More animation based on status, death sound effects
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000831b8: 27bdffe8 addiu r29,r29,0xffe8 000831bc: afb00010 sw r16,0x0010(r29) 000831c0: 00808021 addu r16,r4,r0 000831c4: afbf0014 sw r31,0x0014(r29) 000831c8: 8e02014c lw r2,0x014c(r16) load statuses to add 000831cc: 00000000 nop 000831d0: 30420002 andi r2,r2,0x0002 000831d4: 10400006 beq r2,r0,0x000831f0 branch if reflect not added? 000831d8: 34040003 ori r4,r0,0x0003 normal walk 000831dc: 86050070 lh r5,0x0070(r16) 000831e0: 0c020662 jal 0x00081988 Store unit animation/facing/someothervalue 000831e4: 02003021 addu r6,r16,r0 000831e8: 08020c83 j 0x0008320c 000831ec: 00000000 nop 000831f0: 8e020154 lw r2,0x0154(r16) load status to remove 000831f4: 00000000 nop 000831f8: 30420002 andi r2,r2,0x0002 000831fc: 10400003 beq r2,r0,0x0008320c branch if reflect not removed? 00083200: 00000000 nop 00083204: 0c020bbb jal 0x00082eec Set Animation Based On Unit Status | Set Animation based on status 00083208: 02002021 addu r4,r16,r0 0008320c: 8e02014c lw r2,0x014c(r16) 00083210: 00000000 nop 00083214: 30420004 andi r2,r2,0x0004 00083218: 10400006 beq r2,r0,0x00083234 branch if not adding don't act? 0008321c: 34040003 ori r4,r0,0x0003 normal walk 00083220: 86050070 lh r5,0x0070(r16) 00083224: 0c020662 jal 0x00081988 Store unit animation/facing/someothervalue 00083228: 02003021 addu r6,r16,r0 0008322c: 08020c94 j 0x00083250 00083230: 00000000 nop 00083234: 8e020154 lw r2,0x0154(r16) 00083238: 00000000 nop 0008323c: 30420004 andi r2,r2,0x0004 00083240: 10400003 beq r2,r0,0x00083250 branch if not removing don't act? 00083244: 00000000 nop 00083248: 0c020bbb jal 0x00082eec Set Animation Based On Unit Status | Set Animation based on status 0008324c: 02002021 addu r4,r16,r0 00083250: 8e020148 lw r2,0x0148(r16) load status to add 00083254: 00000000 nop 00083258: 30420004 andi r2,r2,0x0004 0008325c: 10400027 beq r2,r0,0x000832fc branch if not adding dead (jump?) 00083260: 00000000 nop 00083264: 92020006 lbu r2,0x0006(r16) load spritesheet ID 00083268: 00000000 nop 0008326c: 00021080 sll r2,r2,0x02 00083270: 3c018009 lui r1,0x8009 00083274: 00220821 addu r1,r1,r2 00083278: 90224749 lbu r2,0x4749(r1) load SEQ ID 0008327c: 00000000 nop 00083280: 2442fffe addiu r2,r2,0xfffe 00083284: 2c420002 sltiu r2,r2,0x0002 set if CYOKO or MON 00083288: 10400003 beq r2,r0,0x00083298 branch if not 0008328c: 00000000 nop 00083290: 0c01a2a5 jal 0x00068a94 Death Smoke: Set Secondary Effect Struct 00083294: 02002021 addu r4,r16,r0 00083298: 3c038009 lui r3,0x8009 0008329c: 8c6360e4 lw r3,0x60e4(r3) 000832a0: 34020034 ori r2,r0,0x0034 000832a4: 10620015 beq r3,r2,0x000832fc 000832a8: 00000000 nop 000832ac: 8e020134 lw r2,0x0134(r16) load unit data 000832b0: 00000000 nop 000832b4: 10400011 beq r2,r0,0x000832fc 000832b8: 00000000 nop 000832bc: 90430006 lbu r3,0x0006(r2) 000832c0: 00000000 nop 000832c4: 30620080 andi r2,r3,0x0080 000832c8: 10400003 beq r2,r0,0x000832d8 branch if not male 000832cc: 02002021 addu r4,r16,r0 000832d0: 08020cbd j 0x000832f4 000832d4: 3405009a ori r5,r0,0x009a Sound effect = male death 000832d8: 30620040 andi r2,r3,0x0040 000832dc: 14400005 bne r2,r0,0x000832f4 branch if female 000832e0: 34050045 ori r5,r0,0x0045 Sound effect = female death 000832e4: 30620020 andi r2,r3,0x0020 000832e8: 10400004 beq r2,r0,0x000832fc branch if not monster 000832ec: 02002021 addu r4,r16,r0 000832f0: 34050046 ori r5,r0,0x0046 sound effect = monster death 000832f4: 0c01ae58 jal 0x0006b960 0006b960 - 0006b990 000832f8: 00000000 nop 000832fc: 8e02014c lw r2,0x014c(r16) load statii to add 00083300: 00000000 nop 00083304: 30420009 andi r2,r2,0x0009 00083308: 10400003 beq r2,r0,0x00083318 branch if not adding don't move/death sentence? 