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Author Topic: GS: Dark Dawn (U) Data List (WIP)  (Read 3836 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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« 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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« 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
Today at 08:59:37 PM
Fox: Same... depending on whether they've used tricks instead or not.
Today at 08:02:49 PM
Salanewt: I could see it counting.
Today at 11:24:44 AM
Fox: Not sure if Zelda (LttP/Minish Cap) count or not...
Today at 11:23:00 AM
Fox: Appararently, I can't think of many GBA games that do the psuedo-3D thing. (That being 2D maps with 3D-like collision...) Golden Sun and Superstar Saga come to mind, though... but I'll need to think about others, since it is quite possible i've simply forgotten....
Yesterday at 03:45:19 PM
Fox: Hmm... Thought: What if Isaac and co. weren't on Jupiter Lighthouse when Felix and co. were... I wonder if the story could have had a huge expansion, in this case.
August 18, 2017, 12:18:56 PM
Fox: Welcome back!
August 18, 2017, 09:12:43 AM
Luna_blade: back from vacation
August 17, 2017, 02:29:26 AM
Fox: That moment when you realize that there is a lot of chatting going on on Discord, that there is no point in trying to keep up. :P  Hm....
August 16, 2017, 04:50:22 AM
Fox: (Then again, just because posting is disabled, doesn't necessarily mean the buttons would be removed as well.)
August 16, 2017, 04:48:55 AM
Fox: (I mean, buttons I would expect to be similar to that.... rather than those specifically since I recall posting there to be disabled.)
August 16, 2017, 04:33:02 AM
Fox: Yeah... I like to think of it as a page loaded with ads. And it's not just the forum home page either... check the sub-forums/topics themselves. == New Topic/Reply/etc. buttons were affected.
August 15, 2017, 07:04:30 PM
Salanewt: Lol, nice. :P
August 15, 2017, 06:33:02 PM
Foxhttp://z9.invisionfree.com/Golden_Sun_Hacking/index.php? == Hahaha! GSHC Classic looks funny now that Photobucket killed the images. :P Anyway, how is everyone doing today?
August 14, 2017, 07:12:02 PM
Salanewt: So yeah, I'm typing up a non-academic essay on why GS2 was rushed; expect that sometime soon!
August 07, 2017, 05:53:11 AM
Fox: But anyway, such a hack mod is simply an idea, and I do not have any current plans to work on it at this time, so.....
August 07, 2017, 05:51:46 AM
Fox: Okay, cool. I think my idea works best without an ability to swap PCs (OR to just simply make that use it the PC's turn.) Hmmm... And with that, I question if a turn list is even needed with my approach. (Outside of maybe 1 entry, if that shortens the modifications.)
August 07, 2017, 05:13:26 AM
Salanewt: To be honest I've been thinking of expanding the battle turn section and also adding code for PCs to have more than two turns in the AI overhaul, but I probably won't allow anyone to have more than four.
August 06, 2017, 12:22:17 AM
Fox: Oh, and if that approach was taken = Would like to also have it so you select the spell to use when it is actually your turn rather than at round start.
August 06, 2017, 12:12:37 AM
Fox: Would take a lot of balancing, but I can see an adept being very slow, and yet very powerful.
August 06, 2017, 12:06:11 AM
Fox: And bosses can have an Agility that is above half of the maximum possible Agility. Mwahaha.

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