More animation based on status, death sound effects

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000831b8: 27bdffe8 addiu r29,r29,0xffe8
000831bc: afb00010 sw r16,0x0010(r29)
000831c0: 00808021 addu r16,r4,r0
000831c4: afbf0014 sw r31,0x0014(r29)
000831c8: 8e02014c lw r2,0x014c(r16)			load statuses to add
000831cc: 00000000 nop
000831d0: 30420002 andi r2,r2,0x0002
000831d4: 10400006 beq r2,r0,0x000831f0			branch if reflect not added?
000831d8: 34040003 ori r4,r0,0x0003				normal walk
000831dc: 86050070 lh r5,0x0070(r16)
000831e0: 0c020662 jal 0x00081988				Store unit animation/facing/someothervalue
000831e4: 02003021 addu r6,r16,r0
000831e8: 08020c83 j 0x0008320c
000831ec: 00000000 nop
000831f0: 8e020154 lw r2,0x0154(r16)			load status to remove
000831f4: 00000000 nop
000831f8: 30420002 andi r2,r2,0x0002
000831fc: 10400003 beq r2,r0,0x0008320c			branch if reflect not removed?
00083200: 00000000 nop
00083204: 0c020bbb jal 0x00082eec				Set Animation Based On Unit Status | Set Animation based on status
00083208: 02002021 addu r4,r16,r0
0008320c: 8e02014c lw r2,0x014c(r16)			
00083210: 00000000 nop
00083214: 30420004 andi r2,r2,0x0004
00083218: 10400006 beq r2,r0,0x00083234			branch if not adding don't act?
0008321c: 34040003 ori r4,r0,0x0003				normal walk
00083220: 86050070 lh r5,0x0070(r16)
00083224: 0c020662 jal 0x00081988				Store unit animation/facing/someothervalue
00083228: 02003021 addu r6,r16,r0
0008322c: 08020c94 j 0x00083250
00083230: 00000000 nop
00083234: 8e020154 lw r2,0x0154(r16)
00083238: 00000000 nop
0008323c: 30420004 andi r2,r2,0x0004
00083240: 10400003 beq r2,r0,0x00083250			branch if not removing don't act?
00083244: 00000000 nop
00083248: 0c020bbb jal 0x00082eec				Set Animation Based On Unit Status | Set Animation based on status
0008324c: 02002021 addu r4,r16,r0
00083250: 8e020148 lw r2,0x0148(r16)			load status to add
00083254: 00000000 nop
00083258: 30420004 andi r2,r2,0x0004
0008325c: 10400027 beq r2,r0,0x000832fc			branch if not adding dead (jump?)
00083260: 00000000 nop
00083264: 92020006 lbu r2,0x0006(r16)			load spritesheet ID
00083268: 00000000 nop
0008326c: 00021080 sll r2,r2,0x02
00083270: 3c018009 lui r1,0x8009
00083274: 00220821 addu r1,r1,r2
00083278: 90224749 lbu r2,0x4749(r1)			load SEQ ID
0008327c: 00000000 nop
00083280: 2442fffe addiu r2,r2,0xfffe
00083284: 2c420002 sltiu r2,r2,0x0002                  set if CYOKO or MON
00083288: 10400003 beq r2,r0,0x00083298                branch if not
0008328c: 00000000 nop
00083290: 0c01a2a5 jal 0x00068a94				Death Smoke: Set Secondary Effect Struct
00083294: 02002021 addu r4,r16,r0
00083298: 3c038009 lui r3,0x8009
0008329c: 8c6360e4 lw r3,0x60e4(r3)
000832a0: 34020034 ori r2,r0,0x0034
000832a4: 10620015 beq r3,r2,0x000832fc
000832a8: 00000000 nop
000832ac: 8e020134 lw r2,0x0134(r16)			load unit data
000832b0: 00000000 nop
000832b4: 10400011 beq r2,r0,0x000832fc
000832b8: 00000000 nop
000832bc: 90430006 lbu r3,0x0006(r2)
000832c0: 00000000 nop
000832c4: 30620080 andi r2,r3,0x0080
000832c8: 10400003 beq r2,r0,0x000832d8			branch if not male
000832cc: 02002021 addu r4,r16,r0
000832d0: 08020cbd j 0x000832f4
000832d4: 3405009a ori r5,r0,0x009a				Sound effect = male death
000832d8: 30620040 andi r2,r3,0x0040
000832dc: 14400005 bne r2,r0,0x000832f4			branch if female
000832e0: 34050045 ori r5,r0,0x0045				Sound effect = female death
000832e4: 30620020 andi r2,r3,0x0020
000832e8: 10400004 beq r2,r0,0x000832fc			branch if not monster
000832ec: 02002021 addu r4,r16,r0
000832f0: 34050046 ori r5,r0,0x0046				sound effect = monster death
000832f4: 0c01ae58 jal 0x0006b960				0006b960 - 0006b990
000832f8: 00000000 nop
000832fc: 8e02014c lw r2,0x014c(r16)			load statii to add
00083300: 00000000 nop
00083304: 30420009 andi r2,r2,0x0009
00083308: 10400003 beq r2,r0,0x00083318			branch if not adding don't move/death sentence?
