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- Offset: 00134400 (right at the end of the big texture with battle messages)
- Text: No
- Content: Start of a big-ass pointer table. Its numbers make no sense, the last one is far bigger than the file itself.
- Offset: 00147400
- Text: No
- Content: Pointers?
- Offset: 0016c780
- Text: No
- Content: Pointers?
- Offset: 0017DD00
- Text: No
- Content: A big-ass pointer table. Not sure what this is for.
- Offset: 0017EF00
- Offset after splitting: 00000000
- Text: No
- Content: "Vers" <- THIS is the starting point of the data
- - First 4 bytes are just "Vers" in ASCII
- - Next 4 bytes are the size of the section (16)
- - Next 4 bytes are... the number of entries? (1)
- - Rest is empty
- Offset: 0017EF10
- Offset after splitting: 00000010
- Text: No
- Content: "Fixh" <- This contains the offsets of the following 19 sections
- - First 4 bytes are just "Fixh" in ASCII (Fixed Header?)
- - Next 4 bytes are the size of the section (84)
- - 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.
- Offset: 0017EF64
- Offset after splitting: 00000064
- Text: No
- Content: "Unit", presumably unit data. Some of this might have the HP that needs to be "unbloated".
- - First 4 bytes are just "Unit" in ASCII
- - Next 4 bytes are the size of the section (63500)
- - Next 4 bytes seem to be the number of entries (512)
- - Each entry seems to be 124 bytes long
- - Known content of each entry:
- + Byte 10 is the show ID
- + Bytes 12 - 15 are the base HP
- + Bytes 16 - 17 are the base EN
- + Bytes 18 - 19 are the base armor
- + Byte 20 is the base mobility
- + Byte 21 is the movement
- + Bytes 24 - 25 are the repair cost
- + Bytes 26 - 27 are the reward money for shooting down the unit
- + Byte 28 is unknown. Probably the starting will for the unit? (always seem to have a value of 100)
- + 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.
- + Bytes 30 - 31 only seem to have a value in units that transform into other units
- + 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)
- + Bytes 64 - 79 indicate the order of said weapons
- + Bytes 88 - 91 are the unit abilities (1 byte each)
- + Byte 95 indicats how many enhance parts can be equiped
- + Bytes 112 - 115 contain the terrain rankings and size of the unit. The way the bits are arranged for this is the following:
- < B-115 > | < B-114 > | < B-113 > | < B-112 >
- ---- ---Z | ZZUU SSWW | GGAA sssw | wwgg gaaa
- where each letter represents a bit and a "-" indicates it's not a used bit. The meaning of the different letters is the following:
- - a - Air adaptability
- - g - Ground adaptability
- - s - Space adaptability
- - w - Water adaptability
- - A - Air movement
- - G - Ground movement
- - S - Space movement
- - W - Water movement
- - U - Underground movement
- - Z - Size
- The way to interpret each terrain ranking is shown in the following table (bits read from left to right):
- - C B A S
- movement 00 - 01 10 -
- adaptability 000 100 011 010 001
- SS S M L LL
- size 000 001 010 011 100
- * 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.
- 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.
- - No padding
- Offset: 0018e770
- Offset after splitting: 000070f8
- Text: No
- Content: "Weap", presumably weapon data, not sure what exactly. Might be properties for them.
- - First 4 bytes are just "Weap" in ASCII
- - Next 4 bytes are the size of the section (49164)
- - Next 4 bytes seem to be the number of entries (1024)
- - Each entry seems to be 48 bytes long
- - Known content of each entry:
- + Byte 4 is the minimum range of the weapon
- + Byte 5 is the maximum range of the weapon
- + Byte 6 is related to MAP weapons. Values (decimal):
- - Normal: FF
- - EVA 00 MAP2 (hydrogen bomb): 0
- - EVA 01 MAP1: 4
- - EVA 01 MAP2: 5 (it's a variant of the first one)
- - EVA 00 MAP1: 18
- - Dendoh units (27, 37 and an enemy) MAP: 3
- - Nadesico B, Nel Argama and gekigan enemies MAP: 7
- - Nadesico C MAP: 8
- - Unknown enemies MAP: 19
- - Stark Dein and Gundam Rose's (both) MAP: 15
- - Unknown enemies (probably Dragonar's) MAP: 9
- - Hyaku Shiki MAP: 20
- - FA Hyaku Shiki MAP: 6
- - ZZ Gundam MAP:. 11
- - Mega Rider MAP: 10
- - God Gundam H MAP: 12
- - Zeorymer MAP: 43
- - Unknown enemy (probably Zeorymer's) MAP: 1
- - Unknown enemy (probably Zeorymer's) MAP: 2
- - Unknown enemy (probably Zeorymer's) MAP: 13
- - Unknown enemy (probably Zeorymer's) MAP: 16
- - Raideen MAP: 14
- - Unknown enemy (probably Rahxephon's) MAP: 17
- - Unknown enemy (probably Original) MAP: 40
- + Byte 7 is the ammo of the weapon
- + Bytes 8 - 9 are the base attack power (0 if it's a combination attack)
- + 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)
- + Bytes 12 - 13 are the critical bonus (same deal with byte 13)
- + Byte 14 is the energy cost
- + Byte 15 is the will requirement
- + Byte 16 is the NT level required. 1 = NT1, 2 = NT4, 255 = NT5
- + Byte 17 seems to be the status effect of the weapon. The different values (that are not 0) are:
- - 6 for the missiles of Dragonar-3 (reduce accuracy)
- - 13 for some unknown enemy (Ironsand?) (???)
