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Mother 3/Item data: Difference between revisions
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* <tt>0C-0C (01)</tt> = <tt>{{color2|#000000|#FFFFE0|[ E ]}}</tt> [[#Equip flags|Equip flags]] | * <tt>0C-0C (01)</tt> = <tt>{{color2|#000000|#FFFFE0|[ E ]}}</tt> [[#Equip flags|Equip flags]] | ||
* <tt>0D-0F (03)</tt> = ''Unclassified data'' | * <tt>0D-0F (03)</tt> = ''Unclassified data'' | ||
* <tt>10-13 (04)</tt> = <tt>{{color2|#000000|#B0C4DE|[ F ]}}</tt> HP increase (signed | * <tt>10-13 (04)</tt> = <tt>{{color2|#000000|#B0C4DE|[ F ]}}</tt> HP increase (signed) | ||
* <tt>14-15 (02)</tt> = <tt>{{color2|#000000|#D3D3D3|[ G ]}}</tt> PP increase (signed | * <tt>14-15 (02)</tt> = <tt>{{color2|#000000|#D3D3D3|[ G ]}}</tt> PP increase (signed) | ||
* <tt>16-17 (02)</tt> = ''Unclassified data'' | * <tt>16-17 (02)</tt> = ''Unclassified data'' | ||
* <tt>18-18 (01)</tt> = <tt>{{color2|#000000|#F08080|[ H ]}}</tt> Offense increase (signed | * <tt>18-18 (01)</tt> = <tt>{{color2|#000000|#F08080|[ H ]}}</tt> Offense increase (signed) | ||
* <tt>19-19 (01)</tt> = <tt>{{color2|#000000|#FFA07A|[ I ]}}</tt> Defense increase (signed | * <tt>19-19 (01)</tt> = <tt>{{color2|#000000|#FFA07A|[ I ]}}</tt> Defense increase (signed) | ||
* <tt>1A-1A (01)</tt> = <tt>{{color2|#000000|#ADD8E6|[ J ]}}</tt> IQ increase (signed | * <tt>1A-1A (01)</tt> = <tt>{{color2|#000000|#ADD8E6|[ J ]}}</tt> IQ increase (signed) | ||
* <tt>1B-1B (01)</tt> = <tt>{{color2|#FFFFFF|#00008B|[ K ]}}</tt> Speed increase (signed | * <tt>1B-1B (01)</tt> = <tt>{{color2|#FFFFFF|#00008B|[ K ]}}</tt> Speed increase (signed) | ||
* <tt>1C-1F (04)</tt> = ''Unclassified data'' | * <tt>1C-1F (04)</tt> = ''Unclassified data'' | ||
* <tt>20-35 (16)</tt> = <tt>{{color2|#FFFFFF|#006400|[ L ]}}</tt> [[#Status ailment protection|Status ailment protection]] | * <tt>20-35 (16)</tt> = <tt>{{color2|#FFFFFF|#006400|[ L ]}}</tt> [[#Status ailment protection|Status ailment protection]] | ||
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| <tt>09</tt>: Solidified | | <tt>09</tt>: Solidified | ||
|} | |} | ||
==Key item flag== | |||
Seems to be 01 for non-key items, 00 for key items. | |||
==Equip flags== | |||
This is a bitfield indicating who can equip this item: | |||
* <tt>01</tt> = ? | |||
* <tt>02</tt> = Flint | |||
* <tt>04</tt> = Lucas | |||
* <tt>08</tt> = Duster | |||
* <tt>10</tt> = Kumatora | |||
* <tt>20</tt> = Boney | |||
* <tt>40</tt> = Salsa | |||
* <tt>80</tt> = ? | |||
==Status ailment protection== | |||
Indicates how much to protect against certain status ailments. A more negative value means more protection. Each value is a 16-bit signed integer. There are 11 values, corresponding to the table below: | |||
{| style="width: 20%" | {| style="width: 20%" | ||
|- | |- | ||
| <tt>00</tt>: Poison | | <tt>00</tt>: Poison | ||
|- | |- | ||
| <tt>01</tt>: Paralysis | | <tt>01</tt>: Paralysis | ||
|- | |- | ||
| <tt>02</tt>: Sleep | | <tt>02</tt>: Sleep | ||
|- | |- | ||
| <tt>03</tt>: Strange | | <tt>03</tt>: Strange | ||
|- | |- | ||
| <tt>04</tt>: Cry | | <tt>04</tt>: Cry | ||
|- | |- | ||
| <tt>05</tt>: Forgetful | | <tt>05</tt>: Forgetful | ||
|- | |- | ||
| <tt>06</tt>: Nausea | | <tt>06</tt>: Nausea | ||
|- | |- | ||
| <tt>07</tt>: Fleas | | <tt>07</tt>: Fleas | ||
|- | |- | ||
| <tt>08</tt>: Burned | | <tt>08</tt>: Burned | ||
|- | |- | ||
| <tt>09</tt>: Solidified | | <tt>09</tt>: Solidified | ||
| <tt> | |- | ||
| <tt>0A</tt>: Numbness? | |||
|} | |||
==Damage protection== | |||
Similar to the status ailment protection, an item may also protect from damage taken from PSI or Bomb items. Each value is an 8-bit signed integer. There are 5 values, corresponding to the table below: | |||
{| style="width: 20%" | |||
|- | |||
| <tt>00</tt>: PK Love | |||
|- | |||
| <tt>01</tt>: PK Fire | |||
|- | |||
| <tt>02</tt>: PK Freeze | |||
|- | |||
| <tt>03</tt>: PK Thunder | |||
|- | |||
