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Item Editing
Topic Started: Oct 30 2009, 03:27:48 PM (1,772 Views)
Posted Image Salanewt
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Star Yoshi

Thanks to Charleysdrpepper finding the location of the Mushroom item data (values and pointers, etc.), we can edit most regular items (we are having trouble getting items to work on more than one person, like how nuts heal both Mario and Luigi), as well as key items and beans. We do know where pointers are for some of the equipment data, but we are still trying to find more information than that.

Entire Item List:

083BDAB0 - Bros. Rock

083BE67C - Work Pants

083BE988 - Harhall's Pants

To be continued...


Anyway, here is a guide to editing regular items (this will be an example of a Mushroom).

Posted Image

00 = This number is used to make your Stache point total affect the price of the item. It goes from 0-5 (the lower the number, the sooner the price is affected).

00 = Icon used, goes up to 12 in HEX (18 in decimal). However, there are parts of other sprites as you go further past 12.

04 = Changes the appearance of the item at the store. Edit by cdp: and the appearance from the Item Blocks.

01 = Affect what it does (does it revive you, does it cure status ailments, etc.).

00 = Not sure yet.

00 = Not sure yet.

00 = Makes the item affect both brothers.

03 = When it can be used (in battle, out of battle, or both). This value is set for both, 02 is in battle (only), and 01 is out of battle (only).

0018 = This is the selling price of the item at every store (and is effected by Stache points).

0014 = How much the item affects a stat (I altered it so it would heal 20 HP). Changing this to FFFF would affect the stat until it is maximum, and FFFE would affect the stat until it equals half of the maximum possible.charleysdrpepper: FFFD will make HP 1/4th of the MAX HP.

And these last numbers are a pointer. This pointer points to another pointer in the game's data, which points to yet another pointer. This last pointer should go to the item's name text. The pointer that is beside the last pointer (the next one to the right) should point to the item's description. The singular form of the item text (what you see when you hit an item block), is most likely accessed from elsewhere, probably by the item block scripts.

I hope that this guide has proven useful. I have now decided to try to crack the mystery of multiple targets, and hopefully (in the near future), items that affect enemies, and/or damage enemies.

Have a nice day.
:Idleblackyoshi: :Idlewhiteyoshi:

Edit: Okay, I have added the information that Jdaster found. I suspect
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I am 99.9% sure that I found out what a couple of things mean:

00000401 00000003 00180019 083BBBDC

00 - STACHE discount group. Basically, this ranges from 0 to 5, and the higher the number, the higher your STACHE stat has to be to get a full discount. (Note that Red & Green Peppers have a 5, and common items like Mushrooms and Syrup have a 0) The NP player's guide backs me up on this one.

00000401 00000003 00180019 083BBBDC

0018 - The normal buying price of the item. The normal sell price is 1/4 of this, and the STACHE-maxed buying and selling price is 1/2. For example, a Mushroom costs 24 coins if your STACHE is low, and you can sell one for 6 coins, but once you have a higher STACHE, it can be bought or sold for 12. I tested this one out throughly, and it works with values up to 65,535. (Though you can't actually get enough coins to buy it!)
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Star Yoshi

Oh cool!!! Thanks Daster!

So, we know pretty much everything about regular items now (and learning several things for equipment), but we still do not know how to get regular items to affect multiple targets, or to damage foes (if ever possible).

And this means that we have shop data now. I like it! Custom shops, here we come (sort of)!

I am still looking through the effects of badges. It seems that we can not alter what stats they effect (like how pants are to HP and DEF as badges are to BP and POW), but I couls be wrong.

Also, I shall now update that first post.

Have a nice day.
:Idleblackyoshi: :Idlewhiteyoshi:
Have a nice day!

Oh wow, it's been a while. Um. Hi. I guess I can get back into M&L stuff sooner or later, it really has been ages.

To use a sword, /\ and / again.
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I've got a lot of new breakthroughs in pants/badges, I'll post them in a couple of hours if you don't mind waiting... :Infoblock:
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Star Yoshi

Oh, not at all, thank you.

Have a nice day.
:Idleblackyoshi: :Idlewhiteyoshi:
Have a nice day!

