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Keitai Denjuu Telefang 2/ROM map: Difference between revisions
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qq = Move 5 | qq = Move 5 | ||
This move replaces the 2nd moveslot. A lot of Denjuu, if not all, happen | This move replaces the 2nd moveslot. A lot of Denjuu, if not all, happen | ||
to learn this move BEFORE Move 4. If it doesn't learn a move | to learn this move BEFORE Move 4. If it doesn't learn a move that replaces | ||
the 2nd moveslot, this value is 00. | the 2nd moveslot, this value is 00. | ||
rr = Level of learning 3rd move | rr = Level of learning 3rd move |
Revision as of 04:03, 12 October 2008
The following article is a ROM map for Keitai Denjuu Telefang 2.
Text Values
- 09C2F0-09CD2F = Battle text
- 09CD50-09D38F = Denjuu names
- 09D3A0-09D3CF = Denjuu types
- 09D3E0-09D40F = Denjuu personalities
- 09D420-09D49F = Status effects
- 09D4B0-09D5AF = Map locations
- 09D5D0-09DD2F = Attack names
- 09E1C0-09E9BF = Item descriptions
Denjuu Data
- 4F6BD8-4F7DCF = Denjuu Stats, Movesets, Evolutions, and Types (Power Version)
- 4F68B8-4F7AAF = Denjuu Stats, Movesets, Evolutions, and Types (Speed Version)
In both versions, the format of data is 23 (17h) bytes for each Denjuu and is as follows:
aa bb cc dd ee ff gg hh ii jj kk ll mm nn oo pp qq rr ss tt uu vv ww
aa = Type 00 = Mountain 01 = Grassland 02 = Forest 03 = Aquatic 04 = Sky 05 = Desert Anything else = glitch type bb = Base HP 1 (Yes, base stats in this game consist of two bytes... the first byte has a huge influence on a stat) cc = Base HP 2 (The second byte has a much smaller influence) dd = Base Speed 1 ee = Base Speed 2 ff = Base Attack 1 gg = Base Attack 2 hh = Base Defense 1 ii = Base Defense 2 jj = Base Electric 1 kk = Base Electric 2 ll = Move 1 (List can be found at http://www.freewebs.com/blaziken257/Telefang%202/movelist.html) mm = Move 2 nn = Move 3 oo = Move 4 This is always a Denma Attack, meaning it will deplete DP depending on the move, and run off the Electric stat. It is possible to stick an ordinary move that isn't normally used as a Denma Attack in this slot without any problems (and vice-versa), except it will now run off the Electric stat. Also, since ordinary moves were never meant to be put in the 4th slot, it will deplete no DP, and Denma Attacks will not deplete DP in the first three slots. pp = Level of learning 5th move If the Denjuu doesn't learn a fifth move, then this value is FF. qq = Move 5 This move replaces the 2nd moveslot. A lot of Denjuu, if not all, happen to learn this move BEFORE Move 4. If it doesn't learn a move that replaces the 2nd moveslot, this value is 00. rr = Level of learning 3rd move ss = Level of learning 4th move tt = Level of Natural Evolution If a Denjuu doesn't evolve naturally, this value is 00. This is true even if it mod evolves. uu = Denjuu it naturally evolves into Unlike Telefang 1, this doesn't go by the order of the game's Picture Book. Rather, it uses this order: http://telefang.wikia.com/wiki/List_of_Denjuu_in_Telefang_2_by_index_number Just take the index number on that page and convert it to hex. If a Denjuu doesn't naturally evolve, this is 00 (this means that no Denjuu can ever evolve into the Basic form of Mosukobii, because its index number is 00). vv = ??? ww = ??? Unlike Telefang 1, the order that the Denjuu appear in the ROM is different from the picture book order, similar to the 21th byte (uu) in the data. Here's the order that the game internally orders Denjuu: http://telefang.wikia.com/wiki/List_of_Denjuu_in_Telefang_2_by_index_number