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{{subpage|game= | {{subpage|game=Mother 3}} | ||
{{Infobox table | {{Infobox table | ||
|name=Level-up ability table | |name=Level-up ability table | ||
|game= | |game=Mother 3 | ||
|loc=ROM | |loc=ROM | ||
|start=0xCC4E8 | |start=0xCC4E8 | ||
Line 12: | Line 12: | ||
==Overview== | ==Overview== | ||
This table contains various level-up information, including the PSI abilities learned at each respective level. This does not contain [[ | This table contains various level-up information, including the PSI abilities learned at each respective level. This does not contain [[Mother 3/Level-up experience table|level-up experience data]]. The entries in this table correspond to the [[Mother 3/Party character names|party character names]]. | ||
==Format== | ==Format== | ||
Line 19: | Line 19: | ||
===Field listing=== | ===Field listing=== | ||
* <tt>000-001 (002)</tt> = <tt>{{color2|#000000|#87CEEB|[ A ]}}</tt> Character number | * <tt>000-001 (002)</tt> = <tt>{{color2|#000000|#87CEEB|[ A ]}}</tt> Character number | ||
* <tt>002-00B ( | * <tt>002-003 (002)</tt> = <tt>{{color2|#000000|#76D567|[ B ]}}</tt> Character starting level | ||
* <tt>00C-01B (010)</tt> = <tt>{{color2|#000000|#90EE90|[ | * <tt>004-00B (008)</tt> = <tt>{{color2|#FFFFFF|#845678|[ C ]}}</tt> [[#Starting equipment|Starting equipment]] | ||
* <tt>01C-0BB (0A0)</tt> = <tt>{{color2|#000000|#FFB6C1|[ | * <tt>00C-01B (010)</tt> = <tt>{{color2|#000000|#90EE90|[ D ]}}</tt> [[#Stats|Starting stats]] | ||
* <tt>0BC-0BC (001)</tt> = <tt>{{color2|#000000|#F1F6C1|[ | * <tt>01C-0BB (0A0)</tt> = <tt>{{color2|#000000|#FFB6C1|[ E ]}}</tt> [[#Stats|Stats adjustment table]] | ||
* <tt>0BD-0BD (001)</tt> = <tt>{{color2|#000000|#3FB6C1|[ | * <tt>0BC-0BC (001)</tt> = <tt>{{color2|#000000|#F1F6C1|[ F ]}}</tt> [[#Playable|Playable in overworld value]] | ||
* <tt>0BE-0BF (002)</tt> = | * <tt>0BD-0BD (001)</tt> = <tt>{{color2|#000000|#3FB6C1|[ G ]}}</tt> [[#Playable|Playable in battle value]] | ||
* <tt>0C0-13F (080)</tt> = <tt>{{color2|#000000|#F99767|[ | * <tt>0BE-0BF (002)</tt> = <tt>{{color2|#000000|#DCE571|[ H ]}}</tt> [[#Animal value|Animal value]] | ||
* <tt>140- | * <tt>0C0-13F (080)</tt> = <tt>{{color2|#000000|#F99767|[ I ]}}</tt> [[#PSI learning table|PSI learning table]] | ||
* <tt>140-143 (004)</tt> = <tt>{{color2|#000000|#2AFAD2|[ J ]}}</tt> [[#Attack sound pointer|Attack sounds]] | |||
===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 | ||
+-------------------------------------------------------------------------------- | +-------------------------------------------------------------------------------- | ||
000 | {{color2|#000000|#87CEEB|[ A ]}} [ | 000 | {{color2|#000000|#87CEEB|[ A ]}} {{color2|#000000|#76D567|[ B ]}} {{color2|#FFFFFF|#845678|[ C ]}} {{color2|#000000|#90EE90|[ D ->}} | ||
010 | {{color2|#000000|#90EE90|<- | 010 | {{color2|#000000|#90EE90|<- D ]}} {{color2|#000000|#FFB6C1|[ E ->}} | ||
020 | {{color2|#000000|#FFB6C1|<- | 020 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
030 | {{color2|#000000|#FFB6C1|<- | 030 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
040 | {{color2|#000000|#FFB6C1|<- | 040 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
050 | {{color2|#000000|#FFB6C1|<- | 050 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
060 | {{color2|#000000|#FFB6C1|<- | 060 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
070 | {{color2|#000000|#FFB6C1|<- | 070 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
080 | {{color2|#000000|#FFB6C1|<- | 080 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
090 | {{color2|#000000|#FFB6C1|<- | 090 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
