More struct data
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@ -10,13 +10,13 @@ character_battle_sprite_layouts 0x14B997 /btl/ff5_btl.bin 0x028997 11 of 6 of u8
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character_battle_sprite_disabled_palette 0x00F867 /mnu/memsave.bin 0x000034 Palette16Of555
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character_battle_sprite_stone_palette 0x00F807 N/A N/A Palette16Of555 Also 0x199835
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tiles_fist 0x11D710 /btl/ff5_btl.bin 0x021D10 TileSNES3bpp Also /mnu/men_bin.eng:0x00D910
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tbl_weapons 0x110000 128 of 12 of u8 length 0x600
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tbl_armors 0x110600 96 of 12 of u8 length 0x480
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tbl_items 0x110A80 32 of 8 of u8 length 0x100
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tbl_magic 0x110B80 256 of 8 of u8 length 0x800
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tbl_weapons 0x110000 128 of WeaponData length 0x600
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tbl_armors 0x110600 96 of ArmorData length 0x480
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tbl_items 0x110A80 32 of ItemData length 0x100
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tbl_magic 0x110B80 256 of MagicData length 0x800
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tbl_equip_types 0x112480 64 of 4 of u8 length 0x100 - Item Equipment type definitions (64x4 bytes, 2B weapon, 2B armor)
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tbl_armors_elem_def 0x112580 64 of 5 of u8 length 0x140 - Item Armor Element defense 64x(5B - absorb, evade, immunity, half, weakness)
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tbl_armors_status 0x1126C0 64 of 7 of u8 length 0x1C0 - Item Armor Status defense 64x(7B - 4B Initial, 3B Immune)
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tbl_armors_elem_def 0x112580 64 of ElemDef length 0x140 - Item Armor Element defense 64x(5B - absorb, evade, immunity, half, weakness)
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tbl_armors_status 0x1126C0 64 of StatusEffect length 0x1C0 - Item Armor Status defense 64x(7B - 4B Initial, 3B Immune)
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tbl_prices_items 0x112A00 256 of ItemCost length 0x200
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tbl_prices_magic 0x112C00 128 of ItemCost length 0x100
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tbl_charlevels_exp 0x115000 99 of u24
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@ -0,0 +1,117 @@
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struct AttackType
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u1 is_blue_magic
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u1 is_white_magic
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u1 is_black_magic
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u1 is_dimension_magic
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u1 is_summon
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u1 is_sound
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u1 is_longrange
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u1 is_physical
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struct AttackProperties
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u2 action_delay
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u1 roulette
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u1 target_enemy_by_default
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u1 can_target_either_side
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u1 can_select_target
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u1 always_target_all
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u1 can_target_all
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struct WeaponData
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AttackProperties attack_properties
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AttackType attack_type
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u6 item_type
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u1 is_unthrowable
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u1 byte_2_leftover
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EquipStatBonus bonus
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u6 description
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u1 can_double_grip
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u1 only_double_grip
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u1 is_wonder_rod
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u1 is_action_on_use
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u1 can_magic_sword
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u1 is_action_on_hit
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u1 is_5.4
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u1 is_initiative
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u1 is_knife_parry
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u1 is_sword_parry
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u7 spell_cast
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u1 is_break_after_use
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u8 attack_power
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u7 attack_effect
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u1 byte_8_leftover
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u8 param0 # accuracy_percent for sub-100 weapons, crit rate on katanas, element on Flametongue/Icebrand/Excalibur/AirKnife/Trident/WindSpear
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u8 param1 # on_hit_effect_percent for weapons that cast actions on hit, also Rune weapons bonus attack power
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u8 param2 # action_on_hit for weapons that cast actions on hit, Also Rune weapons 5 mana cost on attack, also element of attack for rods
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struct ArmorData
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u8 slot # b0 - 0x01 acc, 0x02 body, 0x04 head, 0x08 shield, 0xF0 unused
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u8 weight # b1
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u6 item_type
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u1 is_unthrowable
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u1 byte_2_leftover
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EquipStatBonus bonus # b3
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u6 description # b4
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u2 byte_4_leftovers
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u1 is_improve_catch # b5
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u1 is_become_undead
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u1 is_improve_dance
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u1 is_halve_mp_cost
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u1 is_improve_steal
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u1 is_improve_brawl
