![]() ![]() What happened was that I eventually changed the current in-battle class ($7e17af) -without- changing anything else, and got the special quality to appear (in case Acrobatics). Then I try looking for this info in the RAM during a battle sequence. The problem here is, I really don't know how the data is formatted (is it, in fact, the aforementioned pattern, or a sequence of values that I have no information on, etc.), so I've tried a bunch of different searches w/a hex editor. First thing I do is try to look for a table/array in the ROM. Or, maybe there's some ASM routines that could easily be traced if it was something that was only 'active' during a battle. This looks like it might follow a '01 02 04 08 10 20 40 80' pattern, taking up one byte per character class which should be located in a table/array somewhere in the ROM. ![]() Undeath (Ghost, Skeleton, Zombie, Death creatures) I think the full list is as follows:įear (Terror Knight, Tiamat, a fair number of creatures in Hell Gate, any equipment from the Grim set)īeast Support (Beast Tamer, Beast Master, an Aileron feater)ĭragon Support (Dragon Tamer, a Dragos stone)Īnti-Dragon (Dragoon, numerous pieces of equipment) For any who've played the game before, these include things like the Terror Knight's Fear effect, the Beast Tamer's Beast Support, and the Gunner's Gunnery, to name a few. Some of the character classes have special little 'extras' attached to them. But I've come across a stumbling block and I need help getting over it. OK, so it's been awhile, I found -quite a bit- of stuff regarding character data (if anyone needs it just let me know). Once you get the ram addresses you can set breakpoints on them and you will see what is loaded into them. I'll let you figure out the rest or maybe someone else who has the rom in front of them can help. The next one, $9a for magic points, comes from a ram index at $189E which is added to the previous hit point bonus of 6 which is added to a random number from 0 to 2. You may find it does not match so then it would probably be a ram address minus the bank number. ![]() You need to download "Lunar Address" and plug that number into it then select your rom type and whether it has a header and it will give you the correct address. Here is the hp array : $184E, the x after it means it's indexed, x is 2 there so Presance must be your 2nd character.Ħ is added to the number stored there and it comes from $88:B0C5 which could be a rom location. I'm not looking at the rom but I can give you a couple tips from your output. Then when you figure that out you have a focal point to see where the data is going. « Last Edit: March 01, 2011, 09:34:47 pm by Edea »īefore you find the locations in the rom it would help you immensely to map out some of the locations in ram. I'll post some of the ROM locations later, apologies for the double post (please don't hesitate to contribute whatever you wish to the thread, still need a LOT of help). *Sigh* Well, it seems like everybody's growth parameters are, sadly, in arrays separated by stat instead of class (ugh, thanks to Deathlike for the tip). March 01, 2011, 09:34:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.) ![]() Any help you guys could provide will be greatly appreciated. However, I am unfamiliar with ASM or opcodes, so I was wondering if someone else who happens to be familiar with the game (or not, really don't care at this point) would mind taking a little look at it and leaving some tips or comments. What I'm trying to discover is the location of the character class data in the ROM, and I think that this dump could be used to that effect. (I hope this stays up, the data block was too big for one post). ![]()
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