Ability ID 001819a4: 11200006 beq r9,r0,0x801819c0 #If Unit is a Frog 001819a8: a7a400d8 sh r4,0x00d8(r29) |Store Ability ID 001819ac: 00041400 sll r2,r4,0x10 | 001819b0: 00021403 sra r2,r2,0x10 | 001819b4: 3403001d ori r3,r0,0x001d | 001819b8: 14430058 bne r2,r3,0x80181b1c #If This iteration Ability is Not Frog (spell) : Branch to Next iteration 001819bc: 00000000 nop | 001819c0: 00041400 sll r2,r4,0x10 | 001819c4: 00021c03 sra r3,r2,0x10 | 001819c8: 10600054 beq r3,r0,0x80181b1c #If Ability ID = 0x00 : branch to Next iteration 001819cc: 2482ffff addiu r2,r4,-0x0001 | 001819d0: 3042ffff andi r2,r2,0xffff |Ability ID-1 001819d4: 2c42016f sltiu r2,r2,0x016f | 001819d8: 10400036 beq r2,r0,0x80181ab4 #If Ability ID is between 0x01 and 0x16E 001819dc: 000310c0 sll r2,r3,0x03 | 001819e0: 00431023 subu r2,r2,r3 | 001819e4: 00021040 sll r2,r2,0x01 |Ability ID * 14 001819e8: 3c038006 lui r3,0x8006 | 001819ec: 2463fbf0 addiu r3,r3,-0x0410 | 001819f0: 00432021 addu r4,r2,r3 |Pointer to This iteration Ability Data 2 001819f4: 90830006 lbu r3,0x0006(r4) |Ability flag 4 001819f8: 00000000 nop | 001819fc: 30620008 andi r2,r3,0x0008 | 00181a00: 10400005 beq r2,r0,0x80181a18 #If Ability Requires sword 00181a04: 00000000 nop | 00181a08: 8fa800e8 lw r8,0x00e8(r29) |Sword flag 00181a0c: 00000000 nop | 00181a10: 11000042 beq r8,r0,0x80181b1c #If Sword Flag is OFF : branch to Next iteration 00181a14: 00000000 nop | 00181a18: 30620004 andi r2,r3,0x0004 | 00181a1c: 10400005 beq r2,r0,0x80181a34 #If Ability Requires Materia Blade 00181a20: 00000000 nop | 00181a24: 8fa900e0 lw r9,0x00e0(r29) |Materia blade flag 00181a28: 00000000 nop | 00181a2c: 1120003b beq r9,r0,0x80181b1c #If Materia Blade Flag is OFF : branch to Next iteration 00181a30: 00000000 nop | 00181a34: 8fa800f8 lw r8,0x00f8(r29) |Half of MP flag 00181a38: 9091000d lbu r17,0x000d(r4) |MP Cost 00181a3c: 11000002 beq r8,r0,0x80181a48 #If Half of MP flag is ON 00181a40: 26220001 addiu r2,r17,0x0001 | 00181a44: 00028843 sra r17,r2,0x01 |(MP Cost+1)/2 00181a48: 9082000c lbu r2,0x000c(r4) |Ability CT 00181a4c: 90830005 lbu r3,0x0005(r4) |Ability Flag 3 00181a50: 3050007f andi r16,r2,0x007f |Ability CT 00181a54: 000321c2 srl r4,r3,0x07 |0x1 if Ability is reflectable 00181a58: 30620020 andi r2,r3,0x0020 | 00181a5c: 00021102 srl r2,r2,0x04 |0x2 if Ability is affected by silence 00181a60: 30630004 andi r3,r3,0x0004 |0x4 if Ability has performing flag 00181a64: 1460000b bne r3,r0,0x80181a94 #If Ability don't have Performing flag 00181a68: 00829025 or r18,r4,r2 |Silence and Reflect flags 00181a6c: 8fa900f0 lw r9,0x00f0(r29) |Charge Mod 00181a70: 34020001 ori r2,r0,0x0001 | 00181a74: 15220002 bne r9,r2,0x80181a80 #If Unit uses Short Charge 00181a78: 26020001 addiu r2,r16,0x0001 | 00181a7c: 00028043 sra r16,r2,0x01 | CT = (CT + 1) / 2 00181a80: 8fa800f0 lw r8,0x00f0(r29) |Charge Mod 00181a84: 34020002 ori r2,r0,0x0002 | 00181a88: 15020003 bne r8,r2,0x80181a98 #If Unit uses Non-Charge 00181a8c: 02002821 addu r5,r16,r0 | 00181a90: 00008021 addu r16,r0,r0 |CT= 0 00181a94: 02002821 addu r5,r16,r0 |Send CT 00181a98: 8fa400b0 lw r4,0x00b0(r29) |Unit ID 00181a9c: 0c0605c8 jal 0x80181720 |-->Get_Number_of_Turns_to_Resolve 00181aa0: 27a60010 addiu r6,r29,0x0010 |AT List pointer 00181aa4: