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| Tweet Topic Started: Nov 25 2009, 09:00:48 PM (2,587 Views) | |
Salanewt
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Sep 24 2010, 05:48:34 AM Post #26 |
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Star Yoshi
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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.
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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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jdaster64
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Dec 1 2010, 03:36:47 AM Post #27 |
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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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Teawater
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Dec 1 2010, 11:22:41 PM Post #28 |
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Who are you calling an old man?
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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.
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If you ever find an error in any of my reference materials, PLEASE let me know.![]() ![]() ![]() ![]() ![]() ![]() Don't mind me, I'm nothing but a spoiler.
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jdaster64
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Dec 2 2010, 01:23:11 AM Post #29 |
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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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Teawater
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Apr 28 2011, 01:41:13 AM Post #30 |
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Who are you calling an old man?
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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.
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If you ever find an error in any of my reference materials, PLEASE let me know.![]() ![]() ![]() ![]() ![]() ![]() Don't mind me, I'm nothing but a spoiler.
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Xira
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Apr 28 2011, 05:38:57 AM Post #31 |
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I thought the same when I wanted Luigi's speed to catch up to Mario's speed. |
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Teawater
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Apr 29 2011, 03:41:16 PM Post #32 |
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Who are you calling an old man?
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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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If you ever find an error in any of my reference materials, PLEASE let me know.![]() ![]() ![]() ![]() ![]() ![]() Don't mind me, I'm nothing but a spoiler.
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jdaster64
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May 1 2011, 02:35:36 PM Post #33 |
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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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jdaster64
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May 1 2011, 05:56:18 PM Post #34 |
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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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Teawater
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May 2 2011, 03:22:25 PM Post #35 |
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Who are you calling an old man?
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Expect less than that if the data is compressed... This does explain why this data is so hard to find. Don't forget the unlabeled sections outside of the filesystem. Edited by Teawater, May 2 2011, 03:27:08 PM.
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If you ever find an error in any of my reference materials, PLEASE let me know.![]() ![]() ![]() ![]() ![]() ![]() Don't mind me, I'm nothing but a spoiler.
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jdaster64
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May 4 2011, 02:08:15 AM Post #36 |
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That's true; I realized that, but I guess I forgot to indicate such in the post.
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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Teawater
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May 14 2011, 03:35:30 PM Post #37 |
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Who are you calling an old man?
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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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If you ever find an error in any of my reference materials, PLEASE let me know.![]() ![]() ![]() ![]() ![]() ![]() Don't mind me, I'm nothing but a spoiler.
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jdaster64
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May 17 2011, 09:33:55 AM Post #38 |
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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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jdaster64
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Sep 3 2011, 08:03:51 PM Post #39 |
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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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jdaster64
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Sep 4 2011, 03:50:07 PM Post #40 |
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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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Salanewt
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Sep 5 2011, 04:15:47 PM Post #41 |
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Star Yoshi
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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.
Huh, I like that system. |
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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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jdaster64
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Sep 5 2011, 04:57:42 PM Post #42 |
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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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jdaster64
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Sep 26 2011, 09:58:59 AM Post #43 |
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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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Salanewt
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Nov 27 2011, 09:03:47 PM Post #44 |
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Star Yoshi
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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.
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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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Teawater
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Feb 2 2012, 05:17:13 AM Post #45 |
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Who are you calling an old man?
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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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If you ever find an error in any of my reference materials, PLEASE let me know.![]() ![]() ![]() ![]() ![]() ![]() Don't mind me, I'm nothing but a spoiler.
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Teawater
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Mar 5 2012, 02:41:06 AM Post #46 |
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Who are you calling an old man?
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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. ----------
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.
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If you ever find an error in any of my reference materials, PLEASE let me know.![]() ![]() ![]() ![]() ![]() ![]() Don't mind me, I'm nothing but a spoiler.
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Teawater



8:58 PM Jul 10