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Thread: Various Old Stuff...

  1. #1
    Join Date
    Jul 1999
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    Default Various Old Stuff...

    I doubt I posted any of this before, mostly because it's a bit complex, and not really that useful... And it's not just one game, either...


    <u>Ehrgeiz (RPG Mode)</u>

    Items info:
    All of the items are 32 bit values. It's a bit unusual, and took me some time to figure out exactly what was with it... Half of the 32bits is either
    1- Part of the protection/status digits, if it's equipment.
    2- Part of the bits used for quanity, if it's either gold or magic stones.
    or 3- Not a damn thing, if it's a generic item...

    The general structure of the items is... Keeping in mind that the right-most will be the lower address...

    0000 2211

    An example is:
    Buster Sword
    Protection: All [Gaea 2x, others 1x], Status: Ultra, Durability: 10/10
    FFFF D42B

    The 1s are always where the item digits are, even though they go up to 3 digits in length.
    2 is whatever the rest of the item data is, when combined with the item digits.
    0... is as I said above

    The digits for the left half, if it's equipment are:
    0001 - Poseidon
    0002 - Hades
    0004 - Ares
    0008 - Athena
    0010 - Apollo
    0020 - Artemis
    0040 - Hermes
    0080 - Bacchus
    0100 - Daimon
    0200 - Charon
    0400 - Mammon
    0800 - Used (status)
    1000 - Ace (...)
    2000 - Perfect (...)
    1800 - King (...)
    2800 - Impact (...)
    3000 - Deluxe (...)
    F800 - Ultra (...)

    Just add them together to get what you want, but I'd recomend not using more than one status at a time... Any overflow past 4 digits must be added to the left-most byte of the right-most 16 bits... Ridiculous, I know...

    As for that byte:
    Current durability is calculated the value wanted times 2, converted of course to hex. The limit seems to be 31 (3Eh)
    40 - Gaea
    80 - Zeus

    In short, if you want a piece of equipment to have Ultra status, and be protected by all 13 of the 'guardians', add:
    FFFF C000 to the digits of the equipment...
    You'll still want to either calculate the durability to match the item, or take it to the blacksmith and repair it before you try to use and and instantly have it destroyed...

    Quanity of Coins/Magic Stones is different... They both start at 0.

    0000 0129 - Coins
    0000 012A - Magic Stones

    Magic Stones are 'limited' to 50 per slot, and coins are limited to 100(?). This is not the actual limit though...
    To get this, it's the same as the durability. Take the quanity you want, multiply it by 2, convert to hex, and add to the digits as:

    QQQQ QQ??

    You are limited to 2097151 (3FFFFEh) as the maximum quanity, though...
    If you drop a larger than 100 Coins item, or a greater than 50 Magic Stones... It will split into 'maximum' quanity pieces if you drop it, or drop a different item in your inventory.

  2. #2
    Join Date
    Jul 1999
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    Default Various Old Stuff...

    <u>Front Mission 3</u>

    I'm not sure how well this will translate to digital text... But I'm trying anyway... I figured out the equipment properties, after following some pointers around... I think...

    Base Item Data Structure

    There's some holes, but I'm not sure if they do anything...

    Each item's data is 32bytes in length... And rather complicated in there.
    This is described in terms of the offset from the base data pointer, that I can't remember where is found...

    Offset - Bytes - Describption

    00 - 01 - Part #?
    01 - 01 - Def weight (# x 2)
    02 - 02 - Accuracy (# divided by 16)
    04 - 01 - Price (# x 20)
    05 - 01 - Type (digits vary a lot)
    06 - 16 - ?? (unused?)
    22 - 01 - Right 4 bits, AP / left 4, Icon #. Example is: 59 would have icon #5 and AP of 9(?)
    23 - 01 - Attack power
    24 - 01 - Number of attacks (# divided by 8)
    25 - 01 - left 4 bits, Accuracy % @ Range base (# x 2)/right 4, Not used?
    26 - 01 - left 4 bits, Range (0 - inifinite, 8 - adds 1 to right 4 bits of offset 27...)/right 4, Class
    27 - 01 - right 4, Max Range (# x 2)/left 4, nothing!!!
    28 - 04 - Not used?

    Umm... Sorry about the offsets being in decimal...
    The ones that mention '4 bits' are meaning that an 8 bits of:
    AB
    A would be one number, and B the other. They fortunately don't use actual separate bits...

    Here's a couple of data addresses I wrote down, relating to where I figured out the above info...
    80120506 - Hardblow
    80120526 - Bone Buster
    80120546 - Fear Fist
    80120886 - Chongdu 2
    80120C06 - Mk6 Shield

    I believe, there are a few hundred parts, including all of the enemy pieces that can't be used...

    A side note: If you copy the right data from an enemy unit on top of a user one, that user one will become the copied one, but only in a battle where that unit exists... It's even possible to use the final boss's vehicle... The only drawback is I think it requires being copied manually, as the data doesn't quite line up... Of course, I've completely forgotten, and hadn't written down obviously where to get or to put the info, so this note is of no real use...

  3. #3
    Join Date
    Jul 1999
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    7,105

    Default Various Old Stuff...

    Ugh, I hate systems like the aforementioned Ehrgeiz one...was that game worth grabbing? I always considered it, but was never sure enough, and had plenty of good alternatives...
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

  4. #4
    Join Date
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    4,896

    Default Various Old Stuff...

    It's good, but the 'RPG Mode' is kinda a rip off of.. well, any randomized dungeon games with nearly no plot... Still entertaining. Has great graphics though.

  5. #5
    Join Date
    Jul 1999
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    Default Various Old Stuff...

    Hmm...Yeah, I should definitely grab it at some point, I guess.
    I may be lazy, but I can...zzzZZZzzzZZZzzzZZZ...

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