Tactics Ogre: The Knight of Lodis/ROM map: Difference between revisions

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{{rommap|game=Tactics Ogre: The Knight of Lodis}}
{{rommap|game=Tactics Ogre: The Knight of Lodis}}


==Data Structures==
=Data Structures=
*Information on classes is available on the page [[Tactics Ogre: The Knight of Lodis:Jobs]].
*Information on classes is available on the page [[Tactics Ogre: The Knight of Lodis:Jobs]].
*Information on items and equipment is available on the page [[Tactics Ogre: The Knight of Lodis:Items]].
*Information on items and equipment is available on the page [[Tactics Ogre: The Knight of Lodis:Items]].
*Information on abilities is available on the page [[Tactics Ogre: The Knight of Lodis:Abilities]].
*Information on abilities is available on the page [[Tactics Ogre: The Knight of Lodis:Abilities]].


*Some tables have unknown data bytes at the beginning/end, its possible these tables are offset from there true position.
*Many tables have an empty entry at the beginning for 'None'. Not all tables have this taken into account yet. If a table has an odd number of entries, this is likely the case.


==Shop Item Data Structure==
==Shop Item Data Structure==
*Shop Item Data data starts at 0x006224E4 and ends at 0x0062257F in the ROM.
*Shop Item Data data starts at 0x006224E4 and ends at 0x0062257F in the ROM.
*There are 39 entries, 4 bytes in length each.
*There are 39 entries, 4 bytes in length each.
*Because there are unknown data bytes at the beginning/end, its possible the table is offset from it's true position.
*Prices are not stored in this table. They are stored in the item table.
*Prices are not stored in this table. They are stored in the item table.


*''The Shop Item Data Structure is 39 Entries long. ''
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1"
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1"
  |- style="background: #ccccff;"
  |- style="background: #ccccff;"
Line 33: Line 33:
|}
|}


==Shop Magic Data Structure==
*Shop Magic Data data starts at 0x0062258C and ends at 0x00622613 in the ROM.
*There are 34 entries, 4 bytes in length each.
*Prices are not stored in this table. They are stored in the abilities table.
*If the spell is set to the index of an ability, it will not appear.
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1"
|- style="background: #ccccff;"
!Name
!Length
!Offset
!Type
!Max Value
!Description
|-
| Availabilty || 1 || 0x00 || uint8 || ?? || How far into the story the spell first appears in the shop
|-
| Spell ID || 1 || 0x01 || uint8 || 0x7E || Spell to be sold
|-
| Unknown || 1 || 0x02 || uint8 || Unknown || Unknown entry. Always 0
|-
| Unknown || 1 || 0x03 || uint8 || Unknown || Unknown entry. Always 0
|-
|}
==Secret Shop Item Data Structure==
*The secret shop becomes available in Scabellum after recruiting Deneb
*Shop Item Data data starts at 0x00622584 and ends at 0x0062258B in the ROM.
*There are 7 entries, 1 bytes in length each.
*Prices are not stored in this table. They are stored in the item table.
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1"
|- style="background: #ccccff;"
!Name
!Length
!Offset
!Type
!Max Value
!Description
|-
| Item ID || 1 || 0x01 || uint8 || 0xBF || Item to be sold
|-
|}
==Shop Hire Data Structure==
*Shop Hire Data data starts at 0x00622498 and ends at 0x006224DF in the ROM.
*There are 9 entries, 8 bytes in length each.
*It's unknown how the game decides which entry to use. (e.g. Mermaids only in Rana, Giants only later in the game, etc...)
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1"
|- style="background: #ccccff;"
!Name
!Length
!Offset
!Type
!Max Value
!Description
|-
| Per Level Cost|| 2 || 0x00 || uint16 || ?? || Adds this much gold to the cost per extra level bought
|-
| Unknown || 1 || 0x02 || uint8 || Unknown || Unknown entry. Always 0
|-
| Unknown || 1 || 0x03 || uint8 || Unknown || Unknown entry. Always 0
|-
| Class ID || 1 || 0x04 || uint8 || 0x54 || Class to hire
|-
| Unknown || 1 || 0x05 || uint8 || Unknown || Unknown entry. Always 0
|-
| Cost || 2 || 0x06 || uint16 || ?? || Base cost to hire the unit
|-
|}


{{Internal Data|game=Tactics Ogre: The Knight of Lodis}}
{{Internal Data|game=Tactics Ogre: The Knight of Lodis}}

Revision as of 23:31, 21 October 2022

Chip tiny.png The following article is a ROM map for Tactics Ogre: The Knight of Lodis.

Data Structures

  • Some tables have unknown data bytes at the beginning/end, its possible these tables are offset from there true position.
  • Many tables have an empty entry at the beginning for 'None'. Not all tables have this taken into account yet. If a table has an odd number of entries, this is likely the case.

Shop Item Data Structure

  • Shop Item Data data starts at 0x006224E4 and ends at 0x0062257F in the ROM.
  • There are 39 entries, 4 bytes in length each.
  • Prices are not stored in this table. They are stored in the item table.
Name Length Offset Type Max Value Description
Availabilty 1 0x00 uint8 ?? How far into the story the item first appears in the shop
Item ID 1 0x01 uint8 0xBF Item to be sold
Unknown 1 0x02 uint8 Unknown Unknown entry. Always 0
Unknown 1 0x03 uint8 Unknown Unknown entry. Always 0


Shop Magic Data Structure

  • Shop Magic Data data starts at 0x0062258C and ends at 0x00622613 in the ROM.
  • There are 34 entries, 4 bytes in length each.
  • Prices are not stored in this table. They are stored in the abilities table.
  • If the spell is set to the index of an ability, it will not appear.
Name Length Offset Type Max Value Description
Availabilty 1 0x00 uint8 ?? How far into the story the spell first appears in the shop
Spell ID 1 0x01 uint8 0x7E Spell to be sold
Unknown 1 0x02 uint8 Unknown Unknown entry. Always 0
Unknown 1 0x03 uint8 Unknown Unknown entry. Always 0

Secret Shop Item Data Structure

  • The secret shop becomes available in Scabellum after recruiting Deneb
  • Shop Item Data data starts at 0x00622584 and ends at 0x0062258B in the ROM.
  • There are 7 entries, 1 bytes in length each.
  • Prices are not stored in this table. They are stored in the item table.
Name Length Offset Type Max Value Description
Item ID 1 0x01 uint8 0xBF Item to be sold


Shop Hire Data Structure

  • Shop Hire Data data starts at 0x00622498 and ends at 0x006224DF in the ROM.
  • There are 9 entries, 8 bytes in length each.
  • It's unknown how the game decides which entry to use. (e.g. Mermaids only in Rana, Giants only later in the game, etc...)
Name Length Offset Type Max Value Description
Per Level Cost 2 0x00 uint16 ?? Adds this much gold to the cost per extra level bought
Unknown 1 0x02 uint8 Unknown Unknown entry. Always 0
Unknown 1 0x03 uint8 Unknown Unknown entry. Always 0
Class ID 1 0x04 uint8 0x54 Class to hire
Unknown 1 0x05 uint8 Unknown Unknown entry. Always 0
Cost 2 0x06 uint16 ?? Base cost to hire the unit