I can't really see any reason to continue this anymore, so I'll just post the content of my .txt files.
BN3 Chip Data Format MMBN3 Chip Data Format Starts at 08011510
0x00 - Chip Code 1 0x01 - Chip Code 2 0x02 - Chip Code 3 0x03 - Chip Code 4 0x04 - Chip Code 5 0x05 - Chip Code 6 0x06 - Elements (Not sure if displayed = actual, too lazy to test) 0x07 - Attack Type 0x08 - Level 0x09 - Rarity 0x0A - MB 0x0B - Display Damage? 0x0C-D - Attack Power 0x0E-F - Library ID 0x010-11 - ABC ID 0x12 - ? 0x13 - Standard/Mega/Giga 0x14-17 - Chip Icon Pointer 0x18-1B - Chip Image Pointer 0x1C-0x1F - Chip Image Palette Pointer BN1 Chip Data Format BN1 Chip Data: Starts at 0807D70 1C Bytes per entry
0x00 - Chip Code 1 0x01 - Chip Code 2 0x02 - Chip Code 3 0x03 - Chip Code 4 0x04 - Chip Code 5 0x05 - Displayed Element 0x06 - Attack Type 0x07 - Level 0x08 - Rarity 0x09 - Pack ID 0x0A - ABC ID 0x0B - ? 0x0C-0D- Attack Power 0x0E - ? 0x0F - ? 0x10-13 - Chip Icon Graphic Pointer 0x14-17 - Chip Image Graphic Pointer 0x18-1B - Chip Image Palette Pointer
*Attack Power controls whether it flinches an opponent.
*0B could be actual element, unsure
*An attack power of 0 will not be displayed
*No idea about Lib ID BN2 Chip data format BN2 Chip Data: Starts at 0800E450 20 (hex) Bytes per entry
BN2 Format: 0x00 - Chip Code 1 0x01 - Chip Code 2 0x02 - Chip Code 3 0x03 - Chip Code 4 0x04 - Chip Code 5 0x05 - Chip Code 6 0x06 - Displayed Element 0x07 - Attack Type 0x08 - Level 0x09 - Rarity 0x0A - MB 0x0B - Display Damage (00 = No, 01 = Yes) 0x0C-0D - Attack Power 0x0E-0F - Library/Pack ID 0x10-11 - ABC ID 0x12 - ? 0x13 - ? (FF for every chip) 0x14-17 - Chip Icon Graphic Pointer 0x18-1B - Chip Image Graphic Pointer 0x1C-1F - Chip Image Palette Pointer Stuff Sprites:
Cannon - 080B8BD4 (Category, ID) HiCannon - 080B8BD9 MCannon - 080B8BDE Sword - 080B8BE3 Vulcan - 080B8C15 Crossover: 080B8C0B - Crossover Sword (falzar) (Category, ID) 080BA47B - Crossover Sword (gregar) (Category, ID) 08031E3C - White Dot (on sprite list) 080DB2F1 - Otenko
Attack Data Variables: Heatman: 080F2CE0 - Slot 0 Attack Variable 080F2D04 - Slot 1 Attack Variable 080F2D28 - Slot 2 Attack Variable 080F2D4C - Slot 3 Attack Variable 080F2D60 - Slot 4 Attack Variable
Elecman: 080F3B88 080F3BA0 080F3BAC 080F3BD0 080F3BF4 080F3C18
Slashman: 080F49CC - Slot 0 Attack Variable 080F49F4 - Slot 1 Attack Variable 080F4A14 - Slot 2 Attack Variable 080F4A2C - Slot 3 Attack Variable 080F4A50 - Slot 4 Attack Variable 080F4A74 - Slot 5 Attack Variable
Eraseman: 080F5A84 - Slot 0 Attack Variable 080F5A9C - Slot 1 Attack Variable
Spoutman: 080F7740 - Slot 0 Attack Variable 080F7764 - Slot 1 Attack Variable 080F7788 - Slot 2 Attack Variable 080F77A8 - Slot 3 Attack Variable 080F77D0 - Slot 5 Attack Variable 080F77E4 - Slot 6 Attack Variable
Tomahawkman: 080F85D0 - Slot 0 Attack Variable 080F85E4 - Slot 1 Attack Variable 080F85F8 - Slot 2 Attack Variable 080F860C - Slot 3 Attack Variable
Tenguman: 080F90FC - Slot 0 Attack Variable 080F9114 - Slot 1 Attack Variable 080F9128 - Slot 2 Attack Variable 080F913C - Slot 3 Attack Variable 080F9150 - Slot 4 Attack Variable
Groundman: 080F9E54 - Slot 0 Attack Variable 080F9E68 - Slot 1 Attack Variable 080F9E8C - Slot 2 Attack Variable 080F9EA0 - Slot 3 Attack Variable 080F9EC4 - Slot 4 Attack Variable 080F9ED8 - Slot 5 Attack Variable
Dustman: 080FAEC0 - Slot 0 Attack Variable 080FAEE0 - Slot 1 Attack Variable 080FAF08 - Slot 2 Attack Variable 080FAF2C - Slot 3 Attack Variable 080FAF40 - Slot 4 Attack Variable
Protoman: 080FBD00 - Slot 0 Attack Variable 080FBD14 - Slot 1 Attack Variable 080FBD28 - Slot 2 Attack Variable 080FBD3C - Slot 3 Attack Variable 080FBD50 - Slot 4 Attack Variable 080FBD64 - Slot 5 Attack Variable
Blastman 080FD298 - Slot 0 Attack Variable 080FD2BC - Slot 1 Attack Variable 080FD2E0 - Slot 2 Attack Variable 080FD2F4 - Slot 3 Attack Variable
Diveman 080FDF5C - Slot 0 Attack Variable 080FDF94 - Slot 1 Attack Variable 080FDFA8 - Slot 2 Attack Variable 080FDFCC - Slot 3 Attack Variable
Circusman ???
