More struct data

This commit is contained in:
Luke Hubmayer-Werner 2023-08-07 19:34:46 +09:30
parent e9cf2c112e
commit 3a35eb73f0
5 changed files with 201 additions and 7 deletions

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@ -10,13 +10,13 @@ character_battle_sprite_layouts 0x14B997 /btl/ff5_btl.bin 0x028997 11 of 6 of u8
character_battle_sprite_disabled_palette 0x00F867 /mnu/memsave.bin 0x000034 Palette16Of555
character_battle_sprite_stone_palette 0x00F807 N/A N/A Palette16Of555 Also 0x199835
tiles_fist 0x11D710 /btl/ff5_btl.bin 0x021D10 TileSNES3bpp Also /mnu/men_bin.eng:0x00D910
tbl_weapons 0x110000 128 of 12 of u8 length 0x600
tbl_armors 0x110600 96 of 12 of u8 length 0x480
tbl_items 0x110A80 32 of 8 of u8 length 0x100
tbl_magic 0x110B80 256 of 8 of u8 length 0x800
tbl_weapons 0x110000 128 of WeaponData length 0x600
tbl_armors 0x110600 96 of ArmorData length 0x480
tbl_items 0x110A80 32 of ItemData length 0x100
tbl_magic 0x110B80 256 of MagicData length 0x800
tbl_equip_types 0x112480 64 of 4 of u8 length 0x100 - Item Equipment type definitions (64x4 bytes, 2B weapon, 2B armor)
tbl_armors_elem_def 0x112580 64 of 5 of u8 length 0x140 - Item Armor Element defense 64x(5B - absorb, evade, immunity, half, weakness)
tbl_armors_status 0x1126C0 64 of 7 of u8 length 0x1C0 - Item Armor Status defense 64x(7B - 4B Initial, 3B Immune)
tbl_armors_elem_def 0x112580 64 of ElemDef length 0x140 - Item Armor Element defense 64x(5B - absorb, evade, immunity, half, weakness)
tbl_armors_status 0x1126C0 64 of StatusEffect length 0x1C0 - Item Armor Status defense 64x(7B - 4B Initial, 3B Immune)
tbl_prices_items 0x112A00 256 of ItemCost length 0x200
tbl_prices_magic 0x112C00 128 of ItemCost length 0x100
tbl_charlevels_exp 0x115000 99 of u24

1 Label SNES PSX_file PSX_offset format Comment
10 character_battle_sprite_disabled_palette 0x00F867 /mnu/memsave.bin 0x000034 Palette16Of555
11 character_battle_sprite_stone_palette 0x00F807 N/A N/A Palette16Of555 Also 0x199835
12 tiles_fist 0x11D710 /btl/ff5_btl.bin 0x021D10 TileSNES3bpp Also /mnu/men_bin.eng:0x00D910
13 tbl_weapons 0x110000 128 of 12 of u8 128 of WeaponData length 0x600
14 tbl_armors 0x110600 96 of 12 of u8 96 of ArmorData length 0x480
15 tbl_items 0x110A80 32 of 8 of u8 32 of ItemData length 0x100
16 tbl_magic 0x110B80 256 of 8 of u8 256 of MagicData length 0x800
17 tbl_equip_types 0x112480 64 of 4 of u8 length 0x100 - Item Equipment type definitions (64x4 bytes, 2B weapon, 2B armor)
18 tbl_armors_elem_def 0x112580 64 of 5 of u8 64 of ElemDef length 0x140 - Item Armor Element defense 64x(5B - absorb, evade, immunity, half, weakness)
19 tbl_armors_status 0x1126C0 64 of 7 of u8 64 of StatusEffect length 0x1C0 - Item Armor Status defense 64x(7B - 4B Initial, 3B Immune)
20 tbl_prices_items 0x112A00 256 of ItemCost length 0x200
21 tbl_prices_magic 0x112C00 128 of ItemCost length 0x100
22 tbl_charlevels_exp 0x115000 99 of u24

