Dashman

Data sections inside STATIC2_ADD.BIN

Nov 8th, 2014
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  1. Offset: 00134400 (right at the end of the big texture with battle messages)
  2. Text: No
  3. Content: Start of a big-ass pointer table. Its numbers make no sense, the last one is far bigger than the file itself.
  4.  
  5.  
  6. Offset: 00147400
  7. Text: No
  8. Content: Pointers?
  9.  
  10.  
  11. Offset: 0016c780
  12. Text: No
  13. Content: Pointers?
  14.  
  15.  
  16. Offset: 0017DD00
  17. Text: No
  18. Content: A big-ass pointer table. Not sure what this is for.
  19.  
  20.  
  21. Offset: 0017EF00
  22. Offset after splitting: 00000000
  23. Text: No
  24. Content: "Vers" <- THIS is the starting point of the data
  25. - First 4 bytes are just "Vers" in ASCII
  26. - Next 4 bytes are the size of the section (16)
  27. - Next 4 bytes are... the number of entries? (1)
  28. - Rest is empty
  29.  
  30.  
  31. Offset: 0017EF10
  32. Offset after splitting: 00000010
  33. Text: No
  34. Content: "Fixh" <- This contains the offsets of the following 19 sections
  35. - First 4 bytes are just "Fixh" in ASCII (Fixed Header?)
  36. - Next 4 bytes are the size of the section (84)
  37. - After that, there's 19 4-byte pointers to the different sections (last one is "Sent"). The addresses are counted from the beginning of the "Vers" section.
  38.  
  39.  
  40. Offset: 0017EF64
  41. Offset after splitting: 00000064
  42. Text: No
  43. Content: "Unit", presumably unit data. Some of this might have the HP that needs to be "unbloated".
  44. - First 4 bytes are just "Unit" in ASCII
  45. - Next 4 bytes are the size of the section (63500)
  46. - Next 4 bytes seem to be the number of entries (512)
  47. - Each entry seems to be 124 bytes long
  48. - Known content of each entry:
  49. + Byte 10 is the show ID
  50. + Bytes 12 - 15 are the base HP
  51. + Bytes 16 - 17 are the base EN
  52. + Bytes 18 - 19 are the base armor
  53. + Byte 20 is the base mobility
  54. + Byte 21 is the movement
  55. + Bytes 24 - 25 are the repair cost
  56. + Bytes 26 - 27 are the reward money for shooting down the unit
  57. + Byte 28 is unknown. Probably the starting will for the unit? (always seem to have a value of 100)
  58. + Byte 29 is the PP you gain for blowing up that unit. The value is actually 1 less than the PP you get, so a 1 will net you 2 PPs, a 2 will be 3 and so on.
  59. + Bytes 30 - 31 only seem to have a value in units that transform into other units
  60. + Bytes 32 - 63 are 16 byte pairs with the IDs of the weapons for the unit (obviously, a unit can't have more than 16 weapons)
  61. + Bytes 64 - 79 indicate the order of said weapons
  62. + Bytes 88 - 91 are the unit abilities (1 byte each)
  63. + Byte 95 indicats how many enhance parts can be equiped
  64. + Bytes 112 - 115 contain the terrain rankings and size of the unit. The way the bits are arranged for this is the following:
  65.  
  66. < B-115 > | < B-114 > | < B-113 > | < B-112 >
  67. ---- ---Z | ZZUU SSWW | GGAA sssw | wwgg gaaa
  68.  
  69. where each letter represents a bit and a "-" indicates it's not a used bit. The meaning of the different letters is the following:
  70. - a - Air adaptability
  71. - g - Ground adaptability
  72. - s - Space adaptability
  73. - w - Water adaptability
  74. - A - Air movement
  75. - G - Ground movement
  76. - S - Space movement
  77. - W - Water movement
  78. - U - Underground movement
  79. - Z - Size
  80.  
  81. The way to interpret each terrain ranking is shown in the following table (bits read from left to right):
  82.  
  83. - C B A S
  84. movement 00 - 01 10 -
  85. adaptability 000 100 011 010 001
  86.  
  87. SS S M L LL
  88. size 000 001 010 011 100
  89.  
