Set or Remove Charging (00195f8c)
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BATTLE.BIN : - Set_or_Remove_Charging_(00195f8c) If Charging - Set Considered destination and simaulate movement while charging, or without charging (Aim, Dance and Song Hardcoded section) ------------------------------------------------------------------------------------------ Parameter : Nothing Return : r2 = 0x00 (Default) r2 = -0x01 if Routine has aborted (AI 0xed6 is updated) - V_Sync alert ? r2 = 0x01 Considered Action has better outcome than selected one (AI 0x17fc) ------------------------------------------------------------------------------------------ 00195f8c: 3c04801a lui r4,0x801a | 00195f90: 8c840bbc lw r4,0x0bbc(r4) |Pointer to Acting Unit Battle data 00195f94: 3c02801a lui r2,0x801a | 00195f98: 90420d7b lbu r2,0x0d7b(r2) |AI 0x19b7 00195f9c: 27bdffe0 addiu r29,r29,-0x0020 | 00195fa0: afb00010 sw r16,0x0010(r29) | 00195fa4: 3c10801a lui r16,0x801a | 00195fa8: 2610f3c4 addiu r16,r16,0xf3c4 |0x8019f3c4 00195fac: afbf0018 sw r31,0x0018(r29) | 00195fb0: afb10014 sw r17,0x0014(r29) | === Return to where the code left off === 00195fb4: 1040000a beq r2,r0,0x00195fe0 #If AI 0x19b7 <> 0x00 00195fb8: 2491016e addiu r17,r4,0x016e |Acting Unit Current Action data 00195fbc: 3c03801a lui r3,0x801a | 00195fc0: 9063029a lbu r3,0x029a(r3) |AI 0xed6 (this routine memory variable) 00195fc4: 00000000 nop | 00195fc8: 10600028 beq r3,r0,0x0019606c #If Memory variable is 0x00 : Return to Song Dance movement evaluation 00195fcc: 34020001 ori r2,r0,0x0001 | 00195fd0: 10620031 beq r3,r2,0x00196098 #If Memory variable is 0x01 : Return to Default ability movement evaluation (while charging) 00195fd4: 00000000 nop | 00195fd8: 08065849 j 0x00196124 #Else : Memory Variable is 0x02 Return to Default ability movement evaluation (without charging) 00195fdc: 00000000 nop | === Start from beginning === Else : AI 0x19b7 = 0x00 00195fe0: 9083015d lbu r3,0x015d(r4) |Acting Unit Current Ability CT 00195fe4: 340200ff ori r2,r0,0x00ff | 00195fe8: 10620066 beq r3,r2,0x00196184 #If Acting Unit is not charging : Exit Returns 0x00 00195fec: 00001021 addu r2,r0,r0 | 00195ff0: 9082016f lbu r2,0x016f(r4) |Acting Unit Skillset of Last Attack Used 00195ff4: 3c018006 lui r1,0x8006 | 00195ff8: 00220821 addu r1,r1,r2 |0x80060000 + Skillset offset (for action menu) 00195ffc: 90235cb4 lbu r3,0x5cb4(r1) |Get Acting Unit Last used Action Menu 00196000: 3402000a ori r2,r0,0x000a | --- Set destination --- 00196004: 14620007 bne r3,r2,0x00196024 #If Action menu is [Aim] Charge skillset 00196008: 00000000 nop | 0019600c: 3c02801a lui r2,0x801a | 00196010: 8c4201f4 lw r2,0x01f4(r2) |Acting Unit XY Coordinates 0x8019f3c4 + 0x0e30 00196014: 3c01801a lui r1,0x801a | 00196018: ac22f3dc sw r2,-0x0c24(r1) |Save to AI Considered Action destination 0x8019f3c4 + 0x18 0019601c: 08065814 j 0x00196050 |Avoid non-Charge section 00196020: a2000014 sb r0,0x0014(r16) |AI 0x14 = 0x00 labeled as IsTargetFlagsSet. Afaik seems to more likely related to Caster position or necessity to move Else : Not Charge 00196024: 3c02801a lui r2,0x801a | 00196028: 904201f1 lbu