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Kajurn

PMD notes (darkness)

Oct 10th, 2015
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  1. I got this information from gamefaqs (a little over a year ago) and summarized it so i'd be able to read and understand it better. I have little to no knowledge in coding and i did not obtain this information ingame, that was all done by some people from gamefaqs especially Ogregunner and nhahtdh. This info refers to dungeon parameters (but i forgot which .bin file this is referring to :( sorry). Take all information here with a big grain of salt as it might be wrong (i probably copied some things wrong when i made this) ALSO ACCORDING TO MY NOTES THE INFORMATION HERE IS FOR EXPLORERS OF DARKNESS:
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  3. =================================================================================================================================
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  5. *Still need to research the sequences: One Sequence is four digits and a Sequence is a Row (Up to down) not a line (left to right).
  6. All data is Little Endian. (Not 100% sure on this info).
  7.  
  8. Sequence 1: Contains a list of the floors of each dungeon, and Byte references to terrain, item, trap, & pkmn lists.
  9. Sequence 2: Contains a list of the Hexadecimal Addresses of each dungeon of Sequence 1.
  10. Sequence 3: This sequence contains a lot of data concerning each floor's terrain, the COIN max for that floor, ETC.
  11. Sequence 4: This sequence contains data on the pokemon found on each floor.
  12. Sequence 5: Contains a list of the Hexadecimal Addresses of each fragment of Sequence 4.
  13. Sequence 6: This sequence contains data on the traps found on each floor.
  14. Sequence 7: Contains a list of the Hexadecimal Addresses of each fragment of Sequence 6.
  15. Sequence 8: This sequence contains data on the items found on each floor.
  16. Sequence?9: Contains a list of the Hexadecimal Addresses of each fragment of Sequence 8.
  17.  
  18. Beach Cave 1F (Example)
  19. 03 00 02 00 01 00 06 00 01 00 02 00 03 00 00 00 (16 bytes: 1st line not row)
  20.  
  21. Byte _1: Floor structure
  22. Byte _2: value is between 4 & 20 (decimal, need to convert); changes frequently
  23. Byte _3: Terrain Appearance (background type)
  24. Byte _4: music index? (index of the song converted to hex).
  25. Byte _5: Weather (default weather of the floor).
  26. Byte _6: chance of an item being sticky, usually a multiple of 5 (0 for no sticky item dungeons).
  27. Byte _7: Initial Pokemon density (How many pokemon show up)
  28. Byte _8: Kecleon Shop Percentage (% turned to hex)
  29. Byte _9: Monster House Percentage (% turned to hex)
  30. Byte 10: Flag? (0 or 1)
  31. Byte 11: Chance of spawn items being sticky. Usually 0, 3, 5, or 7.
  32. Byte 12: Flag? (0 or 1)
  33. Byte 13: Rooms with water and the kind of water rooms, Can only be 0, 1, or 10 (dec).
  34. Byte 14: Flag? (0 or 1)
  35. Byte 15: Flag? (0 or 1)
  36. Byte 16: Item density (how many items spawn, respects floor limit).
  37. Byte 17: Trap density (how many traps spawn, respects floor limit).
  38. Byte 18: Floor counter (maybe floor #).
  39. Byte 19: Event index (determines the key chamber on the floor)
  40. Byte 20: Unknown. (Usually 8, or a multiple of 5; changes erratically).
  41. Byte 21: Buried Item density (how many buried items spawn)
  42. Byte 22: Water density (how many water tiles are on the floor)
  43. Byte 23: Darkness level (2 dark, 0 not dark)
  44. Byte 24: Coin Max, steps of 40 (amount of money)
  45. Byte 25: Can be 2, 6-9, or 13.
  46. Byte 26: Unknown (Always 0 on T/D).
  47. Byte 27: Maybe boss floor? (Almost always 0, but occasionally other values. Similar to Event Byte; may complement it.)
  48. Byte 28: Flag? (0 or 1)
  49. Byte 29: Enemy IQ, low byte (how high enemy IQ is, Two bytes complement each other).
  50. Byte 30: Enemy IQ, high byte
  51. Byte 31: Padding, Always 0 (And 0 only!)
  52. Byte 32: Padding, Always 0 (And 0 only!)
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