Oh wow, it's been a while. Um. Hi. I guess I can get back into M&L stuff sooner or later, it really has been ages.

To use a sword, /\ and / again.
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All right, here's what I've found.

083BBDD0 - Item data (16 bytes per item)
083BCA64 - Key Item data (12 bytes per item)
083BCDC4 - Bean data (12 bytes per item)
083BD844 - Badge data (20 bytes per item)
083BE67C - Gear data (20 bytes per item)
083BEBB8 - Pin data (8 bytes per item)

OK, the item data's pretty clearly laid out above, so I'll ignore it. The key item and bean data is so easy to understand I'll just skip it, too.

At any rate, here's what I've found about the badges (using Bean Badge as an example):

D4D4 083B 0028 0066 0008 0065 0006 0000 0001 0000

083BD4D4 - Pointer -->
083BCDF4 - Pointer -->
082074C4 - Pointer to name
082074D0 - Pointer to description
083BCF54 - Pointer to 2 pointers to French name & description
083BD0B4 - Pointer to 2 pointers to German name & description
083BD214 - Pointer to 2 pointers to Italian name & description
083BD374 - Pointer to 2 pointers to Spanish name & description

0028 - Buy/Sell Price (see above post)
0066 - Stat affected 1 (I'll explain later)
0008 - Stat affected 1 value
0065 - Stat affected 2
0006 - Stat affected 2 value
0000: First 00 is unknown, Second is the STACHE Discount Group.
0001, 0000 - Unknown

And here's the gear, laid out very similarly (Work Pants for example):

E2E4 083B 0028 0067 0004 00FF 0000 0200 0101 0000

083BE2E4 - Pointer -->
083BDBB4 - Pointer -->
08209F90 - Pointer to name
08209F9C - Pointer to description
083BDD24 - Pointer to two pointers to French name and description
083BDE94 - Pointer to two pointers to German name and description
083BE004 - Pointer to two pointers to Italian name and description
083BE174 - Pointer to two pointers to Spanish name and description

0028 - Buy/Sell price
0067 - Stat affected 1
0004 - Stat affected 1 value
00FF - Stat affected 2
0000 - Stat affected 2 value

The rest is in 8-bit (reversed byte order for clarity):

02 - Unknown, value 00 for all but Work Pants
00 - 00 is STACHE Discount Group (00-05)
01 - Wearability (01 - Mario, 02 - Luigi, 03 - Both)
01 - Unknown, value 00 for all but Work Pants
00, 00 - Unknown

The pins' data is significantly easier to understand (Greed Wallet for example):

EB2C 083B 0019 0000

083BEB2C - Pointers to the name and descriptions, yadda yadda.
0019 - Status effect
0000 - Probably goes with status effect...

And here's the complete list of status effects. I found them via a list of pointers starting at 083BEBF0.

00 - Power-D (Badge)
01 - Spiny-Killer Jump (Badge)
02 - BP-Auto Gain (Badge)
03 - HP-Up Jump (Badge)
04 - HP-Up Hammer (Badge)
05 - HP-Up Hand (Badge)
06 - Lucky Attack (Badge)
07 - POW-Up (Badge)
08 - Shroom Force (Badge)
09 - Item Grab (Badge)

0A - HP Auto-Gain (Gear)
0B - Mario Follow (Gear)
0C - Mario Ahead (Gear)
0D - First Strike (Gear)
0E - 30% Poison Dodge (BETA, Gear)
0F - 30% Down Dodge (BETA, Gear)
10 - 60% Poison Dodge (Gear)
11 - 60% Down Dodge (BETA, Gear)
12 - Light G (Gear)
13 - Heavy G (Gear)
14 - Random G (Gear)
15 - DEF-Up (Gear)
16 - Win Mushroom (Gear)
17 - Heal Mushroom (BETA, Gear)
18 - Lucky Mushroom (Gear)

19 - Double-Up Coin (Pin)
1A - Double-Up EXP (Pin)
1B - Floating Jump (Pin)
1C - Rough Battle (Pin)
1D - Hammer Grip (Pin)
1E - Shining Stache (Pin)
1F - Rare Itemizer (Pin)

64 - HP (Gear)
65 - BP (Badge)
66 - POW (Badge)
67 - DEF (Gear)
FF - Nothing (Both)

All others - Don't work, might crash game or have other adverse consequences.

