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GameDataStruct.txt
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28 lines (27 loc) · 1.68 KB
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FE8U
Battle Map Game State, Located at 0202BCB0 (FE8U):
+00 | byte | Main loop ended flag
+01 | byte | Proc tree #2 lock count (Proc tree #2 will be skipped if this is non 0)
+02 | byte | Battle map gfx lock count (non zero means that map sprites and weather effects don't get updated)
+04 | byte | Battle Map State bitfield
& 0x01 : something related to map displaying
& 0x02 : cursor movement gets blocked by movement range edge
& 0x04 : cursor movement sound played this frame (this is to make it play every other frame, I think)
& 0x08 : danger zone? viewing attack range?
& 0x10 : prep screen
& 0x20 : something related to sound not playing during battle?
& 0x40 : When set, prevents things like gaining wexp, leveling up or recieving support bonuses (Link Arena Flag Maybe?)
& 0x80 :
+06 | short | VerticalCounter (IOReg:04000006) state at the end of the last main loop iteration
+0C | word | (2 shorts) camera position from top-left of the map (in pixels)
+10 | word | ??
+14 | word | (2 shorts) cursor position from top-left of the map (in tiles)
+18 | word | (2 shorts) previous cursor position
+1C | word | (2 shorts) Another Real Camera Pos?
+20 | word | (2 shorts) cursor display position from top-left of the map (in pixels)
+24 | word | (2 shorts) Some Real Camera *Offset* (Used When Setting Up Backgrounds)
+3D | byte | partial actions taken bitfield (actions that do not end the user's turn, but disallow cancel
& 0x01: take/give action taken
& 0x02: trade action taken
& 0x04: supply action taken
& 0x08: ride/exit ballista action taken