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Battle Effect + Text, various data locations

Started by Salanewt, 10, January, 2012, 12:23:03 AM

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Salanewt

Hello! I have some random data that I have been storing in a private PM for some time, and I would like to share it with all of you! I have only looked at a few parts of it, but this is what I have so far:

... (I haven't really taken a look at this earlier stuff, probably similar to what is displayed in the removing effects area).
x08121ED4 - Poison/Venom, applies effect with text.
x08121F00 - Delusion, applies effect with text.
x08121F12 - Confusion, applies effect with text.
x08121F24 - Charm, applies effect with text.
x08121F36 - Stun, applies effect with text.
x08121F48 - Sleep, applies effect with text.
x08121F60 - Seal, applies effect with text.
... (Downing/Felling stuff, applies with text, have not studied it very much yet).

x08121F20 - Applies duration/amount of turns on Confuse.*
x08121F32 - Applies duration/amount of turns on Charm.*

x02000B89 - Felix: Duration of Confuse.
x02000B8A - Felix: Duration of Charm.
x02000B8E - Felix: Duration of Regenerate.
x02000B8F - Felix: Duration of Reflect.

x02030A06 - Enemy 1: Duration of Reflect.

x08122030 - Target recovered HP, applies effect with text.
x08122042 - Reflect, applies effect with text.
x0812209A - HP is fully restored, displays text if this is true.
x081220AC - HP recovery, applies effect with text.
x081220EC - PP is fully restored, displays text if this is true.
x081220FE - Target restores certain amount of PP, applies effect with text.
x081221A6 - More PP are sucked away, continues effect with text.
x0812215A - PP recovery, applies effect with text.
x0812219C - More PP are lost, continues effect with text?
x081221A6 - More PP are lost, continues effect with text?
x0812223A - Target's strength returns to normal, finishes effect with text.
x0812223E - Curse, applies effect with text.
x0812225A - Condemn, applies effect with text.
x0812227A - Grim Reaper calls out to target, finishes effect/kills target with text.
x0812227E - Target readies for action, applies effect with text.
x08122290 - Target rises to the challenge, applies effect with text.
x081222B8 - Prevents target from moving, applies effect with text.
x081222C4 - Creates a protective aura around target, applies effect with text.
x081222DA - Different protective aura, applies effect with text.
x081222F2 - Similar to the different aura, applies effect with text.
x0812230A - Hides target, applies effect with text.
x0812232E - Instantly ends round, applies effect with text.
x0812233E - Forces target out of battle, applies effect with text.

x081223A8 - Applies Counter-attack effect with text.
x0812243E - Target wakes up from slumber, applies effect with text.

x081216A8 - Removes Poison/Venom with text.
x08121676 - Removes Delusion with text.
x081216A8 - Removes Stun with text.
x081216BE - Removes Sleep with text.
x081216DE - Removes [Psy] Seal with text.
x081216FE - Target shakes off Grim Reaper, removes effect with text.
x0812171E - Spirit of Death leaves target, removes effect with text. (2)
x0812173E - Removes Poison/Venom with text. (2)
x08121776 - Removes Delusion with text. (2)
x0812179E - Removes Stun with text. (2)
x081217C6 - Removes Sleep with text. (2)
x081217EE - Removes [Psy] Seal with text. (2)
x0812181A - Target shakes off Grim Reaper, removes effect with text. (2)

x08121510 - Unknown status/effect stuff?


... (Similar code can be found above the examples, but it is constructed differently).
x081212DE - This executes if target's PP is fully restored.
x081212F0 - Target restores PP, applies effect with text.
x081214B2 - Target takes damage, applies effect with text. Not sure if resistances are calculated and branches occur.
x081213B6 - Same as above, probably for you hitting an enemy. Not sure why the text string is different.
x08121404 - Target dies, applies effect and displays line "Target was downed..." on screen. Branches to code if true.
x08121408 - Same as above, except it displays "You felled Target!" and applies this on enemy death.


*Any effect or ailment that has a duration should have a way to change it near where its text is chosen.


I will be adding to this in the future, but there are a few interesting things in here that might be useful. If you are interested in looking at this and need help, I would be happy to point you in the right direction.
Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?

Daddy Poi's Oily Gorillas

#1
I'm including an ordered list of all the text lines that are used in this function if it helps.

ARM Functions!

Quote from: Decompress_Battle_Background(source, destination)Note: This function is moved to RAM!
08118160 = Start
08118390 = End
Quote from: ?(source, destination, ?1, ?2)Unused?
Notes: ?1 should be a number from x0 to x10000, and should be an increment of x100. This value is meant to altar color, I think? (Color is a guess.) ; ?2 is how many colors to alter.
08118394 = Start
0811840C = End

Thumb Functions!