r2,0x01f1(r2) |AI 0xe2d Destination consideration (0x1 close to target, 0x2 Away from Target) 0019602c: 00000000 nop | 00196030: 00021080 sll r2,r2,0x02 |AI 0xe2d offset (Word) 00196034: 00501021 addu r2,r2,r16 | 00196038: 8c420cc4 lw r2,0x0cc4(r2) |Load Destination of interest coordinates 0019603c: 3c01801a lui r1,0x801a | 00196040: ac22f3dc sw r2,-0x0c24(r1) |Save to AI Considered Action destination 0x8019f3c4 + 0x18 00196044: 0c066ec8 jal 0x0019bb20 |-->AI_Check_if_Unit_is_a_Crystal/Treasure_(0019bb20) Set 0x801a0083 Value ("crystal on destination" flag) 00196048: 00000000 nop | 0019604c: a2000014 sb r0,0x0014(r16) |AI 0x14 = 0x00 labeled as IsTargetFlagsSet. Afaik seems to more likely related to Caster position or necessity to move 00196050: a200001d sb r0,0x001d(r16) |Set Considered Skillset = 0x00 AI 0x1d (akaAI 0x14 + 0x9) - Move only --- Simulate Movement --- 00196054: 96220002 lhu r2,0x0002(r17) |Acting Unit Last Used Ability 00196058: 00000000 nop | 0019605c: 2442ffaa addiu r2,r2,-0x0056 |Attack ID - 0x56 (Angel Song ID) 00196060: 2c42000e sltiu r2,r2,0x000e |0x1 if Any Song or Dance Ability 00196064: 1040000c beq r2,r0,0x00196098 #If Used Ability is a Song or Dance Ability Will hit the whole map 00196068: 00000000 nop | 0019606c: 0c0674c2 jal 0x0019d308 |-->Check_Set_Highest_Unit_Priority_(0019d308) Set priority score for considered action (Store Action data in AI 0x34) 00196070: 00000000 nop | 00196074: 2403ffff addiu r3,r0,-0x0001 | 00196078: 14430003 bne r2,r3,0x00196088 #If returned r2 = -0x01 V_Sync Alert ? 0019607c: 2402ffff addiu r2,r0,-0x0001 | 00196080: 08065861 j 0x00196184 >>Set AI 0xed6 = 0x00 Exit Returns -0x01 00196084: a2000ed6 sb r0,0x0ed6(r16) | Else : no V-Sync Alert 00196088: 0c065bf1 jal 0x00196fc4 |-->Compare_Set_Highest_Unit_Target_Priority_(00196fc4) Save AI 0x34 in stored Action if better outcome (AI 0x54 to AI 0x134) 0019608c: 00000000 nop | 00196090: 08065861 j 0x00196184 |Exit return 0x00 00196094: 00001021 addu r2,r0,r0 | Else : Not a Song nor Dance Ability (consider canceling charge or not) 00196098: 0c0674df jal 0x0019d37c |-->AI_End_of_turn,_in_between_turn,_etc. Simulate movement - Set a priority score of AI 0x14 Action (in AI 0x32) 0019609c: 00000000 nop | 001960a0: 2403ffff addiu r3,r0,-0x0001 | 001960a4: 14430003 bne r2,r3,0x001960b4 #If returned r2 = -0x01 V_Sync Alert ? 001960a8: 260417fc addiu r4,r16,0x17fc |Pointer to AI 0x17fc Selected action 001960ac: 0806584f j 0x0019613c >>Set AI 0xed6 = 0x01 Exit Returns -0x01 001960b0: 34020001 ori r2,r0,0x0001 | Else : do not abort 001960b4: 26050014 addiu r5,r16,0x0014 | 001960b8: 0c066ac2 jal 0x0019ab08 |-->Transfer Halfword Values Transfer considered action to selected action (AI 0x14 to AI 0x17fc) 001960bc: 34060020 ori r6,r0,0x0020 |Transfer 0x20 bytes 001960c0: 8e0217f8 lw r2,0x17f8(r16) |Acting Unit Battle data pointer 001960c4: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 001960c8: 9042015d lbu r2,0x015d(r2) |Load Current Ability CT 001960cc: 00000000 nop | 001960d0: a2020ed0 sb r2,0x0ed0(r16) |Save Current Ability CT to AI 0xed0 001960d4: 90620058 lbu r2,0x0058(r3) |Load Current