- - 19 for some unknown enemy (Gilgilgan?) (???)
- - 20 for some unknown enemy (Oger + Bull Horn?) (???)
- - 21 for one of Dendoh + Bull Horn attacks (auto-pressure) (???)
- - 22 for one of Dendoh + Gatling Boar attacks (reduce movement?)
- - 23 for some unknown enemy (probably Machine Robo's) (???)
- - 25 for Stark Dein's MAP (???)
- + Bytes 18 - 19 are unknown, but they only seem to have a value different from 0 when it's a combination attack.
- + 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).
- + 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).
- + Byte 40 the terrain rating for Sky and some unknown data
- - Bits 6 - 8 contain the rating for Sky. The values are as follow:
- + 000 is nothing
- + 100 (0x80) is C
- + 110 (0x60) is B
- + 010 (0x40) is A
- + 001 (0x20) is S
- - The other 5 bytes are unknown.
- + Byte 41 has the other 3 terrain ratings
- - Bits 1 - 3 have the Ground rating. Values are as follow:
- + 000 is nothing
- + 100 (0x04) is C
- + 011 (0x03) is B (notice this one's not the same as with Sky)
- + 010 (0x02) is A
- + 001 (0x01) is S
- - Bits 4 - 6 have the Water rating. Values are as follow:
- + 000 is nothing
- + 100 (0x20) is C
- + 011 (0x18) is B (notice this one's not the same as with Sky)
- + 010 (0x10) is A
- + 001 (0x08) is S
- - Bits 7 - 8 have the Space rating. Space only has 4 possible ratings, so it only uses 2 bytes. Values are as follow:
- + 00 is nothing
- + 11 (0xc0) is B
- + 10 (0x80) is A
- + 01 (0x40) is S
- + Byte 42 has flags for some of the weapon properties
- - Bit 5 active (value 16 or 0x10) indicates it's a MAP weapon
- - Bit 6 active (value 32 or 0x20) indicates it's an assistable weapon
- - Bits 7 and 8 active (value 192 or 0xc0) indicate it's a blockable weapon
- - Bit 8 active (but not 7) means it's a gravity attack. Gravity attacks also have the "Beam" property active.
- + Byte 44 also has flags
- - Bit 1 active (value 1) indicates it has the double-attack property
- - Bit 2 active (value 2) indicates it's a post-movement weapon
- - Bit 3 active (value 4) indicates it's a missile attack
- - Bit 4 ???
- - Bit 5 active (value 16 or 0x10) means the attack nullyfies the bunshin effect
- - 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)
- - Bit 7 active (value 64 or 0x40) indicates the attack affects buildings
- - Bit 8 ???
- + Byte 45 also has flags
- - Bit 2 (value 2) indicate it's a beam weapon
- - 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).
- - Bit 8 active (value 128 or 0x80) means the weapon affect defense fields
- + Byte 46 also has flags
- - 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.
- - No padding
- Offset: 0019a77c
- Offset after splitting: 0001b87c
- Text: No
- Content: "Pilt", presumably pilot data.
- - First 4 bytes are just "Pilt" in ASCII
- - Next 4 bytes are the size of the section (94220)
- - No padding
- Offset: 001b1788
- Offset after splitting: 00032888
- Text: No
- Content: "DTS ". No idea what this is.
- Offset: 001b25d8
- Offset after splitting: 000336d8
- Text: No
- Content: "DT ". No idea what this is.
- Offset: 001b2c4c
- Offset after splitting: 00033d4c
- Text: Yes
- Content: "Sprt", basically the names for seishin commands
- - First 4 bytes are just "Sprt" in ASCII
- - Next 4 bytes is the size of the section (524)
- - Next 4 bytes is the number of entries (32)
- - 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.
