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Author Topic: GS: Dark Dawn (U) Data List (WIP)  (Read 4595 times)
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Fox
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« on: April 01, 2012, 09:10:30 AM »

I'm in the middle of hacking Golden Sun: Dark Dawn to learn a bit about its data, so I guess I can post what I know in a very brief manner.

The addresses are in RAM. (Since this data is compressed in the ROM.) The format of its compression is one that Bowser's Inside Story also uses. (Though, BIS has at least 2 compression formats... I only know one that Dark Dawn uses right now.)


We'll start off with ROM locations, most of the data is compressed.

00004000 = Boot Data (The compression probably starts at 00008000?): There should be a very large compression block with many databases in it: (All of the following should be compressed)
00042BF0 = Item data (Estimate location)


Now for RAM locations!

02000000 = The boot data should be placed here and decompressed.  It's very large, so it should end somewhere pass 02064A4C for sure.

02001158, ~0200146C = Calculate keypad info from 04000130, and place at 020791C8. (?)

02003FBC = get pc/enemy ram address (0-7 for pc, 80+ for enemy; 8 and 9 might be Isaac and Garet during tut battle, but I do not know.)

02005D9C = Recalculate stats

02010820 = Address to keypad info

02017628 = Check keypad 0x40, 0x80, 0x1
0201778C = Address to keypad info

0201A7E4 = Address to keypad info

02023B40 = Address to keypad info (For check on 0x100, 0x200)

02026BB4 = Address to keypad info (For check on 0x40)

0202BE34 = Address to keypad info

02149DDC = Address to keypad info (This is in thumb code.)

02061898 = Everything before here should be code....

02064A4C = Item Data!
02064A68 = ? (Long Sword)
02064A6A = Price
02064A6C = Icon
02064A6E = Type (0=Item; 1=Weapon; 2=Armor; 3=Shield; 4=Head; 5=Boots; 6=Ring; 7=Other)
02064A6F = Flags
 (01=Curses when equipped;
  02=Can't be removed;
  04=A rare item?;
  08=An important item;
  10=Carry up to 30.)
02064A70 = Equipped by?
02064A72 = Attack
02064A74 = Defense
02064A75 =
02064A76 = Use
02064A78 =
02064A7A = Number of unleashes.
02064A7C = Unleashes offset.



02077658 = Party Data! (This can be found compressed with other data at around 0004C8BB in the

ROM.)
02077658 = HP Growth
02077664 = PP Growth
02077670 = Attack Growth
0207767C = Defense Growth
02077688 = Agility Growth
02077694 = Luck Growth (8-bit)
0207769A = Elemental Levels (8-bit) (Ex: 54, 3, 1, 2)
0207769E = Level
020776A0 = Items (x8?)
020776B0 = Unknown (*9 of xFF, *1 of 00)
020776BA = Innate Psynergy (x8?)
020776CA = Level/Experience required? (I have a feeling this is in percentages of 20, 25, and 30.)

---

020791C8 = Keypad info

Now for the PC data that is used for in-game play.

0207B16C = This is Matthew in 16-bit ASCII.

0207B194 = Level

0207B1BA = Max HP
0207B1BC = Max PP
0207B1BE = Current HP
0207B1C0 = Current PP
0207B1C2 = Attack
0207B1C4 = Defense
0207B1C6 = Agility
0207B1C8 = Luck
0207B1CA = 0001
0207B1CC = 0000
0207B1CE = Venus Power
0207B1D0 = Venus Resist
0207B1D2 = Mercury Power
0207B1D4 = Mercury Resist
0207B1D6 = Mars Power
0207B1D8 = Mars Resist
0207B1DA = Jupiter Power
0207B1DC = Jupiter Resist
0207B1DE = Psynergy (8000 = Class Psynergy (Non-innate) ; ...)

0207B21E = Items (F800 = # ; 0400 = Red X on icon. ; 0200 = Equipped ; 01FF = Item)

0207B2C8 = Karis
0207B424 = Tyrell
0207B580 = Rief
0207B6DC = Amiti
0207B838 = Sveta
0207B994 = Eoleo
0207BAF0 = Himi


02220B80 = Text bank (Pointers.)
0223B2E8 = Last text string.

