Main AI action setup
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BATTLE.BIN : - Main AI action setup Called 2 times per AI Action (Move and Act) - Select the action to perform - Update acting unit misc 0x158 to 0x16e. ------------------------------------------------------------------------------------------ Parameter : r4 = Acting Unit Battle ID (Battle 0x18a) r5 = Pointer to Acting Unit Misc 0x158 Return : r2 = 0x00 (default value) r2 = -0x01 (V_Sync Alert ?) ------------------------------------------------------------------------------------------ 00193e50: 27bdffe0 addiu r29,r29,-0x0020 | 00193e54: afb20018 sw r18,0x0018(r29) | 00193e58: 00809021 addu r18,r4,r0 |Preserves Acting Unit ID 00193e5c: afb10014 sw r17,0x0014(r29) | 00193e60: 00a08821 addu r17,r5,r0 |Pointer to Acting Unit Misc 0x158 00193e64: 34040001 ori r4,r0,0x0001 |r4 = 1 00193e68: afbf001c sw r31,0x001c(r29) | 00193e6c: 0c0076ea jal 0x0001dba8 |-->VSync_call 00193e70: afb00010 sw r16,0x0010(r29) | 00193e74: 3c10801a lui r16,0x801a | 00193e78: 2610f3c4 addiu r16,r16,0x-0c3c |r16 = AI Data Pointer 00193e7c: 284201b9 slti r2,r2,0x01b9 | 00193e80: 104000d6 beq r2,r0,0x001941dc #If r2 > 0x1b8 Exit Return -0x01 V_Sync alert : time to refresh animations ? 00193e84: 2402ffff addiu r2,r0,-0x0001 | 00193e88: 3c02801a lui r2,0x801a | 00193e8c: 90420d7b lbu r2,0x0d7b(r2) |AI 0x19b7 (0x01 if coming back from refreshing animation ?) 00193e90: 00000000 nop | ==== Return to where the code left off ==== 00193e94: 1040000f beq r2,r0,0x00193ed4 #If AI 0x19b7 <> 0x00 00193e98: 34020001 ori r2,r0,0x0001 |r2 = 1 00193e9c: 3c03801a lui r3,0x801a | 00193ea0: 90630298 lbu r3,0x0298(r3) |Load This routine memory Variable (AI 0xed4) 00193ea4: 00000000 nop | 00193ea8: 1062005f beq r3,r2,0x00194028 #If Memory variable = 0x01 : return to AI movement/panel data setting routine 00193eac: 28620002 slti r2,r3,0x0002 | 00193eb0: 10400005 beq r2,r0,0x00193ec8 #If Memory <0x2 00193eb4: 00000000 nop | 00193eb8: 1060004d beq r3,r0,0x00193ff0 #If Memory variable = 0x00 : return to Set type of target for all targets routine 00193ebc: 00000000 nop | 00193ec0: 08064fb5 j 0x00193ed4 >>If invalid : Start from beginning 00193ec4: 00000000 nop | 00193ec8: 34020002 ori r2,r0,0x0002 | 00193ecc: 10620066 beq r3,r2,0x00194068 #If Memory variable = 0x02 : return to AI_Initial_Targeting_Selection 00193ed0: 00000000 nop | ==== Start from beginning ==== 00193ed4: 92031818 lbu r3,0x1818(r16) |Load selected Action 0x1c AI 0x17fc + 0x1c 00193ed8: 340200ff ori r2,r0,0x00ff | 00193edc: 1462000f bne r3,r2,0x00193f1c #If AI 0x1818 = 0xff (Action already selected) Set in this routine after AI making decision (2nd pass ? 1st Act or move, then do the last action part ?) 00193ee0: 02121021 addu r2,r16,r18 |r2 = AI Data Pointer + Unit ID 00193ee4: 8e0417f8 lw r4,0x17f8(r16) |Pointer to Acting Unit's attle data 00193ee8: 920219be lbu r2,0x19be(r16) |Acting Unit preserved Movement Flag AI 0x19be (2nd pass ? See last routine section) 00193eec: 90830187 lbu r3,0x0187(r4) |Load Current Unit's Movement Taken? 00193ef0: 00000000 nop | 00193ef4: 14620009 bne r3,r2,0x00193f1c #If Acting Unit didn't move since last pass 00193ef8: 02121021 addu r2,r16,r18 |AI Data Pointer + Acting Unit ID 00193efc: 90830188 lbu r3,0x0188(r4) |Acting Unit preserved Action Flag 00193f00: 920219bd lbu r2,0x19bd(r16) |Load Current Unit's Action Taken? 