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Mother 3/Enemy data
This is a sub-page of Mother 3.
Enemy data table | |
Game | Mother 3 |
Start Address | 0xD0D28 |
End Address | 0xD9D27 |
# of Entries | 256 (0x100) |
Entry Length | 144 bytes (0x90) |
Total Length | 36864 bytes (0x9000) |
Back to the ROM map |
Overview
The enemy data table contains the stats for each enemy in the game. It does not include the enemy names; for that, see the enemy names table.
Notes: for whatever stupid freaking reason, at least one enemy (the Minor Robot) has its battle actions hard-coded. Changing its battle actions in this table seems to have no effect. Also, some enemy have hard-coded weakness text too (Miracle Fassad).
Format
Each entry in the table uses 144 bytes.
Field listing
- 00-03 (04) = [ A ] Enemy ID
- 04-07 (04) = [ B ] Smell type number
- 08-09 (02) = [ C ] Overworld sound
- 0A-0B (02) = [ D ] Battle background number
- 0C-0D (02) = [ E ] Swirl music number
- 0E-0F (02) = [ F ] Battle music number
- 10-11 (02) = [ G ] Win music number
- 12-13 (02) = [ H ] Level
- 14-17 (04) = [ I ] HP
- 18-1B (04) = [ J ] PP
- 1C-1C (01) = [ K ] Offense
- 1D-1D (01) = [ L ] Defense
- 1E-1E (01) = [ M ] IQ
- 1F-1F (01) = [ N ] Speed
- 20-23 (04) = [ O ] Kindness
- 24-24 (01) = [ P ] Offense (surprise attack)
- 25-25 (01) = [ Q ] Defense (surprise attack)
- 26-26 (01) = [ R ] IQ (surprise attack)
- 27-27 (01) = [ S ] Speed (surprise attack)
- 28-2B (04) = [ T ] Kindness (surprise attack)
- 2C-53 (28) = [ U ] Weakness table
- 54-63 (10) = [ V ] Action table
- 64-65 (02) = [ W ] Attack sound number
- 66-66 (01) = [ X ] Encounter text number
- 67-67 (01) = [ Y ] Death text number
- 68-6B (04) = [ Z ] Death animation (other enemies remaining)
- 6C-6F (04) = [ α ] In battle sprite height
- 70-71 (02) = [ β ] Battle Memory sprite height Front and Back
- 72-73 (02) = [ γ ] In battle sprite height Front and Back
- 74-74 (01) = [ δ ] Battle Memory turnable value
- 75-75 (01) = [ ε ] Enemy turnable value
- 76-77 (02) = [ ζ ] Death animation (no other enemies remaining)
- 78-83 (0C) = [ η ] Item drop table
- 84-87 (04) = [ θ ] Experience
- 88-8B (04) = [ ι ] Money
- 8C-8F (04) = [ κ ] Smell weaknesses
Table view
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F +-------------------------------------------------------------------------------- 00 | [ A ] [ B ] [ C ] [ D ] [ E ] [ F ] 10 | [ G ] [ H ] [ I ] [ J ] [ K] [ L] [ M] [ N] 20 | [ O ] [ P] [ Q] [ R] [ S] [ T ] [ U -> 30 | <- U -> 40 | <- U -> 50 | <- U ] [ V -> 60 | <- V ] [ W ] [ X] [ Y] [ Z ] [ α ] 70 | [ β ] [ γ ] [ δ] [ ε] [ ζ ] [ η -> 80 | <- η ] [ θ ] [ ι ] [ κ ]
Smell type
Every enemy has a type that's revealed when you smell them. What the game does is simply taking this value, dividing it for 0x100 and adding it 0x01F2 to get the pointer to the correct line from the battle text.
Overworld sound
If the overworld sprite of the enemy in the Object table is set to have sounds, these bytes are the pointer which gets read.
These numbers correspond to the song pointer table, and not to the sound player songlist.
Battle background
Each enemy has a battle background associated with it. This number corresponds to the battle background master table.
Music numbers
Each enemy has three songs associated with it:
- The swirl music plays when you first touch the enemy, and the swirl animates
- The battle music plays throughout the battle
- The win music plays when you win the battle
These numbers correspond to the song pointer table, and not to the sound player songlist.
Weakness table
Each enemy has a table of 20 different weakness values. Each value is 16 bits. The higher the value is, the weaker the enemy is to that particular ailment/ability. The weaknesses are:
00: Poison | 0A: Numbness? |
01: Paralysis | 0B: DCMC |
02: Sleep | 0C: Wall staple |
03: Strange | 0D: Apologize |
04: Cry | 0E: Make laugh |
05: Forgetful | 0F: PK Love, Starstorm, Ground |
06: Nausea | 10: PK Fire |
07: Fleas | 11: PK Freeze |
08: Burned | 12: PK Thunder |
09: Solidified | 13: Bomb |
Action table
Each enemy has eight battle actions; each action value is 16 bits. The values correspond to the battle actions table.
Encounter and death text
A particular line of text is shown when you encounter and defeat an enemy; for example, "X suddenly attacked!" and "X became tame!". These values are one byte each, and they correspond to the battle text table.
Memo sprite height
Combined with the base value in the Enemy height placement table (In Battle Memory), these two bytes will tell the game how much to change the sprite placement value in the Battle Memory menu.
In particular, byte 70 is for the Front sprite and byte 71 is for the Back sprite.
Multi death animation
These bytes are the ones the game reads to get what animation to play when an enemy dies if there are still other enemies on the field.
0xA7 (sprite disappears) is for normal enemies and 0xA8 (sprite gets white) is for bosses.
In battle sprite height
Byte 6C tells the game where to print in general the enemy sprite in battle. If 00, it will be near the center of the screen, if 01 it will be lower, if 02 it will be at the bottom.
This byte gets then modified by the 72 byte for the front sprite and 73 byte for the back sprite.
These two values tell the game by how many pixels a sprite should be lowered more.
Turnable value
If value is 01, it will be possible to turn the enemy, otherwise it won't be possible and the enemies won't turn when you enter battle with a green swirl, instead they will attack.
Memo turnable
If value is 01, it will be possible to press R in the Battle Memory to change between Front and Back sprites.
Single death animation
These bytes are the ones the game reads to get what animation to play when an enemy dies if there are no other enemies on the field.
0x01 (sprite gets launched to the background) is for normal enemies and 0x00 (sprite gets white) is for bosses.
Item drop table
This table has three entries, with four bytes each:
- 00-00 (01) = Item number
- 01-03 (03) = Percent chance of being dropped
Smell weaknesses pointers
Two values of two bytes each. They are pointers to the battle text that should be printed. Value "E6 01" is used to prevent printing one or both weakness lines.