Mother 3/PSI data: Difference between revisions

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==Animations==
==Animations==
These affect which visual animations play. It is not fully known how these correspond to the [[MOTHER_3:Battle_animations_entry_table|battle animations entry table]].
These affect which visual animations play. It is not fully known how these correspond to the [[MOTHER_3:Battle_animations_entry_table|battle animations entry table]].
[[Category:MOTHER 3|PSI data]]

Revision as of 20:22, 15 July 2013

PSI data table
Game MOTHER 3
Start Address 0xE1908
End Address 0xE5107
# of Entries 256 (0x100), only 100 used
Entry Length 56 bytes (0x38)
Total Length 36864 bytes (0x3800)
Back to the ROM map

Overview

The PSI data table contains parameters for each PSI move in the game. The ordering is consistent with the game's internal PSI names listing.

Format

Each entry in the table uses 144 bytes.

Field listing

  • 00-03 (04) = Unclassified data
  • 04-04 (01) = [ A ] Type
  • 05-0B (07) = Unclassified data
  • 0C-0D (02) = [ B ] PP cost
  • 0E-17 (0A) = Unclassified data
  • 18-18 (01) = [ C ] Target
  • 19-1D (05) = Unclassified data
  • 1E-1F (02) = [ D ] Low amount
  • 20-21 (02) = [ E ] High amount
  • 22-2E (0D) = Unclassified data
  • 2F-2F (01) = [ F ] Animation 1
  • 30-30 (01) = [ G ] Animation 2
  • 31-37 (07) = Unclassified data

Table view

       00   01   02   03   04   05   06   07   08   09   0A   0B   0C   0D   0E   0F
    +--------------------------------------------------------------------------------
00  | [        ?        ] [ A] [                ?               ] [   B   ] [   ?  ->
10  | <-                  ?                 ] [ C] [           ?          ] [   D   ]
20  | [   E   ] [                               ?                              ] [ F]
30  | [ G] [                ?               ]

Type

The type value determines in which category it is placed:

00: Offense
01: Recover
02: Assist

Target

The target value seems to affect how the ability is targeted. Known values are:

01: One party member
03: All party members
04: Healing Ω
0D: One enemy
0E: All enemies
0F: One strike
10: Two strikes
11: Three strikes
12: Four strikes
13: Multiple strikes (PK Ground)

Low/high amounts

These affect the bounds of damage or recovery for abilities based on such.

Animations

These affect which visual animations play. It is not fully known how these correspond to the battle animations entry table.