  90. * A 11 in movement probably produces an S rank, but I've left it out because no one has an S movement in any terrain, not even "God" Ayato.
  91.  
  92. The values marked as a "-" mean those rankings are never used in the game. Some of these (either the Cs or Ss -most probably the Cs- for movement terrains) are impossible to achieve.
  93. - No padding
  94.  
  95.  
  96. Offset: 0018e770
  97. Offset after splitting: 000070f8
  98. Text: No
  99. Content: "Weap", presumably weapon data, not sure what exactly. Might be properties for them.
  100. - First 4 bytes are just "Weap" in ASCII
  101. - Next 4 bytes are the size of the section (49164)
  102. - Next 4 bytes seem to be the number of entries (1024)
  103. - Each entry seems to be 48 bytes long
  104. - Known content of each entry:
  105. + Byte 4 is the minimum range of the weapon
  106. + Byte 5 is the maximum range of the weapon
  107. + Byte 6 is related to MAP weapons. Values (decimal):
  108. - Normal: FF
  109. - EVA 00 MAP2 (hydrogen bomb): 0
  110. - EVA 01 MAP1: 4
  111. - EVA 01 MAP2: 5 (it's a variant of the first one)
  112. - EVA 00 MAP1: 18
  113. - Dendoh units (27, 37 and an enemy) MAP: 3
  114. - Nadesico B, Nel Argama and gekigan enemies MAP: 7
  115. - Nadesico C MAP: 8
  116. - Unknown enemies MAP: 19
  117. - Stark Dein and Gundam Rose's (both) MAP: 15
  118. - Unknown enemies (probably Dragonar's) MAP: 9
  119. - Hyaku Shiki MAP: 20
  120. - FA Hyaku Shiki MAP: 6
  121. - ZZ Gundam MAP:. 11
  122. - Mega Rider MAP: 10
  123. - God Gundam H MAP: 12
  124. - Zeorymer MAP: 43
  125. - Unknown enemy (probably Zeorymer's) MAP: 1
  126. - Unknown enemy (probably Zeorymer's) MAP: 2
  127. - Unknown enemy (probably Zeorymer's) MAP: 13
  128. - Unknown enemy (probably Zeorymer's) MAP: 16
  129. - Raideen MAP: 14
  130. - Unknown enemy (probably Rahxephon's) MAP: 17
  131. - Unknown enemy (probably Original) MAP: 40
  132. + Byte 7 is the ammo of the weapon
  133. + Bytes 8 - 9 are the base attack power (0 if it's a combination attack)
  134. + Bytes 10 - 11 are the hit bonus (byte 11 is never used, though - I assume it was meant for negative values, but the game has no negative hit bonus)
  135. + Bytes 12 - 13 are the critical bonus (same deal with byte 13)
  136. + Byte 14 is the energy cost
  137. + Byte 15 is the will requirement
  138. + Byte 16 is the NT level required. 1 = NT1, 2 = NT4, 255 = NT5
  139. + Byte 17 seems to be the status effect of the weapon. The different values (that are not 0) are:
  140. - 6 for the missiles of Dragonar-3 (reduce accuracy)
  141. - 13 for some unknown enemy (Ironsand?) (???)
  142. - 19 for some unknown enemy (Gilgilgan?) (???)
  143. - 20 for some unknown enemy (Oger + Bull Horn?) (???)
  144. - 21 for one of Dendoh + Bull Horn attacks (auto-pressure) (???)
  145. - 22 for one of Dendoh + Gatling Boar attacks (reduce movement?)
  146. - 23 for some unknown enemy (probably Machine Robo's) (???)
  147. - 25 for Stark Dein's MAP (???)
  148. + Bytes 18 - 19 are unknown, but they only seem to have a value different from 0 when it's a combination attack.
  149. + Bytes 20 - 29 are used in combination attacks. Apparently, they're 5 pairs of bytes containing weapon IDs. The weapons in this list determine the power of the attack. (notice how the default power for a combination attack is 0).
  150. + Bytes 30 - 39 are another set of 5 pairs of bytes, this time containing unit IDs. The units in this list are the ones that participate in the combination attack (the Shuffle Union Attack uses all these slots).
