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