FinS
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Posts: 139

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« Reply #15 on: April 14, 2011, 06:35:56 PM » |
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Here is the translation of the rem map from the BNE2 archive. This is relevant to the Us version too because both versions have pretty much the same ram layout. Opinion leader name (17Byte) 7E 07A4
Character ID (100 parts) 7E 07BA Enemy character ID (50 parts) 7E 081E Neutral character ID (10 parts?) 7E 0850 Classes (100 parts) 7E 085A Enemy Classes (50 parts) 7E 08BE Neutral character class (10 parts?) 7E 08F0 Character Properties (100 parts) 0x01=Dead, 0x02=can recruit pumpkin head, 0x04=vampire, 0x08=WereTiger 0x00=S size, 0x10=WereWolf, 0x20=undead, 0x40=L size, 0x80=Unit Leader 7E 08FA Enemy character Properties (50 parts) 7E 095E Neutral character Properties (10 parts) 7E 0990 HP (2Byte 100 parts) 7E 099A Enemy HP (2Byte 50 parts) 7E 0A62 Neutral characters HP (2Byte 10 parts) 7E 0AC6 MAXHP (2Byte 100 parts) 7E 0ADA Enemy MAXHP (2Byte 50 parts) 7E 0BA2 Neutral character MAXHP (2Byte 10 parts) 7E 0C06 ALI (100 parts) 7E 0C1A Name (2Byte 100 parts) 0x07A4 opinion leaders 7E 0C7E Enemy Name (2Byte 50 parts) 7E 0D46 Tarot card possession (14Byte) 7E 0DBE
Number of formation XY, X number of attacks, Y placement (125Byte 25, unit parts) 4 9 3 8 ←2 7 1 6 0 5 7E 0DCD Number of enemy attacks ・placement (50Byte, 10, unit parts) 7E 0E4A Neutral Character, the number of attacks ・placement (5Byte?) 7E 0E7C
"Character Number" joining with the order number, Forces assigned Character Number (125Byte, 1 unit, 5Byte 25 unit parts, 0x00 = Opinion leader) 7E 0E81 Number enemy characters (50Byte 64 from start) 7E 0EFE Number neutral Character (96 from start) 7E 0F30 Reserves Character Number 7E 0F35
? Select number of options 7E 1271
The size of the map 7E 14D3 X-axis 7E 14D5 Y-axis
? When midnight, 1 increment 7E 156F ? Stage maps, and hours set, at midnight, 1 increment 7E 1570 Time, 00=midnight, 0C = noon 7E 1571, hours 7E 1572, minutes 7E 1573, seconds
Elapsed days (2Byte maximum is 999) 7E 1576 Total assets (4Byte) 7E 1578 Chaos Frame 7E 157C Opi compatibility 7E 157D Possession of items ・number, (63) 7E 157E 7E 157F
Stage, 0x00 ~ 0x1D, until 7E 15FC Length of day and night 7E 15FD Enemy organization, address (2Byte) 7E 15FE Neutral character, the address (2Byte) 7E 1600 ? Number of home 7E 1602 Number of cities (including home) 7E 1603 ? Number of Churches 7E 1604
Number of occurrences remaining opponent (10Byte) 7E 1626 Boss battle flags, 0x00 = not yet, 0x01 = settled 7E 1630 Level of thinking enemy 7E 1631 ? Enemy, Number of of concurrent dispatch 7E 1632 Only a few leaders to defeat the enemy forces are not Number of annihilation from the reduced 7E 1663 The total number of occurrences of the enemy 7E 1634
Enemy Deaths 7E 1651 Ally deaths (not reduced when brought back to life) 7E 1653
Days clear goal 7E 1655 days within a stage 7E 1657 BGM ON / OFF 0x00 = ON 0x01 = OFF 7E 1659 SE ON / OFF 0x00 = ON 0x01 = OFF 7E 165A Message rate, 0x00 = slow, 0x01 = normal, 0x02 = quick 7E 165B Game Speed, 0x00 = slow, 0x01 = normal, 0x02 = quick 7E 165C Animation, ON / OFF, 0x00 = ON, 0x01 = OFF 7E 165D