Quote from: Copy arm code for color mod to stack and execute.08118410= Start
08118422
Quote from: Call 081197F0 with an argument of 0 repeatedlyUnused?
08118430 = Start
08118438 = End
QuoteNot sure if this is debug-related?
0811843C = Start
081185C0 = End
QuoteNot sure if this is debug-related?
081185C4 = Start
0811872A = End
QuoteDebug-feature: Execute party setup. (Called from 08118958)
08118738 = Start
08118948 = End
Quote from: ReturnDebug-related (Unknown; When Start is pressed from 08118958)
08118954 = Return
QuoteDebug-feature: When called, hold down to activate feature. (The screen should be black.) L/R selects party setup. Arrow keys chooses enemy group. Press A to confirm, if you win/lose/flee the battle, you will come back to the black screen to do another selection of party setup and enemy group.
Todo: What are the flags set/cleared?
Unused.
08118958 = Start
-"03001150"
08118AC6 = End? (Loop function?)
QuoteCalled every frame? - Called via pointer.
08118ADC = Start
08118BBC = End
Quote from: Start a Battle +text08118BCC = Start
08118C04 = [18][1] appeared!
08118C0C = [18][1] appeared!
08118C2E = [16]'s party attacks first!
08118C42 = [16]'s party was caught by surprise!
08118C54 = End
Quote08118C68 = Start
08118D22 = End
QuoteUnused?
Graphics-related (x06000000 section)
08118D2C = Start
08118D4C = End
QuoteUnused?
08118D60 = Start
08118D6A = End
Quote from: Return08118D6C = Return
Quote from: Clear status effects at end of battle. (And misc?)08118D70 = Start
08118E62 = End
Quote08118E64 = Start
Quote08118EB0 = Start
Quote08118F6C = Start
Quote from: ReturnUnused?
08119050 = Start
QuoteUnused?
08119054 = Start
QuoteUnused?
08119148 = Start
QuoteUnused?
081192A0 = Start
Quote081192D0 = Start
Quote08119374 = Start
Quote081195A0 = Start
Quote081195D4 = Start
Quote081195EC = Start
Quote081196FC = Start
Quote08119734 = Start
Quote081197A8 = Start
Quote081197D0 = Start
Quote081197F0 = Start ; Load_enemy_group(enemy_group)
08119900 = Call to Enemy Group Initialization (Might be what loads the enemy data and other stuff.)
08119B16 = Call to "Enemy appearing" stuff? (Which has two function calls for the text.) (08125D74 => 08118BCC)
08119C3A = Call to executing a turn
08119C52 = Call 0811C594. (Flee)
08119E14 = Call 08124CC0. (Return / Does nothing.)
08119E18 = Call to End Of Round Status Effect stuff
08119E9E = Call related to button presses. x303
08119F1E = [18][1] has been downed!
08119F2A = Call to End of battle rewards. (And level up.)
08119FA8 = [16] goes down in defeat...
08119FB0 = [16]'s party has been defeated!
08119FF2 = Call to End of Battle. (Clear status effects.) (And misc?)
0811A024 = End of function.
Quote0811A038 = Start
Quote0811A0B0 = Start
QuoteList used enemy slots in address arg0. Return number of slots listed.
Used for Enemies that appear list on battle start.
0811A12C = Start
0811A180 = End
Quote0811A188 = Start
Quote0811A24C = Start
QuoteCopy PC (arg0,bit0), and Enemy (arg0,bit1) data slot indexes to address arg1. Return number of slots listed.
0811A31C = Start
0811A396 = End
Quote0811A39C = Start
Quote0811A44C = Start
Quote0811A468 = Start
Quote0811A484 = Start
Quote0811A490 = Start
Quote0811A4E0 = Start
Quote0811A5FC = Start
Quote0811A640 = Start
Quote0811A674 = Start of function.
0811A69E = PC list code.
0811A6F8 = End of function.
Quote0811A720 = Start of function.
0811A7A6 = End of function.
Quote0811A7AC = Start of function.
0811A82A = list....
0811A89A = Enemy list code.
0811B166 = End of function.
QuoteUnused?
0811B16C = Start
Quote0811B180 = Start
Quote0811B294 = Start
Quote0811B2C4 = Start
Quote0811B37C = Start
Quote0811B4AC = Start
Quote0811B4D8 = Start
Quote0811B598 = Start
Quote0811B6A4 = Start
Quote0811B724 = Start
Quote0811B75C = Start
Quote0811B9D4 = Start
Quote0811B9E0 = Start
QuoteCalled via pointer.
0811B9FC = Start
QuoteUnused?
0811BC2C = Start
Quote0811BC64 = Start
Quote0811BC98 = Start
QuoteUnused?
0811BCEC = Start
Quote0811BD10 = Start
QuoteUnused?
0811BD50 = Start
Quote0811BDB0 = Start
Quote0811BDDC = Start
Quote0811BE3C = Start
Quote0811BE68 = Start
Quote0811BEC8 = Start
QuoteUnused?
0811BF18 = Start
QuoteUnused?
0811BFA0 = Start
Quote0811BFD0= Start
0811C01A = End
QuoteUnused?
0811C01C = Start
0811C06E = End
QuoteUnused?
0811C074= Start
0811C10E = End
Quote0811C120= Start
0811C1F2 = End
QuoteUnused?
0811C1F8 = Start
Quote from: Return0811C210 = Return
Quote0811C214 = Start
0811C270 = End
QuoteUnused?
0811C274 = Start
0811C2B0 = End
Quote0811C2B4 = Start
0811C30C = End
QuoteUnused?
0811C314 = Start
0811C376 = End
Quote0811C37C = Start
0811C3B8 = End
Quote0811C3BC = Start
0811C534 = End
Quote from: Battle Camera Rotation with L/R buttons.Unused.
0811C538 = Start
03001150
0811C58A = End
QuoteCalled from 08119C52.
0811C594 = Start of function:  Flee
0811C5F4 = [16] and friends run!
0811C5FC = Call 0811C66C. (Flee pt2; Can't get away.)
0811C610 = Call 0811C6CC. ("... is defending.")
0811C646 = End
Quote0811C650 = Check if data slot number is valid? (0-7, 80-85) Returns 0 if valid, -1 if not.
0811C668 = End
Quote0811C66C = Start of function:  Flee (Part 2)
0811C6B6 = But they can't get away!
0811C6C4 = End
QuoteCalled from 0811C610.
0811C6CC = Start
0811C700 = [18][1] is defending!
0811C708 = End
Quote0811C710 = Start
0811C982 = End
QuoteUnused?
0811C984 = Start
0811C9EE = [18][1] attacks!
0811CA4C = End
Quote0811CA54 = Start
0811CBE0 = Start
QuoteUnused?
0811CBE8 = Start
0811CC40 = A bitter blow!
0811CC56 = [18][1] takes [22] damage!
0811CC64 = A critical hit!
0811CC7A = [18][1] takes [22] damage!
0811CCA2 = The Grim Reaper calls out to [18][1]!
0811CCBA = [18][1] has been downed!
0811CCD4 = End
Quote0811CCF0 = Start
0811CD2E = End
Quote0811CD30 = Start
0811CD78 = End
Quote0811CD7C = Start
0811CE34 = End
QuoteExecutes at the start of a round. (Just before PC turns..)
Stores into stack all the data slots indexes for PCs/Enemies... + unknown code.
0811CE50 = Start
02000A50 + 12b
0811CE92 = End
Quote0811CE94 = Start
0811CF9C = End
Quote0811CFA4 = Start
0811CFCC = End
Quote from: ?Executes at the start of a round.
0811CFD0 = Start
0811D126 = Call Enemy AI
0811D15E = End
Quote from: ?0811D160 = Start
0811D246 = End
Quote0811D24C = Start
0811D2F2 = End
Quote0811D2F8 = Start
0811D408 = End
Quote0811D414 = Start
0811D59E = End
Quote from: Palette copy for rows x5 and xF to previous rows with addition of arg0 to RGB(Arg0 was 8) ; Executes at the start of a round. (Just before PC turns..)
0811D5A0 = Start
0811D616 = End
Quote0811D61C = Start
Initializes Round/Turn Data
Call 0811CE50 ; (Stores into stack all data slot indexes for PCs/Enemies + unknown.)