00193f04: 00000000 nop | 00193f08: 14620004 bne r3,r2,0x00193f1c #If Acting Unit didn't Act either since last pass (we're done here) 00193f0c: 02121021 addu r2,r16,r18 |AI Data Pointer + Acting Unit ID 00193f10: 34020002 ori r2,r0,0x0002 |r2 = 2 00193f14: 08065076 j 0x001941d8 |Exit returns 0x00 00193f18: ae220000 sw r2,0x0000(r17) |Set Caster Misc 0x158 to 0x2 (Proceed end of turn) -== Proceed : Action is not selected or Selected Action could be completed ==- 00193f1c: a2120e2e sb r18,0x0e2e(r16) |Store Acting Unit's ID 00193f20: 9042198c lbu r2,0x198c(r2) |Acting Unit's Battle ID 00193f24: 00000000 nop | 00193f28: 2c420010 sltiu r2,r2,0x0010 | 00193f2c: 14400004 bne r2,r0,0x00193f40 #If Acting Unit ID is invalid (>= 0x10) 00193f30: 00001821 addu r3,r0,r0 |Initialize Unit Counter 00193f34: 34020002 ori r2,r0,0x0002 | 00193f38: 08065076 j 0x001941d8 |Exit Return 0x00 00193f3c: ae220000 sw r2,0x0000(r17) |Store 0x02 in Acting unit misc 0x158 (leads to end of turn) 00193f40: 340500ff ori r5,r0,0x00ff | 00193f44: 00002021 addu r4,r0,r0 |Initialize battle data offset 00193f48: 3c018019 lui r1,0x8019 @LOOP - Though all units (Check validity of all ID at AI 0x198c) 00193f4c: 00240821 addu r1,r1,r4 |Base of dynamic pointer to Unit battle data 00193f50: 902208cd lbu r2,0x08cd(r1) |Load Unit's Battle ID 801908cc + 0x01 + unit offset 00193f54: 00000000 nop | 00193f58: 10450007 beq r2,r5,0x00193f78 #If this unit do not exists : branch to next unit 00193f5c: 248401c0 addiu r4,r4,0x01c0 |Battle data offset (+0x1c0 each iteration) 00193f60: 02031021 addu r2,r16,r3 |AI pointer + Unit counter 00193f64: 9042198c lbu r2,0x198c(r2) |Load this iteration Unit's Battle ID (in AI data) 00193f68: 00000000 nop | 00193f6c: 2c420010 sltiu r2,r2,0x0010 | 00193f70: 1040007f beq r2,r0,0x00194170 #If This iteration unit ID is invalid Set Caster Misc 0x158 = 0x02 and Exit Return 0x00 0x02 leads to end of turn 00193f74: 34020002 ori r2,r0,0x0002 | 00193f78: 24630001 addiu r3,r3,0x0001 |Unit Counter + 1 00193f7c: 28620015 slti r2,r3,0x0015 | 00193f80: 1440fff1 bne r2,r0,0x00193f48 Λ Loop while Counter < 0x15 00193f84: 00000000 nop | 00193f88: 0c06507e jal 0x001941f8 |-->Acting Unit's Data Setup Set some Acting Unit Data in AI Data 00193f8c: 00000000 nop | 00193f90: 8e0217f8 lw r2,0x17f8(r16) |Pointer to Acting Unit's Battle Data 00193f94: 00000000 nop | 00193f98: 9043015d lbu r3,0x015d(r2) |Load Acting Unit's Current Ability CT 00193f9c: 340200ff ori r2,r0,0x00ff | 00193fa0: 14620007 bne r3,r2,0x00193fc0 #If Acting Unit is not charging anything 00193fa4: 00000000 nop | 00193fa8: 8e030e34 lw r3,0x0e34(r16) |Load Acting Unit's AI Decision Pointer 00193fac: 00000000 nop | 00193fb0: 90620006 lbu r2,0x0006(r3) |Load Targeting Flags Caster AI 0x182c Byte 0x06 00193fb4: 00000000 nop | 00193fb8: 304200f7 andi r2,r2,0x00f7 | 00193fbc: a0620006 sb r2,0x0006(r3) |Disable Flag 0x08 (Charging/Performing Flag ?) Caster AI 0x182c Byte 0x06 00193fc0: 92021818 lbu r2,0x1818(r16) |Load [Action selected] flag 00193fc4: 00000000 nop | 00193fc8: 10400007 beq r2,r0,0x00193fe8 #If Actiong unit action is already selected This byte is