117
data/SNES_other.tsv Normal file
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@ -0,0 +1,117 @@
struct AttackType
u1 is_blue_magic
u1 is_white_magic
u1 is_black_magic
u1 is_dimension_magic
u1 is_summon
u1 is_sound
u1 is_longrange
u1 is_physical
struct AttackProperties
u2 action_delay
u1 roulette
u1 target_enemy_by_default
u1 can_target_either_side
u1 can_select_target
u1 always_target_all
u1 can_target_all
struct WeaponData
AttackProperties attack_properties
AttackType attack_type
u6 item_type
u1 is_unthrowable
u1 byte_2_leftover
EquipStatBonus bonus
u6 description
u1 can_double_grip
u1 only_double_grip
u1 is_wonder_rod
u1 is_action_on_use
u1 can_magic_sword
u1 is_action_on_hit
u1 is_5.4
u1 is_initiative
u1 is_knife_parry
u1 is_sword_parry
u7 spell_cast
u1 is_break_after_use
u8 attack_power
u7 attack_effect
u1 byte_8_leftover
u8 param0 # accuracy_percent for sub-100 weapons, crit rate on katanas, element on Flametongue/Icebrand/Excalibur/AirKnife/Trident/WindSpear
u8 param1 # on_hit_effect_percent for weapons that cast actions on hit, also Rune weapons bonus attack power
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
struct ArmorData
u8 slot # b0 - 0x01 acc, 0x02 body, 0x04 head, 0x08 shield, 0xF0 unused
u8 weight # b1
u6 item_type
u1 is_unthrowable
u1 byte_2_leftover
EquipStatBonus bonus # b3
u6 description # b4
u2 byte_4_leftovers
u1 is_improve_catch # b5
u1 is_become_undead
u1 is_improve_dance
u1 is_halve_mp_cost
u1 is_improve_steal
u1 is_improve_brawl
u1 is_elf_cape_dodge
u1 is_block_all_magic # b5
u8 evasion # b6
u8 defense
u8 m_evasion
u8 m_def # b9
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
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
struct ItemData
AttackProperties attack_properties
u8 attack_type
u1 unk0
u1 is_unmixable
u1 unk1
u1 is_magic_lamp
u1 is_undrinkable
u1 is_unusable_in_battle
u1 is_unthrowable
u1 unk2
u6 description # b3
u2 byte_3_leftovers
u7 attack_formula
u1 is_unavoidable
u8 param_0
u8 param_1
u8 param_2
struct MagicData
AttackProperties attack_properties
u8 attack_type
u4 meteo_extra_hits
u2 unk
u1 is_learnable
u1 is_monster_bit
u7 mp_cost
u1 is_unreflectable
u7 attack_formula
u1 is_unavoidable
u8 param_0
u8 param_1
u8 param_2
struct ElemDef
u8 absorb
u8 evade
u8 immune
u8 half
u8 weak
struct StatusEffect
4 of u8 initial
3 of u8 immune
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):
MapLoader.load_snes_rom(rom_snes)
StringLoader.load_snes_rom(rom_snes, true)
# Don't do this concurrently, avoid file pointer conflicts
var _thread_error = thread.start(SoundLoader, 'parse_rom', rom_snes)
#var _thread_error = thread.start(SoundLoader, 'parse_rom', rom_snes)
# Can concurrently work with the preloaded StreamPeerBuffer though
for key in Common.SNES_PSX_addresses:
var d = Common.SNES_PSX_addresses[key]
@ -69,8 +69,29 @@ func _ready():
structdefs.merge(STRUCT.get_base_structarraytypes())
structdefs.merge(STRUCT_SNES.get_structtypes())
STRUCT.parse_struct_definitions_from_tsv_filename('res://data/SNES_save.tsv', structdefs)
STRUCT.parse_struct_definitions_from_tsv_filename('res://data/SNES_other.tsv', structdefs)
var _error := psx_productcode_regex.compile('(S[A-Z]{3}_\\d{3}\\.\\d{2});(\\d)')
load_snes_rom(ROM_filename)
# Debugging breakpoint
for i in 128:
var weapon = snes_data.tbl_weapons[i]
if weapon.byte_2_leftover:
print('Weapon %d ($%02X) has byte_2_leftover set' % [i, i])
if weapon.byte_8_leftover:
print('Weapon %d ($%02X) has byte_8_leftover set' % [i, i])
if weapon['is_5.4']:
print('Weapon %d ($%02X) has 5.4 set' % [i, i])
for i in 96:
var armor = snes_data.tbl_armors[i]
if armor.byte_0_leftover:
print('Armor %d ($%02X) "%s" has byte_0_leftover set' % [i, i, StringLoader.tables.items[i+0x80]])
if armor.byte_4_leftovers:
print('Armor %d ($%02X) "%s" has byte_4_leftovers set' % [i, i, StringLoader.tables.items[i+0x80]])
if armor.byte_2_leftovers:
print('Armor %d ($%02X) "%s" has byte_2_leftovers set to %d ($%02X)' % [i, i, StringLoader.tables.items[i+0x80], armor.byte_2_leftovers, armor.byte_2_leftovers])
if armor.gear_special:
print('Armor %d ($%02X) "%s" has gear_special set to %d ($%02X)' % [i, i, StringLoader.tables.items[i+0x80], armor.gear_special, armor.gear_special])
pass
func _exit_tree() -> void:
thread.wait_to_finish()