0811D71E = End
Quote from: Get current character's dataslot(character_posslot) (character_slot= 00-0F; 80-8F for enemies) Return character (00-07;80-85)Returns DATA SLOT!
0811D720 = Start
0811D746 = End
Quote from: Get current character's posslot(character_num) (character_num = 00-07; 08+ for enemies) Return character's slot (00-03;80-85)Returns POSITION SLOT!
0811D748 = Start
0811D79A = End
Quote0811D79C = Start
0811D7A6 = List
0811D7DE = End
Quote from: Return0811D7E4 = Return
Quote0811D7E8 = Start
0811D894 = End
Quote0811D89C = Start
0811D912 = End
Quote0811D914 = Start
0811D9A2 = End
Quote0811D9A4 = Start
0811D9CA = End
Quote from: Execute a turnExecutes for each character.
0811D9CC = Start
0811DA22 = Call Enemy AI
0811DABA = Function call to 0812381C (Start of turn: For status effects & action types)

0811DAC4 = Ability Type Values (Sequence/Animation Type; not Damage Type)
0811DB24 = (x1)
0811DB34 = (x2)
0811DB3E = Call to "nimbly dodges the blow!" function.
0811DB44 = (xF)
0811DB4E = Call to nimbly function.
0811DB54 = (x5)
0811DB64 = (x9)
0811DB74 = (xE)
0811DB84 = (x3),(x11)
0811DB94 = (x6),(x10)
0811DB9E = (x8)
0811DBAE = (x4)
0811DBBA = The only call to Item breaking + (?)? function.
0811DBC0 = (xA)

0811DC52 = [18][1], stop hitting yourself!
0811DC5A = [18][1] attacks an ally!