  151. + Byte 40 the terrain rating for Sky and some unknown data
  152. - Bits 6 - 8 contain the rating for Sky. The values are as follow:
  153. + 000 is nothing
  154. + 100 (0x80) is C
  155. + 110 (0x60) is B
  156. + 010 (0x40) is A
  157. + 001 (0x20) is S
  158. - The other 5 bytes are unknown.
  159. + Byte 41 has the other 3 terrain ratings
  160. - Bits 1 - 3 have the Ground rating. Values are as follow:
  161. + 000 is nothing
  162. + 100 (0x04) is C
  163. + 011 (0x03) is B (notice this one's not the same as with Sky)
  164. + 010 (0x02) is A
  165. + 001 (0x01) is S
  166. - Bits 4 - 6 have the Water rating. Values are as follow:
  167. + 000 is nothing
  168. + 100 (0x20) is C
  169. + 011 (0x18) is B (notice this one's not the same as with Sky)
  170. + 010 (0x10) is A
  171. + 001 (0x08) is S
  172. - Bits 7 - 8 have the Space rating. Space only has 4 possible ratings, so it only uses 2 bytes. Values are as follow:
  173. + 00 is nothing
  174. + 11 (0xc0) is B
  175. + 10 (0x80) is A
  176. + 01 (0x40) is S
  177. + Byte 42 has flags for some of the weapon properties
  178. - Bit 5 active (value 16 or 0x10) indicates it's a MAP weapon
  179. - Bit 6 active (value 32 or 0x20) indicates it's an assistable weapon
  180. - Bits 7 and 8 active (value 192 or 0xc0) indicate it's a blockable weapon
  181. - Bit 8 active (but not 7) means it's a gravity attack. Gravity attacks also have the "Beam" property active.
  182. + Byte 44 also has flags
  183. - Bit 1 active (value 1) indicates it has the double-attack property
  184. - Bit 2 active (value 2) indicates it's a post-movement weapon
  185. - Bit 3 active (value 4) indicates it's a missile attack
  186. - Bit 4 ???
  187. - Bit 5 active (value 16 or 0x10) means the attack nullyfies the bunshin effect
  188. - Bit 6 active (value 32 or 0x20) means the attack decreases shields (this effect and the previous one can't happen at the same time)
  189. - Bit 7 active (value 64 or 0x40) indicates the attack affects buildings
  190. - Bit 8 ???
  191. + Byte 45 also has flags
  192. - Bit 2 (value 2) indicate it's a beam weapon
  193. - If bit 6 is active as well as 2 and 3 (value 38 or 0x26), it's a funnel weapon. Funnels can be blocked (Nu's) or not (Qubeleys' Twin Funnel).
  194. - Bit 8 active (value 128 or 0x80) means the weapon affect defense fields
  195. + Byte 46 also has flags
  196. - Bit 1 is used to give a type of field effect (when bit 8 of the byte 45 is active). When this happens, if this bit is active, the weapon affects AT fields, otherwise it affects Distortion Fields.
  197. - No padding
  198.  
  199.  
  200. Offset: 0019a77c
  201. Offset after splitting: 0001b87c
  202. Text: No
  203. Content: "Pilt", presumably pilot data.
  204. - First 4 bytes are just "Pilt" in ASCII
  205. - Next 4 bytes are the size of the section (94220)
  206. - No padding
  207.  
  208.  
  209. Offset: 001b1788
  210. Offset after splitting: 00032888
  211. Text: No
  212. Content: "DTS ". No idea what this is.
  213.  
  214.  
  215. Offset: 001b25d8
  216. Offset after splitting: 000336d8
  217. Text: No
  218. Content: "DT ". No idea what this is.
  219.  
  220.  
  221. Offset: 001b2c4c
  222. Offset after splitting: 00033d4c
  223. Text: Yes
  224. Content: "Sprt", basically the names for seishin commands
  225. - First 4 bytes are just "Sprt" in ASCII
  226. - Next 4 bytes is the size of the section (524)
  227. - Next 4 bytes is the number of entries (32)
  228. - From then on, it's the entries one after the other. They all take 16 bytes. The first 12 seem to be used for the seishin name, whereas the last 4 appear to be two 2-byte codes. First two bytes might be an effect code, whereas the last 2 bytes look like the seishin's ID.