set to 0xff in this very routine after AI choice 00193fcc: 00000000 nop | 00193fd0: 8e0217f8 lw r2,0x17f8(r16) |Pointer to Acting Unit's Battle Data 00193fd4: 00000000 nop | 00193fd8: 90420188 lbu r2,0x0188(r2) |Load Unit's Action Taken Flag 00193fdc: 00000000 nop | 00193fe0: 10400038 beq r2,r0,0x001940c4 #If Acting Unit didn't act yet branch to Selected Action resolution Acting unit moved first then act 00193fe4: 00000000 nop | -== ACTION SELECTION (Big AI routines are here) ==- 00193fe8: 0c063979 jal 0x0018e5e4 |-->Transfer Considered Action Data to AI Preserve current action data from 0x8019389c (at 0x80193d24) 00193fec: 00000000 nop | 00193ff0: 0c0650c5 jal 0x00194314 |-->Set type of target for all targets Set Some AI decision flags for all units (AI 0x182c) 00193ff4: 00000000 nop | 00193ff8: 2403ffff addiu r3,r0,-0x0001 | 00193ffc: 14430005 bne r2,r3,0x00194014 #If returned value = -0x01 VSync_call alert (time to refresh animations ?) 00194000: 2402ffff addiu r2,r0,-0x0001 |r2 = -0x01 00194004: 34030001 ori r3,r0,0x0001 |r3 =0x01 00194008: a2000ed4 sb r0,0x0ed4(r16) |Memory Variable = 0x00 (AI 0xed4) 0019400c: 08065077 j 0x001941dc |Exit Return -0x01 00194010: a20319b7 sb r3,0x19b7(r16) |Set AI 0x19b7 = 0x01 Enable [return to memory] flag 00194014: 8e0217f8 lw r2,0x17f8(r16) |Active Unit Battle data pointer 00194018: 00000000 nop | 0019401c: 90440188 lbu r4,0x0188(r2) |Action Taken Flag 00194020: 0c065396 jal 0x00194e58 |-->Set AI ability considerations for all units and self Update some Data at AI 0x182c - Set Data at AI 0xef0 (list of abilities for each unit) 00194024: 00000000 nop | 00194028: 8e0217f8 lw r2,0x17f8(r16) |Acting Unit battle data pointer 0019402c: 00000000 nop | 00194030: 90440187 lbu r4,0x0187(r2) |load Movement taken flag 00194034: 0c065251 jal 0x00194944 |-->AI movement/panel data setting Set Tiles Data in AI 0xc24 (walkable) and AI 0xa74 (Reachable) 00194038: 00000000 nop | 0019403c: 2403ffff addiu r3,r0,-0x0001 | 00194040: 14430005 bne r2,r3,0x00194058 #If returned value = -0x01 VSync_call alert (time to refresh animations ?) 00194044: 2402ffff addiu r2,r0,-0x0001 | 00194048: 34030001 ori r3,r0,0x0001 | 0019404c: a2030ed4 sb r3,0x0ed4(r16) |Set Memory to 0x01 (Ai 0xed4) 00194050: 08065077 j 0x001941dc |Exit Return -0x01 00194054: a20319b7 sb r3,0x19b7(r16) |Set AI 0x19b7 = 0x01 Enable [return to memory] flag 00194058: 0c06515c jal 0x00194570 |-->Some targetability setting Set some flags at AI 0xcb4 / AI 0x182c and AI 0x19bb 0019405c: a20019b7 sb r0,0x19b7(r16) |Disable [return to memory] flag 00194060: 0c0651c7 jal 0x0019471c |-->Set AI flags for target consideration Set Target for unit without special behavior 00194064: 00000000 nop | 00194068: 0c065765 jal 0x00195d94 |-->AI_Initial_Targeting_Selection Select the best action and store it in AI 0x17fc 0019406c: 00000000 nop | 00194070: 2403ffff addiu r3,r0,-0x0001 | 00194074: 14430007 bne r2,r3,0x00194094 #If returned value = -0x01 VSync_call alert (time to refresh animations ?) 