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Master Knight DH
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PostSubject: GBW3 hacking info   Sun Jul 05, 2009 7:02 pm

I'm looking through the unaltered ROM to see what is stored where. (This is incomplete. But I'm posting to keep this intel safe.)

*Promotions: 48A0F to 48A42 (52 bytes)

*Units (48AAD to 49255)
--First 10 values - characters (name)
--11th value - HP (yep, confirmed with hacking, always set to 10 anyway)
--12th value - Max Fuel
--13th value - Movement Power
--14th value - Loading Limit
--15th value - ? (seems to affect the AI's behavior regarding that unit; I'm not sure)
--16th value - Daily Fuel Lost (applies to air units)
--17th & 18th values - Gold Cost in increments of 100
--19th and 20th values - Materials Cost
--21st value - Weapon 1
--22nd value - Weapon 1 Ammo
--23rd value - Weapon 2
--24th value - Weapon 2 Ammo
--25th value - Unit Category (00 = Armor, 01 = Unarmored, 02 = Air, 03 = Ship, 04 = Submarine)
--26th value - Movement Type (Attacker B gets its own, even though it has the exact same Movement abilities as other planes)
--27th value - Loading Ability (01 = Infantry, 02 = Unarmored, 03 = Air, 04 = Land)
--28th, 29th, and 30th values - Allowed Loading
--Values 31 through 35 - Defense ratings (Armor, Unarmored, Air, Ship, Submarine in that order)
--36th value - base Initiative
--37th value - Initiative lost for each space of movement

*Weapon addresses: 49298 to 494A7 (16 bytes per weapon)
--First 8 values (8-F) - characters (name)
--9th value (10) - minimum range
--10th value (11) - maximum range
--11th value (12) - Armor ATK
--12th value (13) - Unarmored ATK
--13th value (14) - Air ATK
--14th value (15) - Ship ATK
--15th value (16) - Sub ATK
--16th value (17) - cost (Gold)
-Weapons:
--4929/492A - blank
--492A/492B - none
--492B/492C - Machine Gun B
--492C/492D - Machine Gun A
--492D/492E - Gatling Gun B
--492E/492F - Gatling Gun B-4
--492F/4930 - Gatling Gun A
--4930/4931 - Gatling Gun S
--4931/4932 - Grenade
--4932/4933 - Tank Cannon B
--4933/4934 - Tank Cannon A
--4934/4935 - Tank Cannon S
--4935/4936 - Artillery Cannon B
--4936/4937 - Artillery Cannon A
--4937/4938 - Rockets B
--4938/4939 - Rockets A
--4939/493A - Anti-Tank Missile B
--493A/493B - Anti-Tank Missile A
--493B/493C - Bomb
--493C/493D - Anti-City Missile
--493D/493E - Anti-City Bomb
--493E/493F - Surface-To-Air Missile B
--493F/4940 - Surface-To-Air Missile A
--4940/4941 - Surface-To-Air Missile S
--4941/4942 - Air-To-Air Missile B
--4942/4943 - Air-To-Air Missile A
--4943/4944 - Air-To-Air Missile S (unused, most likely intended for the Fighter S)
--4944/4945 - Anti-Ship Missile
--4945/4946 - Direct Torpedo
--4946/4947 - Torpedo
--4947/4948 - Supplies
--4948/4949 - Materials (no room for listing Materials price of 1)
--4949/494A - Air-To-Surface Missile

*Movement Cost addresses: 494C6 to 4961E (23 bytes per Movement Type)
--Terrain order (my guesses anyway): blank, Capital, City, Ruined City, Factory, Ruined Factory, Airport, Ruined Airport, Simple Airport, Harbor, Ruined Harbor, Communications Tower, Plains, Road, Bridge, ? (Lander, maybe?), Mountain, Forest, Wasteland, Desert, River, Sea, Beach
--Movement Types in order: Infantry, Commando, Low Gear Tire, High Gear Tire, Buggy, Humvee, Armor, River-Crossing Armor, Air, Attacker B, Helicopter, Lander, Ship, ?, ?