  229. - No padding
  230.  
  231.  
  232. Offset: 001b2e58
  233. Offset after splitting: 00033f58
  234. Text: No
  235. Content: "Skil", might be related to pilot skills.
  236. - First 4 bytes are "Skil" in ASCII
  237. - Next 4 bytes are the size of the section (812)
  238. - No padding
  239.  
  240.  
  241. Offset: 001b3184
  242. Text: No
  243. Content: "Abil", might be related to mech abilities.
  244. - First 4 bytes are "Skil" in ASCII
  245. - Next 4 bytes are the size of the section (228)
  246. - No padding
  247.  
  248.  
  249. Offset: 001b3268
  250. Text: No
  251. Content: "Part", might be related to enhancement parts.
  252. - First 4 bytes are "Part" in ASCII
  253. - Next 4 bytes are the size of the section (164)
  254. - No padding
  255.  
  256.  
  257. Offset: 001b330c
  258. Text: No
  259. Content: "Bgm ", obviously related to BGM.
  260. - First 4 bytes are "Bgm " in ASCII
  261. - Next 4 bytes are the size of the section (1388)
  262. - No padding
  263.  
  264.  
  265. Offset: 001b3878 (table), 001b5540 (text)
  266. Offset after splitting: 00034978
  267. Text: Yes
  268. Content: "Strg", apparently short for "Strings"
  269. - First 4 bytes are "Strg" in ASCII
  270. - Next 4 bytes are the size of the unpadded data (34205). The section seems to be 16 or 32-byte alligned (not entirely sure yet).
  271. - Next 4 bytes are the number of entries (1839)
  272. - Then you have the pointer table, 4 bytes per pointer, no padding, followed by the strings.
  273. - Strings are separated by 00 bytes.
  274. - Strings found in this section, in order of appearance:
  275. - Pilot skill names (1 - 50)
  276. - Unit ability names (51 - 102)
  277. - Unit names (long and short), mixed with their sizes when available (103 - 657)
  278. - Place names (?) kanji and kana (658 - 676)
  279. - Weapon names (677 - 1128)
  280. - Character long and short names, then their voice actors. "Kamille Bidan, Kamille, Tobita Nobuo, Quattro Bajeena, Quatro, Ikeda Shuuichi, ..." and so on. If a character is not playable or has their name being both the short and long versions of it (like Torres), it seems their name only appear once, with the name of the voice actor being optional (1129 - 1722)
  281. - BGM names (1723 - 1804)
  282. - Enhancement parts names (1805 - 1839)
  283.  
  284.  
  285. Offset: 001bbe18
  286. Offset after splitting: 0003cf18
  287. Text: No
  288. Content: "Xunt", probably extra data for units.
  289. - First 4 bytes are "Xunt" in ASCII
  290. - Next 4 bytes are the size of the section (5576)
  291. - Next 4 bytes is the number of entries (294)
  292. - Follows up a pointer table. 4 bytes per pointer. Addresses are relative to the start of the section +4 (ignores the "Xunt" part)
  293. - No padding
  294.  
  295.  
  296. Offset: 001bd3e0
  297. Text: No
  298. Content: "XPlt", probably extra data for pilots
  299. - First 4 bytes are "XPlt" in ASCII
  300. - Next 4 bytes are the size of the unpadded data (7310). The section is actually 7312 bytes long. Or it's separated from the next one with two 00 bytes.
  301.  
  302.  
  303. Offset: 001bf070
  304. Text: No
  305. Content: "XSpr", probably extra data for spirit commands
  306. - First 4 bytes are "XSpr" in ASCII
  307. - Next 4 bytes are the size of the unpadded data (282). The section is actually 284 bytes long. Or it's separated from the next one with two 00 bytes. (or it's 16-byte alligned)
  308.  
  309.  
  310. Offset: 001bf18c
  311. Text: No
  312. Content: "XSkl", probably extra data for pilot skills
  313. - First 4 bytes are "XSkl" in ASCII
  314. - Next 4 bytes are the size of the unpadded data (458). The section is actually 460 bytes long. Or it's separated from the next one with two 00 bytes. (or it's 16-byte alligned)
  315.  