0811DC7C = Call to nimbly function.
0811DC9A = (xB)
0811DCB2 = Djinn are recovering more quickly!
0811DCEA = (xC)
0811DD1A = (xD)
0811DD3A = (x7)
0811DD42 = Call 0811DE78. (Flee)
0811DD8C = Place 00FF after a character's turn. (Remove turn data.)
0811DDAC = Sound Effect (390) (in decimal)
0811DDBE = End
Quote0811DDD8 = Start
0811DE76 = End
Quote from: Flee0811DE78 = Start
0811DEC0 = But there's no escape!
0811DF50 = But there's no escape!
0811DF6A = End
Quote from: Ability Sequence Type x5, x9, xE0811DF70 = Start
0811E10A = But the Psynergy was blocked!
0811E114 = ...But doesn't have enough PP!
0811E368 = End
Quote from: Ability Sequence Type x10811E36C = Start
0811E390 = Call to Damage Formula
0811E3A8 = End
Quote from:  0811E3AC = Start
0811E402 = List
0811E7D8 = End
Quote from:  0811E7DC = Start
0811E82C = End
Quote from:  0811E830 = Start
0811EA06 = End
Quote from:  Ability Sequence Type x2, xF0811EA0C = Start
0811EC60 = [18][1] nimbly dodges the blow!
0811EDA4 = End
Quote from: Item breaking function = Ability Sequence Type x4
0811EDB0 = Start of function
0811EFD8 = Your [20][1] broke!
0811F020 = End of function
Quote from:  0811F030 = Start
0811F084 = End
Quote from:  Ability Sequence Type x3,x11, x8, xA?0811F088 = Start
0811F264 = But the Psynergy was blocked!
0811F26E = ...But doesn't have enough PP!
0811F314 = End
Quote from:  0811F330 = Start
0811F3B6 = End
Quote from:  0811F3B8 = Start
0811F440 = End
Quote from:  0811F444 = Start
0811F4D2 = End
Quote from:  0811F4D4 = Start
0811F5A0 = End
Quote from:  0811F5A4 = Start
0811F668 = End
Quote from:  0811F66C = Start
0811F798 = List
0811FBB4 = List
0811FE34 = End
Quote from:  0811FE3C = Start
0811FF04 = End
Quote from: Wait for user response.0811FF08 = Start
08120008 = B button...?
0812005A = End
Quote from:  08120060 = Start
08120124 = "03001150"
08120152 = End
Quote from:  08120158 = Start
08120176 = End
Quote from:  08120178 = Start
081201B2 = End
Quote from:  Set some flag081201B4 = Start
081201C2 = End
Quote from: Execute text string data081201C4 = Start

081201E6 = List
08120238 = D ?
08120246 = C ?
08120252 = 0 ?
08120260 = 1 ?
0812026E = 2 ?
08120284 = 3 ?
0812029A = 6 ?
081202A8 = 4 Text String ; Wait for response.
081202BA = 7 ?
081202C0 = 5 ?
081202D0 = 8 ?
081202F2 = 9 ?
08120312 = A ?
08120322 = B ?
0812033C = F ?
08120346 = E ?

0812035A = End
Quote from: Set text string data08120360 = Start ; Used to add text-related stuff to an array for displaying.
08120386 = End
Quote from: Arg is ability effect08120388 = Start
081203A6 = End
Quote from: Returns true is enemy 102 Agatio or enemy 105 Karst081203A8 = Start
081203C4 = End
Quote from:  081203C8 = Start
0812044C = End
Quote from: Damage Formula (I think)08120454 = Start of function
08120534 = [18][1] disspated your psynergy.
08120570 = [18][1] is protected by a force field.
081205C6 = But it has no effect on [18][1]!
08120716 = spx28 = Calculate_Ailment_Success (Boolean)
0812091A = [18][1] is up and ready to fight!
08120926 = [18][1] appears!!
08120934 = It split off into [18][1]!
0812094A = It failed to divide!
08120958 = But no one came!

Quote from: ABILITY TYPE CODE! (Healing/Damage?)-Added Damage, Multiplier
08120B8C = A critical hit!  (or if PC is targeted: A bitter blow!)
08120C58 = [18][1] takes [22] damage! (3200)
08120C60 = [18][1] takes [22] damage! (3197)
08120CB8 = [18][1] was downed...
08120CBC = You felled [18][1]!
08120CE2 = Psynergy Drain
08120D9C = [18][1] loses [22] PP! (3190)
08120DA0 = [18][1] loses [22] PP! (3189)
08120DCE = Healing
08120E44 = [18][1]'s HP is fully restored!
08120E56 = [18][1] recovers [22] HP!
08120E74 = Index -1 (Unknown)
08120F1A = [18][1] takes [22] damage! (3187)
08120F1E = [18][1] takes [22] damage! (3186)
08120F70 = Base Damage, Base Damage (Diminishing), Summon
081211FE = [18][1] takes [22] damage! (3200)
08121206 = [18][1] takes [22] damage! (3197)
08121252 = [18][1] was downed...
08121256 = You felled [18][1]!
08121278 = Psynergy Recovery
081212DE = [18][1]'s PP is fully restored!
081212F0 = [18][1] recovers [22] PP!
08121304 = Effect Only
081213B2 = [18][1] takes [22] damage! (3187)
081213B6 = [18][1] takes [22] damage! (3186)
08121404 = [18][1] was downed...
08121408 = You felled [18][1]!
08121478 = But it has no effect on [18][1]!

081214A2 = [18][1]'s force field was broken!