Clear Flag (each 30), 0x01 = Clear 7E 1723 Chaos Gate, flag (7) 7E 1741 Kuba also of Troy, 0x00 = unused, 0x01 = used 7E 1748, Zenobia slums 7E 1749, City of Malano 7E 174A, Antanjil 7E 174B, fortress Alamoot
Tarot drawn forces, Card the Joker, When used 0xFF 7E 1763 Tarot pull again, odds 7E 1765
Last drawn Tarot 7E 1783
Unit current location coordinates X (2Byte), 0xFFFF = Not sent 7E 18AF Enemy unit Current location coordinates X (2Byte) 7E 18C3
Unit Current location coordinates Y (2Byte) 7E 18D9 Enemy unit Current location coordinates Y (2Byte) 7E 18ED
Unit destination coordinates X (2Byte) 0x7FFF = not moving 7E 1905 Enemy unit destination coordinates X (2Byte) 7E 1919 Unit destination coordinates Y (2Byte) 7E 192D Enemy unit destination coordinates Y (2Byte) 7E 1941
Movement type (1Byte skip), 0x00 = high sky, 0x01 = low sky, 0x02 = plains, 0x03 = forest, 0x04 = mountains, 0x05 = snow field, 0x06 = wetlands, 0x07 = shallows, 0x08 = deep water , 0x09 = slow 7E 19A5 Move the remaining distance (1Byte skip) 7E 19A6
Behavioral change determination (1Byte skip) 0-8, 9 types 7E 1A1D unit behavior, (1Byte skip) 0-6, 7 types 7E 1A1E
Enemy behavior pattern (1Byte skipped) 7E 1A45 Enemy organization number (1Byte skip) 7E 1A46
Number of forces killed during stage(1Byte skip) 7E 1A6D
City location coordinates X (2Byte) 7E 1A95 Church location coordinates X (2Byte) 7E 1ABD Hidden sites, - the church - buried treasure, Chaos Gate - location coordinates X (2Byte) 7E 1AE5 City location coordinates Y (2Byte) 7E 1B0D Church location coordinates Y (2Byte) 7E 1B35 Hidden sites, - the church - buried treasure, Chaos Gate - location coordinates Y (2Byte) 7E 1B5D
City (2Btye 20) source address of a string 7E 1B85 city population (2Byte 20) 7E 1BAD aid (2Byte 20) 7E 1BD5
Moral City (each 20 1Byte skip) 7E 1BFD At City favors (20 1Byte flying pieces) 7E 1BFE Type of store (20 1Byte flying pieces) 7E 1C25 Type of city (20 1Byte flying pieces) 7E 1C26
City freed flag (2Byte), 0x00 = freed, 0x01 = unreleased 7E 1C4D
Discovery flag, 0x00 = undiscovered, 0x01 = has been found Hidden City Church, variety of treasure Shalom border of Church 1C76 (00 -> 01), found in 1C77 (01 -> 00) freed Eregli, 1C78 Treasure, 1C7A Farsala, 1C7C
Undiscovered City - Church - relationships treasure, 0x1F = number of City churches, 0x20 = Snow Field or desert, 0x40 = church, 0xC0 = treasure or Chaos Gate 7E 1C9D City landscape position, 0x00 = plains, 0x01 = Snow Field or Desert 7E 1C9E
Battle - decisions 7E 1CC5, for ally 7E 1CC6, for enemy movement route - coordinates X (20Byte) 7E 1CC7 movement route - coordinates Y (20Byte), Y axis is + 60? 7E 1CDB
Status display (each 2Byte) 7E 1F00, Lv 7E 1F02, HP 7E 1F04, MAXHP 7E 1F06, STR resistance, physical 7E 1F08, CHAresistance, lightning 7E 1F0A, AGIresistance, flame 7E 1F0C, ALIresistance, dark 7E 1F0E, INTresistance, cold 7E 1F10, LUK resistance, sacred 7E 1F12, Cost 7E 1F14, front row number of actions 7E 1F16, back row, number of actions 7E 1F18, EXP to next level
Earnings forecast 7E 1F00, aid (4Byte) 7E 1F04, dispatch cost (4Byte) 7E 1F08, carried forward assets (4Byte) 7E 1F0C, total assets (4Byte)
All stages, records 7E 8600, liberated City Flags, 2 * 20cities * 30Stages 7E 8601, discovered Flags 7E 8AB0, liberated churches, Flags, 20churches * 30Stages
Event Flag 7E 8D08