Note:
-All BETA functions show up when applied to gear only, not sure if they work.
-Apparently pin functions work if applied to gear or badges, making a double-EXP badge or such possible, but effects such as "Double-Up EXP" don't stack if equipped multiple times (unfortunately).
-DEF and HP cannot be attributed to badges, nor POW and BP to gear. 19-1F and FF are the only bytes usable by both badges and gear.

I don't feel like listing out where each badge/gear/pin's data is found right now, but I included the starting value and increments at the top, so I think that's good enough for now.
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Star Yoshi

Oh, this is so cool!!! Thanks for doing item research Daster!

Do you know what Heal Mushroom does? Also, are you 100% sure that there are no other effects between 1F and FF?

Have a nice day.
:Idleblackyoshi: :Idlewhiteyoshi:
Have a nice day!

Oh wow, it's been a while. Um. Hi. I guess I can get back into M&L stuff sooner or later, it really has been ages.

To use a sword, /\ and / again.
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Salanewt
Nov 19 2009, 04:11 PM
Do you know what Heal Mushroom does? Also, are you 100% sure that there are no other effects between 1F and FF?

No, and no. But I'm fairly sure that there are no other effects, because "Rare Itemizer" was the last in a string of 32 effects, and all the ones applicable to gear, badges, etc. were covered, as well as the beta ones. I'm not even sure that the beta status effects work, feel free to try them.
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Star Yoshi

Okay, thanks. I also skimmed through some random numbers, so I will also guess that 1F is the last working one.

Also, I tried Heal Mushroom, but nothing seemed to happen (unless I need regular mushrooms)? As for the other effects... I trust that some of them work.


Have a nice day.
:Idleblackyoshi: :Idlewhiteyoshi:
Have a nice day!

Oh wow, it's been a while. Um. Hi. I guess I can get back into M&L stuff sooner or later, it really has been ages.

To use a sword, /\ and / again.
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Tediously arranged lists to follow:

--- ITEMS ---

083BBDD0 - Mushroom
083BBDE0 - Super Mushroom
083BBDF0 - Ultra Mushroom
083BBE00 - Max Mushroom
083BBE10 - Nuts
083BBE20 - Super Nuts
083BBE30 - Ultra Nuts
083BBE40 - Max Nuts
083BBE50 - Syrup
083BBE60 - Super Syrup
083BBE70 - Ultra Syrup
083BBE80 - Max Syrup
083BBE90 - 1up Mushroom
083BBEA0 - 1up Super
083BBEB0 - Golden Mushroom
083BBEC0 - Refreshing Herb
083BBED0 - Red Pepper
083BBEE0 - Green Pepper
083BBEF0 - Woohoo Blend
083BBF00 - Hoohoo Blend
083BBF10 - Chuckle Blend
083BBF20 - Teehee Blend
083BBF30 - Hoolumbian
083BBF40 - Chuckoccino
083BBF50 - Teeheespresso

---BADGES---

083BD844 - Bean Badge
083BD858 - Castle Badge
083BD86C - Pea Badge
083BD880 - Bean B. Badge
083BD894 - Counter Badge
083BD8A8 - Charity Badge
083BD8BC - Bros. Badge
083BD8D0 - Miracle Badge
083BD8E4 - Ohoracle Badge
083BD8F8 - Mush Badge
083BD90C - Mari-Lui Badge
083BD920 - Muscle Badge
083BD934 - Spiny Badge AA
083BD948 - Mush Badge A
083BD95C - Grab Badge
083BD970 - Mush Badge AA
083BD984 - Power Badge
083BD998 - Wonder Badge
083BD9AC - Beauty Badge
083BD9C0 - Salvage Badge
083BD9D4 - Oh-Pah Badge
083BD9E8 - Brilliant Badge
083BD9FC - Sarge Badge
083BDA10 - General Badge
083BDA24 - Tank Badge
083BDA38 - School Emblem
083BDA4C - Steady Badge
083BDA60 - Oh-Jee Symbol
083BDA74 - Spiny Badge A
083BDA88 - Bros. Life
083BDA9C - Piranha Swing
083BDAB0 - Bros. Rock
083BDAC4 - Lucky Ribbon
083BDAD8 - Mush Badge A (?)
083BDAEC - Soulful Bros.
083BDB00 - High-End Badge
083BDB14 - Hand Aura
083BDB28 - Sledge Heart
083BDB3C - Lucky Bros.
083BDB50 - Bros. Respect
083BDB64 - Bowser Fist
083BDB78 - Bowser Fang
083BDB8C - Spike Badge
083BDBA0 - Chuckola Badge

