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Mother 3/Item data: Difference between revisions
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===Field listing=== | ===Field listing=== | ||
* <tt>00-00 (01)</tt> = <tt>{{color2|#000000|#87CEEB|[ A ]}}</tt> Item number | * <tt>00-00 (01)</tt> = <tt>{{color2|#000000|#87CEEB|[ A ]}}</tt> Item number | ||
* <tt>01-03 (03)</tt> = ''Unclassified data'' | * <tt>01-03 (03)</tt> = ''Unclassified data'' | ||
* <tt>04-04 (01)</tt> = <tt>{{color2|#000000|#90EE90|[ B ]}}</tt> [[#Item type|Item type]] | * <tt>04-04 (01)</tt> = <tt>{{color2|#000000|#90EE90|[ B ]}}</tt> [[#Item type|Item type]] | ||
* <tt>05-07 (03)</tt> = ''Unclassified data'' | * <tt>05-07 (03)</tt> = ''Unclassified data'' | ||
* <tt>08-08 (01)</tt> = <tt>{{color2|#000000|#FFB6C1|[ C ]}}</tt> [[#Key item flag|Key item flag]] | * <tt>08-08 (01)</tt> = <tt>{{color2|#000000|#FFB6C1|[ C ]}}</tt> [[#Key item flag|Key item flag]] | ||
* <tt>09-09 (01)</tt> = ''Unclassified data'' | * <tt>09-09 (01)</tt> = ''Unclassified data'' | ||
* <tt>0A-0B (02)</tt> = <tt>{{color2|#000000|#FAFAD2|[ D ]}}</tt> Sell price | * <tt>0A-0B (02)</tt> = <tt>{{color2|#000000|#FAFAD2|[ D ]}}</tt> Sell price | ||
* <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]] | ||
* <tt>36-3A (05)</tt> = <tt>{{color2|#FFFFFF|#8B0000|[ M ]}}</tt> [[# | * <tt>36-3A (05)</tt> = <tt>{{color2|#FFFFFF|#8B0000|[ M ]}}</tt> [[#Elemental protection|Elemental protection]] | ||
* <tt>3B-4D (13)</tt> = ''Unclassified data'' | * <tt>3B-4D (13)</tt> = ''Unclassified data'' | ||
* <tt>4E-4F (02)</tt> = <tt>{{color2|#FFFFFF|#B8860B|[ N ]}}</tt> [[#Lower and upper HP values|Lower HP value]] | * <tt>4E-4F (02)</tt> = <tt>{{color2|#FFFFFF|#B8860B|[ N ]}}</tt> [[#Lower and upper HP values|Lower HP value]] | ||
* <tt>50-51 (02)</tt> = <tt>{{color2|#FFFFFF|#483D8B|[ O ]}}</tt> [[#Lower and upper HP values|Upper HP value]] | * <tt>50-51 (02)</tt> = <tt>{{color2|#FFFFFF|#483D8B|[ O ]}}</tt> [[#Lower and upper HP values|Upper HP value]] | ||
* <tt>52-52 (01)</tt> = <tt>{{color2|#FFFFFF|#A9A9A9|[ P ]}}</tt> [[#Status ailment|Status ailment]] | * <tt>52-52 (01)</tt> = <tt>{{color2|#FFFFFF|#A9A9A9|[ P ]}}</tt> [[#Status ailment|Status ailment]] | ||
* <tt>53-6B ( | * <tt>53-5B (09)</tt> = ''Unclassified data'' | ||
* <tt>5C-5D (02)</tt> = <tt>{{color2|#FFFFFF|#000000|[ Q ]}}</tt> Battle text number | |||
* <tt>5E-6B (0E)</tt> = ''Unclassified data'' | |||
===Table view=== | ===Table view=== | ||
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30 | {{color2|#FFFFFF|#006400|<- L ]}} {{color2|#FFFFFF|#8B0000|[ M ]}} [ ? -> | 30 | {{color2|#FFFFFF|#006400|<- L ]}} {{color2|#FFFFFF|#8B0000|[ M ]}} [ ? -> | ||
40 | <- ? ] {{color2|#FFFFFF|#B8860B|[ N ]}} | 40 | <- ? ] {{color2|#FFFFFF|#B8860B|[ N ]}} | ||
50 | {{color2|#FFFFFF|#483D8B|[ O ]}} {{color2|#FFFFFF|#A9A9A9|[ P]}} [ | 50 | {{color2|#FFFFFF|#483D8B|[ O ]}} {{color2|#FFFFFF|#A9A9A9|[ P]}} [ ? ] {{color2|#FFFFFF|#000000|[ Q ]}} [ ? -> | ||
60 | <- ? ] | 60 | <- ? ] | ||
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|} | |} | ||
== | ==Elemental 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: | Similar to the status ailment protection, an item may also protect from elemental 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%" | {| style="width: 20%" | ||
|- | |- | ||
| <tt>00</tt>: PK Love | | <tt>00</tt>: Neutral (PK Love, Starstorm, Ground) | ||
|- | |- | ||
| <tt>01</tt>: PK Fire | | <tt>01</tt>: PK Fire |
Revision as of 21:04, 11 August 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 ] Elemental 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
- 53-5B (09) = Unclassified data
- 5C-5D (02) = [ Q ] Battle text number
- 5E-6B (0E) = 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] [ ? ] [ Q ] [ ? -> 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? |
Elemental protection
Similar to the status ailment protection, an item may also protect from elemental 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: Neutral (PK Love, Starstorm, Ground) |
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) |