| <tt>04</tt>: Bombs | |||
|} | |||
==Lower and upper HP values== | |||
The lower and upper HP values indicate the range of recovery for recovery-based items. Each value uses 16 bits. | |||
==Status ailment== | |||
This seems to control which status ailment to heal for items such as the Antidote, Fresh Mint, etc., according to the table below: | |||
{| style="width: 20%" | |||
|- | |||
| <tt>01</tt>: Poison (Antidote) | |||
|- | |||
| <tt>02</tt>: Numbness (Anti-Paralysis) | |||
|- | |||
| <tt>03</tt>: Sleep (Alarm Cicada) | |||
|- | |||
| <tt>04</tt>: Confusion (Paper Fan) | |||
|- | |||
| <tt>05</tt>: Crying (Eye Drops) | |||
|- | |||
| <tt>06</tt>: Forgetfulness (Recollection Bell) | |||
|- | |||
| <tt>07</tt>: Nausea (Fresh Mint) | |||
|- | |||
| <tt>08</tt>: Fleas (Flea Powder) | |||
|} | |} |
Revision as of 06:39, 14 July 2013
Item data table | |
Game | MOTHER 3 |
Start Address | 0xE5108 |
End Address | 0xEBD07 |
# of Entries | 256 (0x100) |
Entry Length | 108 bytes (0x6C) |
Total Length | 27648 bytes (0x6C00) |
Back to the ROM map |
Overview
The item data table contains the stats and parameters for each item in the game. It does not include the item names; for that, see the item names table.
Format
Each entry in the table uses 108 bytes.
Field listing
- 00-00 (01) = [ A ] Item number
- 01-03 (03) = Unclassified data
- 04-04 (01) = [ B ] Item type
- 05-07 (03) = Unclassified data
- 08-08 (01) = [ C ] Key item flag
- 09-09 (01) = Unclassified data
- 0A-0B (02) = [ D ] Sell price
- 0C-0C (01) = [ E ] Equip flags
- 0D-0F (03) = Unclassified data
- 10-13 (04) = [ F ] HP increase (signed)
- 14-15 (02) = [ G ] PP increase (signed)
- 16-17 (02) = Unclassified data
- 18-18 (01) = [ H ] Offense increase (signed)
- 19-19 (01) = [ I ] Defense increase (signed)
- 1A-1A (01) = [ J ] IQ increase (signed)
- 1B-1B (01) = [ K ] Speed increase (signed)
- 1C-1F (04) = Unclassified data
- 20-35 (16) = [ L ] Status ailment protection
- 36-3A (05) = [ M ] Damage protection
- 3B-4D (13) = Unclassified data
- 4E-4F (02) = [ N ] Lower HP value
- 50-51 (02) = [ O ] Upper HP value
- 52-52 (01) = [ P ] Status ailment
- 53-6B (19) = Unclassified data
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 | [ F ] [ G ] [ ? ] [ H] [ I] [ J] [ K] [ ? ] 20 | [ L -> 30 | <- L ] [ M ] [ ? -> 40 | <- ? ] [ N ] 50 | [ O ] [ P] [ ? -> 60 | <- ? ]
Item type
Not fully known. Values range from 0 to 9:
00: Weapon |
01: Body armor |
02: Headgear |
03: Armgear |
04: Food |
05: Status healer |
06: Nausea |
07: Fleas |
08: Burned |
09: Solidified |
Key item flag
Seems to be 01 for non-key items, 00 for key items.
Equip flags
This is a bitfield indicating who can equip this item:
- 01 = ?
- 02 = Flint
- 04 = Lucas
- 08 = Duster
- 10 = Kumatora
- 20 = Boney
- 40 = Salsa
- 80 = ?
Status ailment protection
Indicates how much to protect against certain status ailments. A more negative value means more protection. Each value is a 16-bit signed integer. There are 11 values, corresponding to the table below:
00: Poison |
01: Paralysis |
02: Sleep |
03: Strange |
04: Cry |
05: Forgetful |
06: Nausea |
07: Fleas |
08: Burned |
09: Solidified |
0A: Numbness? |
Damage protection
Similar to the status ailment protection, an item may also protect from damage taken from PSI or Bomb items. Each value is an 8-bit signed integer. There are 5 values, corresponding to the table below:
00: PK Love |
01: PK Fire |
02: PK Freeze |
03: PK Thunder |
04: Bombs |
Lower and upper HP values
The lower and upper HP values indicate the range of recovery for recovery-based items. Each value uses 16 bits.
Status ailment
This seems to control which status ailment to heal for items such as the Antidote, Fresh Mint, etc., according to the table below:
01: Poison (Antidote) |
02: Numbness (Anti-Paralysis) |
03: Sleep (Alarm Cicada) |
04: Confusion (Paper Fan) |
05: Crying (Eye Drops) |
06: Forgetfulness (Recollection Bell) |
07: Nausea (Fresh Mint) |
08: Fleas (Flea Powder) |