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Hexadecimals
Topic Started: Nov 25 2009, 09:00:48 PM (2,587 Views)
Posted Image Salanewt
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Star Yoshi

I suppose we can finish the RAM item drops soon. I noticed that they are arranged in a similar manner to how they were in Superstar Saga, although I am not sure about the value given to index Bros. Items from Partners in Time. For this, it seems that:

1000 - Special Attacks (can be dropped?)
2000 - Items
3000 - Badges
4000 - Gear

And for the Gear, it seems that Mario/Luigi come first, and then Bowser. Anyway, if the banks are anything like Superstar Saga and Partners in Time (it should be the same), they are likely to have a section that somehow points to another, and whatever order the pointers are should arrange the order of items. As the DS points mostly to RAM (and the actual ROM is used mostly for file storage), it may take a little bit of time to find out where item banks are pointed from. However, with a bit of intuition, we should be able to find where items are stored.

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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Posted Image jdaster64
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Random question, do you know where the level-up bonus wheel value is located in the RAM, or if not, how one would go about finding it?
Edited by jdaster64, Dec 1 2010, 03:36:57 AM.
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Posted Image Teawater
Who are you calling an old man?

If it was me, I'd try leveling up in game first, to the point where the bonus wheel appears. Then I would go to Tools => RAM Search (in DeSmuME), and search the values the I see in the Bonus wheel at the time I pause the game....

But it may also depend on how the game stores it, so I don't know. But you could also skim memory while you are at the Bonus wheel to see if you can find anything familiar.
Edited by Teawater, Dec 1 2010, 11:29:04 PM.
If you ever find an error in any of my reference materials, PLEASE let me know.
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I tried a RAM search, but far too many values appeared each time. Is there any way to run the test multiple times, then have it delete every address that doesn't appear every time?
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Posted Image Teawater
Who are you calling an old man?

Hey, I discovered something interesting.

In Bowser's Inside Story (U). When you initiate a battle... it seems the game puts in the Enemy Database in RAM.. You can make changes to it at the first half of the initiation star and the changes will be copied to the another location in RAM for Enemies used in the battle. (at any other time, it may be useless.)

Anyway. Toothy is here: 020730FC (RAM address)... (This is its name index, specifically.)

And the the place to where things are copied to word for word is at 02128250 for one enemy.

02128220's row has Current HP/Max HP for Enemy. (As well as some of the stats being copied yet again up here, probably all being CURRENT stats.. instead of base stats.) For example.. an enemy may increase speed for a few turns.


P.S. - Now compare that with Japanese's ROM data.

000E 400E 002C C100 0A00 001B 001E 002A 000C 0000 0000 0012 0005 2004 001E 2005 0014 0000

000E = Name index

400E = ?

C100002C = ?


0001 = ?
0002 = Jump does no damage
0004 = ?

FF00 = Level

001B = HP
It looks like the following 16-bits are Power, Defense, and Speed.


0000 = ?
0001 = Spiny
0002 = ?
0003 = ?

0004 = Bowser's Punch: Miss AND Dodge Bowser's Flame AND M&L Hammers: Miss (Flying Enemy?)

0000 = ?
0008 = Bowser's Flame: 0 HP damage / Fire is Critical (Tested with Fire Flower)
0010 = ?
0018 = ?

0000 = ?
0100 = ?
0200 = ?
0300 = ?

0000 = ?
0400 = ?
0800 = ?
0C00 = ?

0000 = ?
1000 = ?
2000 = ?
3000 = ?

0000 = ?
4000 = ?
8000 = ?
C000 = ?


0000 = ?

0012 .... = Exp, Coins, Item, item rarity, item, item rarity.

0000 = Last 16-bit is unused.
Edited by Teawater, Feb 27 2012, 03:31:18 AM.
If you ever find an error in any of my reference materials, PLEASE let me know.
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Posted Image Xira
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Salanewt
Nov 25 2009, 09:26:07 PM
To be honest though, there should have been beans for each stat, not just these three.
I thought the same when I wanted Luigi's speed to catch up to Mario's speed.
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Posted Image Teawater
Who are you calling an old man?

Locating the Enemy database..

If anyway wants to help out in someway... this is my most wanted objective at this time.

Open up two Hex Edtiors, open the same ROM with both of them. (Your BIS (U) ROM) One should not be edited, now, edit blocks in the second one..

Open your ROM up in the emulator... go to where there's a battle and check to see what's at 02072F94. (The first Enemy is Bowser.)

