Start searching for Highest Target Priority (0019c280)
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BATTLE.BIN : - Start_searching_for_Highest_Target_Priority_(0019c280) Find the best Tile (Score based on priority and ennemy proximity) in AI 0xb94 Table (Potential destination) ------------------------------------------------------------------------------------------ Parameter : Return : ------------------------------------------------------------------------------------------ 0019c280: 27bdfff0 addiu r29,r29,-0x0010 | 0019c284: 3c0d7fff lui r13,0x7fff | 0019c288: 35adffff ori r13,r13,0xffff |Default Score to beat 0019c28c: 00005821 addu r11,r0,r0 |Initialize elevation counter 0019c290: 0000c021 addu r24,r0,r0 |Initialize elevation offset 0019c294: 3c08801a lui r8,0x801a | 0019c298: 2508f3c4 addiu r8,r8,0xf3c4 |0x8019f3c4 0019c29c: 01007821 addu r15,r8,r0 | 0019c2a0: 01007021 addu r14,r8,r0 | @LOOP - Elevation 0019c2a4: 91020e3b lbu r2,0x0e3b(r8) |Load Max Y 0019c2a8: 00000000 nop | 0019c2ac: 1840002d blez r2,0x0019c364 #If Max Y is invalid : branch to Next elevation 0019c2b0: 00003821 addu r7,r0,r0 |Initilialize Y counter 0019c2b4: 0300c821 addu r25,r24,r0 |Elevation offset 0019c2b8: 25ea05f4 addiu r10,r15,0x05f4 |Dynamic pointer to AI 0x5f4 (+ 0x240 each elevation iteration) 0019c2bc: 25c90b94 addiu r9,r14,0x0b94 |Dynamic pointer to AI 0x0b94 (+0x24 each elevation iteration) Table of destination Tiles (from where Caster can hit a target) @LOOP - Y rows 0019c2c0: 95230000 lhu r3,0x0000(r9) |Load this Y row flags AI 0xb94 Table 0019c2c4: 00000000 nop | 0019c2c8: 10600020 beq r3,r0,0x0019c34c #If there is no tiles to move on in this row : branch to Next Y row 0019c2cc: 00000000 nop | 0019c2d0: 91020e3a lbu r2,0x0e3a(r8) |Load Max X 0019c2d4: 00000000 nop | 0019c2d8: 1840001c blez r2,0x0019c34c #If Max X is invalid branch to Next Y row 0019c2dc: 00002821 addu r5,r0,r0 |Initilialize X counter 0019c2e0: 00606021 addu r12,r3,r0 |This Y row halfword of X tiles Flags 0019c2e4: 03281021 addu r2,r25,r8 |AI pointer + elevation offset (0x120) 0019c2e8: 24420174 addiu r2,r2,0x0174 | 0019c2ec: 00071900 sll r3,r7,0x04 | 0019c2f0: 00621821 addu r3,r3,r2 |Dynamic pointer AI 0x0174 + Y offset + Elevation offset Tiles proximity score Table ( byte per tile) 0019c2f4: 01403021 addu r6,r10,r0 |Dynamic pointer to AI 0x5f4 (+ 0x240 each elevation iteration) @LOOP - All Tiles in row 0019c2f8: 00ac1004 sllv r2,r12,r5 |Shift Y row of flag by X counter (bit of interest is in 0x8000 position) 0019c2fc: 30428000 andi r2,r2,0x8000 | 0019c300: 1040000c beq r2,r0,0x0019c334 #If This Tile is not a potential destination : branch to Next X tile 0019c304: 00000000 nop | 0019c308: 84c40000 lh r4,0x0000(r6) |This Tile priority score Dynamic pointer to AI 0x5f4 (with Elevation, Y and X offset) 0019c30c: 90620000 