Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- SRW MX Portable hacking notes
- Files with text (so far):
- BATTLE2.BIN, MAP_ADD.BIN, STATIC2_ADD.BIN, BOOT.BIN
- -----------------------------
- BATTLE2.BIN:
- * First battle quote found at 00075ce4 (Baron Ashura's lines?).
- * The 296 bytes right before those could look like a pointer table at first, but the numbers don't add up. It's probably the voice IDs of each line.
- * The block seems to start at 00075800.
- * If there's anything resembling a pointer table in this, I'm not seeing it.
- * The character name isn't written anywhere (it's probably inside BOOT.BIN).
- * Bytes 24 - 25 have the start of the list of (possible) voice IDs (little-endian).
- * Bytes 26 - 27 have the start of the battle quotes inside the block(little-endian).
- * With the previous two values, it's easy to determine the number of battle quotes in the file (each "voice ID" is 4 bytes long).
- * The first block seems to end at 00076800, setting its size to 4096 bytes.
- * These blocks seem to be 2048-byte alligned, judging from the massive padding.
- * Last block of battle quotes seem to start at 0031a008 and end at some point before 0031c000.
- -----------------------------
- MAP_ADD.BIN:
- * There's a section with names at 02aa8000. Seems to be location names.
- * Magic word is "MPTI" (ASCII, no quotations).
- * Next 4 bytes seem to indicate the number of entries (630 or 0x0276 in little-endian).
- * Each of the location names is inside a 52 byte block that ends with 0xc0 ('À' in ASCII), usually preceded by 0x11.
- * The first location of the list only takes 34 bytes, though.
- * The second location has empty data.
- * First 18 bytes of each 52-byte block contain unknown data instead of text (probably other parameters of the terrain).
- * Some of these names are separated in several lines using the @ character in ASCII.
- * There's a ton of empty entries.
- * Ends at 02ab5800 (where a bunch of UNTD blocks start)
- ----------
- * Text blocks start at 02bce000, right after the UNTD blocks end.
- * I haven't found any pointer table for these blocks, maybe it's inside a different file. Or it might not matter at all, in which case, congratulations.
- * Magic word for the block: "SRWL" (ASCII, no quotations).
- * 4 bytes after that: ?
- * 4 bytes after: number of dialogues.
- * 4 bytes after: offset of pointer table for dialogues.
- * Next 8 bytes: FF FF FF FF FF FF FF FF.
- * Values are little-endian.
- * Table seems to be 16-byte alligned.
- * Each pointer in the table is 4 bytes long.
- * Text blocks seem to be 2048-bytes alligned (there's always a lot of unused space at the end).
- * The end of a dialogue is signaled by a 00 byte.
- * Carriage returns are signaled with an @ character in ASCII.
- * The original character and mech names seem to use special codes starting with a # character in ASCII:
- - #男姓名 is the male character's name.
- - #女姓名 is the female character's name.
- - #男愛称 is the male character's nickname.
- - #女愛称 is the female character's nickname.
- - #機体名 is the original mech's name.
- (Of course, there could be more codes, if something else is named)
- * The last text block seems to end at 03315000 (The start of a PADT block).
- -----------
- * The PADT block seems to contain test data. However, there are some seishin and ability names spliced around the block. Might be worth taking a look.
- * Ends at 033457f0 (start of SDAT blocks).
- -----------------------------
- STATIC2_ADD.BIN:
- * Skills, weapons, unit, song and character names and other stuff like Character / Robot Library entries can be found here.
- * There's multiple sections, each containing a type of strings.
- * Strings are separated by 00 bytes.
- * There's a pointer table right before each section. First 4 bytes is the number of entries in the table. Each pointer is 4 bytes long.
- * For example, a pointer table starts at 001c08cc. The text it points to is right after it, at offset 001c5b70.
- * It's essentially the same as add02dat.bin in GC.
- -----------------------------
- BOOT.BIN:
- (This has a TON of stuff in several places and will require a bit of ASM hacking to expand)
Add Comment
Please, Sign In to add comment