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Mother 3/Battle actions table: Difference between revisions
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{{subpage|game= | {{subpage|game=Mother 3}} | ||
{{Infobox table | {{Infobox table | ||
|name=Battle actions table | |name=Battle actions table | ||
|game= | |game=Mother 3 | ||
|loc=ROM | |loc=ROM | ||
|start=0xD9D28 | |start=0xD9D28 | ||
Line 12: | Line 12: | ||
==Overview== | ==Overview== | ||
The battle actions table serves as a lookup table for an [[ | The battle actions table serves as a lookup table for an [[Mother 3/Enemy data#Action table|enemy's action values]]; it also contains indices into the [[Mother 3/Battle text|battle text table]]. | ||
==Format== | ==Format== | ||
Line 18: | Line 18: | ||
===Field listing=== | ===Field listing=== | ||
* <tt>00- | * <tt>00-01 (02)</tt> = <tt>{{color2|#000000|#AFB923|[ A ]}}</tt> Battle Action ID | ||
* <tt>04-05 (02)</tt> = <tt>{{color2|#000000|#87CEEB|[ | * <tt>02-03 (02)</tt> = <tt>{{color2|#FFFFFF|#234563|[ B ]}}</tt> PP cost | ||
* <tt>06-07 (02)</tt> = <tt>{{color2|#000000|#04CEEB|[ | * <tt>04-05 (02)</tt> = <tt>{{color2|#000000|#87CEEB|[ C ]}}</tt> [[#Sprite colour|Sprite Recolour Value]] | ||
* <tt>08-2F (28)</tt> = <tt>{{color2|#FFFFFF|#053656|[ | * <tt>06-07 (02)</tt> = <tt>{{color2|#000000|#04CEEB|[ D ]}}</tt> [[#Plays sound|Playability of Sound]] | ||
* <tt>08-2F (28)</tt> = <tt>{{color2|#FFFFFF|#053656|[ E ]}}</tt> [[#Info chunk|PSI/Item/Actions Info Chunk]] | |||
===Table view=== | ===Table view=== | ||
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | ||
+-------------------------------------------------------------------------------- | +-------------------------------------------------------------------------------- | ||
00 | {{color2|#000000|#AFB923|[ | 00 | {{color2|#000000|#AFB923|[ A ]}} {{color2|#FFFFFF|#234563|[ B ]}} {{color2|#000000|#87CEEB|[ C ]}} {{color2|#000000|#04CEEB|[ D ]}} {{color2|#FFFFFF|#053656|[ E ->}} | ||
10 | {{color2|#FFFFFF|#053656|<- | 10 | {{color2|#FFFFFF|#053656|<- E ->}} | ||
20 | {{color2|#FFFFFF|#053656|<- | 20 | {{color2|#FFFFFF|#053656|<- E ]}} | ||
==Sprite colour== | ==Sprite colour== | ||
The first byte is either 0x46 or 0x48. If 0x46, the sprite gets white before printing the text (Damaging actions). If 0x48, the sprite gets black before printing the text (Not damaging actions). | The first byte is either 0x46 or 0x48. If the value is 0x46, the sprite gets white before printing the text (Damaging actions). If the value is 0x48, the sprite gets black before printing the text (Not damaging actions). | ||
==Plays sound== | ==Plays sound== | ||
If these bytes values are 0xFFFF, attack | If these bytes' values are 0xFFFF, attack sounds get played, if they're 0x0000, they do not. | ||
==Info chunk== | ==Info chunk== | ||
[[Mother 3/PSI data|PSI data]], [[Mother 3/Item data|Item data]], [[Mother 3/Battle skills table|Battle skills table]] and [[Mother 3/Battle actions table|Battle actions table]] all share this group of 0x28 (40) bytes.<br><br> | |||
It is called [[Mother 3/Battle tables info chunk|Battle Info chunk]].<br><br> | |||
[[Category: | [[Category:Mother 3|Battle actions table]] |
Latest revision as of 02:11, 20 May 2024
This is a sub-page of Mother 3.
Battle actions table | |
Game | Mother 3 |
Start Address | 0xD9D28 |
End Address | 0xE1707 |
# of Entries | 650 (0x28A) |
Entry Length | 48 bytes (0x30) |
Total Length | 31200 bytes (0x79E0) |
Back to the ROM map |
Overview
The battle actions table serves as a lookup table for an enemy's action values; it also contains indices into the battle text table.
Format
There are 650 entries; each entry contains 48 bytes.
Field listing
- 00-01 (02) = [ A ] Battle Action ID
- 02-03 (02) = [ B ] PP cost
- 04-05 (02) = [ C ] Sprite Recolour Value
- 06-07 (02) = [ D ] Playability of Sound
- 08-2F (28) = [ E ] PSI/Item/Actions Info Chunk
Table view
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F +-------------------------------------------------------------------------------- 00 | [ A ] [ B ] [ C ] [ D ] [ E -> 10 | <- E -> 20 | <- E ]
Sprite colour
The first byte is either 0x46 or 0x48. If the value is 0x46, the sprite gets white before printing the text (Damaging actions). If the value is 0x48, the sprite gets black before printing the text (Not damaging actions).
Plays sound
If these bytes' values are 0xFFFF, attack sounds get played, if they're 0x0000, they do not.
Info chunk
PSI data, Item data, Battle skills table and Battle actions table all share this group of 0x28 (40) bytes.
It is called Battle Info chunk.