0008330c: 00000000 nop
00083310: 0c01a29d jal 0x00068a74				Zodiac Poof: Set Secondary Effect Struct <-- poorly named? my bad
00083314: 02002021 addu r4,r16,r0
00083318: 3c038009 lui r3,0x8009
0008331c: 8c6360e4 lw r3,0x60e4(r3)
00083320: 34020034 ori r2,r0,0x0034
00083324: 14620022 bne r3,r2,0x000833b0
00083328: 00000000 nop
0008332c: 8e02014c lw r2,0x014c(r16)
00083330: 00000000 nop
00083334: 30420040 andi r2,r2,0x0040
00083338: 1440000a bne r2,r0,0x00083364			branch if adding innocent?
0008333c: 34040075 ori r4,r0,0x0075
00083340: 8e020154 lw r2,0x0154(r16)
00083344: 00000000 nop
00083348: 30420040 andi r2,r2,0x0040
0008334c: 10400008 beq r2,r0,0x00083370			branch if not removing innocent?
00083350: 00000000 nop
00083354: 92040004 lbu r4,0x0004(r16)
00083358: 0c02344e jal 0x0008d138				store mimicking misc data, existence/entd checks
0008335c: 00000000 nop
00083360: 34040076 ori r4,r0,0x0076				animation = landing jump
00083364: 86050070 lh r5,0x0070(r16)
00083368: 0c020662 jal 0x00081988				Store unit animation/facing/someothervalue
0008336c: 02003021 addu r6,r16,r0
00083370: 0c0209e3 jal 0x0008278c				Movement validation - float/fly?
00083374: 02002021 addu r4,r16,r0
00083378: 304200ff andi r2,r2,0x00ff
0008337c: 2c420002 sltiu r2,r2,0x0002
00083380: 14400035 bne r2,r0,0x00083458
00083384: 00000000 nop
00083388: 8e020148 lw r2,0x0148(r16)
0008338c: 00000000 nop
00083390: 30420004 andi r2,r2,0x0004
00083394: 10400025 beq r2,r0,0x0008342c			branch if not adding dead
00083398: 3404001a ori r4,r0,0x001a				animation = dead (choppy animatino)
0008339c: 86050070 lh r5,0x0070(r16)
000833a0: 0c020662 jal 0x00081988				Store unit animation/facing/someothervalue
000833a4: 02003021 addu r6,r16,r0
000833a8: 08020d14 j 0x00083450
000833ac: 34020034 ori r2,r0,0x0034
000833b0: 0c0209e3 jal 0x0008278c				Movement validation - float/fly?
000833b4: 02002021 addu r4,r16,r0
000833b8: 304200ff andi r2,r2,0x00ff
000833bc: 2c420002 sltiu r2,r2,0x0002
000833c0: 10400010 beq r2,r0,0x00083404
000833c4: 00000000 nop
000833c8: 8e020148 lw r2,0x0148(r16)
000833cc: 00000000 nop
000833d0: 30420004 andi r2,r2,0x0004
000833d4: 14400006 bne r2,r0,0x000833f0			branch if adding dead
000833d8: 34040034 ori r4,r0,0x0034				animation = dead (correct animation)
000833dc: 8e020150 lw r2,0x0150(r16)
000833e0: 00000000 nop
000833e4: 30420004 andi r2,r2,0x0004
000833e8: 1040001b beq r2,r0,0x00083458			branch if not removing dead
000833ec: 34040035 ori r4,r0,0x0035				animation = getting up from death
000833f0: 86050070 lh r5,0x0070(r16)
000833f4: 0c02065e jal 0x00081978				Store unit animation and facing value
000833f8: 02003021 addu r6,r16,r0
000833fc: 08020d16 j 0x00083458
00083400: 00000000 nop
00083404: 8e020148 lw r2,0x0148(r16)
00083408: 00000000 nop
0008340c: 30420004 andi r2,r2,0x0004
00083410: 10400006 beq r2,r0,0x0008342c			branch if not adding dead
00083414: 3404001a ori r4,r0,0x001a				animation = dead (choppy)
00083418: 86050070 lh r5,0x0070(r16)
0008341c: 0c020662 jal 0x00081988				Store unit animation/facing/someothervalue
00083420: 02003021 addu r6,r16,r0
00083424: 08020d14 j 0x00083450
00083428: 34020034 ori r2,r0,0x0034
0008342c: 8e020150 lw r2,0x0150(r16)
00083430: 00000000 nop
00083434: 30420004 andi r2,r2,0x0004
00083438: 10400007 beq r2,r0,0x00083458			branch if not removing jump
0008343c: 34040009 ori r4,r0,0x0009				animation = stopped/floating?
00083440: 86050070 lh r5,0x0070(r16)
00083444: 0c020662 jal 0x00081988				Store unit animation/facing/someothervalue
00083448: 02003021 addu r6,r16,r0
0008344c: 34020012 ori r2,r0,0x0012
00083450: a60201dc sh r2,0x01dc(r16)
00083454: a60001e2 sh r0,0x01e2(r16)
00083458: 8fbf0014 lw r31,0x0014(r29)
0008345c: 8fb00010 lw r16,0x0010(r29)
00083460: 27bd0018 addiu r29,r29,0x0018
00083464: 03e00008 jr r31
00083468: 00000000 nop