0A0 | {{color2|#000000|#FFB6C1|<- | 0A0 | {{color2|#000000|#FFB6C1|<- E ->}} | ||
0B0 | {{color2|#000000|#FFB6C1|<- | 0B0 | {{color2|#000000|#FFB6C1|<- E ]}} {{color2|#000000|#F1F6C1|[ F]}} {{color2|#000000|#3FB6C1|[ G]}} {{color2|#000000|#DCE571|[ H ]}} | ||
0C0 | {{color2|#000000|#F99767|[ | 0C0 | {{color2|#000000|#F99767|[ I ->}} | ||
0D0 | {{color2|#000000|#F99767|<- | 0D0 | {{color2|#000000|#F99767|<- I ->}} | ||
0E0 | {{color2|#000000|#F99767|<- | 0E0 | {{color2|#000000|#F99767|<- I ->}} | ||
0F0 | {{color2|#000000|#F99767|<- | 0F0 | {{color2|#000000|#F99767|<- I ->}} | ||
100 | {{color2|#000000|#F99767|<- | 100 | {{color2|#000000|#F99767|<- I ->}} | ||
110 | {{color2|#000000|#F99767|<- | 110 | {{color2|#000000|#F99767|<- I ->}} | ||
120 | {{color2|#000000|#F99767|<- | 120 | {{color2|#000000|#F99767|<- I ->}} | ||
130 | {{color2|#000000|#F99767|<- | 130 | {{color2|#000000|#F99767|<- I ]}} | ||
140 | {{color2|#000000|#2AFAD2|[ | 140 | {{color2|#000000|#2AFAD2|[ G ]}} | ||
==Starting equipment== | |||
Every two bytes, there's the value of one of the equipped items of a character when you first use it. These items are not considered by the game, since the inventory is set by [[Mother 3/Game logic|Game logic]] when you add a character to the group.<br>However, if you go to the Debug Room before the end of the Prologue, the inventory isn't set and the game uses these items. | |||
==Stats== | ==Stats== | ||
Line 63: | Line 66: | ||
* <tt>0A-0A (01)</tt> = IQ target | * <tt>0A-0A (01)</tt> = IQ target | ||
* <tt>0B-0B (01)</tt> = Speed target | * <tt>0B-0B (01)</tt> = Speed target | ||
* <tt>0C-0F (04)</tt> = | * <tt>0C-0F (04)</tt> = Kindness target | ||
The game will try to meet these targets, but it adds some randomness to it as well, so the exact values aren't usually met. | The game will try to meet these targets, but it adds some randomness to it as well, so the exact values aren't usually met. | ||
Line 70: | Line 73: | ||
If byte BC is not 00, it won't be possible to see the Status of the character and their inventory. | If byte BC is not 00, it won't be possible to see the Status of the character and their inventory. | ||
If byte BD is not 01, the character won't be playable in battle. | If byte BD is not 01, the character won't be playable in battle. | ||
==Animal value== | |||
Animal party members have these bytes set.<br> | |||
Salsa has a value of 0x06 and Boney has a value of 0x07.<br> | |||
It's unknown what these bytes do and if they're used or not. (There is evidence that suggests this value was used in some bugged, or outdated, [[Mother 3/Game logic|Game logic]] when talking to a mouse in Osohe Castle) | |||
==PSI learning table== | ==PSI learning table== | ||
Line 76: | Line 84: | ||
The table contains 32 entries, each consisting of four bytes: | The table contains 32 entries, each consisting of four bytes: | ||
* <tt>00-01 (02)</tt> = [[ | * <tt>00-01 (02)</tt> = [[Mother 3/PSI data|PSI entry number]] | ||
* <tt>02-03 (02)</tt> = Level learned (use 100, or 0x64, if the ability uses event-based learning) | * <tt>02-03 (02)</tt> = Level learned (use 100, or 0x64, if the ability uses event-based learning) | ||
==Attack sound pointer== | ==Attack sound pointer== | ||
These bytes point to the sound of the characters's attacks. | These bytes point to the sound of the characters's attacks. | ||
These numbers correspond to the [[ | These numbers correspond to the [[Mother 3/Song pointer table|song pointer table]], and ''not'' to the sound player songlist. | ||
[[Category: | [[Category:Mother 3|Level-up stats]] |
Latest revision as of 02:30, 20 May 2024
This is a sub-page of Mother 3.