If the hex data is what it originally was... keeping repeating the above... if it is different.. let me know.. if your ROM crashes and the enemy database was already moved.. keep moving on, if the Enemy Database is not there... then there is some chance your enemy data is nearby. (Though, it can't be guaranteed.)


Edit: Something like that, though, each time you go back to edit another block you can save the first hex editor, and reload the second one's data. I use WindHex if it makes it any easier.
Edited by Teawater, Apr 29 2011, 03:46:42 PM.
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Posted Image jdaster64
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EDIT: Some Tahaxan regions that might be related:
"BObjMon": A68800-C46E00
"BAI" sections: 284800-629000
"BData" sections: 629000-66B600
- BData/mfset_AItmC: 653800
- BData/mfset_AItmE: 653A00
- " "/mfset_AItmE2: 654E00
- " "/mfset_AItmN: 655A00-656000
- " "/mfset_MonN: 659C00-65B400

Let me see how long the enemy section is in the RAM... (EDIT) OK, it appears to be ~5,000 bytes, or around 140 enemy strings; sounds about right. The only folders listed above that are close to that are BData/mfset_AItmE, AItmE2, and MonN, and all the BAI sections with "mon" in the name are far too long to (likely) be related.

EDIT again: Well, it seems that the BData folders only contain text from the game, derp. So, at least by Tahaxan, we're left with the BAI sections and BObjMon for obvious correlations.
Edited by jdaster64, May 1 2011, 03:02:18 PM.
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Presuming the order of items in the enemy data is the same as in the save-file data stored to RAM 205xxxx, here are the values:

"2" Values:
00 Mushroom
01 Super Mushroom
02 Ultra Mushroom
03 Max Mushroom
04 Hot Drumstick
05 Fiery Drumstick
06 TNT Drumstick
07 Nut
08 Super Nut
09 Ultra Nut
0A Max Nut
0B Syrup Jar
0C Supersyrup Jar
0D Ultrasyrup Jar
0E Max Syrup Jar
0F Star Candy
10 1-up Mushroom
11 1-Up Deluxe
12 Refreshing Herb
13 DUMMY (Life Shroom?)
14 Heart Bean
15 Special Bean
16 Power Bean
17 Retry Clock
18 DUMMY (Nothing)
19 DUMMY (Nothing)

"4" Values:
00 Thin Wear
01 Picnic Wear
02 Leisure Wear
03 Fighter Wear
04 Heart Wear
05 Brawny Wear
06 Grown-Up Wear
07 Koopa Wear
08 Hero Wear
09 Balm Wear
0A Muscle Wear
0B Master Wear
0C King Wear
0D Star Wear
0E D-Star Wear
0F A-OK Wear
10 Rental Wear
11 HP Socks
12 Deluxe HP Socks
13 SP Socks
14 DX SP Socks
15 Hustle Socks
16 Coin Socks
17 Starched Socks
18 Gumption Socks
19 Bro Socks
1A Gall Socks
1B Rugged Socks
1C EXP Socks
1D No-touch Socks
1E Nurse Socks
1F Doctor Socks
20 Special Socks
21 Surprising Socks
22 Guardian Socks
23 POW Gloves
24 DX POW Gloves
25 Mushroom Gloves
26 Special Gloves
27 Heavy Gloves
28 Delicious Gloves
29 Flower Gloves
2A Bye-Bye Gloves
2B Softener Gloves
2C Item Gloves
2D Siphon Gloves
2E Dent Gloves
2F POW Boots
30 DX POW Boots
31 Tip-Top Boots
32 Special Boots
33 Heavy Boots
34 Daredevil Boots
35 Shell Boots
36 Dizzy Boots
37 Shroob Boots
38 Coin Boots
39 Siphon Boots
3A Big Stomp Boots
3B Happy Charm
3C Luck Charm
3D Thrift Charm
3E Budget Charm
3F Tight Belt
40 Special Advisor
41 Luxury Patch
42 Heroic Patch
43 Small Shell
44 Big Shell
45 Giant Shell
46 KO Shell
47 Gold Ring
48 Gold Crown
49 Lazy Scarf
4A Mushroom Stone
4B POW Mush Jam
4C DEF Mush Jam
4D Treasure Specs
4E Vengeance Cape
4F Challenge Medal

