Set unit untargetable based on 19f0d8 routine

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BATTLE.BIN :  - 
May disable some Enemy Unit in AI 0xc8d List (potential Targets). Disabled if will act before the end of a harmfull ability CT.
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Parameter : Nothing
Return : r2 = if there is at least one potentiel Target in List
         r2 = 0x00 if no Target left
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0019f01c: 27bdffd8 addiu r29,r29,-0x0028     |
0019f020: afb3001c sw r19,0x001c(r29)        |
0019f024: 00009821 addu r19,r0,r0            |Initialize [found a Target] flag
0019f028: afb00010 sw r16,0x0010(r29)        |
0019f02c: 00008021 addu r16,r0,r0            |Initialize Unit counter
0019f030: afb40020 sw r20,0x0020(r29)        |
0019f034: 3c14801a lui r20,0x801a            |
0019f038: 2694f3c4 addiu r20,r20,-0x0c3c     |0x8019f3c4
0019f03c: afb20018 sw r18,0x0018(r29)        |
0019f040: 02809021 addu r18,r20,r0           |Prepare dynamic AI pointer
0019f044: afbf0024 sw r31,0x0024(r29)        |
0019f048: afb10014 sw r17,0x0014(r29)        |
                                            @LOOP - through all units
0019f04c: 02908821 addu r17,r20,r16              |Dynamic pointer to AI data (8019f3c4 + 1 byte per iteration)
0019f050: 92220c8d lbu r2,0x0c8d(r17)            |This Unit Targetable flag From 0x8019f3c4 + 0x0c8d
0019f054: 00000000 nop                           |
0019f058: 10400011 beq r2,r0,0x0019f0a0          #If This Unit is not a potential Target : branch to Next Unit
0019f05c: 00000000 nop                           |
0019f060: 8e82000c lw r2,0x000c(r20)             |Considered Ability AI behavior flags 1 to 4
0019f064: 00000000 nop                           |
0019f068: 30420002 andi r2,r2,0x0002             |
0019f06c: 1040000b beq r2,r0,0x0019f09c          #If considered Ability has [Target Enemies]
0019f070: 00000000 nop                               |
0019f074: 92421834 lbu r2,0x1834(r18)                |This Unit Enemy flag 8019f3c4 + 0x182c + 0x08 + Unit offset
0019f078: 00000000 nop                               |
0019f07c: 10400007 beq r2,r0,0x0019f09c              #If This Unit is an Enemy
0019f080: 00000000 nop                                   |
0019f084: 0c067c36 jal 0x0019f0d8                        |-->See_if_ability_should_be_used_based_on_CT returns 0x00 if Ability CT ends before Unit next active turn
0019f088: 02002021 addu r4,r16,r0                        |Send Unit ID
0019f08c: 10400003 beq r2,r0,0x0019f09c                  #If Ability won't  Hit the unit before his next turn
0019f090: 00000000 nop                                       |
0019f094: 08067c28 j 0x0019f0a0                              |Next Unit
0019f098: a2200c8d sb r0,0x0c8d(r17)                         |Disable Unit in Potential Targets list
                                                 Else : Considered ability do not have [Target Enemies] / This Unit is an Ally / Enemy won't act before Ability CT end
0019f09c: 34130001 ori r19,r0,0x0001                 |Enable found a Targetflag
0019f0a0: 26100001 addiu r16,r16,0x0001          |Unit counter + 1
0019f0a4: 2a020015 slti r2,r16,0x0015            |
0019f0a8: 1440ffe8 bne r2,r0,0x0019f04c      Λ do for all units
0019f0ac: 26520010 addiu r18,r18,0x0010          |Dynamic pointer to AI data (8019f3c4 + 0x10 byte per iteration)  Used for Data at AI 0x182c
0019f0b0: 02601021 addu r2,r19,r0            |r2 = 1 if any unit is targetable
0019f0b4: 8fbf0024 lw r31,0x0024(r29)
0019f0b8: 8fb40020 lw r20,0x0020(r29)
0019f0bc: 8fb3001c lw r19,0x001c(r29)
0019f0c0: 8fb20018 lw r18,0x0018(r29)
0019f0c4: 8fb10014 lw r17,0x0014(r29)
0019f0c8: 8fb00010 lw r16,0x0010(r29)
0019f0cc: 27bd0028 addiu r29,r29,0x0028
0019f0d0: 03e00008 jr r31
0019f0d4: 00000000 nop

Return locations

BATTLE.BIN
 0019b290: AI_ability_use_control_routine