Level-up ability table | |
Game | Mother 3 |
Start Address | 0xCC4E8 |
End Address | 0xCD927 |
# of Entries | 16 (0x10) |
Entry Length | 324 bytes (0x144) |
Total Length | 5184 bytes (0x1440) |
Back to the ROM map |
Overview
This table contains various level-up information, including the PSI abilities learned at each respective level. This does not contain level-up experience data. The entries in this table correspond to the party character names.
Format
Each entry in the table uses 324 bytes.
Field listing
- 000-001 (002) = [ A ] Character number
- 002-003 (002) = [ B ] Character starting level
- 004-00B (008) = [ C ] Starting equipment
- 00C-01B (010) = [ D ] Starting stats
- 01C-0BB (0A0) = [ E ] Stats adjustment table
- 0BC-0BC (001) = [ F ] Playable in overworld value
- 0BD-0BD (001) = [ G ] Playable in battle value
- 0BE-0BF (002) = [ H ] Animal value
- 0C0-13F (080) = [ I ] PSI learning table
- 140-143 (004) = [ J ] Attack sounds
Table view
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F +-------------------------------------------------------------------------------- 000 | [ A ] [ B ] [ C ] [ D -> 010 | <- D ] [ E -> 020 | <- E -> 030 | <- E -> 040 | <- E -> 050 | <- E -> 060 | <- E -> 070 | <- E -> 080 | <- E -> 090 | <- E -> 0A0 | <- E -> 0B0 | <- E ] [ F] [ G] [ H ] 0C0 | [ I -> 0D0 | <- I -> 0E0 | <- I -> 0F0 | <- I -> 100 | <- I -> 110 | <- I -> 120 | <- I -> 130 | <- I ] 140 | [ G ]
Starting equipment
Every two bytes, there's the value of one of the equipped items of a character when you first use it. These items are not considered by the game, since the inventory is set by Game logic when you add a character to the group.
However, if you go to the Debug Room before the end of the Prologue, the inventory isn't set and the game uses these items.
Stats
There are 11 stats entries: one for the starting/base stats, and then ten entries used for extrapolating a stats curve (one point at every tenth level). Each entry has 16 bytes:
- 00-03 (04) = HP target
- 04-07 (04) = PP target
- 08-08 (01) = Offense target
- 09-09 (01) = Defense target
- 0A-0A (01) = IQ target
- 0B-0B (01) = Speed target
- 0C-0F (04) = Kindness target
The game will try to meet these targets, but it adds some randomness to it as well, so the exact values aren't usually met.
Playable
If byte BC is not 00, it won't be possible to see the Status of the character and their inventory. If byte BD is not 01, the character won't be playable in battle.
Animal value
Animal party members have these bytes set.
Salsa has a value of 0x06 and Boney has a value of 0x07.
It's unknown what these bytes do and if they're used or not. (There is evidence that suggests this value was used in some bugged, or outdated, Game logic when talking to a mouse in Osohe Castle)
PSI learning table
This table is only ever considered for Lucas and Kumatora; everyone else's tables are empty and never get read.
The table contains 32 entries, each consisting of four bytes:
- 00-01 (02) = PSI entry number
- 02-03 (02) = Level learned (use 100, or 0x64, if the ability uses event-based learning)
Attack sound pointer
These bytes point to the sound of the characters's attacks. These numbers correspond to the song pointer table, and not to the sound player songlist.