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u1 is_elf_cape_dodge
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u1 is_block_all_magic # b5
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u8 evasion # b6
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u8 defense
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u8 m_evasion
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u8 m_def # b9
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u8 elem_effect # b10 - 01 ½ lightning, 02 ½ all, 03 immune poison damage, 04 absorb fire+immune ice+weak water, 05 absorb water+immune fire+weak lightning, 06 Bone Mail (absorb poison, halve ice, weak fire/holy), 07 absorb fire, 08 absorb ice
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u8 status_effect # b11 - 01 auto-regen, 02 auto-doom, 03 auto-haste + immune slow/stop/paralyse/sleep, 04 immune petrify, 05 Ribbon, 06 immune confuse, 07 immune silence, 08 immune blind, 09 immune poison, 0A bone mail, 0B auto-reflect, 0C immune mini, 0D immune old/zombie, 0E auto-sap + immune sleep, 0F auto-blink, 10 immune mini/paralyse, 11 immune confuse/mini, 12 immune confuse/toad, 13 immune toad/paralyse
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struct ItemData
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AttackProperties attack_properties
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u8 attack_type
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u1 unk0
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u1 is_unmixable
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u1 unk1
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u1 is_magic_lamp
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u1 is_undrinkable
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u1 is_unusable_in_battle
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u1 is_unthrowable
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u1 unk2
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u6 description # b3
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u2 byte_3_leftovers
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u7 attack_formula
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u1 is_unavoidable
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u8 param_0
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u8 param_1
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u8 param_2
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struct MagicData
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AttackProperties attack_properties
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u8 attack_type
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u4 meteo_extra_hits
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u2 unk
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u1 is_learnable
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u1 is_monster_bit
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u7 mp_cost
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u1 is_unreflectable
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u7 attack_formula
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u1 is_unavoidable
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u8 param_0
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u8 param_1
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u8 param_2
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struct ElemDef
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u8 absorb
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u8 evade
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u8 immune
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u8 half
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u8 weak
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struct StatusEffect
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4 of u8 initial
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3 of u8 immune
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Can't render this file because it has a wrong number of fields in line 43.
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@ -31,7 +31,7 @@ func load_snes_rom(filename: String):
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MapLoader.load_snes_rom(rom_snes)
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StringLoader.load_snes_rom(rom_snes, true)
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# Don't do this concurrently, avoid file pointer conflicts
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var _thread_error = thread.start(SoundLoader, 'parse_rom', rom_snes)
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#var _thread_error = thread.start(SoundLoader, 'parse_rom', rom_snes)
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# Can concurrently work with the preloaded StreamPeerBuffer though
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for key in Common.SNES_PSX_addresses:
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var d = Common.SNES_PSX_addresses[key]
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@ -69,8 +69,29 @@ func _ready():
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structdefs.merge(STRUCT.get_base_structarraytypes())
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structdefs.merge(STRUCT_SNES.get_structtypes())
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STRUCT.parse_struct_definitions_from_tsv_filename('res://data/SNES_save.tsv', structdefs)
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STRUCT.parse_struct_definitions_from_tsv_filename('res://data/SNES_other.tsv', structdefs)
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var _error := psx_productcode_regex.compile('(S[A-Z]{3}_\\d{3}\\.\\d{2});(\\d)')
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load_snes_rom(ROM_filename)
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# Debugging breakpoint
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for i in 128:
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var weapon = snes_data.tbl_weapons[i]
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if weapon.byte_2_leftover:
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print('Weapon %d ($%02X) has byte_2_leftover set' % [i, i])
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if weapon.byte_8_leftover:
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print('Weapon %d ($%02X) has byte_8_leftover set' % [i, i])
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if weapon['is_5.4']:
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print('Weapon %d ($%02X) has 5.4 set' % [i, i])
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for i in 96:
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var armor = snes_data.tbl_armors[i]
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if armor.byte_0_leftover:
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print('Armor %d ($%02X) "%s" has byte_0_leftover set' % [i, i, StringLoader.tables.items[i+0x80]])
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if armor.byte_4_leftovers:
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print('Armor %d ($%02X) "%s" has byte_4_leftovers set' % [i, i, StringLoader.tables.items[i+0x80]])
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if armor.byte_2_leftovers:
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print('Armor %d ($%02X) "%s" has byte_2_leftovers set to %d ($%02X)' % [i, i, StringLoader.tables.items[i+0x80], armor.byte_2_leftovers, armor.byte_2_leftovers])
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if armor.gear_special:
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print('Armor %d ($%02X) "%s" has gear_special set to %d ($%02X)' % [i, i, StringLoader.tables.items[i+0x80], armor.gear_special, armor.gear_special])
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pass
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func _exit_tree() -> void:
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thread.wait_to_finish()
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@ -53,6 +53,47 @@ class ItemCost extends STRUCT.StructType:
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var sell_price := -1 if not is_sellable else (5 if is_sellprice_5gil else buy_price/2)
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return {'buy_price': buy_price, 'sell_price': sell_price}
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# Unions aren't covered by my DSL yet
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class EquipStatBonus extends STRUCT.StructType:
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static func get_stat_bonuses(affected_stats: int, bonus: int, base: int = 0) -> Dictionary:
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var stats := {Common.STAT_STR: base, Common.STAT_SPD: base, Common.STAT_VIT: base, Common.STAT_MAG: base}
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if affected_stats & 0x1:
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stats[Common.STAT_MAG] += bonus
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if affected_stats & 0x2:
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stats[Common.STAT_VIT] += bonus
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if affected_stats & 0x4:
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stats[Common.STAT_SPD] += bonus
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if affected_stats & 0x8:
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stats[Common.STAT_STR] += bonus
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return stats
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func get_value(buffer: StreamPeer, leftover_bits: Array):
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var b0 := buffer.get_u8()
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var is_stat_bonus = b0 >> 7
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if is_stat_bonus:
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var affected_stats := (b0 >> 3) & 0x0F # "0" maryoku, "1": tairyoku, "2": subayasa, "3": chikara
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var stats := [{}, {}]
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var bonus := b0 & 0x07
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match bonus:
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0:
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return get_stat_bonuses(affected_stats, 1)
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1:
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return get_stat_bonuses(affected_stats, 2)
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2:
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return get_stat_bonuses(affected_stats, 3)
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3: # unused? "+1/-1/+1/-1"
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return {Common.STAT_STR: 1, Common.STAT_SPD: -1, Common.STAT_VIT: 1, Common.STAT_MAG: -1}
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4: # unused? "-1 (to unselected stats)"
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return get_stat_bonuses(affected_stats, 1, -1)
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5: # Giant's Glove: +5 -5 +5 -5
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return {Common.STAT_STR: 5, Common.STAT_SPD: -5, Common.STAT_VIT: 5, Common.STAT_MAG: -5}
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6: # Bone Mail: -5 to unselected stats
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return get_stat_bonuses(affected_stats, 5, -5)
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7:
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return get_stat_bonuses(affected_stats, 5)
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else: # is Element bitfield
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return {'elemental_bonus': b0 & 0x7F}
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static func get_structtypes() -> Dictionary:
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return {
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'TileSNESMode7': TileSNESMode7.new(),
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@ -65,4 +106,5 @@ static func get_structtypes() -> Dictionary:
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'Palette16Of555': PaletteOf555.new(16),
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'Palette128Of555': PaletteOf555.new(128),
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'ItemCost': ItemCost.new(),
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'EquipStatBonus': EquipStatBonus.new(),
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}
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@ -6,6 +6,20 @@ var last_resolution_pre_shrink := Vector2.ZERO
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var SNES_PSX_addresses := load_tsv('res://data/SNES_PSX_addresses.tsv')
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# Canonicalize english stat names within the codebase
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# This is based off of FF8, and is more or less RPGe but with Speed instead of Agility
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# I don't like Vigor or Stamina, Agility could go either way but I side with FF8 and FF9 rather than FF10
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enum {
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STAT_STRENGTH = 0,
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STAT_STR = 0,
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STAT_SPEED = 1,
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STAT_SPD = 1,
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STAT_VITALITY = 2,
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STAT_VIT = 2,
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STAT_MAGIC = 3,
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STAT_MAG = 3,
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}
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static func eval(expression: String):
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var ex = Expression.new()
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match ex.parse(expression):
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