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- 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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- *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).
- All data is Little Endian. (Not 100% sure on this info).
- Sequence 1: Contains a list of the floors of each dungeon, and Byte references to terrain, item, trap, & pkmn lists.
- Sequence 2: Contains a list of the Hexadecimal Addresses of each dungeon of Sequence 1.
- Sequence 3: This sequence contains a lot of data concerning each floor's terrain, the COIN max for that floor, ETC.
- Sequence 4: This sequence contains data on the pokemon found on each floor.
- Sequence 5: Contains a list of the Hexadecimal Addresses of each fragment of Sequence 4.
- Sequence 6: This sequence contains data on the traps found on each floor.
- Sequence 7: Contains a list of the Hexadecimal Addresses of each fragment of Sequence 6.
- Sequence 8: This sequence contains data on the items found on each floor.
- Sequence?9: Contains a list of the Hexadecimal Addresses of each fragment of Sequence 8.
- Beach Cave 1F (Example)
- 03 00 02 00 01 00 06 00 01 00 02 00 03 00 00 00 (16 bytes: 1st line not row)
- Byte _1: Floor structure
- Byte _2: value is between 4 & 20 (decimal, need to convert); changes frequently
- Byte _3: Terrain Appearance (background type)
- Byte _4: music index? (index of the song converted to hex).
- Byte _5: Weather (default weather of the floor).
- Byte _6: chance of an item being sticky, usually a multiple of 5 (0 for no sticky item dungeons).
- Byte _7: Initial Pokemon density (How many pokemon show up)
- Byte _8: Kecleon Shop Percentage (% turned to hex)
- Byte _9: Monster House Percentage (% turned to hex)
- Byte 10: Flag? (0 or 1)
- Byte 11: Chance of spawn items being sticky. Usually 0, 3, 5, or 7.
- Byte 12: Flag? (0 or 1)
- Byte 13: Rooms with water and the kind of water rooms, Can only be 0, 1, or 10 (dec).
- Byte 14: Flag? (0 or 1)
- Byte 15: Flag? (0 or 1)
- Byte 16: Item density (how many items spawn, respects floor limit).
- Byte 17: Trap density (how many traps spawn, respects floor limit).
- Byte 18: Floor counter (maybe floor #).
- Byte 19: Event index (determines the key chamber on the floor)
- Byte 20: Unknown. (Usually 8, or a multiple of 5; changes erratically).
- Byte 21: Buried Item density (how many buried items spawn)
- Byte 22: Water density (how many water tiles are on the floor)
- Byte 23: Darkness level (2 dark, 0 not dark)
- Byte 24: Coin Max, steps of 40 (amount of money)
- Byte 25: Can be 2, 6-9, or 13.
- Byte 26: Unknown (Always 0 on T/D).
- Byte 27: Maybe boss floor? (Almost always 0, but occasionally other values. Similar to Event Byte; may complement it.)
- Byte 28: Flag? (0 or 1)
- Byte 29: Enemy IQ, low byte (how high enemy IQ is, Two bytes complement each other).
- Byte 30: Enemy IQ, high byte
- Byte 31: Padding, Always 0 (And 0 only!)
- Byte 32: Padding, Always 0 (And 0 only!)
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