| Battle Network 4 Chip Data Format | |
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| Topic Started: Jul 10 2011, 07:01 PM (1,678 Views) | |
| Dramz | Jul 10 2011, 07:01 PM Post #1 |
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*Actual element is decided in the attack data. Edited by Greiga Master, Jul 13 2011, 11:35 PM.
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| IngusRogeth | Jul 10 2011, 07:02 PM Post #2 |
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TREZian
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oh ho. So we are finally moving on from bn6 and actually modding other bn games. Finally. |
Siggy by me:3![]() OoT Run is done! 1:39:45 Non-TAS console Currently planning and practicing for Zelda MM | |
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| Kirak | Jul 10 2011, 08:40 PM Post #3 |
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Sounds like fun! Now, even though most people don't need it, we should still turn this into a guide. (Thought I was gonna say program? Hah, gotcha.) ![]() Might help people like me. Edited by Kirak, Jul 10 2011, 08:57 PM.
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| Dramz | Jul 10 2011, 08:49 PM Post #4 |
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Hopefully we will have a program for this soon. If anyone wants to learn how to mod chips in BN4 manually, it'd be worth learning simple addition so you can easily learn the notation that I posted the format in. |
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| Prof. 9 | Jul 11 2011, 02:44 AM Post #5 |
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How long have you been living under that rock? Did you use ASM to figure this out, Ablon? I see some very obvious mistakes. Like 0x09 is obviously the chip flags byte. 0x16 is probably the Library flags byte; yes, there are multiple flags. Also, don't say "unused". You cannot know if something is unused, you can only know it's used. It's still missing things, but it's a nice start. |
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| Dramz | Jul 11 2011, 03:09 AM Post #6 |
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GM and I worked on this together. For the ones marked as unused, GM had a look, and said that they were put into the RAM, and never accessed again. For the ones with a question mark, those are unknown.
Feel free to post any fully explained additions or corrections, and I will add them in. 0x09 is very likely a bitfield, as GM describes it, but I have no idea what chip properties it controls, and therefore have nothing to add into the post. Edited by Dramz, Jul 11 2011, 03:18 AM.
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| Prof. 9 | Jul 11 2011, 05:56 AM Post #7 |
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Yeah, but the way you have it in the first post now implies that 48 and 4A are single values and not the collection of 1-bit values they actually are :P By the way, if they are being loaded into RAM then not used, it doesn't necessarily mean they are completely unused. The fact they are being loaded into RAM at all means the game acknowledges that the values exist :P |
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| Dramz | Jul 11 2011, 06:12 AM Post #8 |
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Regarding 0x09, if other values that do things are found, I'll add them in. If you want to be picky, how should I label it right now? The game acknowledges they exist, but doesn't actually use them. I'd say unused is a fitting label. |
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| Prof. 9 | Jul 11 2011, 07:14 AM Post #9 |
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Heh, the way I'd do it: 01h = ? 02h = show damage 04h = ? 08h = ? 10h = ? 20h = ? 40h = ? 80h = ? |
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| Greiga Master | Jul 11 2011, 11:41 AM Post #10 |
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As i said before 0x10 is read as a 32 bit value so it should probably be documented that way. Also 1E and 1F don't seem to be read and based on their positions seem to only serve to 32 bit align the pointers so they MAY just be padding. |
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| Prof. 9 | Jul 11 2011, 01:38 PM Post #11 |
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It's possible that it's being loaded into RAM as a 32-bit value, but that it's being treated as separate values afterwards. A full 32-bit value in the chip data seems really out of place to me... |
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| Greiga Master | Jul 11 2011, 02:33 PM Post #12 |
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Its possible, but alas I never got any reads on it, if only there were some sort of ... viewer... so that i could view every chip's data... |
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| Prof. 9 | Jul 11 2011, 03:46 PM Post #13 |
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Don't forget about BN5DS :0 or that SF3 card editor you promised Seeing as the chip formats for BN4-BN6 are quite similar there could be a single editor for all three, like the BN5/BN6 editor before it changed into just BN6. |
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| Dramz | Jul 11 2011, 04:08 PM Post #14 |
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The formats for BN1-6 are quite similar Prof. 4 Regarding 0x09, if we get just 1 more value that does something, I'll add that notation. |
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| Greiga Master | Jul 11 2011, 04:41 PM Post #15 |
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0x09 Value
These have proven to work. and it now looks like 0xA is unchanged , its still counter enable, which determines if a chip can counter the enemy. Edited by Greiga Master, Jul 11 2011, 05:04 PM.
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| Dramz | Jul 11 2011, 07:23 PM Post #16 |
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Updated 0x09 and 0x0A. Also put the whole thing in Quote tags, because Code tags are stupid. |
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| IngusRogeth | Jul 13 2011, 05:14 PM Post #17 |
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TREZian
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quite some tiem actually
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Siggy by me:3![]() OoT Run is done! 1:39:45 Non-TAS console Currently planning and practicing for Zelda MM | |
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