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BN5 Double Team DS Chip Data Format
Topic Started: Jun 11 2011, 09:53 AM (422 Views)
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Chip Data
RAM: 0x0203E9E8 + (chip & 0x1FF) * 0x28
game: 0x000429E8 + (chip & 0x1FF) * 0x28
arm9.bin: 0x0003E9E8 + (chip & 0x1FF) * 0x28
Length: 0x28 per chip

0x00 = Chip Code 1 (8-bit)
0x01 = Chip Code 2 (8-bit)
0x02 = Chip Code 3 (8-bit)
0x03 = Chip Code 4 (8-bit)

0x04 = Attacking Element (8-bit)

0x05 = Rarity (8-bit)

0x06 = Element Icon (8-bit)

0x07 = Library (8-bit)

0x08 = MB Value (8-bit)

0x09 = Chip Flags (8-bit)

0x0A = Counter Value (8-bit)

0x0B = Attack Family (8-bit)

0x0C = Sub-Family (8-bit)

0x0D = ? (8-bit)

0x0E = ? (8-bit)

0X0F = ? (8-bit)

0x10 = Sublevel 1
0x11 = Sublevel 2
0x12 = Sublevel 3
0x13 = Sublevel 4

0x14 = Delay after Chip Usage

0x15 = Some sort of number?

0x16 = Secret Library Flags (16-bit)
0x0001 = Secret Library Trigger (Team ProtoMan)
0x0200 = Secret Library Trigger (Team Colonel)

0x18 = Alphabetical Order Number (16-bit)

0x1A = Attack Damage (16-bit)

0x1C = Library ID (16-bit)

0x1E = ? (8-bit)

0x1F = Pre-Usage Routine (8-bit) (can be 0-5)

0x20 = Chip Icon Pointer (32-bit)
RAM offset = pointer
game offset = pointer - 0x1FFC000
arm9.bin offset = pointer - 0x2000000

0x24 = Chip Image Pointer Offset (16-bit)
game offset = card_pix.bin + offset * 0x10
(normally, card_pix.bin is at 0x00B7F400)

0x26 = Chip Palette Pointer Offset (16-bit)
game offset = card_clt.bin + offset * 0x10
(normally, card_clt.bin is at 0x00B7CC00)
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