ABILITY EFFECTS CODE!
08121676 = [18][1] sees clearly once again!
081216A8 = [18][1] is no longer stunned!
081216BE = [18][1] wakes from slumber!
081216DE = [18][1]'s Psynergy seal is gone!
081216FE = [18][1] shakes off the Grim Reaper!
0812171E = The Spirit of Death leaves [18][1]!
0812173E = The poison is purged from [18][1]!
08121776 = [18][1] sees clearly once again!
0812179E = [18][1] is no longer stunned!
081217C6 = [18][1] wakes from slumber!
081217EE = [18][1]'s Psynergy seal is gone!
0812181A = [18][1] shakes off the Grim Reaper!
081218D4 = [18][1]'s HP is fully restored!
081218E4 = [18][1] recovers [22] HP!
0812195E = [18][1]'s PP is fully restored!
0812196E = [18][1] recovers [22] PP!
081219AA = [18][1]'s Agility rises by [22]!
081219DE = [18][1]'s Agility drops by [22]!
08121A22 = [18][1]'s Attack drops by [22]!
08121A74 = [18][1]'s Attack drops by [22]!
08121AC6 = [18][1]'s Attack rises by [22]!
08121B18 = [18][1]'s Attack rises by [22]!
08121B6A = [18][1]'s Defense drops by [22]!
08121BBC = [18][1]'s Defense drops by [22]!
08121C0E = [18][1]'s Defense rises by [22]!
08121C86 = [18][1]'s Defense rises by [22]!
08121CA6 = [18][1] has been revived!
08121CC4 = [18][1] has been revived!
08121CF0 = [18][1] has been revived!
08121D18 = [18][1] has been revived!
08121D42 = The poison is purged from [18][1]!
08121D9A = [18][1]'s Resistance drops by [22]!
08121DF6 = [18][1]'s Resistance drops by [22]!
08121E54 = [18][1]'s Resistance rises by [22]!
08121EB2 = [18][1]'s Resistance rises by [22]!
08121EC4 = [18][1] is poisoned!
08121EF2 = [18][1] is infected with deadly poison!
08121F00 = [18][1] is wrapped in delusion!
08121F12 = [18][1] is confused!
08121F24 = [18][1]'s heart has been stolen! (Charm)
08121F36 = [18][1] has been stunned!
08121F48 = [18][1] falls asleep!
08121F60 = [18][1]'s Psynergy is blocked! (Seal)

08121F6A = [18][1]'s Psynergy has been sealed!
08121F84 = [18][1]'s Psynergy is blocked!
08121F8E = [18][1]'s Psynergy has been sealed!
08121FC2 = [18][1] was downed!
08121FCC = [18][1] suffocated!
08121FD6 = [18][1]'s spirit has been drained!
08122030 = [18][1] recovered HP!
08122042 = [18][1] feels the effects of Reflect!
0812209A = [18][1]'s HP is fully restored!
081220AC = [18][1] recovers [22] HP!
081220EC = [18][1]'s PP is fully restored!
081220FE = [18][1] recovers [22] PP!
08122150 = [22] more PP were sucked away!
0812215A = Recovered [22] more PP!
0812219C = [22] more PP were lost! (3259)
081221A6 = [22] more PP were lost! (3258)
0812223A = [18][1]'s strength returns to normal!
0812223E = An evil spirit grips [18][1]!
0812225A = The Spirit of Death embraces[18][1]!
0812227A = The Grim Reaper calles to [18][1]! [22]...
0812227E = [18][1] readies for action!
08122290 = [18][1] rises to the challenge!
081222B8 = [18][1] has become unable to move!
081222C4 = A protective aura encircles [18][1]! (3293)
081222DA = A protective aura encircles [18][1]! (3293)
081222F2 = A protective aura encircles [18][1]! (3294)
0812230A = [18][1] vanished into thin air!
0812232E = Everybody is resting!
0812233E = [18][1] was blown far away!
081223A8 = [18][1] is ready to counterattack!

0812243E = But no Djinn are in Recovery!
081224B6 = End of function.
Quote from: UnknownReturns True (1) for Psy Drain (PP:0); and all abilities that have a PP cost. Else, returns False (0).
081224C0 = Start
081224D6 = End
Quote from: Return an ability slot based off chance values list at address arg0.
*Used only for Enemy AI, I think.
081224D8 = Start
08122510 = End
Quote from: Unknown Battle function which includes AI08122514 = Start of function.
08122714 = Enemy attack pattern code. (Chooses an ability from the enemy's ability list.)
0812275A = Call 081224D8
081227BC = Whether to use the ability or an item.
0812284C = ABILITY EFFECTS CODE! (x2E-x58/46-88; Code for maybe 4 of the effects?)
08122946 = ?
0812296C = Call 081224C0. (True for Psy Drain & abilities with PP Cost not 0.)
08122C14 = End
Quote from: UnknownUnused?
08122C18 = Start
08122C48 = End
Quote from: UnknownUnused?
08122C4C = Start
08122C84 = End
Quote from: Unknown08122C88 = Start
08122CC8 = End
Quote from: Decompress Sprite to VRAM (I think.)08122CD0 = Start
VRAM pointer to 06010000.
08122D02 = End
Quote from: ?*Called by 6 POINTERS.
08122D10 = Start
08122D92 = Call to Damage Formula

08122DE8 = List
08122E28 = E ?
08122E34 = D ?
08122E42 = 0 ?
08122E50 = 1 ?
08122E5E = 2 ?
08122E74 = 3 ?
08122E8A = 6 ?
08122E98 = 4 Text String ; Wait for response.
08122EB8 = 5 ?
08122ED2 = 7 ?
08122ED8 = C ?
08122EE4 = 8 ?
08122F26 = 9 ?
08122FA6 = A ?
08122FB6 = B ?
08122FE6 = F ?

0812316C = B button press...?
081233FC = Call 08122CD0 (Decompress Sprite to VRAM)
081234A0 = End
Quote from: UnknownSets some data to 0, but one to 0x0086.
081234A4 = Start
081234EC = End
Quote from: UnknownChecks some data above function may use....
081234F0 = Start
0812352C = End
Quote from: IsCharInBattle(charslot)Returns 1 if character slot is in the battle, otherwise 0.
08123534 = Start
08123572 = End
Quote from: calculate_standby_djinn(charslot, standby_djinn_elemental_quantities_refpntr)Returns total number of standby djinn.
08123574 = Start
08123644 = End
Quote from: Unknown08123648 = Start
081237CC = [18][1] is defending!
08123814 = End
Quote from: Start of turn0812381C = Start
0812389E = Debug mode check; flag check for 16D ; Button check for R / R+Select ; Defeats enemy or player's party.