0223C310 = Text bank 2. (Starts with battle-related text, but later may include other text?)
0225F922

0225F948 = Text bank 3. (Place names.)
022602CA
« Last Edit: August 24, 2015, 09:58:00 PM by Fox » Logged

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« Reply #1 on: April 01, 2012, 09:15:10 AM »

Epic xD. Maybe with this, we can begin merging Dark Dawn into the editor (Or at least a separate version since the formats are probably a lot different). I can just imagine Mercury making their hack based on dark dawn xD
« Last Edit: April 01, 2012, 09:18:37 AM by FrozenBlade » Logged

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JamietheFlameUser
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« Reply #2 on: April 01, 2012, 09:22:38 AM »

That could be fun. Problem is, you then have to worry about what happens when a character doesn't have the right animation set. Like, what happens if Himi tries to use a bow? Does she use one of her other animation sets? Does she just t-stance? Does the game freeze? And there are a lot of questions like that for other things than just that. What happens if enemies try to use unleashes, or PCs try to use enemy-only skills, like, for example, Chaos Upheaval?
« Last Edit: April 01, 2012, 09:26:28 AM by blazingSylverant » Logged

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« Reply #3 on: April 01, 2012, 09:24:22 AM »

Sheesh...It does sound like trouble. We would have to add extra animation sets, which I know would not be easy.
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« Reply #4 on: April 01, 2012, 09:30:18 AM »

And also, can moves work with the wrong weapon type? Like, would Matthew be able to use Barrage with a light blade? What happens if you try to use Triple Burst while wielding a sword? That can't go over well, unless the character randomly decides to default to the stabbing animation.
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« Reply #5 on: April 01, 2012, 05:03:46 PM »

I don't know for sure, but I remember forcing Matthew to equip a set of claws by editing RAM, and he seemed to hold and use them correctly.

Also, nice list you've got there!
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« Reply #6 on: April 01, 2012, 05:10:23 PM »

So everyone has access to all animations? Or everyone has animations for all weapons just because?
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« Reply #7 on: April 01, 2012, 05:14:39 PM »

I don't know, I was just randomly trying it because I was checking out the Djinn for someone, so I accidentally stumbled upon it while searching for that data. However, my guess is that the PC modelss are able to recognize where the hand polygons are supposed to be, and each weapon model just positions them or something. Teawater might know though.
« Last Edit: April 01, 2012, 05:24:46 PM by pleurodelusUrodela » Logged

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« Reply #8 on: April 01, 2012, 06:05:13 PM »

Theoretically, from what little I know of DS data formats, each character should have their own animation sets.
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« Reply #9 on: April 01, 2012, 06:55:15 PM »

Actually, I expect that the models have "hold" bones assigned, Sala.
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« Reply #10 on: April 01, 2012, 09:59:33 PM »

So, like, how did you do this again? Also, have you found any unused stuff yet?
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Fox
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« Reply #11 on: April 01, 2012, 10:15:31 PM »

Well, looking for action replay codes was my very first step. (To save time from finding that data with RAM Search.) All this data would be in the PC in-game database..

Then, I simply did a RAM Search of the database address. 0207b16c, where it starts with the chars for Matthew.

I opened up No$ debugger that I found on the internet once. (Well actually someone told me about it.) (I know it doesn't really work.. but some of the code that loads into RAM was there.. so..) Here, I scan the code at the addresses found via RAM Search looking for pointers and stuff. Eventually this gives me the Party Data... so I do the same RAM Search/code scan with the address of the Party Data, eventually finding the Item Data. If I remember correctly.
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Refer to Yoshi's Lighthouse for any M&L hacking needs...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

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« Reply #12 on: April 01, 2012, 10:23:26 PM »

I think the very last ability is something called Massive Swing, which is x0269, and a non-elemental spell just as an "e" for its icon.

But otherwise, you can use ram watch/search if you know a bit about what you are looking for, or you can use codes if you don't know. There are other ways, but it depends on how much you want to learn them.
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« Reply #13 on: April 02, 2012, 10:16:28 PM »

Quote
02064A7A = Number of unleashes.
02064A7C = Unleashes offset.

Hm... this means that weapons don't have a slot (or 4 slots, in DD's case) for unleashes like the GBA games, and unleashes are set in a pre-established list or something like that, right?

If so, I wonder how the chance of each unleash activating works. Probably each unleash has the same chance of happening after all, given that their quantity are written in the data.
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« Reply #14 on: April 02, 2012, 10:23:02 PM »

Would be interesting to see how the unleash system works in DD, as it did have some potential.
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Cbox
Yesterday at 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
Yesterday at 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
Yesterday at 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
Yesterday at 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my
January 09, 2018, 08:09:26 PM
Fox: And the chance for a Djinni battle is 50%.

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