--- GEAR ---

083BE67C - Work Pants
083BE690 - Work Jeans
083BE6A4 - Bean Pants
083BE6B8 - Bean Trousers
083BE6CC - Blue Jeans
083BE6E0 - Parasol Pants
083BE6F4 - Hard Pants
083BE708 - Heart Jeans
083BE71C - Plaid Trousers
083BE730 - #1 Trousers
083BE744 - Safety Slacks
083BE758 - Shroom Pants
083BE76C - Shroom Bells
083BE780 - Shroom Slacks
083BE794 - Peachy Jeans
083BE7A8 - Mushwin Pants
083BE7BC - Mushluck Pants
083BE7D0 - Scandal Jeans
083BE7E4 - Street Jeans
083BE7F8 - Tropic Slacks
083BE80C - Hermetic Pants
083BE820 - Beanstar Pants
083BE834 - Peasley Slacks
083BE848 - Queen B. Jeans
083BE85C - B. Brand Jeans
083BE870 - Heart Slacks
083BE884 - Casual Slacks
083BE898 - Bubbles's Gear
083BE8AC - Chuckola Pants
083BE8C0 - Smart Pants
083BE8D4 - School Slacks
083BE8E8 - Oho Jee Wear
083BE8FC - Oho Gear
083BE910 - Casual Coral
083BE924 - Piranha Suit
083BE938 - Anuboo Jeans
083BE94C - Ancient Pants
083BE960 - Heavy Slacks
083BE974 - Light Slacks
083BE988 - Harhall's Pants
083BE99C - Jeanie Jeans
083BE9B0 - Wool Trousers
083BE9C4 - Random Slacks
083BE9D8 - Jeaniest Jeans
083BE9EC - Safe Guard
083BEA00 - Iron Pants
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Small tidbit on "00 = Not sure yet (but nut items have this at 01)" in the items section, that determines whether one or both brothers use the item. I tried it with "01" using a few different items such as Mushrooms, and they went to both brothers; conversely, using "00" for a Nut made it go just to the brother targeted.
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Posted Image Teawater
Who are you calling an old man?

True, when I tried it in battle, it did heal both of them, but I'm still not sure how to do that out-of-battle, unless I'm doing something wrong..

Quote:
 
00 = Icon used, goes up to 12 in HEX (18 in decimal). However, there are parts of other sprites as you go further past 12.


It seems to also effect the battle animation of the item, 01 for nuts.
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Star Yoshi

Oh cool, thanks! I tried doing it before, but it must have the "no effects shown until refreshed" side effects, like equipment.

So it affects battle animations as well? I wonder what happens with the unused key icon then? Time to do some testing.

Have a nice day.
:Idleblackyoshi: :Idlewhiteyoshi:

Edit: Also, thanks for the list. I also changed Super Mushroom's icon into the unused Key. However, it changed in battle to Mario's pants. Lets try eatign Mario's Pants, lol.

Have a nice day.
Have a nice day!

Oh wow, it's been a while. Um. Hi. I guess I can get back into M&L stuff sooner or later, it really has been ages.

To use a sword, /\ and / again.
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Posted Image Teawater
Who are you calling an old man?

jdaster
 
And here's the complete list of status effects. I found them via a list of pointers starting at 083BEBF0.


If you backwards follow the pointer.... you'll get to a dead end finding where Status Effects really start from.

083BF370 - (8 bytes an item)

32-bit:
Status Effects Data


Offtopic:
0811EEFC = Pointers that eventually lead to text of menus and save/load/copy/delete text.
083C04D0 = Pointers to Area Name Text. (Ex: Stardust fields)
0812E198 = Pointers to Shop Text. (Ex: "You want to sell?")
If you ever find an error in any of my reference materials, PLEASE let me know.
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I didn't really mean that I found them via that address, I figured that 00-1F were effects and matched them up with known equipment stats. Then I searched the ROM for the text string "Power-D" and found the text for all of the effects, including the beta ones, in order.
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Who are you calling an old man?