Judgeman 080FFA74 - Slot 0 Attack Variable 080FFA88 - Slot 1 Attack Variable 080FFA9C - Slot 2 Attack Variable 080FFAC0 - Slot 3 Attack Variable 080FFAD4 - Slot ? Attack Variable 080FFAE8 - Slot ? Attack Variable
Elementman (0810039C - Number of spaces Elementman moves before attacking) 08100408 - Slot 0 Attack Variable 0810041C - Slot 1 Attack Variable 08100440 - Slot 2 Attack Variable 0810044C - Slot 3 Attack Variable 08100464 - Slot 4 Attack Variable 0810047C - Slot 5 Attack Variable 081004A0 - Slot 6 Attack Variable
Colonel 08101494 - Slot 0 Attack Variable 081014A8 - Slot 1 Attack Variable 081014BC - Slot 2 Attack Variable 081014D0 - Slot 3 Attack Variable 081014E4 - Slot 4 Attack Variable
Gregar 08103E64 - Slot 0 Attack Variable 08103EA0 - Slot 1 Attack Variable 08103ED8 - Slot 2 Attack Variable 08103F24 - Slot 3 Attack Variable 08103F4C - Slot 4 Attack Variable
Falzar 08105658 - Slot 0 Attack Variable 08105694 - Slot 1 Attack Variable 081056D0 - Slot 2 Attack Variable 08105708 - Slot 3 Attack Variable 08105740 - Slot 4 Attack Variable 08105768 - Slot 5 Attack Variable
GBeast 08106AA4 - Slot 0 Attack Variable 08106AB8 - Slot 1 Attack Variable 08106AE0 - Slot 2 Attack Variable 08106AF4 - Slot 2 Attack Variable 2 08106B1C - Slot 3 Attack Variable 1 08106B3C - Slot 3 Attack Variable 2 08106B54 - Slot 4 Attack Variable 1 08106B74 - Slot 4 Attack Variable 2 Slot 5?
FBeast 08107EE0 - Slot 0 Attack Variable 08107EF8 - Slot 1 Attack Variable 08107F0C - Slot 2 Attack Variable 08107F20 - Slot 3 Attack Variable 08107F40 - Slot 4 Attack Variable 08107F58 - Slot 5 Attack Variable
BN4 Chip Stuff: BN4 Hacks:
Chip Name List Part 1: BM: 747CCC RS: 7481D8
Chip Name List Part 2: BM: 748708 RS: 748C14 Array of relative pointers as header
Chip Description: BM: 74C674 RS: 74CBE4
Enemy Name List: BM: 74A274 RS: 74A780
Chip Data (start of first chip): BM: 197F0 RS: 197F0
Each chip data is 2C bytes
First 4 bytes - Chip Codes 00 - A 1A - *
PAs: BM: 6E9208 RS: 6E9714
Some random stuff: Air Spin Part 1: EDCDD-EDD5C Gregar: Part 1: EF01D Part 2: EF09D
Subchip Buy Increment 0801BE7A
Time it takes from when mega's animation begins, to when the airspin thing comes out Falzar: 080EDCF6 Gregar: 080ED036\
0800B13C - how much fullcust fills by (32-Bit) *** 080141A0 - default cust gauge speed 080E23F8 - Speed of fastgauge 080E23F0 - Speed of slowgauge Arrow: cursor x-pos 080E247C cursor y-ops 080E247E
Enjoy.
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