PM3.02 - Game & Watch - Subroutine - 0x28de8

  1. FloatVariableSet { variable: RandomAccessFloat (0x8), value: LongtermAccessInt (0x5d) }
  2. FloatVariableSubtract { variable: RandomAccessFloat (0x8), value: 1 }
  3. FloatVariableSet { variable: RandomAccessFloat (0x9), value: LongtermAccessInt(AttacksPerformed) }
  4. FloatVariableSubtract { variable: RandomAccessFloat (0x9), value: 1 }
  5. FloatVariableDivide { variable: RandomAccessFloat (0x8), value: RandomAccessFloat (0x9) }
  6. FloatVariableSet { variable: RandomAccessFloat (0xa), value: RandomAccessFloat (0x8) }
  7. FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: RandomAccessFloat (0x8) }
  8. FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: 180 }
  9. FloatVariableSet { variable: RandomAccessFloat (0xb), value: RandomAccessFloat (0x8) }
  10. FloatVariableMultiply { variable: RandomAccessFloat (0xb), value: 24 }
  11. FloatVariableSet { variable: RandomAccessFloat (0xc), value: RandomAccessInt (0x6f51) }
  12. FloatVariableSet { variable: RandomAccessFloat (0x9), value: RandomAccessInt (0x6f50) }
  13. FloatVariableAdd { variable: RandomAccessFloat (0xc), value: RandomAccessFloat (0x9) }
  14. FloatVariableSet { variable: RandomAccessFloat (0x9), value: LongtermAccessInt (0x5d) }
  15. FloatVariableSubtract { variable: RandomAccessFloat (0x9), value: 1 }
  16. FloatVariableDivide { variable: RandomAccessFloat (0x9), value: RandomAccessFloat (0xc) }
  17. FloatVariableSet { variable: RandomAccessFloat (0xc), value: RandomAccessFloat (0x9) }
  18. FloatVariableMultiply { variable: RandomAccessFloat (0xc), value: 2700 }
  19. FloatVariableSet { variable: RandomAccessFloat (0xd), value: RandomAccessFloat (0xa) }
  20. FloatVariableAdd { variable: RandomAccessFloat (0xd), value: RandomAccessFloat (0xb) }
  21. FloatVariableAdd { variable: RandomAccessFloat (0xd), value: RandomAccessFloat (0xc) }
  22. FloatVariableDivide { variable: RandomAccessFloat (0xd), value: 3 }
  23. FloatVariableSet { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0xd) }
  24. FloatVariableAdd { variable: RandomAccessFloat (0x7), value: 2 }
  25. FloatVariableSet { variable: RandomAccessFloat (0x6), value: RandomAccessFloat (0x7) }
  26. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 7 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 })] }
  27. FloatVariableSubtract { variable: RandomAccessFloat (0x6), value: RandomAccessInt (0xa) }
  28. if ((RandomAccessFloat (0x6) GreaterThanOrEqual scalar(0.5)))
    1. IntVariableIncrement { variable: RandomAccessInt (0xa) }
  29. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 24623 })] }
  30. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 22468 })] }
  31. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 20313 })] }
  32. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 18158 })] }
  33. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 16003 })] }