- - No padding
- Offset: 001b2e58
- Offset after splitting: 00033f58
- Text: No
- Content: "Skil", might be related to pilot skills.
- - First 4 bytes are "Skil" in ASCII
- - Next 4 bytes are the size of the section (812)
- - No padding
- Offset: 001b3184
- Text: No
- Content: "Abil", might be related to mech abilities.
- - First 4 bytes are "Skil" in ASCII
- - Next 4 bytes are the size of the section (228)
- - No padding
- Offset: 001b3268
- Text: No
- Content: "Part", might be related to enhancement parts.
- - First 4 bytes are "Part" in ASCII
- - Next 4 bytes are the size of the section (164)
- - No padding
- Offset: 001b330c
- Text: No
- Content: "Bgm ", obviously related to BGM.
- - First 4 bytes are "Bgm " in ASCII
- - Next 4 bytes are the size of the section (1388)
- - No padding
- Offset: 001b3878 (table), 001b5540 (text)
- Offset after splitting: 00034978
- Text: Yes
- Content: "Strg", apparently short for "Strings"
- - First 4 bytes are "Strg" in ASCII
- - 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).
- - Next 4 bytes are the number of entries (1839)
- - Then you have the pointer table, 4 bytes per pointer, no padding, followed by the strings.
- - Strings are separated by 00 bytes.
- - Strings found in this section, in order of appearance:
- - Pilot skill names (1 - 50)
- - Unit ability names (51 - 102)
- - Unit names (long and short), mixed with their sizes when available (103 - 657)
- - Place names (?) kanji and kana (658 - 676)
- - Weapon names (677 - 1128)
- - 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)
- - BGM names (1723 - 1804)
- - Enhancement parts names (1805 - 1839)
- Offset: 001bbe18
- Offset after splitting: 0003cf18
- Text: No
- Content: "Xunt", probably extra data for units.
- - First 4 bytes are "Xunt" in ASCII
- - Next 4 bytes are the size of the section (5576)
- - Next 4 bytes is the number of entries (294)
- - Follows up a pointer table. 4 bytes per pointer. Addresses are relative to the start of the section +4 (ignores the "Xunt" part)
- - No padding
- Offset: 001bd3e0
- Text: No
- Content: "XPlt", probably extra data for pilots
- - First 4 bytes are "XPlt" in ASCII
- - 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.
- Offset: 001bf070
- Text: No
- Content: "XSpr", probably extra data for spirit commands
- - First 4 bytes are "XSpr" in ASCII
- - 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)
- Offset: 001bf18c
- Text: No
- Content: "XSkl", probably extra data for pilot skills
- - First 4 bytes are "XSkl" in ASCII
- - 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)
- Offset: 001bf350
- Text: No
- Content: "Xabl", probably extra data for pilot skills
- - First 4 bytes are "Xabl" in ASCII
- - Next 4 bytes are the size of the section (532)
- Offset: 001bf56c
- Text: No
- Content: "XPrt", probably extra data for enhancement parts
- - First 4 bytes are "XPrt" in ASCII
- - 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)
- Offset: 001bf6f8
- Text: No
- Content: "XHlp", probably extra data for... help messages?
- - First 4 bytes are "XHlp" in ASCII
- - Next 4 bytes are the size of the section (4556)
- - No padding
- Offset: 001c08c4 (table), 001c5b70 (text)
- Offset after splitting: 000419c4
- Text: Yes
- Content: "Sent"... as in "sentences"?
- - First 4 bytes are "Sent" in ASCII
- - 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.
- - Next 4 bytes are the number of entries (5288)
- - Then you have the pointer table, 4 bytes per pointer, no padding, followed by the strings, which include:
- - Robot library entries (1 - 1092)
- - Character library entries (1093 - 4256)
- - Seishin descriptions (4257 - 4296)
- - Pilot skill descriptions (4297 - 4369)
- - Unit ability descriptions (4370 - 4467)
- - Enhancement part descriptions (4468 - 4544)
- - Help strings (4545 - 5288)
- * Strings are separated by 00 bytes.
- * 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?
- * Some sections are separated by empty strings (the table points at a single 00 byte)
- * The block from "Vers" to this point is 128-byte alligned. Everything together before Vers has a size multiple of 256.
- Offset: 001fcd80 (general table)
- Offset after splitting: 0007de80
- Text: Yes
- 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.
- - Section 1 has unknown data.
- - 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.
- - 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).
- - 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.
- - 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.
- * The section as a whole seems to be 64-byte alligned. Again, this is not very clear.
- Offset: 00204040 - Start of a TX48 texture
- * 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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