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ROM Location Offsets (TLA)

Started by ajlsunrise33, 23, July, 2011, 08:45:41 PM

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ajlsunrise33

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.

----

Also, if anyone knows the offset for the animation images, I'd appreciate the information.

Daddy Poi's Oily Gorillas

#1
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.
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Refer to Yoshi's Lighthouse for any M&L hacking needs...

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Maybe it is over-analyzing, but it doesn't mean the information is useless.


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Atrius (He/They)

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.
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