@CT075Here's some stuff you can do to help!
08034EF2 4812 ldr r0,=#0x203A97C @Some data...
Find out the structure of the data stored here and(possibly) when it's stored.
Help us decipher this structure
04 64 FF 00 03 00 00 00 00 00 00 00 00 00 00 00pointed to by the table at 0x08B98994
08035010 4904 ldr r1,=#0x203A8EC
08035012 317B add r1,#0x7B @Some kind of flag for the enemy team...? 0x01 for me.
@-Modified at 0803495A(set to 0x4 as I end the turn)
@-Modified at 080349B2(Set to 0x0)(In fact, that's all that subroutine does)
@-Called by 08004902, r0 = 0203A967 = this offset
Pick as many or as few as you want.
Note: I think the flag on the last one is a flag storage for the currently processing AI and is clear in between each enemy's AI... just a guess.
Note2: Seems that the 0x1 and 0x2 bits are preserved in-between enemy calls -- probably clears each turn. Done at 0803C0F0.
Note3: 0x4 bit checked at 08034F4C, 0x8035018,... maybe it's pretty important... ("has moved already"? Just a wild guess, take with grain of salt)
Edit: I renamed a lot of files for more easy browsing, so a lot of things probably had links broken. So I zipped up all my ducmentation(as of today) and stuck it here for you all
If you have an update/clarification on some code, let me know which file/line and send me your copy.
Note4: I'm now calling this byte the "Enemy Flags", which i might have to rename, since it's used as indexing for the jump table at
08034EDE 4A15 ldr r2,=#0x8B96F14 @"Table A". Some kind of jump table?
Note5: Okay, what I think this does, is it starts at the enemy flag's offset in the table, and keeps executing the jumps in order until it hits a 0 entry or
08034F20 4806 ldr r0,=#0x203A97C @Same offset... "some data"
08034F22 7A80 ldrb r0,[r0,#0xA]