*Text (names, mostly Katakana anyway, most are guesses but should be right):
-01 - WO
-02-06 - no consonant
-07-0B - K
-0C-10 - S
-11-15 - T
-16-1A - N
-1B-1F - H
-20-24 - M
-25-27 - Y
-28-2C - R
-2D - WA
-2E - N'
-2F-33 - G
-34-38 - Z
-39-3D - D
-3E-42 - B
-43-47 - P
-48-4C - small vowel
-4D-4F - small Y
-50 - small TSU
-51 - long dash
-52 - empty
-53 - period
-54 - short dash
-55 to 60 - empty
-61 - dot
-62 - left arrow
-63 - right arrow
-64 - down arrow
-65 - up arrow
-66 - music note
-67 - Tic-Tac-Toe O
-68 - ~
-69 - heart symbol
-6A - Tic-Tac-Toe X
-6B - multiplication X
-6C - JP opening quote mark
-6D - |
-6E - JP closing quote mark
-6F - backwards slash
-70 - (overscore?)
-71 - space
-72 - exclamation mark
-73 - EN quote mark
-74 - number symbol
-75 - EN dollar sign
-76 - percentage symbol
-77 - ampersand
-78 - apostrophe
-79 and 7A - parentheses
-7B - multiplication symbol
-7C - addition symbol
-7D - comma
-7E - long dash
-7F - period
-80 - space
-81 to 8A - numbers
-8B-A4 - English alphabet, upper case
-A5 - period
-A6 - slash
-A7 - dash
-A8 - dash

*Property names - 319B4 to 319FA - 71 bytes
*Terrain names - 3CFBE to 3D02A - 108 bytes
*Medal names - 51FED to 52148 - 348 bytes
*Medal descriptions - 52149 to 52322 (hidden Medal is 52323 to 52330) - 474 bytes (14 bytes for hidden medal)
*Beginner/Standard Mode Mission Specs - 94BCB to 95C14 (Mission specs for Standard is 95BE0 to 95C14) - 4170 bytes (36 bytes for Standard)
*Unit Category text - 95E49 to 95E7A - 50 bytes
*Individual unit information - C993C to CAFE2 - 9899 bytes
*Campaign mission slow victory text - CC000 to CCF39 - 3898 bytes
*Campaign mission intel text - CCF3A to CE714 - 6107 bytes
*Campaign mission defeat text - CE715 to CE76E - 90 bytes
*Campaign mission victory text - CE76F to CF45E - 3552 bytes

Map data starting point:
*Demo 02 (plays if left on the title screen long enough the second time) - A4000
*Ball Island (S1) - A41F2
*Practice 1 - B066F
*Practice 2 - B082E
*Practice 3 - B09F9
*Practice 4 - B0BCA
*Practice 5 - B0D98
*Practice 6 - B0F5A
*Practice 7 - B1125
*Practice 8 - B12EA
*Practice 9 - B14B2
*Practice 10 - B167A
*Practice 11 - B1842
*Practice 12 - B1A0D
*Practice 13 - B1BDB
*Practice 14 - B1DA3
*Practice 15 - B1F6B
*Practice 16 - B2133 (to B2303)
*Tirage Peninsula (C1) - B4000
*Nidohegun Island Plan A (C45) - BF394 (to BFA70)

The name is after the first 32 bytes. The last 2 numbers before the data for the terrain are the map size. Then after that, the next x numbers where x is the product of the 7th and 8th numbers is the terrain data from left to right then top to bottom. If there isn't an FF immediately, there should be a multiple of 3 numbers, 3 for each predeployed unit: the first one to determine X coordinates (from the leftmost column), the second to determine Y coordinates (from the topmost row), and the third to determine which unit it is (divide by 2, rounding down to determine which unit it is, and the remainder is for which side; even numbered units will be Red Star while odd numbered ones will be White Moon)

Terrain:
*Red Star HQ - 01
*Red Star City - 02
*Red Star Factory - 04
*Red Star Airport - 06
*White Moon HQ - 0C
*White Moon Factory - 0F
*Neutral City - 17
*Neutral Factory - 19
*Ruined Factory - 1A
*Plains - 20
*Road - 21
*Mountain - 24
*Forest - 25
*Wasteland - 26
*Desert - 27
*River - 28
*Sea - 29
*Beach - 2A

Text (dialogue):
00 - stop
01 - new line
10 - dot
11 - left arrow
12 - right arrow
13 - down arrow
14 - up arrow
15 - music note
16 - Tic-Tac-Toe O
17 - ~
18 - heart symbol
19 - Tic-Tac-Toe X
1A - small Tic-Tac-Toe X
1B - JP opening quote mark
1C - |
1D - JP closing quote mark
1E - backwards slash
1F - (overscore?)
20 - space
21 - exclamation mark
22 - English quote mark
23 - number symbol
24 - English dollar symbol
25 - percent symbol
26 - ampersand
27 - apostrophe
28 and 29 - parentheses
2A - multiplication symbol
2B - plus symbol
2C - comma
2D - dash
2E - period
2F - slash (BL to UR)
30 to 39 - numbers
3A - colon
3B - semi-colon
3C - less than sign
3D - equal sign
3E - greater than sign
3F - question mark
41 to 5A - English alphabet (capital letters)
5B - opening bracket
5C - Yen symbol
5D - closing bracket
5E - ^
5F - underscore