50 Shabby Shell
51 Special Shell
52 Safety Shell
53 Judge Shell
54 Rock Shell
55 Armored Shell
56 Rampage Shell
57 Dream Shell
58 Wicked Shell
59 Ironclad Shell
5A Block Ring
5B King Shell
5C Power Band
5D Power Band +
5E Minion Band
5F Minion Band SP
60 Iron Fist Band
61 Vampire Band
62 Stamina Band
63 Hunter Band
64 Lucky Band
65 Block Band
66 Fury Band
67 Power Fangs
68 Power Fangs X
69 Special Fangs
6A Special Fangs X
6B Red-hot Fangs
6C Burning Fangs
6D Fury Fangs
6E Bone Fangs
6F Intruder Fangs
70 Block Fangs
71 Flashy Fangs
72 Cheap Ring
73 Economy Ring
74 Heroic Ring
75 Glutton Ring
76 Excellent Ring
77 Drumstick Ring
78 Peace Ring
79 Fill-up Ring
7A Restore Ring
7B Fast Cash Ring
7C Treasure Ring
7D Safety Ring
7E Hard Ring
7F Rental Shell

Could someone please verify this by telling me of any equipment/item drops you remember for sure offhand?
EDIT: If these are correct, then Lakitu Kings have a small chance of dropping Gold Crowns. Seems reasonable enough to me.
Edited by jdaster64, May 1 2011, 06:00:42 PM.
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Posted Image Teawater
Who are you calling an old man?

Quote:
 
OK, it appears to be ~5,000 bytes,
Expect less than that if the data is compressed... This does explain why this data is so hard to find.
Quote:
 
So, at least by Tahaxan, we're left with the BAI sections and BObjMon for obvious correlations.
Don't forget the unlabeled sections outside of the filesystem.
Edited by Teawater, May 2 2011, 03:27:08 PM.
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That's true; I realized that, but I guess I forgot to indicate such in the post.

charleysdrpepper
Apr 28 2011, 01:41:13 AM
000E 400E 002C C100 0A00 001B 001E 002A 000C 0000 0000 0012 0005 2004 001E 2005 0014 0000

No concrete backing for this conjecture, but just by this bit of data's location and comparing it to PiT's, this is likely the enemy's level (as it ranges from 1-40 and precedes the other stats), and is probably 8-bit.
Edited by jdaster64, May 4 2011, 02:09:44 AM.
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Posted Image Teawater
Who are you calling an old man?

That may be likely. Does it affect running away from enemies in any way? (I tested Bowser, nothing special... but M&L could be a different story.)

That would make Mechawfuls (In Peach's Castle) a level 25.
Edited by Teawater, May 14 2011, 03:53:11 PM.
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Well, in Partners in Time, enemy levels were actually factored into the damage calculation; higher enemy level would make the Bros. take more damage, just as higher Bros.' levels made enemies take more. Not sure if the same applies in BIS; again, I haven't even played enough to figure that out. It'd be a quick test, though.
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Random thing, but the Bonus Wheel data in the RAM is at 0x0210BAAE.

The values form 10BAAE-10BABD are the values that can be on the wheel, and whichever one is currently being displayed is stored at 10BABE.

On another note altogether, do we know where the Bros. Attacks' puzzle-pieces collected are stored in RAM?

Edit: Ha, apparently those values are oddly signed; I typed in "80" and it shows 4,294,967,168, and when I hit "A" on the number, it actually started counting rather than subtracting 128. Everything through 7F works as you'd expect, though.

Edit again: Hmm, I did it again, and for whatever reason, the data moved to 10BC72. I used the same savestate and the same battle, too.
Edited by jdaster64, Sep 3 2011, 08:14:47 PM.
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Another funny thing; Mario's, Luigi's and Bowser's levels are at 0x02056390, C0, and F0, respectively, in the RAM (right before their EXP values). However, editing the values does nothing, and instead, their levels are determined directly by the amount of EXP they currently have. That's actually a pretty ingenious way of handling it.

Also, it seems damage calculation is done in a similar manner to PiT, which would prove my assumption that that 8-bit value in the enemy strings is indeed their level.

EDIT: I think I may play through the game to get the attack constant values. Mario/Luigi's Jump has the following K-values:
NG : 0.500
OK : 1.000
Good : 1.000 + 0.598
Great: 1.000 + 0.797
Exc. : 1.000 + 1.098
Edited by jdaster64, Sep 4 2011, 04:10:21 PM.
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Star Yoshi

Nice work on research so far! I am a bit curious as to how one would reference this data to the ROM files, but it is something to look into.