0008330c: 00000000 nop 00083310: 0c01a29d jal 0x00068a74 Zodiac Poof: Set Secondary Effect Struct <-- poorly named? my bad 00083314: 02002021 addu r4,r16,r0 00083318: 3c038009 lui r3,0x8009 0008331c: 8c6360e4 lw r3,0x60e4(r3) 00083320: 34020034 ori r2,r0,0x0034 00083324: 14620022 bne r3,r2,0x000833b0 00083328: 00000000 nop 0008332c: 8e02014c lw r2,0x014c(r16) 00083330: 00000000 nop 00083334: 30420040 andi r2,r2,0x0040 00083338: 1440000a bne r2,r0,0x00083364 branch if adding innocent? 0008333c: 34040075 ori r4,r0,0x0075 00083340: 8e020154 lw r2,0x0154(r16) 00083344: 00000000 nop 00083348: 30420040 andi r2,r2,0x0040 0008334c: 10400008 beq r2,r0,0x00083370 branch if not removing innocent? 00083350: 00000000 nop 00083354: 92040004 lbu r4,0x0004(r16) 00083358: 0c02344e jal 0x0008d138 store mimicking misc data, existence/entd checks 0008335c: 00000000 nop 00083360: 34040076 ori r4,r0,0x0076 animation = landing jump 00083364: 86050070 lh r5,0x0070(r16) 00083368: 0c020662 jal 0x00081988 Store unit animation/facing/someothervalue 0008336c: 02003021 addu r6,r16,r0 00083370: 0c0209e3 jal 0x0008278c Movement validation - float/fly? 00083374: 02002021 addu r4,r16,r0 00083378: 304200ff andi r2,r2,0x00ff 0008337c: 2c420002 sltiu r2,r2,0x0002 00083380: 14400035 bne r2,r0,0x00083458 00083384: 00000000 nop 00083388: 8e020148 lw r2,0x0148(r16) 0008338c: 00000000 nop 00083390: 30420004 andi r2,r2,0x0004 00083394: 10400025 beq r2,r0,0x0008342c branch if not adding dead 00083398: 3404001a ori r4,r0,0x001a animation = dead (choppy animatino) 0008339c: 86050070 lh r5,0x0070(r16) 000833a0: 0c020662 jal 0x00081988 Store unit animation/facing/someothervalue 000833a4: 02003021 addu r6,r16,r0 000833a8: 08020d14 j 0x00083450 000833ac: 34020034 ori r2,r0,0x0034 000833b0: 0c0209e3 jal 0x0008278c Movement validation - float/fly? 000833b4: 02002021 addu r4,r16,r0 000833b8: 304200ff andi r2,r2,0x00ff 000833bc: 2c420002 sltiu r2,r2,0x0002 000833c0: 10400010 beq r2,r0,0x00083404 000833c4: 00000000 nop 000833c8: 8e020148 lw r2,0x0148(r16) 000833cc: 00000000 nop 000833d0: 30420004 andi r2,r2,0x0004 000833d4: 14400006 bne r2,r0,0x000833f0 branch if adding dead 000833d8: 34040034 ori r4,r0,0x0034 animation = dead (correct animation) 000833dc: 8e020150 lw r2,0x0150(r16) 000833e0: 00000000 nop 000833e4: 30420004 andi r2,r2,0x0004 000833e8: 1040001b beq r2,r0,0x00083458 branch if not removing dead 000833ec: 34040035 ori r4,r0,0x0035 animation = getting up from death 000833f0: 86050070 lh r5,0x0070(r16) 000833f4: 0c02065e jal 0x00081978 Store unit animation and facing value 000833f8: 02003021 addu r6,r16,r0 000833fc: 08020d16 j 0x00083458 00083400: 00000000 nop 00083404: 8e020148 lw r2,0x0148(r16) 00083408: 00000000 nop 0008340c: 30420004 andi r2,r2,0x0004 00083410: 10400006 beq r2,r0,0x0008342c branch if not adding dead 00083414: 3404001a ori r4,r0,0x001a animation = dead (choppy) 00083418: 86050070 lh r5,0x0070(r16) 0008341c: 0c020662 jal 0x00081988 Store unit animation/facing/someothervalue 00083420: 02003021 addu r6,r16,r0 00083424: 08020d14 j 0x00083450 00083428: 34020034 ori r2,r0,0x0034 0008342c: 8e020150 lw r2,0x0150(r16) 00083430: 00000000 nop 00083434: 30420004 andi r2,r2,0x0004 00083438: 10400007 beq r2,r0,0x00083458 branch if not removing jump 0008343c: 34040009 ori r4,r0,0x0009 animation = stopped/floating? 00083440: 86050070 lh r5,0x0070(r16) 00083444: 0c020662 jal 0x00081988 Store unit animation/facing/someothervalue 00083448: 02003021 addu r6,r16,r0 0008344c: 34020012 ori r2,r0,0x0012 00083450: a60201dc sh r2,0x01dc(r16) 00083454: a60001e2 sh r0,0x01e2(r16) 00083458: 8fbf0014 lw r31,0x0014(r29) 0008345c: 8fb00010 lw r16,0x0010(r29) 00083460: 27bd0018 addiu r29,r29,0x0018 00083464: 03e00008 jr r31 00083468: 00000000 nop