Stache Editing here we come.

Index 0-

00 to 15 = 6% (0B * 2 = 16)
16 to 17 = 6% ( 0 - 23 in Base 10.)
18 to 19 = 9%
1A to 1B = 12%
1C to 1D = 15%
1E to 1F = 18%
20 to 21 = 20%
22 to 23 = 22%
24 to 25 = 24%
26 to 27 = 26%
28 to 29 = 28%
2A to 2B = 31%
2C to 2D = 32%
2E to 2F = 33%
30 to 31 = 34%
32 to = 35%


6A+ = 50%



083C06A6 = Index 0's *2 Where the Discount Begins (Probably *2 due to having both Mario and Luigi, but not sure?)

083C06AC = Index 0's Percent 1
083C06AD = Index 1's Percent 1
083C06AE = Index 2's Percent 1
083C06AF = Index 3's Percent 1
083C06B0 = Index 4's Percent 1
083C06B1 = Index 5's Percent 1

083C06B4 = Index 0's Increment Value 1 (Format: 000000.00)
083C06B8 = Index 0's Increment Value 2 (Format: 000000.00)
Edited by Teawater, Jun 26 2010, 10:56:53 PM.
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Who are you calling an old man?

The first byte.... in Item Data.


1 = Current HP
2 = Cure status ailments
3 = Revive
4 = Max HP
5 = Speed
6 = Stache
7 = Max BP
8 = Pow
9 = Def
A = Random
B = BP
C = Current HP and Current BP (Golden Mushroom)
D = Pow & Weight
E = Def & lighter

Edited by Teawater, May 23 2011, 06:17:10 PM.
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Sorry this is such a huge bump, but could you explain how the STACHE discount addresses work again?
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Posted Image Teawater
Who are you calling an old man?

I kinda need to know again, too, in fact, there is still one database that I have not looked into yet, they may be related to discounts.

083C0578 - Starting Data
-Shop Data (Pointed by a pointer bank)
083C06A6 - Shop Discounts - Stache needed *2 to start earning discounts.
083C06AC - Shop Discounts - Minimum Discount Percents
083C06B4 - Shop Discounts - Increment Values
083C072C - Shop Discounts - ???
083C07A4 - Beginning of shop related text/commands
Edited by Teawater, Apr 1 2011, 06:49:49 PM.
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So this may be another one of my wild conjectures, but look at the data from 083C06B4 and 083C072C side by side and in fives:

0300 0233 0100 0080 004C | 1200 1D00 2600 2D80 3200
02CC 0066 0200 0080 0033 | 0F33 10CC 24CC 2D4C 3200
0299 0100 0033 0200 004C | 0CCC 12CC 13CC 27CC 3200
0266 0166 0100 0066 0033 | 0E99 1599 1E99 27CC 3200
0080 0280 0033 0166 0033 | 0680 1F80 21E6 2A4C 3200
0066 0280 00CC 0066 0033 | 06CC 184C 22B3 2980 3200

It appears to me that the discount increases by a set amount per STACHE point until the total discount reaches the corresponding value in the next section.

So, for example, STACHE Discount Group 0 starts with 6% discount and starts increasing at 22 total STACHE, from what I understand. Therefore, for every STACHE point (or possibly every two) afterwards, 3% is added, until it reaches 18%. Then it starts increasing by 2.20% until it reaches 29.00%, 1.00% until it reaches 38.00%, 0.50% until 43.50%, and 0.30% until 50.00%.

Doesn't quite match up with the values up there, unfortunately (maybe I have the wrong index), but it certainly seems plausible, seeing as all five groups end in a "3200" = 50%. Not sure how it deals with fractional parts, as it appears that they do arise from time to time.