Quote:
 
However, editing the values does nothing, and instead, their levels are determined directly by the amount of EXP they currently have.


Huh, I like that system.
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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For the record, all of my "4" items' HEX values are off by 1. Thin Wear should be 4001, Picnic Wear 4002, and so on to Rental Shell = 4080. I guess 4000 must be a dummy value or something.
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Just another few RAM values I came across while testing for attack values;

Big Bowser battle-
Bowser's Max HP 0210E12C
Bowser's Current HP 0210E12E
Enemy's Max HP 0210E424
Enemy's Current HP 0210E426

I tested for these during the Peach's Castle battle; I'm not sure if there are other locations for this data in the other giant battles. However, I just wanted to point out that these were different addresses than the ones used for party characters/enemies in normal battles.
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Star Yoshi

Oh nice, thanks for finding those! Sorry about the really late reply though.

Anyway, since this topic is probably a good enough spot for it, I am going to post some information about the files that Tahaxan has found. I kind of hope I'm not double posting this though... But I will also be checking out some of the offsets listed to see if I can categorize some of these. For example, some of these are already known to be text data, I will probably label them as such later.

- "/"
- "BAI"
01 - BAI_atk_hk.dat
02 - BAI_atk_mt.dat
03 - BAI_atk_nh.dat
04 - BAI_atk_yy.dat
05 - BAI_item_ji.dat
06 - BAI_mon_cf.dat
07 - BAI_mon_ji.dat
08 - BAI_mon_yo.dat
09 - BAI_scn_cf.dat
0A - BAI_scn_ji.dat
0B - BAI_scn_yo.dat
0C - BMes_cf.dat
0D - BMes_ji.dat
0E - BMes_yo.dat
- "BData"
01 - BDataMap.dat
02 - mfset_AItmC.dat
03 - mfset_AItmE.dat
04 - mfset_AItmE2.dat
05 - mfset_AItmN.dat
06 - mfset_BadgeE.dat
07 - mfset_BadgeEffectE.dat
08 - mfset_BadgeN.dat
09 - mfset_BonusE.dat
0A - mfset_Help.dat
0B - mfset_MiniGame.dat
0C - mfset_MonN.dat
0D - mfset_RankUpE.dat
0E - mfset_UItmE.dat
0F - mfset_UItmE2.dat
10 - mfset_UItmN.dat
11 - mfset_WearE.dat
12 - mfset_WearN.dat
- "BDataMiniGame"
- mfset_MesDat_MiniGame.dat
[ Size: 18944 bytes ]
[ Offset: 0x0066B600 ]
- "BMap"
- BMap.dat
[ Size: 3884544 bytes ]
[ Offset: 0x00670000 ]
- "BMapG"
- BMapG.dat
[ Size: 97280 bytes ]
[ Offset: 0x00A24600 ]
- "BObjMap"
- BObjMap.dat
[ Size: 18760 bytes ]
[ Offset: 0x00A3C200 ]
- "BObjMon"
- BObjMon.dat
[ Size: 1959424 bytes ]
[ Offset: 0x00A68800 ]
- "BObjPc"
- BObjPc.dat
[ Size: 1507840 bytes ]
[ Offset: 0x00C46E00 ]
- "BObjUI"
- BObjUI.dat
[ Size: 1208320 bytes ]
[ Offset: 0x00DB7000 ]



To be continued...
Edited by Salanewt, Nov 27 2011, 09:05:37 PM.
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?

Does anyone know what is at 000AEDCD?

Confirmed! It's the Enemy Database! 02072f94

Wow, that was a lot easier than I expected.

Basically, if you cange that 07 there, the 07 in the Enemy Database changes as well. The 07 at 02072f98.


It looks like not only Enemy Data is in this compression, but rather, groups of all this stuff were compressed together. It just so happens that they were all decompressed in order in RAM. So if everyone could be kind enough to figure out what is of the rest of this data outside of the Enemy Database, that'd be nice.

000A8000 = 02064F20 (I think.)

I am not sure, but I wonder if this compression is different than what we have seen with everything else.
Edited by Teawater, Feb 2 2012, 08:02:26 AM.
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Posted Image Teawater
Who are you calling an old man?

BIS RAM: 02069D60 - 02087268 = File that includes pointer lists for below, as well as a maps list.

021E39C4 (RAM) = A pointer list which has the list of relative pointers for certain data in the ROM.