00194078: 340200ff ori r2,r0,0x00ff | 0019407c: 2402ffff addiu r2,r0,-0x0001 |r2 = -0x01 00194080: 34030002 ori r3,r0,0x0002 | 00194084: a2030ed4 sb r3,0x0ed4(r16) |Set Memory Variable (AI 0xed4) = 0x02 00194088: 34030001 ori r3,r0,0x0001 | 0019408c: 08065077 j 0x001941dc |Exit Return -0x01 00194090: a20319b7 sb r3,0x19b7(r16) |Set AI 0x19b7 = 0x01 Enable [return to memory] flag 00194094: 920317fd lbu r3,0x17fd(r16) |Load selected Action 0x01 AI 0x17fc + 0x01 00194098: a20019b7 sb r0,0x19b7(r16) |Disable AI 0x19b7 0019409c: 10600007 beq r3,r0,0x001940bc #if [0x17fd] <> 0x00 Selected Action 0x01 (unknown purpose) 001940a0: a2021818 sb r2,0x1818(r16) |Set AI 0x1818 to 0xff (Enable [action is selected] flag ) Seems to be only used in this very routine 001940a4: 8e030e34 lw r3,0x0e34(r16) |Acting Unit AI decision data pointer 001940a8: 00000000 nop | 001940ac: 90620006 lbu r2,0x0006(r3) |[Decision 0x06] 001940b0: 00000000 nop | 001940b4: 34420008 ori r2,r2,0x0008 | 001940b8: a0620006 sb r2,0x0006(r3) |Enable [Flag 0x08] of [AI Decision 0x06] 001940bc: 0c06398a jal 0x0018e628 |-->0018e628_-_0018e65c Restore current action data (from 0x80193d24 to 0x8019389c) - and Set Action state to Executing 001940c0: 00000000 nop | -== SELECTED ACTION RESOLUTION ==- 001940c4: 8e0317f8 lw r3,0x17f8(r16) |Pointer to Caster Battle data 001940c8: 00000000 nop | 001940cc: 90620187 lbu r2,0x0187(r3) |Caster Movement Taken flag 001940d0: 00000000 nop | 001940d4: 14400019 bne r2,r0,0x0019413c #If Caster Movement is already Taken : branch to Attack resolution section 001940d8: 00000000 nop | 001940dc: 90620188 lbu r2,0x0188(r3) |Caster Action Taken flag 001940e0: 00000000 nop | 001940e4: 14400005 bne r2,r0,0x001940fc #If Caster Action is already taken Taken Movement resolution section 001940e8: 00000000 nop | 001940ec: 920217fc lbu r2,0x17fc(r16) |Select action 0x00 AI 0x17fc 001940f0: 00000000 nop | 001940f4: 14400011 bne r2,r0,0x0019413c #If Acting Unit will act first : branch to Attack resolution section AI Action 0x00 is set to 0x01 if Unit act first and then move 001940f8: 00000000 nop | --- MOVEMENT RESOLUTION - Movement not taken and Action taken or Move then Hit (AI 0x17fc = 0x00 ) --- 001940fc: a2001803 sb r0,0x1803(r16) |Set Selected Action 0x07 = 0x00 AI 0x17fc + 0x07 - (unknown purpose, always seen at 0x00) 00194100: 8e031800 lw r3,0x1800(r16) |Selected destination coordinates (X, Elevation and Y) 00194104: 8e020e30 lw r2,0x0e30(r16) |Acting Unit current Coordinates (X elevation and Y) 00194108: 00000000 nop | 0019410c: 1062000b beq r3,r2,0x0019413c #If Caster is already at selected destination (not moving) : branch to Action resolution 00194110: 00000000 nop | Else : Caster is not at selected destination (will move) 00194114: ae200000 sw r0,0x0000(r17) |Set action unit misc 0x158 = 0x00 (Will move) 00194118: 92021800 lbu r2,0x1800(r16) |Load destination X 0019411c: 00000000 nop | 00194120: a6220004 sh r2,0x0004(r17) |Store Destination's X at Misc 0x15c 00194124: 92021802 lbu r2,0x1802(r16) |Load Destination Y 00194128: 00000000 nop | 0019412c: a6220008 sh r2,0x0008(r17) |Store Destination's Y at Misc 0x160 00194130: 92021801 lbu r2,0x1801(r16) |Load Destination Elevation 00194134: 08065063 j 0x0019418c >>Jump to last section (transfer data) 00194138: a6220006 sh r2,0x0006(r17) |Store Destination's elvation at Misc 0x15e --- ATTACK/ABILITY RESOLUTION - Movement Taken / Not moving / Hit then run (Action not taken and AI 0x17fc = 0x01) --- 0019413c: 8e0217f8 lw