For your reference, here are what the above values translate to in decimal, starting points (from the 083C06AC data) included:

3.00 2.20 1.00 0.50 0.30 | 06.0 18.0 29.0 38.0 43.5 50.0
2.80 0.40 2.00 0.50 0.20 | 04.0 15.2 16.8 32.8 43.3 50.0
2.60 1.00 0.20 2.00 0.30 | 05.0 12.8 18.8 19.8 39.8 50.0
2.40 1.40 1.00 0.40 0.20 | 05.0 14.6 21.6 30.6 39.8 50.0
0.50 2.50 0.20 1.40 0.20 | 04.0 06.5 31.5 33.9 42.3 50.0
0.40 2.50 0.80 0.40 0.20 | 04.0 06.8 24.3 34.7 41.5 50.0
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Well, here's some preliminary testing I did. I did it all with the starting discount at 5% and trigger amount of STACHE at 8 (i.e., value of 04), but that shouldn't matter.

The first set I used was:

0180 0300 0200 0100 0600
0E00 1400 1800 1A00 3200

0 5%
2 5%
4 5%
6 5%
8 5%
10 6%
12 8%
14 9%
16 11%
18 12%
20 14%
22 15% - Switch to increment 2 (14)
24 18%
26 21%
28 24% - Switch to increment 3 (20)
30 26%
32 28% - Switch to increment 4 (24)
34 29%
36 30% - Switch to increment 5 (26)
38 36%
40 42%
42 48%
44 50%

Note that all odd numbers' values are equal to the even number's preceding theirs.

0100 0200 0300 0400 0500
0800 0E00 1700 2300 3200

0 5
2 5
4 5
6 5
8 5
10 6
12 7
14 8 - Switch to increment 2 (8)
16 10
18 12
20 14 - Switch to increment 3 (14)
22 17
24 20
26 23
28 26 - Switch to increment 4 (23)
30 30
32 34
34 38
36 42 - Switch to increment 5 (35)
38 47
40 50

So, it seems that this theory is roughly correct, but it doesn't seem to switch at the right number all the time. Not sure why that is; you guys got any insight into this?

Also, a random note: this fortunately/unfortunately does not allow you to make discounts over 50% possible.
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Posted Image Teawater
Who are you calling an old man?

It looks like all this data is used in only one ASM Thumb function.

0812EF44 - 0812F1D4

Seems to have one return value... anyway, I'm going to be doing some research here.

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Edited by Teawater, Apr 3 2011, 09:39:19 PM.
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I was trying to figure out which enemy POW values corresponded to certain attacks earlier, and thought it'd be easiest if I was at 0 DEF. Well, look what happened when I de-equipped my Work Pants/Jeans:

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Apparently, something in the null code is related to, or misinterpreted as being related to, SPEED.
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Who are you calling an old man?

That makes it look like Clothes could once alter Speed.

Null is probably

HP - 0 change
DEF - 0 change
Speed - 0 change...

when you apply a clothing you get.

HP - + whatever
DEF - + whatever
Speed - Ignored.

It's just too bad that none of the equipment dealt with Speed... It was just HP, BP, POW, and DEF.

Also, that reminded me, there are still some unknowns we need to find here... Specifically Work Pants's.




I looked through ASM for how items are able to cure both players out-of-battle, and I have found out that it does it in pure assembly.

Posted Image

This area of the function is only called when the first byte of the item data is 01. (Cure Current HP.)

Also, R2 is the Item Index... if you understand that assembly code, then you understand what may be going on. (Specifically, the first line and the fourth line.)

1st line = It's the offset of the first item to make cure both.
4th line = The number of items down from that offset.

If you want the four mushrooms to cure both instead.. simply use: sub r0, r2, #0x0.


To make it use the Item Data... you must do this.

Get rid of the first two lines and replace the last three with this:

0000
0000
7968 ldrb r0, [r5, #0x5]
2800 cmp r0, #0x0
d029 beq 08116f62

Enjoy! (It is a byte, yes, not a bit. you may also want to change the pointer at 08116ed4, to point to the ldrb's location.

(R5 is the offset of the item...) Remember, this only works when the first byte in the item data is 01)
Edited by Teawater, May 24 2011, 01:20:54 PM.
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I don't recall if I ever noted this, but Red/Green Peppers have a stat "value" of 0080; turns out this is a percentage out of 100h by which POW/DEF is raised. I tested other values and it seems to hold.
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