WORD = Points to a pointer list for FObjPc.dat
WORD = FObj.dat
WORD = FObjMon.dat
WORD = FObjMap.dat
WORD = FEvent.dat
WORD = FMapData.dat
WORD = FPaf.dat
WORD = EDataSave/mfset_EMesPlace.dat
WORD = TreasureInfo.dat
WORD = /FRfx/FOfxTex.dat
WORD = /FRfx/FOfxPal.dat
WORD = /FRfx/FDfxTex.dat
WORD = /FRfx/FDfxPal.dat


--

These are RAM address. And are the locations of these databases during the Toad Town Intro.

0210c878 = The objects in the room.

Here are the 4 Object databases. (I think.)

0207f5b4 = FObjPc.dat
02080344 = FObj.dat
0207e7d4 =
0207e5e4 =

Each of them are xA bytes an entry. And follow the same pattern.

HWORD = This number seems to increase. They are indexes to their FObj*.dat data. (Data decompressed to 022962bc.)
HWORD = This number seems to increase. It is an index to the pixel data. I wonder if any of them mean "Palette" or "Animation"?
HWORD = This is often 0000
HWORD = This number seems to increase. (It is assumed that they are indexes to their FObj*.dat data?)
HWORD = Unknown, but the number is usually small, like x4, or xC, etc.


----------

Quote:
 
02055FE4 = 32-bit var mem main (5000 - 500F)
02056024 = 32-bit var mem main (C000 - C004)
02056038 = 1-bit var mem (2000 - 203F) ; Abilities
02056040 = 1-bit var mem (D000 - D3FF) ; Rooms accessed (Which ones are shown on map.)
020560C8 = 1-bit var mem (E000 - EFFF (- FFFF))
020562C8 = 8-bit var mem main (6000 - 611F?)


02055FE4 = 32-bit var mem main (5000 - 500F)
02056024 = 32-bit var mem main (C000 - C004)
02056038 = 1-bit var mem (2000 - 203F)
Abilities

02056040 = 1-bit var mem (D000 - D3FF)
Rooms accessed (Which ones are shown on map.)

020560C8 = 1-bit var mem (E000 - EFFF (- FFFF))

Key Items
E841 = Hammers
E842 = Vacuum Block
E843 = Stingler
E844 = Banzai Bill
E845 = Star Panel

E854 = ?
E855 = Bowser's Castle Map Destination Star (When off)
E856 = Toad Town Map Destination Star (When off)
E857 = Plack Beach Map Destination Star (When off)
E858 = (Forest) Map Destination Star (When off)
E859 = Peach's Castle Map Destination Star (When off)
E85A = Peach's Castle(?) 1 Map Destination Star (When off)
E85B = Peach's Castle(?) 2 Map Destination Star (When off)

EAAA - EAB8 = Blitty

020562C8 = 8-bit var mem main (6000 - 611F?)

6020 = (Primary) Bowser Level Selection Screen: Index for which one is destination.
6024 = Mushroom Balls (Quantity)
602E-603A = Beans (Starting with Energy Hold)
603B = ?
604F (02056317) = Bowser Level Selection Screen: Index of which one "active." (Where Mario/Luigi are at.)
6057 = (Secondary) Bowser Level Selection Screen: Index for which one is destination.
605C = Bowser Level Selection Screen: Index for which levels are accessible.

021131CC = ?
021131D0 = 32-bit var mem (Enemy or Battle?) (1000 - 1007)
021131F0 = 32-bit var mem (Enemy or Battle?) (A000 - A00F)
02113230 = 1-bit var mem (Enemy or Battle?) (B000 - BFFF)

0212621C
02126224 = 32-bit enemy or battle var mem (9000 - 9FFF)

(02158100 = Script in battle)