JP Text (dialogue):
60 - wo
61-65 - no consonant
66-6A - k
6B-6F - s
70-74 - t
75-79 - n
7A-7E - h
7F-83 - m
84-86 - y
87-8B - r
8C - wa
8D - n'
8E-92 - g
93-97 - z
98-9C - d
9D-A1 - b
A2-A6 - p
A7-AB - small vowel
AC-AE - small y
AF - small tsu

B0 - WO
B1-B5 - no consonant
B6-BA - K
BB-BF - S
C0-C4 - T
C5-C9 - N
CA-CE - H
CF-D3 - M
D4-D6 - Y
D7-DB - R
DC - WA
DD - N'
DE-E2 - G
E3-E7 - Z
E8-EC - D
ED-F1 - B
F2-F6 - P
F7-FB - small vowel
FC-FE - small Y
FF - small TSU

Text group 3:
-01-50 - Katakana (Hiragana 1)
-51 - dash
-52 - Level icon
-53 - black space
-54 - left arrow
-55 - right arrow
-56 - question mark
-57 - period
-58-5F - black space
-60-7F - Hiragana A to MA (Hiragana 2)
-80 - space
-81-8A - numbers 0 to 9
-8B-A4 - English Alphabet upper case
-A5 - period
-A6 - slash
-A7 - dash
-A8 - Day Kanji
-A9 - cut horizontal line
-AA - cut dash
-AB - border corner
-AC - upper border
-AD - left border
-AE - HP symbol
-AF - Movement symbol
-B0 - Fuel symbol
-B1 - Gold symbol
-B2 - Materials symbol
-B3 - Range symbol
-B4 - Movement range symbol
-B5 - Transport symbol
-B6 - Moved symbol
-B7 - Moved/Transporting symbol
-B8-FF - Hiragana KU to small TSU (Katakana 2)


Last edited by Master Knight DH on Thu Oct 07, 2010 8:46 pm; edited 19 times in total
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Master Knight DH
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PostSubject: Re: GBW3 hacking info   Sun Jul 05, 2009 11:20 pm

*Stat pointers:
Units: 48A43
Weapons: 49256
Movement Costs: 494A8

*Dialogue pointers:
Unit categories: 95E3F
Intel menu: 9DFE1/9E12B, 9E3D3/9E4C5, 9E3EF/9E4E1, 9E411/9E503, 9E428/9E51A, 9E44A/9E53C, 9E472/9E564
Campaign stuff: 94000


Last edited by Master Knight DH on Wed Feb 23, 2011 2:01 am; edited 5 times in total
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Master Knight DH
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PostSubject: Re: GBW3 hacking info   Sun Jul 05, 2009 11:20 pm

Processes:

General:
*48020~48028: HL = unit table location
*48029~48036: HL = unit # stats
*48037~48042: A = unit type stat value
*48066~48082: A = unit # stat value


Focus calculation: 30800
Intel menu: 9E395

Misc.:
*48862~488FB: Target #, type, and weapons (names and ranges)



Last edited by Master Knight DH on Wed Nov 09, 2011 9:19 pm; edited 3 times in total
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Master Knight DH
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PostSubject: Re: GBW3 hacking info   Sun Jul 05, 2009 11:20 pm

Basic processes:

*02995~029AC: Multiplication (HL = A * B)
*029BC~029C2: Addition (HL = HL + A)
*029D8~02A20: 2 byte Signed Multiplication (HL = BC * DE)
*02A21~02A6F: 2 byte Signed Division (DE = DE / BC, BC holds Remainder)
*03A93~03A9C: Pointer (HL = [HL+2A] 2 bytes)
*03B50~03B58: Character Storage ((HL) (B bytes) holds (DE) (B bytes))

Misc. processes in the first 16768 bytes:
*02960~0297D: ($CAAC) 2 bytes gets multiplied by 5 and has 1 added to it (guh?)


Last edited by Master Knight DH on Wed Nov 09, 2011 8:33 pm; edited 6 times in total
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PostSubject: Re: GBW3 hacking info   Mon Jul 06, 2009 4:51 am

Sweet, you found the text! Now a GBW3 translation wouldn't be too far off with the English font already in there. Awesome.

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