Find which units are active?

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BATTLE.BIN :  - Find which units are active?
Fill a list of Unit of interest based on Preset Value. Unit should be Targetable worth of interest (see notes in code). This list is at 0x8019f3c4 + 0xc78 (1 Byte per unit)
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Parameter : r4 = Preset Value 1    [0 = any unit / 1 = Enemies only / 2 = Allies only / 3 = specific unit / 4 = Unit in critical condition ? (see section))
            r5 = preset Value 2    [0xff = ignore Acting Unit / if r4 = 0x3 r5 = specified unit ID]
Return : r2 = Nb Of Unit in List (AI 0xc78)
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00197d0c: 00005821 addu r11,r0,r0            |Targetable Unit counter ?
00197d10: 00003821 addu r7,r0,r0             |Initialize Unit counter
00197d14: 340d0001 ori r13,r0,0x0001         |Prepare [True] Flag
00197d18: 3c0c801a lui r12,0x801a            |
00197d1c: 258cf3c4 addiu r12,r12,0xf3c4      |0x8019f3c4
00197d20: 01804821 addu r9,r12,r0            |Initialize Dynamic pointer to AI 0xc78 Table
00197d24: 00004021 addu r8,r0,r0             |Initialize Dynamic Battle offset
00197d28: 340a182c ori r10,r0,0x182c         |Intialize Dynamic AI Decision offset
                                            @LOOP
00197d2c: 018a1821 addu r3,r12,r10               |This Unit AI decision data pointer 8019f3c4 + 0x182c + Unit offset
00197d30: a1200c78 sb r0,0x0c78(r9)              |Initialize Chosen Unit ID?
00197d34: 90620007 lbu r2,0x0007(r3)             |Load AI Decision data 0x07
00197d38: 00000000 nop                           |
00197d3c: 30420010 andi r2,r2,0x0010             |Check flag 0x10
00197d40: 1440003f bne r2,r0,0x00197e40          #If Unit is Untargetable branch to  Next Unit Will not increase r11
00197d44: 00000000 nop                               |
                                                 Else : This Unit is Targetable
00197d48: 3c018019 lui r1,0x8019                     |
00197d4c: 00280821 addu r1,r1,r8                     |
00197d50: 90220925 lbu r2,0x0925(r1)                 |Current Status 2 Dynamic pointer to this Unit Battle Data 0x59
00197d54: 00000000 nop                               |
00197d58: 30420010 andi r2,r2,0x0010                 |
00197d5c: 14400006 bne r2,r0,0x00197d78              #If Unit is NOT confused
00197d60: 00000000 nop                                   |
00197d64: 90620004 lbu r2,0x0004(r3)                     |AI Decision Byte 0x04 Dynamic pointer to Unit AI 0x182c + 0x04
00197d68: 00000000 nop                                   |
00197d6c: 30420080 andi r2,r2,0x0080                     |
00197d70: 10400033 beq r2,r0,0x00197e40                  #If Unit is NOT Worth to be considered branch to Next Unit
00197d74: 00000000 nop                                   |

                                                     Else : Unit Confused or Worth to be considered
00197d78: 91820e2e lbu r2,0x0e2e(r12)                |Acting Unit's ID
00197d7c: 00000000 nop                               |
00197d80: 14e20004 bne r7,r2,0x00197d94              #If This Unit is Acting Unit 
00197d84: 34020002 ori r2,r0,0x0002                  |r2 = (0x2) 
00197d88: 340200ff ori r2,r0,0x00ff                      |
00197d8c: 10a2002c beq r5,r2,0x00197e40                  #If Preset Value 2 = 0xff Ignore Acting Unit
00197d90: 34020002 ori r2,r0,0x0002                      |r2 = (0x2) 2
00197d94: 10820015 beq r4,r2,0x00197dec              #if Preset Value 1 = 0x02 go to Allies only section
00197d98: 28820003 slti r2,r4,0x0003                 |1 if preset value < 0x3 
00197d9c: 10400005 beq r2,r0,0x00197db4              #if Preset Value 1< 0x02
00197da0: 00000000 nop                                   |
00197da4: 108d000e beq r4,r13,0x00197de0                 #if Preset Value = 0x1 go to Enemies only section
00197da8: 00000000 nop                                       |
00197dac: 08065f8f j 0x00197e3c                          >>Directly Enable 0xc78 flag if preset Value = 0x00 and go to  Increase Target counter
00197db0: a12d0c78 sb r13,0x0c78(r9)                     |Enable This Unit flag inAI 0xc78 Table
00197db4: 34020003 ori r2,r0,0x0003                  |r2 = (0x3) 3
00197db8: 10820005 beq r4,r2,0x00197dd0              #If preset Value 1 = 0x03 go to specific unit section
00197dbc: 34020004 ori r2,r0,0x0004                  |r2 = (0x4) 4
00197dc0: 10820010 beq r4,r2,0x00197e04              #If preset Value 1 = 0x04 Go to status section
00197dc4: 3c020001 lui r2,0x0001                         |
00197dc8: 08065f8f j 0x00197e3c                      >>Else : PV > 0x04  Increase Target counter
00197dcc: a12d0c78 sb r13,0x0c78(r9)                 |Enable This Unit flag inAI 0xc78 Table