08123946 = [18][1] is unable to move!
08123966 = [18][1] is asleep!
08123986 = [18][1] is paralyzed and cannot move!
081239BE = [18][1] is bound and cannot move!

08123A04 = Action type

08123A14 = Flee (x63)
08123BBC = [16] and friends run!
08123BCC = [18][1] runs!

08123C08 = Attack
08123C4A = [18][1]'s [20][1][3]lets out a howl! ; [21]!

08123C68 = ?(x9)

08123CA8 = Psynergy
08123D0A = [18][1] summons [21]!
08123D12 = [18][1] draws a [21]!
08123D1A = [18][1] casts [21]!

08123D96 = Item
08123DAC = [18][1]'s item has[3]already been used!
08123DF6 = [18][1] is defending!
08123E72 = [18][1] uses [20][2]!
08123E76 = [18][1] raises the [20][1]!

08123E7A = Defend, ?(x7)
08123E88 = [18][1] is defending!

08123E90 = ?(x4)
08123ED4 = [18][1] unleashes [21]!
08123ED8 = [18][1] uses [21]!
08123F08 = [18][1] emits ultrasonic waves!
08123F22 = [18][1] uses [21]!
08123FB6 = [18][1] uses [21]!
08123FBA = [18][1] glowers ferociously!
08123FBE = [18][1] is intimidated and[3]cannot stop trembling!
08123FC2 = The baleful gaze of[3][18][1] turns upon you!
08123FC6 = [18][1] eats some worms!
08123FCA = [18][1] lets out a [21]!
08123FCE = [18][1] unleashes [21]!
08123FD2 = [18][1] glowers miserably at you.
08123FD6 = [18][1] exudes the smell of decay!
08123FDA = [18][1] erupts in furious rage!
08123FDE = [18][1] attempts to divide!
08123FE2 = [18][1] looks for allies!
08123FE6 = [18][1] looks for help.
08123FEA = [18][1] can't move!

08124028 = Djinni
0812411C = [21] is set to [18][1]!

0812417C = ?(x8)
0812419E = [21] is still in recovery!
081241FA = [18][1] unleashes [21]!

0812420A = Summon
081242BC = [18][1] summons [21] but[3]doesn't have enough standby Djinn!
081242DC = [18][1] summons [21]!

08124376
081243F4 = [18][1] attacks!
08124696 = ? = Calculate_Ailment_Success (Boolean)
0812472E = Load Ability Type Value (Not Damage Type, but Sequence/Animation Type.) from table.
0812473E = Call 081224C0. (True for Psy Drain & abilities with PP Cost not 0.)
081247F8 = End
Quote from: Random chance of recovering from an ailment/debuff(((Luck * 3) - (Turns * 5) + base_chance) * 655) >= 16BIT[rand()]
Attack = 30%
Defense = 20%
Resistance = 20%
Delusion = 30%
Confuse = 60%
Charm = 70%
Stun = 20%
Sleep = 50%
Psy-seal = 30%