Status 1 001960d8: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 001960dc: a2020ed1 sb r2,0x0ed1(r16) |Save Current Status to AI 0xed1 001960e0: 906201bb lbu r2,0x01bb(r3) |Load Inflicted Status 1 001960e4: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 001960e8: a2020ed2 sb r2,0x0ed2(r16) |Save Inflict Status 1 to AI 0xed2 001960ec: 340200ff ori r2,r0,0x00ff | 001960f0: a062015d sb r2,0x015d(r3) |Set Current CT = 0xff (not charging) 001960f4: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 001960f8: 00000000 nop | 001960fc: 90620058 lbu r2,0x0058(r3) |Load Current Status 1 00196100: 00000000 nop | 00196104: 304200f6 andi r2,r2,0x00f6 | 00196108: a0620058 sb r2,0x0058(r3) |Remove Charging 0019610c: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 00196110: 00000000 nop | 00196114: 906201bb lbu r2,0x01bb(r3) |Load Inflict Status 00196118: 00000000 nop | 0019611c: 304200f6 andi r2,r2,0x00f6 | 00196120: a06201bb sb r2,0x01bb(r3) |Remove Charging from Inflicted Status 00196124: 0c0674df jal 0x0019d37c |-->AI_End_of_turn,_in_between_turn,_etc. Simulate movement - Set a priority score of AI 0x14 Action (in AI 0x32) 00196128: 00000000 nop | 0019612c: 2403ffff addiu r3,r0,-0x0001 | 00196130: 14430005 bne r2,r3,0x00196148 #If r2 = -0x01 (V-Sync Alert ?) Time to refresh animations 00196134: 26041818 addiu r4,r16,0x1818 |Pointer to AI 0x17fc + 0x1c 00196138: 34020002 ori r2,r0,0x0002 |Jump in Abort section : Set AI 0xed6 = 0x02 Exit Returns -0x01 === ABORT SECTION === 0019613c: a2020ed6 sb r2,0x0ed6(r16) |Update AI 0xed6 00196140: 08065861 j 0x00196184 |Exit Return -0x01 00196144: 2402ffff addiu r2,r0,-0x0001 | Else if Not Aborting : restore battle data 00196148: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 0019614c: 92020ed0 lbu r2,0x0ed0(r16) |Preserved Caster Abiliity CT 00196150: 00000000 nop | 00196154: a062015d sb r2,0x015d(r3) |Restore Ability CT 00196158: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 0019615c: 92020ed1 lbu r2,0x0ed1(r16) |Preserved Current Status 0x01 00196160: 00000000 nop | 00196164: a0620058 sb r2,0x0058(r3) |Restore Current Status 0x01 00196168: 8e0317f8 lw r3,0x17f8(r16) |Acting Unit Battle data pointer 0019616c: 92020ed2 lbu r2,0x0ed2(r16) |Preserved inflictend Status 0x01 00196170: 26050030 addiu r5,r16,0x0030 |Pointer to AI 0x14 + 0x1c 00196174: 0c065b6c jal 0x00196db0 |-->Compare_Target_Priority_and_Hit_Rate_(00196db0) Compare Considered Action (AI 0x14 + 0x1c) with selected Action (AI 0x17fc + 0x1c) 00196178: a06201bb sb r2,0x01bb(r3) |Restore Inflicted Status 0x01 0019617c: 38420002 xori r2,r2,0x0002 |0x00 if Higher outcome, else 0x02 (or 0x03) 00196180: 2c420001 sltiu r2,r2,0x0001 |0x01 if Higher outcome else 0x00 00196184: 8fbf0018 lw r31,0x0018(r29) 00196188: 8fb10014 lw r17,0x0014(r29) 0019618c: 8fb00010 lw r16,0x0010(r29) 00196190: 27bd0020 addiu r29,r29,0x0020 00196194: 03e00008 jr r31 00196198: 00000000 nop
Return locations
BATTLE.BIN 00196218: Non-Specific_AI_AutoBattle_(Enemies) 0019820c: Fight_for_Life_-_Auto_Battle_(00197ff4) 00198714: Protect_Allies_-_Auto_Battle_(001984ec) 00198f4c: AI_Critical_or_Run_Like_Rabbit