This thread is for compiling a list of the locations of the various data in the TLA ROM. It's probably not very useful very you're doing hex editing, but I figure having the information on hand isn't a bad idea either.
0x0B2364-0x0B729F: Item Table (44 bytes per entry)
0x0B7C14-0x0B9E7B: Ability Table (12 bytes per entry)
0x0B9E7C-0x0C0EFF: Enemy Table (76 bytes per entry)
0x0C6688-0x0C8A0F: Enemy Elemental Tables (24 bytes each)
This is all I have so far. Any additional help would be much appreciated.
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Also, if anyone knows the offset for the animation images, I'd appreciate the information.
Thank you for starting this list!
080B1290 = This is the percents database that tells you how likely you will get each djinn for Isaac's party when you get them.) (Flint and Fizz are 100% regardless.) 7*4 bytes. (Djinn Editing - http://forum.goldensunhacking.net/index.php?topic=1421.0)
08128972 = Ability Type Values (http://forum.goldensunhacking.net/index.php?topic=1416.0) This is not in the editor.
081C4530 = Song Bank
080EE0D0 ~ Battle Collections (Basically what random battles each room has, and how often the battles occur.) This is not in the editor. The "~" indicates that this may not be the start of the database. ( http://forum.goldensunhacking.net/index.php?topic=135.msg14704#msg14704 )
080EE9BC ~ Map Battle Group - linked with above, but a new database.
Quote from: GShacking.txt
0x080179EA - Used in direction calculations (Sine, Cosine lookup table?)
0x08017AF0 - Panel Border Palette
0x08017B10 - Sprite Palette
0x08020000 -
0x080203A8 - Alternate Palette 1
0x080204A8 - Alternate Palette 2
0x080205A8 - Alternate Palette 3
0x080206A8 - Alternate Palette 4
0x080207A8 - Alternate Palette 5
0x080208A8 - Alternate Palette 6
0x080209A8 - Alternate Palette 9
0x08020AA8 - Alternate Palette 10
0x08020BA8 - Alternate Palette 11
0x08020CA8 - Alternate Palette 12
0x08027064 - Player movement script function 1
0x0802D45C - Get height function
0x0802D87C - Player's get height function?
0x0802E91C - Enemy sprite reference table
0x0802EFC4 - Height map code pointers
0x0802F204 - Actor script functions
0x0802F380 - Room Data reference table (12 bytes per entry)
0x08038000 - Menus, Dialogue, and such code?
0x0803835C - Pointer for Settings Menu
0x08038B14 - Icon decompressor
0x0803DB48 - Index of Character Portraits in file table
0x0804EB58 - Item icon graphic table
0x08054A14 - Ability icon graphic table
0x0805EB58 - Character Portrait reference table
0x08060C30 - Used to decompress strings
0x080A9F54 - String Table
0x080AD000 - Item/battle stat & stuff Code?
0x080AD148 - Random Number Generator
0x080ADDF0 - Party initialization?
0x080B12C8 - EXP to level tables
0x080B1F40 - Artifact, number in store, save slot reference
0x080B2364 - Item data table (44 bytes per entry, # & 1FF * 2C)
0x080B7C14 - Attack/Unleash/Item effect table??? (12 bytes per entry)
0x080B9E7C - Enemy Stats (76 bytes per entry)
0x080C0F9C - Party Member Base Stats
0x080C150C - Summons ? (8 bytes per entry)
0x080C15F4 - Classes (84 bytes per entry)
0x080C6684 - Resistances table
0x080C6BB0 - Djinni
0x080C8000 -
0x080D4B90 - NPC Behavior lookup table ???
0x080EDACC - Room Monster Groups
0x080EF094 - Room Music reference Table
0x080EF4A4 - Room Name reference Table
0x080F17A8 - Room Table (8 bytes per entry)
0x080F8000 -
0x08108000 -
0x0810C3F4 - Shop Data
0x08118000 -
0x0811A834 - Party Member battle sprite code pointers
0x08120A58 - Damage Type Functions
0x08120FB4 - Summon multiplier code
0x08122744 - Enemy AI code (???)
0x08128c50 - Ability Visual Effect reference table
0x0812CAD0 - Item/Battle sprite reference
0x0812CE94 - Enemy group data
0x08130C5C - ???
0x08130D0C - Individual Enemy Table (8 bytes per entry)
0x08138000 -
0x08197AA0 - Ability visual effect pointers
0x081A0000 -
0x081A6000 -
0x081AC000 -
0x081B2000 -
0x081B8000 -
0x081C0000 - Music Code
0x081C0624 - Used to calculate music note frequencies
0x081C0684 - Used to calculate music note frequencies (1 byte per entry)
0x081C36B0 - Table of note/rest lengths for music (1 byte per entry)
0x081C44D0 - RAM locations for Music?
0x081c4530 - Music Table (8 bytes per entry)
0x08300000 - Sprite Table (20 bytes per entry)
0x08680000 - A vast array of various data including tilesets, level data, enemy battle sprites, and more.