08124810 = Start
08124850 = End
Quote from: Decrement Attack (De)Buff Turn Duration08124854 = Start
081248B2 = End
Quote from: Decrement Defense (De)Buff Turn Duration081248B4 = Start
08124912 = End
Quote from: Decrement Resistance (De)Buff Turn Duration08124914 = Start
08124972 = End
Quote from: Decrement Delusion Turn Duration(Sees clearly once again.)
08124974 = Start
081249AE = End
Quote from: Decrement Confuse Turn Duration(Regains consciousness.)
081249B0 = Start
081249EA = End
Quote from: Decrement Charm Turn Duration(Regains consciousness.)
081249EC = Start
08124A26 = End
Quote from: Decrement Stun Turn Duration08124A28 = Start
08124A62 = End
Quote from: Decrement Sleep Turn Duration08124A64 = Start
08124A9E = End
Quote from: Decrement Psy-seal Turn Duration(Psynergy seal)
08124AA0 = Start
08124AF6 = End
Quote from: Decrement Regenerate Turn Duration(Recovering HP)
08124AF8 = Start
08124B56 = [18][1]'s HP is fully restored!
08124B68 = [18][1] recovers [22] HP!
08124B9C = End
Quote from: Decrement Reflect Turn Duration08124BA8 = Start
08124BCA = End
Quote from: Decrement Agility Buff Turn Duration08124BCC = Start
08124BFA = End
Quote from: Unknown08124BFC = Start
08124CA8 = End
Quote from: UnknownUnused?
08124CAC = Start
08124CBC = End
Quote from: Simple Return08124CC0 = Simple Return
Quote from: Unknown08124CC4 = Start
08124D92 = [21] is set to [18][1]!
08124E1A = End
Quote from: End of round (+ status effects)08124E20 = Start of function.
08124F0C = [21] is set to [18][1]!
0812501E = Approximate location for setting Counter-Attack (Reflux) to 0.
081250A8 = [18][1]'s HP is fully restored!
081250B0 = [18][1] recovers [22] HP!
08125104 = [18][1]'s PP is fully restored!
08125120 = [18][1] recovers [22] PP!
08125150 = [18][1]'s Agility returns to normal!
0812517A = [18][1]'s Attack returns to normal!
081251A4 = [18][1]'s Defense returns to normal!
081251CE = [18][1]'s Resistances return to normal!
081251F8 = [18][1] sees clearly once again!
08125222 = [18][1] regains consciousness! (3306)
0812524C = [18][1] regains consciousness! (3310)
0812527C = [18][1] is no longer stunned!
081252AC = [18][1] wakes from slumber!
081252D6 = [18][1]'s Psynergy seal is gone!
08125300 = [18][1] stopped recovering HP!
0812530C = Call Decrement Reflect Turn Duration
0812532A = Reflect no longer affects [18][1]!
0812535A = End of function.
Quote from: Related to djinn08125390 = Start
0812549C = [18][1]'s [21] is on standby!
081255E0 = [18][1]'s [21] is drained!
081255F0 = All of [18][1]'s Djinn are drained!
0812560C = End
Quote from: End of turn (+ status effects)0812561C = Start
08125834 = (CD5) [18][1]'s Earth Power rises by [22]!
081258C4 = A curse does [22] damage to [18][1]!
0812590E = [18][1] was downed...
08125912 = [18][1]'s strength is exhausted...
08125968 = The poison does [22] damage to [18][1]!
081259CE = [18][1] was downed...
081259D2 = [18][1]'s strength is exhausted...
08125A26 = The Grim Reaper calls out to [18][1]!
[18][1] was downed...
08125A82 = End
QuoteUnused?
08125AA0 = Start
08125B76 = End
Quote08125B78 = Start
08125BA8 = End
Quote08125BB8 = Start
08125BFE = End
QuoteCalled via pointer.
08125C0C = Start
08125C54 = End
QuoteUnused?
08125C5C = Start
08125C88 = End
QuoteCalled via pointer.
08125C94 = Start
08125CF6 = End
QuoteCalled via pointer.
08125CFC = Start
08125D62 = End
QuoteCalled via pointer.
08125D68 = Start
08125D72 = End
QuoteOpen Battle Transition Graphics / Initialize / ?
08125D74 = Start
08125F8E = Call to "Enemy appeared" function.
0812619E = Call to "Enemy appeared" function.
08126216 = End
Quote08126218 = Start
08126284 = End
Quote0812628C = Start
-I/O, Palette and VRAM pointers.
081263BA = End
Quote081263C4 = Start
0812663E8 = End
Quote081263F0 = Start
081263F8 = End
Quote081263FC = Start
-Palette and VRAM pointers.
0812651A = End
Quote08126548 = Start
081266FC = End
QuoteUnused?
08126700 = Start
081267F4 = End
Quote08126804 = Start
081268F6 = End
Quote08126904 = Start
08126940 = End
QuoteUnused?
08126944 = Start
08126974 = End
QuoteUnused?
08126978 = Start
081269A8 = End
QuoteUnused?
081269AC = Start
081269B6 = End
Quote from: Execute a RAM function: 0300021CUnused?
081269BC = Start
081269C4 = End
QuoteUnused?
081269CC = Start
081269EA = End
Quote from:  num>>4 (If neg then (num+F)>>4Unused?
081269EC = Start
081269F6 = End
QuoteUnused?
081269F8 = Start
-03001150; Bits: 0008
08126ADC = End
Quote08126AE4 = Start
08126B60 = End
QuoteUnused?
08126B64 = Start
08126B9E = End
Quote08126BA0 = Start
08126BCA = End
QuoteCalled via pointer.
08126BCC = Start
Pointers: 08126E54
08126CFA = End
Quote08126CFC = Start
08126DFA = End
QuoteSomething to do with Casting Animation
Called via pointer.
08126E00 = Start
Pointers: 0812980C, 08129828, 08129830
08127020 = End
QuoteCalled via pointer.
08127038 = Start
-VRAM pointer: 06004000
08127060 = End
Quote08127068 = Start
08127288 = End
Quote081272B0 = Start
-VRAM pointer: 06004000
08127300 = End
Quote from: ReturnUnused
08127304 = Return
Quote08127308 = Start
-VRAM pointer: 06004000
0812755A = End
Quote from: Call 08126218(0,0)0812756C = Start
08127576 = End
Quote from: Call 08013438(2,0,0)Unused?
08127578 = Start
08127584 = End
Quote from: Get average level for all in-battle enemies. (I think) - "in-battle group" would be the argument*Battle Arena only
08127588 = Start
-Pointers: 0812CE7C
08127644 = End
Quote*Battle Arena only
0812764C = Start
-Pointers: 08130C5C: Clear unneeded Enemy flags.
08127864 = End
Quote*Battle Arena only
0812786C = Start
08127A04 = End
Quote from: Hard mode? (I think)
08127A0C = Start
08127AD4 = End
Quote from: addenemy(charid)This function might be used for adding enemies to battle.
08127ADC = Start
08127B9C = End
Quote from: Removesubenemybit(charid)(0203004C+x1C = A bit is removed when enemy dies. (Based off enemy groups and the enemy number following their names. Bits are only used when there are numbers. And possibly returning the suffix number?)
08127BA0 = Start
08127C2A = End
Quote from: enemyname1(?)Adds a "1" to the enemy name if the conditions are met.
08127C2C = Start
08127C7C = End
Quote from: getrandomenemy(enemygroup) ; Return charid08127C80 = Start
-Pointers: 0812CE7C
08127CCC = End
Quote from: Initialize Enemies?08127CD4 = Start
-Pointers: 0812CE7C, 0812CE94
0812809E = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Byte 0: Bits: E0
081280A0 = Start
081280B4 = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Signed Byte 0
081280BC = Start
081280D2 = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Byte 3: Bits: 10
081280D8 = Start
081280F4 = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Byte 2: Bits: 01
081280FC = Start
0812811E = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Byte 2: Bits: 10
08128124 = Start
08128146 = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Byte 2: Bits: E0
0812814C = Start
0812816C = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Byte 3: Bits: 01
Unused?
08128174 = Start
0812818E = End
Quote-Includes 08130D0C - Individual Enemy Table ; Return Byte 4
08128194 = Start
081281AA = End
Quote from: Returns item number with its important and rare flags.Returns Important*0x400 + Rare*0x200 + Item number.
081281B0 = Start
081281E8 = End
Quote from:  Resets some data to 0 on battle loading...Sets 0 to 0203059C - 020305AF ; and sets 0000 to 0200049C.
0203059C = Coin reward
020305A0 = EXP reward
020305A4 = ?

