krazyd4n

manip routing helpful info

Apr 25th, 2023 (edited)
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  1. all memory addresses are from mGBA memory viewer, and for the jp version. they may be different for eu/us versions
  2. for bizhawk, if it starts with 0300, you want iwram (use last 4 digits)
  3. if it starts 02, you want ewram (use last 6 digits)
  4. Player order is always same as turn order, regardless of player colours.
  5.  
  6. rng: 0x03001fd4
  7. fog of war: 0x030040dd
  8.  
  9. On non-jp versions (certainly US), the following addresses are 110 later
  10.  
  11. star power on 3 player map:
  12. p1: 0x020231d0
  13. p2: 0x0202320c
  14. p3: 0x02023248
  15. p4: 0x02023284 (untested)
  16.  
  17. p1 unit data starts at 0x02022580
  18. p2 unit data starts at 0x02022880
  19. p3 unit data starts at 0x02022b80
  20. p4 unit data starts at 0x02022e80
  21. (untested for 3 and 4, but should be correct)
  22.  
  23. 12 bytes per unit
  24. example: (1st yc mech in AMD)
  25. 02 00 04 03 E4 01 46 00 00 00 00 00
  26.  
  27. 1) 02 is unit ID (02 is mech)
  28. 2) has it been moved, transport stuff, not relevant
  29. 3) x pos (starts from 00 in top left)
  30. 4) y pos
  31. 5+6) hp, capture and ammo
  32. lower 7 bits of 5 are hp, in this example the mach has 100 (64 in hex)
  33. lower 3 bits of 6, and top bit of 5 are ammo (0011)=3 in this case
  34. upper 5 bits of 6 are capture progress (0 in this example)
  35. 7) fuel (70 in this example)
  36. 8+9) blank?
  37. 10) something for AI, no idea, seems blank most of the time
  38. 11) something for AI, actually used on some maps
  39. 12) for built units, this is the AI
  40.  
  41. Unit AIs
  42.  
  43. 00 don't move unless repair mode (only for pre-deployed)
  44. 01 target enemy hq
  45. 02 ground/air: target footsoldier
  46. sea: target lander
  47. 03 target properties
  48. 04 target enemy units
  49. 05 defensive
  50. 06 all-around smart
  51. 07 target own hq, stays 2 away at first
  52.  
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