                  Preset Value 1 = 0x03 -Find one specific Unit (ID = r5)
00197dd0: 14e5001b bne r7,r5,0x00197e40              #If Preset Value 2 <> Unit Counter :  Ignore This Unit
00197dd4: 00000000 nop                                   |
00197dd8: 08065f8f j 0x00197e3c                      >>Else : Enable Flag and  Count this unit
00197ddc: a12d0c78 sb r13,0x0c78(r9)                 |Enable This Unit flag inAI 0xc78 Table

                  Preset Value 1 = 0x01 - Seek enemies only
00197de0: 90620008 lbu r2,0x0008(r3)                 |Load Enemy Flag Dynamic pointer to Unit AI 0x182c + 0x08
00197de4: 08065f8c j 0x00197e30                      >>Jump and :  Count only Enemies
00197de8: 00000000 nop                               |

                  Preset Value 1 = 0x02 - Seek Allies only
00197dec: 90620008 lbu r2,0x0008(r3)                 |Load Enemy Flag Dynamic pointer to Unit AI 0x182c + 0x08
00197df0: 00000000 nop                               |
00197df4: 14400012 bne r2,r0,0x00197e40              #If Unit in an Enemy Ignore This Unit
00197df8: 00000000 nop                               |
00197dfc: 08065f8f j 0x00197e3c                      >>Else : if Unit is an Ally Count this unit
00197e00: a12d0c78 sb r13,0x0c78(r9)                 |Enable This Unit flag inAI 0xc78 Table

                  Preset Value 1 = 0x04 - seek Unit with death, petrify, critical or death sentence
00197e04: 3c038019 lui r3,0x8019                     |
00197e08: 246308cc addiu r3,r3,0x08cc                |
00197e0c: 01033021 addu r6,r8,r3                     |This Unit Battle data pointer
00197e10: 8cc30058 lw r3,0x0058(r6)                  |Load Current Statuses 1-4
00197e14: 34428020 ori r2,r2,0x8020                  |r2 = 00018020
00197e18: 00621824 and r3,r3,r2                      |
00197e1c: 14600006 bne r3,r0,0x00197e38              #If  Unit is Critical, Petrifed or Dead Count this unit
00197e20: 00000000 nop                               |
00197e24: 90c2005c lbu r2,0x005c(r6)                 |Load Current Statuses 5
00197e28: 00000000 nop                               |
00197e2c: 30420001 andi r2,r2,0x0001                 |
00197e30: 10400003 beq r2,r0,0x00197e40              #If This Unit has not Death Sentence Ignore This Unit
00197e34: 00000000 nop                               |

                  Preset Value 1 = 0x00 - Any Units
00197e38: a12d0c78 sb r13,0x0c78(r9)                 |Enable This Unit flag inAI 0xc78 Table

                  Add Unit to Targeted Unit counter
00197e3c: 340b0001 ori r11,r0,0x0001                 |Considered Units Counter + 1
00197e40: 25290001 addiu r9,r9,0x0001            |Offset for AI Table 0xc78
00197e44: 250801c0 addiu r8,r8,0x01c0            |Battle Data Offset (+0x1c0 each iteration)
00197e48: 24e70001 addiu r7,r7,0x0001            |Unit Counter + 1
00197e4c: 28e20015 slti r2,r7,0x0015             |
00197e50: 1440ffb6 bne r2,r0,0x00197d2c      Λ Do for all units
00197e54: 254a0010 addiu r10,r10,0x0010          |AI Decision Offset (+0x10 each iteration) For data at 8019f3c4 + 0x182c
00197e58: 03e00008 jr r31                    >>Jump to Address
00197e5c: 01601021 addu r2,r11,r0                |r2 = # of units considered

Return locations

BATTLE.BIN
 00196248: Non-Specific AI AutoBattle (Enemies)      r4 = 0x00 / r5 = 0x00
 00197350: Set_chosen_ability/target_for_AI_status   r4 = 0x00 / r5 = 0xff (Confuse section)
 00198238: Fight_for_Life_-_Auto_Battle_(00197ff4)   r4 = 0x03 / r5 = Unit ID
 00198278: Fight_for_Life_-_Auto_Battle_(00197ff4)   r4 = 0x00 / r5 = 0x00
 00198740: Protect_Allies_-_Auto_Battle_(001984ec)   r4 = 0x03 / r5 = Unit ID
 00198780: Protect_Allies_-_Auto_Battle_(001984ec)   r4 = 0x01 / r5 = 0x00
 001987b8: Protect_Allies_-_Auto_Battle_(001984ec)   r4 = 0x02 / r5 = 0x00
 00198900: Evaluate_Cancel_Status_Ability_(0019881c) r4 = 0x03 / r5 = Unit ID
 00198f18: AI_Critical_or_Run_Like_Rabbit            r4 = 0x03 / r5 = Acting Unit ID
 00198ff0: AI_Critical_or_Run_Like_Rabbit            r4 = 0x00 / r5 = 0xff