a2910000 sb r17,0x0000(r20) |Store MP cost on dynamic List 00181aa8: a2b00000 sb r16,0x0000(r21) |Store Ability CT on dynamic List 00181aac: 080606bc j 0x80181af0 >>Avoid section for ability without data 2 00181ab0: a2d20000 sb r18,0x0000(r22) |Store Silence/Reflect flag on Dynamic list Else : Ability ID >= 170 00181ab4: 2482fe6a addiu r2,r4,-0x0196 |Ability ID -0x196 00181ab8: 3042ffff andi r2,r2,0xffff | 00181abc: 2c420008 sltiu r2,r2,0x0008 | 00181ac0: 1040000c beq r2,r0,0x80181af4 #If This Ability is a Charge Ability (Archer) 00181ac4: 00031040 sll r2,r3,0x01 |Ability ID *2 00181ac8: 27a60010 addiu r6,r29,0x0010 |AT List Pointer 00181acc: 3c018006 lui r1,0x8006 | 00181ad0: 00220821 addu r1,r1,r2 | 00181ad4: 90300d18 lbu r16,0x0d18(r1) |Load This Ability Charge CT 80060d18 + 0x196*2 = 80061044 00181ad8: 8fa400b0 lw r4,0x00b0(r29) | 00181adc: 0c0605c8 jal 0x80181720 |-->Get_Number_of_Turns_to_Resolve 00181ae0: 02002821 addu r5,r16,r0 |Send CT 00181ae4: a2800000 sb r0,0x0000(r20) |Store MP cost = 0x00 00181ae8: a2b00000 sb r16,0x0000(r21) |Store CT 00181aec: a2c00000 sb r0,0x0000(r22) |Nullify silence/reflect 00181af0: a2e20000 sb r2,0x0000(r23) |Store Nb of Turns to resolve on dynamic list 00181af4: 26f70001 addiu r23,r23,0x0001 |Dynamic pointer to Turn List (+1 each known ability) 00181af8: 26d60001 addiu r22,r22,0x0001 |Dynamic pointer to Silence/Reflect List (+1 each known ability) 00181afc: 26b50001 addiu r21,r21,0x0001 |Dynamic pointer to CT List (+1 each known ability) 00181b00: 26940001 addiu r20,r20,0x0001 |Dynamic pointer to MP List (+1 each known ability) 00181b04: 97a800d8 lhu r8,0x00d8(r29) |Load Ability ID 00181b08: 8fa900c0 lw r9,0x00c0(r29) |Pointer to Ability ID list 00181b0c: 27de0001 addiu r30,r30,0x0001 |Known Ability Counter + 1 00181b10: a5280000 sh r8,0x0000(r9) |Store Ability ID 00181b14: 25290002 addiu r9,r9,0x0002 |Dynamic pointer to ID List (+1 each known ability) 00181b18: afa900c0 sw r9,0x00c0(r29) |Store pointer 00181b1c: 26730001 addiu r19,r19,0x0001 |Counter + 1 00181b20: 2a620010 slti r2,r19,0x0010 |Check limit (0x10 Abilities Per skillset) 00181b24: 1440ff95 bne r2,r0,0x8018197c Λ loop 00181b28: 3c020080 lui r2,0x0080 |restore Bitmask 00181b2c: 8fa900c0 lw r9,0x00c0(r29) |Pointer to Ability ID list 00181b30: 2402ffff addiu r2,r0,-0x0001 | 00181b34: a5220000 sh r2,0x0000(r9) |End list with 0xffff 00181b38: 03c01021 addu r2,r30,r0 |Returns Known Abilities counter 00181b3c: 8fbf012c lw r31,0x012c(r29) END 00181b40: 8fbe0128 lw r30,0x0128(r29) 00181b44: 8fb70124 lw r23,0x0124(r29) 00181b48: 8fb60120 lw r22,0x0120(r29) 00181b4c: 8fb5011c lw r21,0x011c(r29) 00181b50: 8fb40118 lw r20,0x0118(r29) 00181b54: 8fb30114 lw r19,0x0114(r29) 00181b58: 8fb20110 lw r18,0x0110(r29) 00181b5c: 8fb1010c lw r17,0x010c(r29) 00181b60: 8fb00108 lw r16,0x0108(r29) 00181b64: 27bd0130 addiu r29,r29,0x0130 00181b68: 03e00008 jr r31 00181b6c: 00000000 nop
Return location
Battle.bin 0013fc20: Main_Skillset/ability_loading 00179e94: Set_Jump_Ability_Targeting 00181638: Skillset_Loading 00181c0c: Item_Ability_Loading 00181d68: Throw 00181fbc: Math_Skill 0018212c: Math_Skill_ability_loading 00182238: Elemental_ability_loading 00182700: Draw_Out_2_(main_routine) 001827e0: Charge_Skillset_Loading