Set Highest Target Priority (00196e20)

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
BATTLE.BIN :  - Set_Highest_Target_Priority_(00196e20)
------------------------------------------------------------------------------------------
Parameter : r4 = AI 0x0014
            r5 = AI 0x0034
Return : r2 = 0x01 if Higher score or Safer Tile if same score
         r2 = 0x00 if not
------------------------------------------------------------------------------------------
00196e20: 27bdffe0 addiu r29,r29,-0x0020     |
00196e24: afb00010 sw r16,0x0010(r29)        |
00196e28: 00808021 addu r16,r4,r0            |r16 = Pointer to AI 0x0014 
00196e2c: afb10014 sw r17,0x0014(r29)        |
00196e30: 00a08821 addu r17,r5,r0            |r17 = Pointer to AI 0x0034
00196e34: 2604001c addiu r4,r16,0x001c       |Pointer to AI 0x0030
00196e38: 2625001c addiu r5,r17,0x001c       |Pointer to AI 0x0050
00196e3c: afbf001c sw r31,0x001c(r29)        |
00196e40: 0c065b6c jal 0x00196db0            |-->Compare Target Priority and Hit Rate (00196db0)
00196e44: afb20018 sw r18,0x0018(r29)        |
00196e48: 3c12801a lui r18,0x801a            |
00196e4c: 2652f3c4 addiu r18,r18,-0x0c3c     |0x80193fc4
00196e50: 00402021 addu r4,r2,r0             |
00196e54: 34020002 ori r2,r0,0x0002          |
00196e58: 14820003 bne r4,r2,0x00196e68      #If returned value is 0x02  Higher priority score, higher Hit%, higher AI 0x30
00196e5c: 34030001 ori r3,r0,0x0001              |
00196e60: 08065bb6 j 0x00196ed8                  |Exit Return 0x01
00196e64: 34020001 ori r2,r0,0x0001              |
00196e68: 1483001b bne r4,r3,0x00196ed8      #if returned value is 0x00 Exit Return 0x00 lower in everything
00196e6c: 00001021 addu r2,r0,r0             |
                                             Else : returned value is 0x01 (Strict equality)
00196e70: 92030005 lbu r3,0x0005(r16)            |Considered Action Elevation
00196e74: 92040006 lbu r4,0x0006(r16)            |Considered Action Y
00196e78: 92250004 lbu r5,0x0004(r17)            |Previous Action X
00196e7c: 000310c0 sll r2,r3,0x03                |
00196e80: 00431021 addu r2,r2,r3                 |
00196e84: 00021140 sll r2,r2,0x05                |Elevation * 0x120
00196e88: 00521021 addu r2,r2,r18                |
00196e8c: 24420174 addiu r2,r2,0x0174            |Pointer to AI 0x174 + Elevation offset AI 0x174 is proximity score matrix
00196e90: 00042100 sll r4,r4,0x04                |
00196e94: 00822021 addu r4,r4,r2                 |+ Y offset
00196e98: 92020004 lbu r2,0x0004(r16)            |Considered Action X
00196e9c: 92230005 lbu r3,0x0005(r17)            |Previous action Elevation
00196ea0: 00822021 addu r4,r4,r2                 |+ X offset
00196ea4: 000310c0 sll r2,r3,0x03                |
00196ea8: 00431021 addu r2,r2,r3                 |
00196eac: 00021140 sll r2,r2,0x05                |
00196eb0: 00521021 addu r2,r2,r18                |
00196eb4: 24420174 addiu r2,r2,0x0174            |
00196eb8: 92230006 lbu r3,0x0006(r17)            |
00196ebc: 90840000 lbu r4,0x0000(r4)             |Considered Action's  Tile proximity score AI 0x174
00196ec0: 00031900 sll r3,r3,0x04                |
00196ec4: 00621821 addu r3,r3,r2                 |
00196ec8: 00651821 addu r3,r3,r5                 |
00196ecc: 90620000 lbu r2,0x0000(r3)             |Previous Action's Tile proximity score AI 0x174
00196ed0: 00000000 nop                           |
00196ed4: 0082102a slt r2,r4,r2                  |Returns 0x01 if Current proximity score < Previous one  Safer destination ?
00196ed8: 8fbf001c lw r31,0x001c(r29)
00196edc: 8fb20018 lw r18,0x0018(r29)
00196ee0: 8fb10014 lw r17,0x0014(r29)
00196ee4: 8fb00010 lw r16,0x0010(r29)
00196ee8: 27bd0020 addiu r29,r29,0x0020
00196eec: 03e00008 jr r31
00196ef0: 00000000 nop

Return locations

BATTLE.BIN
 00197008: Compare_Set_Highest_Unit_Target_Priority_(00196fc4)
 00197020: Compare_Set_Highest_Unit_Target_Priority_(00196fc4)
 0019d34c: Check_Set_Highest_Unit_Priority_(0019d308)