r2,0x17f8(r16) |Acting Unit data pointer 00194140: 00000000 nop | 00194144: 90420188 lbu r2,0x0188(r2) |Caster Action Taken flag 00194148: 00000000 nop | 0019414c: 14400006 bne r2,r0,0x00194168 #If Caster action is not Taken 00194150: 34020002 ori r2,r0,0x0002 |r2 = 0x02 00194154: 92021805 lbu r2,0x1805(r16) |Selected Action Skillset 00194158: 00000000 nop | 0019415c: 14400006 bne r2,r0,0x00194178 #If Skillset <> 0x00 : branch to Transfer Action data 00194160: 34020001 ori r2,r0,0x0001 | 00194164: 34020002 ori r2,r0,0x0002 |r2 = 0x02 Else : action is Taken or Skillset = 0x00 (selected action is move only) 00194168: 08065063 j 0x0019418c >>Jump to last section (transfer data) 0019416c: ae220000 sw r2,0x0000(r17) |Store 0x02 at misc 0x158 (End of turn) --- Illegal unit ID jump (r2 = 0x2) --- 00194170: 08065076 j 0x001941d8 |Exit and do not transfer data return 0x00 00194174: ae220000 sw r2,0x0000(r17) |Store 0x02 at misc 0x158 (End of turn) --- TRANSFERT ACTION DATA to MISC. Data (action not taken - skillset is valid) --- ' 00194178: ae220000 sw r2,0x0000(r17) |Set Acting Unit misc 0x158 = 0x01 (will Act) 0019417c: 26240004 addiu r4,r17,0x0004 |Pointer to caster Misc 0x158 + 0x04 00194180: 26051804 addiu r5,r16,0x1804 |Pointer to selected Action + 0x08 (start of [battle 0x16e like] data 00194184: 0c066ac2 jal 0x0019ab08 |-->Transfer Halfword Values Transfer selected action data from AI 0x1804 to misc 0x15c 00194188: 34060014 ori r6,r0,0x0014 |Copy 0x14 Bytes -== LAST SECTION (transfer / preserve data) ==- 0019418c: 8e0217f8 lw r2,0x17f8(r16) |Acting Unit data pointer 00194190: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit data pointer 00194194: 90420187 lbu r2,0x0187(r2) |Movement Taken flag 00194198: 00000000 nop | 0019419c: a20219be sb r2,0x19be(r16) |Preserve/Save movement taken flag 001941a0: 90620188 lbu r2,0x0188(r3) |Action Taken flag 001941a4: 26040e30 addiu r4,r16,0x0e30 |Pointer to Active unit coordinates (AI 0xe30) 001941a8: 0c067c96 jal 0x0019f258 |-->Store units coordinates From AI data to Unit Battle data (0x47 0x48 0x49) 001941ac: a20219bd sb r2,0x19bd(r16) |Preserve/Save action taken flag 001941b0: 3c04801a lui r4,0x801a | 001941b4: 24840d94 addiu r4,r4,0x0d94 |AI 19d0 0x801a0d94 001941b8: 24900018 addiu r16,r4,0x0018 |AI 19e8 0x801a0dac (1st part of selected action (move or act) may be stored here 001941bc: 02002821 addu r5,r16,r0 | 001941c0: 0c066ac2 jal 0x0019ab08 |-->Transfer Halfword Values Preserve AI 0x19e8 at AI 0x19d0 (can't find a case were 0x19d0 is read) 001941c4: 34060018 ori r6,r0,0x0018 |0x18 Bytes to send 001941c8: 02002021 addu r4,r16,r0 |0x801a0dac AI 19e8 001941cc: 02202821 addu r5,r17,r0 |Misc 0x158 001941d0: 0c066ac2 jal 0x0019ab08 |-->Transfer Halfword Values Transfer data from Misc 0x158 to 0x801a0dac (AI 0x19e8) Update 19e8 with current instruction (move or act) 001941d4: 34060018 ori r6,r0,0x0018 |0x18 Bytes to send 001941d8: 00001021 addu r2,r0,r0 |Return 0x00 001941dc: 8fbf001c lw r31,0x001c(r29) 001941e0: 8fb20018 lw r18,0x0018(r29) 001941e4: 8fb10014 lw r17,0x0014(r29) 001941e8: 8fb00010 lw r16,0x0010(r29) 001941ec: 27bd0020 addiu r29,r29,0x0020 001941f0: 03e00008 jr r31 001941f4: 00000000 nop
Return locations
BATTLE.BIN 00075384: Set_move/act_based_on_skillset