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Copy pathSuspendSaveData.txt
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SuspendSaveData.txt
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Savedata Notes:
Routines that are interesting:
080A5A48:SaveSuspendedGame
SAVE STRUCT:
+0x00 | 0x4C bytes if Chapter Data
+0x4C | 0x38 bytes of Action Struct (First 6 bytes are current RN State)
+0x84 | 51*0x34 = 0xA5C bytes of Player Units (See SAVE UNIT STRUCT for details)
+0xAE0 | 0x18 bytes of valni/lagdou completion data (permanent)
+0xAF8 | gap?
+0xB14 | (50+10)*0x34 = 0xC30 bytes of Enemy then Other Units (See SAVE UNIT STRUCT for details)
+0x1744 | 0x200 bytes of Traps
+0x1944 | 0xB0 bytes of convoy item data (first 0x63 bytes are 1 byte = 1 item, next 0x4D are 6 bits = 1 item use)
+0x19F4 | 0x460 bytes of BWL Data
+0x1E54 | 0xC0 bytes of turn counts and time for cleared chapters
+0x1F14 | 0x10 bytes of something related to the unit menu I think?
+0x1F24 | 0x19 bytes of global event data
+0x1F3D | 0x05 bytes of local event data
+0x1F44 | 0x24 bytes of world map stuff
+0x1F68 | 0x0C bytes of valni/lagdou current run data (I think?)
+0x1F74 | 0x04 bytes of the event counter
SAVE UNIT STRUCT: (Size: 0x34) (Reverse Engineered from routine 080A5E10:ConvertUnitStructToSaveUnitStruct)
0x00 | byte | Character Index
0x01 | byte | Class Index
0x02 | byte bitfield:
bit 00-06 (7 bits): AI1
bit 07 (1 bit ): Unit Status Index Higher 1 bit
0x03 | byte | Rescued Unit Index
0x04 | word | Unit State (field 0x0C in unit struct)
0x08 | short bitfield:
bit 00-07 (1 byte): Item #1 Index
bit 08-13 (6 bits): Item #1 Uses
bit 14 (1 bit ): Support Obtained Bit 2
bit 15 (1 bit ): Support Obtained Bit 3
0x0A | short bitfield:
bit 00-07 (1 byte): Item #2 Index
bit 08-13 (6 bits): Item #2 Uses
bit 14 (1 bit ): Support Obtained Bit 4
bit 15 (1 bit ): Support Obtained Bit 5
0x0C | short bitfield:
bit 00-07 (1 byte): Item #3 Index
bit 08-13 (6 bits): Item #3 Uses
bit 14 (1 bit ): Support Obtained Bit 6
bit 15 (1 bit ): Support Obtained Bit 7
0x0E | byte | Unit max HP
0x0F | byte | Unit cur HP
0x10 | byte | Exp Amount
0x11 | byte | Unit Struct Field 0x0A
0x12 | byte | Sword Rank
0x13 | byte | Lance Rank
0x14 | byte | Axe Rank
0x15 | byte | Bow Rank
0x16 | byte | Staff Rank
0x17 | byte | Anima Rank
0x18 | byte | Light Rank
0x19 | byte | Dark Rank
0x1A | byte | Support Level 1
0x1B | byte | Support Level 2
0x1C | byte | Support Level 3
0x1D | byte | Support Level 4
0x1E | byte | Support Level 5
0x1F | byte | Support Level 6
0x20 | byte | Support Level 7
0x21 | byte | AI1 Data
0x22 | byte | AI2
0x23 | byte | AI2 Data
0x24 | word bitfield:
bit 00-04 (5 bits): Unit current Level (thus max 31)
bit 05-10 (6 bits): Unit current x position (thus max 63)
bit 10-16 (6 bits): Unit current y position (thus max 63)
bit 17-21 (5 bits): Unit power stat
bit 22-26 (5 bits): Unit skill stat
bit 27-31 (5 bits): Unit speed stat
0x28 | word bitfield:
bit 00-04 (5 bits): Unit defense stat
bit 05-09 (5 bits): Unit resistance stat
bit 10-14 (5 bits): Unit luck stat
bit 15-19 (5 bits): Unit con bonus
bit 20-22 (3 bits): Unit Status Index Lower 3 bits
bit 23-25 (3 bits): Unit Status Duration
bit 26-28 (3 bits): Unit Torch Duration
bit 29-31 (3 bits): Unit PureWater Duration
0x2C | word bitfield:
bit 00-03 (4 bits): Unit mov bonus
bit 04-11 (1 byte): Item #4 Index
bit 12-17 (6 bits): Item #4 Uses
bit 18-25 (1 byte): Item #5 Index
bit 26-31 (6 bits): Item #5 Uses
0x30 | byte bitfield:
bit 00-06 (7 bits): Current Riding Ballista Index
bit 07 (1 bit ): Support Obtained Bit 1
0x31 | byte | Unit Struct Field 0x46
0x32 | short | AI3&4