Level (100 parts) 7E F148 Enemy level (50 parts) 7E F1AC Neutral Character - Level 7E F1DE EXP to go until the next level (100 parts) 7E F1E8 STR (100 parts) 7E F24C Enemy STR (50 parts) 7E F2B0 Neutral character, STR 7E F2E2 AGI (100 parts) 7E F2EC Enemy AGI (50 parts) 7E F350 Neutral character, AGI 7E F382 INT (100 parts) 7E F38C Enemy INT (50 parts) 7E F3F0 Neutral character, INT 7E F422 CHA (100 parts) 7E F42C
LUK (100 parts) 7E F490 Cost (2Byte 100 parts) 7E F4F4 Equipped items (100 parts 00=no Equipment) 7E F5BC Gender, opinion leaders, 0x00 = male, 0x01 = female 7E F620 Resistance, physical (100 parts) 7E F621 Resistance, flame (100 parts) 7E F685 Resistance, cold (100 parts) 7E F6E9 Resistance, lightning (100 parts) 7E F74D Resistance, dark (100 parts) 7E F7B1 Resistance, holy (100 parts) 7E F815
Character type decision points 7E F879, warrior 7E F87A, magician 7E F87B, priest 7E F87C, use beasts
During combat parameter STR (2Byte 10 parts) 7E F879 During combat parameter AGI (2Byte 10 parts) 7E F88D During combat parameter INT (2Byte 10 parts) 7E F8A1 During combat parameter ALI (1Byte 10 parts) 7E F8B5
Parameter in combat, AGI2, (2Byte 10 parts) Star +50, sleep 0, when returning from sleep and paralysis, combat AGI from copy 7E F8C9
Battle Command (25 unit parts) 7E F901 Enemy Battle Command (10 unit parts) 7E F91A
Battlefield Terrain 7E F925 Time correction (in battle, ALI is subtracted from midnight, 0, noon, 100 (0 - 25 - 50 - 75 - 100)) 7E F926
? attack selection, a battle command of 3, when you want to recover the logical choice of 4 7E F92E
Field effect, (Fool = 0x01, then persuasion = 0x02,? 0x04, Fortune = 0x08, world = 0x10, Hangedman = 0x20, Strength = 0x40,? 0x80, - $ 018F96) 7E F931
? Identify friend and foe,? Attack, Enemies or ally, and? 0x00 =, ally, 0x01 = Enemies, 0xFF, (Z = 0, then at death, EXP 0, skip) 7E F934
Attack character number, ($ 7E0E81 (units, character number assigned) index ally = 0x00 ~ 0x7C (124), Enemies = 0x7D (125) ~ 0xAE (174), neutral = 0xAF (175)) 7E F936
Attack Character Class 7E F938 Attack characters numbers in combat (or combat what number of participants 0x00 ~ 0x09, up to) 7E F939 Action type, effect 7E F93A Attack attributes, 0x00 = flame, 0x01 = cold, 0x02 = lightning, 0x03 = Dark, 0x04 = physical, 0x05 = sacred 7E F93B Attack 7E F93C Ally unit number (0x00 ~ 0x18 (24) up to) 7E F93D Number of enemy units (Enemies = 0x19 (25) ~ 0x22 (34), neutral = 0x23 (35)) 7E F93E
? (at the time of death character +1) 7E F93F friend 7E F940 Enemies The total number of actions remaining friend and foe 7E F941 Enemies, cumulative damages (2Byte) 7E F942 Ally cumulative damages (2Byte) 7E F944
? (see damages?) 7E F947
Attack (2Byte) 7E F949 Unit Leader Number (Opi = 0x00, Boss = 0x64, neutral character = 0x96) 7E F94B friend 7E F94C Enemies
Order of action (10 parts, +1 Byte, the last FF) 7E F977
Status (10 parts, 0x00 = ally, 0x01 = Enemies - neutral, 0x04 = Kiss Throw, 0x08 = charmed, 0x10 = sleep and paralysis, 0x20 = Petrify, 0x40 = action, termination, 0x80 = fled and died) 7E F982
Character specific (10 parts, ally = 0x00 ~ 0x7C (124), Enemies = 0x7D (125) ~ 0xAE (174), neutral = 0xAF (175)) $ 7E0E81 (number of forces assignment character) is used to index 7E F98C The remaining number of actions (10 parts) 7E F996
Determine the order of action (2Byte 10 parts) 7E F9E4
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