081281EC = Start
08128220 = End
Quote from: Get Enemy Number from nameGets the first number from 1-9 in the name, and returns 0-8 respectfully; if none are found, 9 is returned.
Only used in Enemy Killing function. (Below)
08128228 = Start
0812824A = End
Quote from: Kill Character0812824C = Start
08128322 = Set killed enemy's flag.
081284BE = End
Quote from: End of battle rewards. (And level up.)Note: Includes text strings.
081284C0 = Start
0812878A = End


[18][1] attacks!
0811C9EE
081243F4 = In my tests: Called with all PCs and Enemies.


0811D9CC - 0811DDBE = Ability Type Values (Animation Chain)
0812381C - 081247F8 = "Attack" function. (More research needed.)
081284C0 - 0812878A = End of battle rewards. (And level up.)



Text functions:
08120360
080381C8


---

Data banks! (Listed every pointer found in code. The ones not found in code should have a "?" directly beside the address.)

081287C4? = Unknown?
081287C8 = Unknown (From 08118D28)
081287D4 = Unknown (From 0811A700)
081287E2 =
081287F0 =
081287FE =
0812880C =
0812881A =
08128828 =
08128836 =
08128844 = PC Slot Coordinates. (I think the coord grid is the ground.)  (From 0811B17C, 0811B4A8)
08128868 = ?
08128898 = Ailment chances for success? (Tested with Sleep Bomb / Sleep) (Used in Damage Formula.) (0812889E = "0000" (Unused))
081288A0 = Psy Drain (Chance or amount %?)
081288B8 = Healing (% Amount)
081288D0 = Index -1
081288E8 = Base Damage
08128900 = Summon
08128918 = Base Damage (Diminishing)
08128930 = Psynergy Recovery
08128948 = Effect Only
08128960 = Enemy xDA's "random" enemy entries. (See Enemy AI)
0812896C = Related to ailment chances?
08128972 = Ability Sequence Type Values (http://forum.goldensunhacking.net/index.php?topic=1416.0)
08128C50 = Ability Visual Effect reference table ; Selects an abilities graphics, as well as the arg.
081297C4 = ? (From 08125110)
081297CC? = ?
081297DC? = ? (x30 bytes)
0812980C = Unknown (Affects 3 bubbles casting animation?)
08129828 = Affects 3 bubbles casting animation. ; The particles
08129830 = Affects 3 bubbles casting animation. ; The bubbles
08129840? = ?
08129864? = ?
0812996C = Red spinning crystal graphic.
08129D6C? = Unused Graphic?
0812A16C = ? (From 081184CC, 08118734)
0812A174 = Party Set-ups (Large list, debug data; x18 bytes an entry; x0=character; x1=level; x6=item; x12=ability)
0812A176 =
0812CACC = ? "00000011"
0812CAD0 = Item/Battle sprite reference
0812CBB0 = ?
0812CBD8 =
0812CC00 =
0812CC28 = ?
0812CC5C = Enemy Ability Chance Rates (3 entries of 8 bytes)
0812DD64 =
0812CC6C =
0812CC74 = ? (From 08125C8C)
0812CD74 = Opening Battle Transition Graphics (From 08125E80)
0812CE54 = Flashing selection. Each number effects each of the frame shades.
0812CE7C = Enemy group data (x18 bytes per entry) (From index 0)
0812CE94 = Enemy group data (From index 1)
08130C5C = List of enemy flags to be cleared. (Battle Arena)
08130D0C = Individual Enemy Table  (8 bytes per entry)
= Free space

Quote from: Temp0x0811A834 - 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)]
Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Sometimes I like to compare apples to oranges. (Figuratively) ... They are both fruits, but which one would you eat more? (If taken literally, I'd probably choose apples.)
Maybe it is over-analyzing, but it doesn't mean the information is useless.


The only GS Discord servers with significance are:
Golden Sun Hacking Community
GS Speedrunning
/r/Golden Sun
GS United Nations
Temple of Kraden

Can you believe how small the Golden Sun Community is?

2+2=5 Don't believe me? Those are rounded decimal numbers. Take that, flat earth theorists! :)