Map calculations for attack
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0017cd24 - 0017ce40 Notes Parameters : r4 = Attacker 0x16e data pointer r5 = Previous routine stack pointer Returns : r2 = -0x01 if something is invalid (weapon, ability coordinates..) r2 = 0x00 if classic targeting r2 = 0x01 if mathematic targeting r2 = 0x02 if non offensive action menu was used Store : Ability data 2 flags 3 on r5 (previous routine stack) - Only if action menu is default or monster ------------------------------------------------------------------------------------------------------------- 0017cd24: 27bdffe0 addiu r29,r29,0xffe0 | 0017cd28: 00004021 addu r8,r0,r0 |r8 = 0x00 0017cd2c: afbf0018 sw r31,0x0018(r29) | 0017cd30: afb10014 sw r17,0x0014(r29) | 0017cd34: afb00010 sw r16,0x0010(r29) | 0017cd38: 90820001 lbu r2,0x0001(r4) |r2 = skillset of last attack 0017cd3c: 00003821 addu r7,r0,r0 |r7 = 0x00 0017cd40: 3c018006 lui r1,0x8006 | 0017cd44: 00220821 addu r1,r1,r2 |r1 = 0x 80060000 + Skillset ID 0017cd48: 90265cb4 lbu r6,0x5cb4(r1) |r6 = action menu of skillset 0x80065cb4 + Skillset ID 0017cd4c: 00008821 addu r17,r0,r0 |r17 = 0x00 0017cd50: 30c300ff andi r3,r6,0x00ff |r3 = Action menu last byte 0017cd54: 10600004 beq r3,r0,0x0017cd68 #If not [Default] /If [Default] branch to Ability data 2 loading section 0017cd58: a0a00000 sb r0,0x0000(r5) |store 0x00 on PR stack 0017cd5c: 34020006 ori r2,r0,0x0006 |r2 = 0x06 0017cd60: 14620013 bne r3,r2,0x0017cdb0 #If action menu is [Monster] #Else branch to Attack check section 0017cd64: 34020008 ori r2,r0,0x0008 |r2 = 0x08 (action menu [Attack] ID) 0017cd68: 84830002 lh r3,0x0002(r4) #E | r3 = Attacker last attack used 0017cd6c: 00000000 nop | 0017cd70: 28620170 slti r2,r3,0x0170 |r2 = 0x01 if last used ability ID < 0x170 ([Potion] ID) 0017cd74: 1040000c beq r2,r0,0x0017cda8 #If Ability ID < [Potion] ID #branch if not 0017cd78: 000310c0 sll r2,r3,0x03 |r2 = Last ability ID * 8 0017cd7c: 00431023 subu r2,r2,r3 |r2 = Last ability ID * 7 0017cd80: 00021040 sll r2,r2,0x01 |r2 = Last ability ID * 14 0017cd84: 3c038006 lui r3,0x8006 | 0017cd88: 2463fbf0 addiu r3,r3,-0x0410 |r3 = 0x8005fbf0 (Ability Data 2 - Exists only for abilities 0x000 to 0x16F) 0017cd8c: 00431021 addu r2,r2,r3 |r2 = Attacker last used Ability data 2 pointer 0017cd90: 90430005 lbu r3,0x0005(r2) |r3 = Attacker last used ability flags 3 0017cd94: 00000000 nop | 0017cd98: a0a30000 sb r3,0x0000(r5) |store Attacker last used ability flags 3 on the stack 0017cd9c: 90480006 lbu r8,0x0006(r2) |r8 = Attacker last used ability flags 4 0017cda0: 90470003 lbu r7,0x0003(r2) |r7 = Attacker last used ability flags 1 0017cda4: 90510004 lbu r17,0x0004(r2) |r17 = Attacker last used ability flags 2 0017cda8: 30c300ff andi r3,r6,0x00ff |r3 = Action menu last byte 0017cdac: 34020008 ori r2,r0,0x0008 |r2 = 0x08 (action menu [Attack] ID) 0017cdb0: 1062000a beq r3,r2,0x0017cddc #If action menu <> [Attack] / if action menu = [attack] branch to Targeting_validation_(weapon_flags) 0017cdb4: 3402000a ori r2,r0,0x000a |r2 = 0x0a ([Charge] ID 0017cdb8: 10620008 beq r3,r2,0x0017cddc #If action menu <> [Charge] / if action menu = [charge] branch to Targeting_validation_(weapon_flags) 0017cdbc: 24c2ffff addiu r2,r6,-0x0001 |r2 = action menu ID - 0x01 0017cdc0: 2c420002 sltiu r2,r2,0x0002 |r2 = 0x01 if action menu is [Item] or [Weapon inventory] 0017cdc4: 14400005 bne r2,r0,0x0017cddc #If action menu is not [Item] nor [Weapon inventory] / if action menu = [Item] or [Weapon inventory] branch to Targeting_validation_(weapon_flags) 0017cdc8: 31020020 andi r2,r8,0x0020 |r2 = 0x20 if action menu is [Default] or [Monster] and stop at obstacle is checked 0017cdcc: 14400003 bne r2,r0,0x0017cddc #If Stop at obstacle is not checked (only [Default] and [Monster] action menus) 0017cdd0: 30e20020 andi r2,r7,0x0020 |r2 = 0x20 if action menu is [Default] or [Monster] and ranged weapon is checked 0017cdd4: 10400005 beq r2,r0,0x0017cdec #If ranged weapon is checked (only [Default] and [Monster] action menus) 0017cdd8: 00000000 nop | *** Attack, Charge, Item, weapon inventory // Default and Monster if Stops at obstacle or weapon ranged 0017cddc: 0c05eb24 jal 0x0017ac90 #E #E #E #E -->Targeting_validation_(weapon_flags) Returns r2 = 0x00 if Green flag is updated, -0x01 if target/weapon are invalids 0017cde0: 00000000 nop | 0017cde4: 0805f38a j 0x0017ce28 >>jump to END 0017cde8: 00408021 addu r16,r2,r0 |r16 = 0x00 or -0x01 *** All Other Action menus (Elements, katana inventory, Mathematics, jump etc...) and Monster and Default if don't stops at obstacle nor weapon ranged 0017cdec: 0c05eabe jal 0x0017aaf8 #Else -->Calculate Targeting for Menu Types Return r2 = 0x00 or 0x01 if a tile has been hitted (0x02 or -0x01 if not) 0017cdf0: 00000000 nop | 0017cdf4: 00408021 addu r16,r2,r0 |r16 = Targeting result 0017cdf8: 2402ffff addiu r2,r0-0x0001 |r2 = -0x01 0017cdfc: 1202000a beq r16,r2,0x0017ce28 #If Targeting routine returns something valid /Else branch to END (with r2 =-0x01) 0017ce00: 32220008 andi r2,r17,0x0008 |r2<> 0x00 if Used ability is random fire 0017ce04: 10400009 beq r2,r0,0x0017ce2c #If Last used Ability is random fire /Else branch to END (with r2 = hitted tiles counter) 0017ce08: 02001021 addu r2,r16,r0 |r2 = Targeting result 0017ce0c: 3c028019 lui r2,0x8019 |r2 = 0x80190000 0017ce10: 8c42f5fc lw r2,-0x0a04(r2) |r2 = Action State 0x8018f5fc 0017ce14: 00000000 nop | 0017ce18: 14400004 bne r2,r0,0x0017ce2c #If Action is executing (not AI nor preview) /Else branch to END (with r2 = hitted tiles counter) 0017ce1c: 02001021 addu r2,r16,r0 |r2 = Targeting result 0017ce20: 0c05f5c2 jal 0x0017d708 |-->Select_Random_Tile_For_Random_Fire_Abilities Keeps only one random tile with green panel 0017ce24: 00000000 nop | 0017ce28: 02001021 addu r2,r16,r0 #E |r2 = Targeting result 0017ce2c: 8fbf0018 lw r31,0x0018(r29) 0017ce30: 8fb10014 lw r17,0x0014(r29) 0017ce34: 8fb00010 lw r16,0x0010(r29) 0017ce38: 27bd0020 addiu r29,r29,0x0020 0017ce3c: 03e00008 jr r31 0017ce40: 00000000
Notes
If Action menu is default or monster AND ability ID < Potion --> Load last used ability data 2 flag 1 to 4 --> Store last used ability flag 3 on r5 (Other Action menu : Ability flag 1,2 and 4 are stays to 0x00) Action menu = Attack, Charge, Item, weapon inventory If Ability stops at obstacle or is ranged weapon (monster default) --> Jal to Targeting_validation_(weapon_flags) Jump to end If Monster or Default without stop at obstacle nor weapon ranged Others Action menus (Elements, katana inventory, Mathematics, jump etc...) --> jal Calculate Targeting for Menu Types
Return loaction
Battle.bin 0017cf8c: Main_ability_loading_routine? 0017f1fc: Calculate_Projected_Action_Effect