  316.  
  317. Offset: 001bf350
  318. Text: No
  319. Content: "Xabl", probably extra data for pilot skills
  320. - First 4 bytes are "Xabl" in ASCII
  321. - Next 4 bytes are the size of the section (532)
  322.  
  323.  
  324. Offset: 001bf56c
  325. Text: No
  326. Content: "XPrt", probably extra data for enhancement parts
  327. - First 4 bytes are "XPrt" in ASCII
  328. - Next 4 bytes are the size of the unpadded data (394). The section is actually 396 bytes long. Or it's separated from the next one with two 00 bytes. (or it's 16-byte alligned)
  329.  
  330.  
  331. Offset: 001bf6f8
  332. Text: No
  333. Content: "XHlp", probably extra data for... help messages?
  334. - First 4 bytes are "XHlp" in ASCII
  335. - Next 4 bytes are the size of the section (4556)
  336. - No padding
  337.  
  338.  
  339. Offset: 001c08c4 (table), 001c5b70 (text)
  340. Offset after splitting: 000419c4
  341. Text: Yes
  342. Content: "Sent"... as in "sentences"?
  343. - First 4 bytes are "Sent" in ASCII
  344. - Next 4 bytes are the size of the unpadded data (246941). The section's actual size is 246972 bytes, but this could be because of padding, or to make the next section start at a specific address.
  345. - Next 4 bytes are the number of entries (5288)
  346. - Then you have the pointer table, 4 bytes per pointer, no padding, followed by the strings, which include:
  347. - Robot library entries (1 - 1092)
  348. - Character library entries (1093 - 4256)
  349. - Seishin descriptions (4257 - 4296)
  350. - Pilot skill descriptions (4297 - 4369)
  351. - Unit ability descriptions (4370 - 4467)
  352. - Enhancement part descriptions (4468 - 4544)
  353. - Help strings (4545 - 5288)
  354. * Strings are separated by 00 bytes.
  355. * There's some form of padding for this section, or probably for a series of sections up to this point together, but I can't figure it out yet. The thing is, there's 32 empty bytes at the end of this section, but it doesn't make the section be 32-byte alligned. The following table starts at an address that's a multiple of 64, so maybe that's the rule?
  356. * Some sections are separated by empty strings (the table points at a single 00 byte)
  357. * The block from "Vers" to this point is 128-byte alligned. Everything together before Vers has a size multiple of 256.
  358.  
  359.  
  360. Offset: 001fcd80 (general table)
  361. Offset after splitting: 0007de80
  362. Text: Yes
  363. Content: This is actually 5 different sections in one. The first 20 bytes are the 5 4-byte pointers to the start of each one of them.
  364. - Section 1 has unknown data.
  365. - Section 2 has... stage names? There's a bit too few there (14). Each entry takes 88 bytes. First 56 seem to be reserved for text,last 32 are unknown data.
  366. - Section 3 has terrain names. First 4 bytes are either 0 or 1 (followed by 3 zeroes). They're divided in pairs of strings: first one is the name of the terrain (80 bytes), second one is the type of terrain (space, ground, water... 8 bytes, but doesn't seem to be used by the game), followed by unknown data (44 bytes). Each pair takes 136 bytes (there's 69 pairs).
  367. - Section 4 has more stage names. Or maybe the real stage names. For some reason, all of these names are duplicated. That is, the same name appears two times, one after the other. Each of these pairs takes 128 bytes (there's 69 pairs), where the first 16 is a header and each instance of the stage name takes 56 bytes.
  368. - Section 5 starts with a table similar to the previous ones, but with no "name" in ASCII and no size data. It's followed immediately for what appears to be the stage descriptions. Entries are separated by 00 bytes, but each entry can have several lines, separated by @ in SJIS (81 97). There's *also* 69 entries.
  369. * The section as a whole seems to be 64-byte alligned. Again, this is not very clear.
  370.  
  371.  
  372. Offset: 00204040 - Start of a TX48 texture
  373. * It's possible that the whole thing from the big-ass table at the beginning up to the start of this texture is 64-bytes alligned.
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