lbu r2,0x0000(r3) |This Tile proximity score (the more units around, the higher) Dynamic pointer to AI 0xa74 (with Elevation, Y and X offset) 0019c310: 00042400 sll r4,r4,0x10 |Priority score in upper part of a word (0x8000 becomes signed) 0019c314: 00822021 addu r4,r4,r2 |Priority + Proximity 0019c318: 01a4102a slt r2,r13,r4 | 0019c31c: 14400005 bne r2,r0,0x0019c334 #If This Tile has a lower score (Priority + Proximity) 0019c320: 00000000 nop | 0019c324: 00806821 addu r13,r4,r0 |Update best Score found 0019c328: a1050018 sb r5,0x0018(r8) |Save New X Coordinates 0019c32c: a107001a sb r7,0x001a(r8) |Save New Y Coordinates 0019c330: a10b0019 sb r11,0x0019(r8) |Save New Elevation 0019c334: 24630001 addiu r3,r3,0x0001 |Offset for AI 0x174 0019c338: 91020e3a lbu r2,0x0e3a(r8) |Max X 0019c33c: 24a50001 addiu r5,r5,0x0001 |X counter + 1 0019c340: 00a2102a slt r2,r5,r2 | 0019c344: 1440ffec bne r2,r0,0x0019c2f8 #Loop while X < Max X 0019c348: 24c60002 addiu r6,r6,0x0002 |AI Table 0x5f4 Tile offset (halfword) 0019c34c: 254a0020 addiu r10,r10,0x0020 |AI Table0x5f4 offset 0019c350: 91020e3b lbu r2,0x0e3b(r8) |max Y 0019c354: 24e70001 addiu r7,r7,0x0001 |Y counter +1 0019c358: 00e2102a slt r2,r7,r2 | 0019c35c: 1440ffd8 bne r2,r0,0x0019c2c0 #Loop While Y < Max Y 0019c360: 25290002 addiu r9,r9,0x0002 |AI Table 0xb4c offset 0019c364: 27180120 addiu r24,r24,0x0120 |AI 0x174 elevation offset 0019c368: 25ef0240 addiu r15,r15,0x0240 |AI 0x5f4 elevation offset 0019c36c: 256b0001 addiu r11,r11,0x0001 |Elevation counter +1 0019c370: 29620002 slti r2,r11,0x0002 | 0019c374: 1440ffcb bne r2,r0,0x0019c2a4 #Loop twice 0019c378: 25ce0024 addiu r14,r14,0x0024 |AI 0xb4c elevation offset 0019c37c: 91030019 lbu r3,0x0019(r8) |best Tile elevation 0019c380: 9104001a lbu r4,0x001a(r8) |best Tile Y coordinates 0019c384: 91050018 lbu r5,0x0018(r8) |best Tile X coordinates 0019c388: 000310c0 sll r2,r3,0x03 | 0019c38c: 00431021 addu r2,r2,r3 | 0019c390: 00021080 sll r2,r2,0x02 | 0019c394: 00481021 addu r2,r2,r8 | 0019c398: 24420b94 addiu r2,r2,0x0b94 | 0019c39c: 00042040 sll r4,r4,0x01 | 0019c3a0: 00822021 addu r4,r4,r2 |Pointer to AI 0xb94 best tile's Y row of flags 0019c3a4: 34038000 ori r3,r0,0x8000 |Prepare bitmask 0019c3a8: 94820000 lhu r2,0x0000(r4) |Best Tile Y row of flags 0019c3ac: 00a31807 srav r3,r3,r5 |Set The bitmask in Tile position 0019c3b0: 00431026 xor r2,r2,r3 | 0019c3b4: a4820000 sh r2,0x0000(r4) |Disable best Tile flag Will be processed 0019c3b8: 91020cbc lbu r2,0x0cbc(r8) | 0019c3bc: 00000000 nop | 0019c3c0: 2442ffff addiu r2,r2,-0x0001 | 0019c3c4: a1020cbc sb r2,0x0cbc(r8) |Decrement Tile counter in AI 0xb94 Table 0019c3c8: 27bd0010 addiu r29,r29,0x0010 0019c3cc: 03e00008 jr r31 0019c3d0: 00000000 nop
Return locations
BATTLE.BIN 0019c0b4: Find_Highest_Target_Priority_in_Ability_Range_(0019bf2c)