02069D60 = Start of large block file: MAP FILE SYSTEM?
02069D60 = Unknown ARM code...
020735E8 = Data?
020755EC = FObjMap.dat (R. pointer list.)
02075600 = FPaf.dat (R. pointer list.)
0207579C = FObjMon.dat (R. pointer list.)
02075B10 = FObjPc.dat (R. pointer list.)
0207660C = FEvent.dat (R. pointer list.)
02078600 = FObj.dat (R. pointer list.)
0207B070 = FMapData.dat (R. pointer list.)
0207E50C - ?
0207E580 = 6clFPaf
0207E5E0 = FObjMap.dat? (Palette? list)
0207E5E4 = FObjMap.dat? (Sprite list)
0207E608 = 16clFieldCellAnime
0207E61C = 19clFieldSysCellAnime
0207E634 = FObjPc.dat (Palette? list)
0207E690 = ? Pointer list...
0207E7D4 = FObjMon.dat? (Sprite list)
0207EA2C = FObjMon.dat? (Palette? list)
0207EE28 = FObj.dat (Palette? list)
0207F5B4 = FObjPc.dat (Sprite list)
02080344 = FObj.dat (Sprite list)
020827D0 = More text commands... (Obj/ChrBase/BaseSystem/GuideMapFS/etc..)
020828E0 = Filenames...
02082990 = More text commands... (GuideMapChr/FieldMap/FieldMapVBlank...)
02082A28 = Pointer list...
02082BE4 = Index to FMapData.dat file for animated tiles. (Indexed by a 16-bit in map data.)
02083D30 = Field bank
32-bit = Map data index
32-bit = Char 1 index
32-bit = Char 2 index
32-bit = Char 3 index
32-bit = Item blocks index
02087264 = Text: Z-Tbl

---

020872A0 = Start of large block file: (Lots of ARM!): FIELD FILE SYSTEM?
020D1670 = /FRfx/FOfxTex.dat (R. pointer list.)
020D179C = /FRfx/FOfxPal.dat (R. pointer list.)
020D18C8 = /FRfx/FDfxTex.dat (R. pointer list.)
020D1ACC = /FRfx/FDfxPal.dat (R. pointer list.)
020D1CD0 = TreasureInfo.dat (R. pointer list.)
020D2114 = ?

020D562C = R. pointer list?
020E3CF8 = R. pointer list?

---

0210FDC0 = Start of large block file:

021248C8 = Field Script Properties

02158eD0 = Names of Bowser's body parts.



-----

And in battle the files are changed to others...

02064F20 = Start of file...
02072F94 = Enemy Database

020743A0 = Start of file... (Lots of ARM code.) Battle AI File?
02087818 = Battle Script Properties
02089A60 = ??? ; 11clBtlAIBase ; And a bunch of pointers probably command specific.

0208A240 = Start of file...
0208F8C4 = ?

020946C0 = Start of file...
0209C1C0 = ? ... stuff... and filenames...
0209C32C = /BAI/BAI_item_ji.dat , pl
0209C344 = /BAI/BAI_scn_cf.dat , pl
0209C380 = BMapG , pl
0209C398 = /BRfx/BDfxTex.dat , pl
0209C3CC = /BRfx/BDfxPal.dat , pl
0209C400 = /BAI/BAI_atk_yy.dat , pl
0209C43C = /BAI/BAI_mon_cf.dat , pl

0209C5A0 = Text stuff: ( i.e.: /BAI/BAI_mon_yo.dat )

0209C8D0 = /BAI/BAI_mon_yo.dat , Pointer list..
0209C960 = Pointer list..?
0209C964 = /BAI/BAI_scn_ji.dat , pl
...maybe some sprite references?
0209CA0C = /BAI/BAI_atk_nh.dat , Pointer list..
0209CB40 = /BAI/BAI_mon_ji.dat , Pointer list..
0209CC5C = BObjMap , Pointer list..
0209CE1C = /BAI/BAI_atk_hk.dat , Pointer list..
0209D058 = /BAI/BAI_scn_yo.dat , Pointer list..

0209D
0209D
0209D2DC = BObjPc , pl
0209D880 = BObjUI , Pointer list..
0209E2D8 = BObjMon , Pointer list..
0209F394 = ?

0209F3C0 = Start of file...
020ACBC0 = /BRfx/BDfxxGAll.dat

020ACE00 = Start of file...
020B7FC0 = ?
020B9864 = Pointer list..
020BBF30 = Pointer list..

020C8FC0 = Start of file...
020D4684 = ?

020D5A10 = End? / 00-filled data.

020D70A8 = ??

020DFFC0 = Code..
020F5490 = ?


021131CC = Scripting related... [+AA] probably delay in frames until doing next command.

0212621C =

0215814D = Scripting related...


*snip*

-----

Menu File System....

02083710 = EDataMic/EMesMic.dat , R. pointer list..
02083838 = MObj.dat , R. pointer list..
0208e414 = MMap.dat , R. pointer list..
0208

-----

In Save Menu:

02076044 = File names...


-----
In Start Menu:

02076080 = Start of file...
020A7600 = file names...
Edited by Teawater, Aug 12 2014, 07:50:59 AM.
If you ever find an error in any of my reference materials, PLEASE let me know.
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