Difference between revisions of "Blank effect animation (0xFFFF) Ability ID Hardcoding"

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(Created page with " # When an ability uses the blank effect (0xFFFF), this Ability ID hardcoding determines the abilities where the animation appears on the target (along with damage numbers, e...")
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Revision as of 04:44, 12 September 2016

# When an ability uses the blank effect (0xFFFF),  this Ability ID hardcoding determines the abilities where the animation appears on the target (along with damage numbers, etc.) 

00084a34: 866401a0 lh r4,0x01a0(r19)                #   [Ability ID]
00084a38: 00000000 nop
00084a3c: 1080000d beq r4,r0,0x00084a74             #   Branch if [Ability ID] == 0 (Attack)
00084a40: 00801821 addu r3,r4,r0
00084a44: 3402016f ori r2,r0,0x016f                 
00084a48: 1082000a beq r4,r2,0x00084a74             #   Branch if [Ability ID] == 0x16f (Frog Attack)
00084a4c: 2462ff76 addiu r2,r3,0xff76               #   [Ability ID] - 0x8A (138)
00084a50: 2c420008 sltiu r2,r2,0x0008
00084a54: 14400007 bne r2,r0,0x00084a74             #   [Ability ID] between 0x8A and 0x91 (Break Abilities)
00084a58: 2462ff2b addiu r2,r3,0xff2b               #   [Ability ID] - 0xD5
00084a5c: 2c420003 sltiu r2,r2,0x0003               #   [Ability ID] between 0xD5 and 0xD7 (Engineer Abilities: Leg Aim, Arm Aim, Seal Evil)
00084a60: 14400004 bne r2,r0,0x00084a74
00084a64: 2462fe76 addiu r2,r3,0xfe76               #   [Ability ID] - 0x18A
00084a68: 2c420014 sltiu r2,r2,0x0014               #   [Ability ID] between 0x18A and 0x19D (Jump and Charge Abilities)
00084a6c: 1040ff98 beq r2,r0,0x000848d0
00084a70: 3282ffff andi r2,r20,0xffff