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@ -53,6 +53,47 @@ class ItemCost extends STRUCT.StructType:
var sell_price := -1 if not is_sellable else (5 if is_sellprice_5gil else buy_price/2)
return {'buy_price': buy_price, 'sell_price': sell_price}
# Unions aren't covered by my DSL yet
class EquipStatBonus extends STRUCT.StructType:
static func get_stat_bonuses(affected_stats: int, bonus: int, base: int = 0) -> Dictionary:
var stats := {Common.STAT_STR: base, Common.STAT_SPD: base, Common.STAT_VIT: base, Common.STAT_MAG: base}
if affected_stats & 0x1:
stats[Common.STAT_MAG] += bonus
if affected_stats & 0x2:
stats[Common.STAT_VIT] += bonus
if affected_stats & 0x4:
stats[Common.STAT_SPD] += bonus
if affected_stats & 0x8:
stats[Common.STAT_STR] += bonus
return stats
func get_value(buffer: StreamPeer, leftover_bits: Array):
var b0 := buffer.get_u8()
var is_stat_bonus = b0 >> 7
if is_stat_bonus:
var affected_stats := (b0 >> 3) & 0x0F # "0" maryoku, "1": tairyoku, "2": subayasa, "3": chikara
var stats := [{}, {}]
var bonus := b0 & 0x07
match bonus:
0:
return get_stat_bonuses(affected_stats, 1)
1:
return get_stat_bonuses(affected_stats, 2)
2:
return get_stat_bonuses(affected_stats, 3)
3: # unused? "+1/-1/+1/-1"
return {Common.STAT_STR: 1, Common.STAT_SPD: -1, Common.STAT_VIT: 1, Common.STAT_MAG: -1}
4: # unused? "-1 (to unselected stats)"
return get_stat_bonuses(affected_stats, 1, -1)
5: # Giant's Glove: +5 -5 +5 -5
return {Common.STAT_STR: 5, Common.STAT_SPD: -5, Common.STAT_VIT: 5, Common.STAT_MAG: -5}
6: # Bone Mail: -5 to unselected stats
return get_stat_bonuses(affected_stats, 5, -5)
7:
return get_stat_bonuses(affected_stats, 5)
else: # is Element bitfield
return {'elemental_bonus': b0 & 0x7F}
static func get_structtypes() -> Dictionary:
return {
'TileSNESMode7': TileSNESMode7.new(),
@ -65,4 +106,5 @@ static func get_structtypes() -> Dictionary:
'Palette16Of555': PaletteOf555.new(16),
'Palette128Of555': PaletteOf555.new(128),
'ItemCost': ItemCost.new(),
'EquipStatBonus': EquipStatBonus.new(),
}

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@ -6,6 +6,20 @@ var last_resolution_pre_shrink := Vector2.ZERO
var SNES_PSX_addresses := load_tsv('res://data/SNES_PSX_addresses.tsv')
# Canonicalize english stat names within the codebase
# This is based off of FF8, and is more or less RPGe but with Speed instead of Agility
# I don't like Vigor or Stamina, Agility could go either way but I side with FF8 and FF9 rather than FF10
enum {
STAT_STRENGTH = 0,
STAT_STR = 0,
STAT_SPEED = 1,
STAT_SPD = 1,
STAT_VITALITY = 2,
STAT_VIT = 2,
STAT_MAGIC = 3,
STAT_MAG = 3,
}
static func eval(expression: String):
var ex = Expression.new()
match ex.parse(expression):