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Tactics Ogre: The Knight of Lodis/ROM map: Difference between revisions
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{{rommap|game=Tactics Ogre: The Knight of Lodis}} | {{rommap|game=Tactics Ogre: The Knight of Lodis}} | ||
=Data Structures= | |||
*Information on classes is available on the page [[Tactics Ogre: The Knight of Lodis:Jobs]]. | *Information on classes is available on the page [[Tactics Ogre: The Knight of Lodis:Jobs]]. | ||
*Information on items and equipment is available on the page [[Tactics Ogre: The Knight of Lodis:Items]]. | *Information on items and equipment is available on the page [[Tactics Ogre: The Knight of Lodis:Items]]. | ||
*Information on abilities is available on the page [[Tactics Ogre: The Knight of Lodis:Abilities]]. | *Information on abilities is available on the page [[Tactics Ogre: The Knight of Lodis:Abilities]]. | ||
*Some tables have unknown data bytes at the beginning/end, its possible these tables are offset from there true position. | |||
*Many tables have an empty entry at the beginning for 'None'. Not all tables have this taken into account yet. If a table has an odd number of entries, this is likely the case. | |||
==Shop Item Data Structure== | ==Shop Item Data Structure== | ||
*Shop Item Data data starts at 0x006224E4 and ends at 0x0062257F in the ROM. | *Shop Item Data data starts at 0x006224E4 and ends at 0x0062257F in the ROM. | ||
*There are 39 entries, 4 bytes in length each. | *There are 39 entries, 4 bytes in length each. | ||
*Prices are not stored in this table. They are stored in the item table. | *Prices are not stored in this table. They are stored in the item table. | ||
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1" | {| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1" | ||
|- style="background: #ccccff;" | |- style="background: #ccccff;" | ||
Line 33: | Line 33: | ||
|} | |} | ||
==Shop Magic Data Structure== | |||
*Shop Magic Data data starts at 0x0062258C and ends at 0x00622613 in the ROM. | |||
*There are 34 entries, 4 bytes in length each. | |||
*Prices are not stored in this table. They are stored in the abilities table. | |||
*If the spell is set to the index of an ability, it will not appear. | |||
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1" | |||
|- style="background: #ccccff;" | |||
!Name | |||
!Length | |||
!Offset | |||
!Type | |||
!Max Value | |||
!Description | |||
|- | |||
| Availabilty || 1 || 0x00 || uint8 || ?? || How far into the story the spell first appears in the shop | |||
|- | |||
| Spell ID || 1 || 0x01 || uint8 || 0x7E || Spell to be sold | |||
|- | |||
| Unknown || 1 || 0x02 || uint8 || Unknown || Unknown entry. Always 0 | |||
|- | |||
| Unknown || 1 || 0x03 || uint8 || Unknown || Unknown entry. Always 0 | |||
|- | |||
|} | |||
==Secret Shop Item Data Structure== | |||
*The secret shop becomes available in Scabellum after recruiting Deneb | |||
*Shop Item Data data starts at 0x00622584 and ends at 0x0062258B in the ROM. | |||
*There are 7 entries, 1 bytes in length each. | |||
*Prices are not stored in this table. They are stored in the item table. | |||
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1" | |||
|- style="background: #ccccff;" | |||
!Name | |||
!Length | |||
!Offset | |||
!Type | |||
!Max Value | |||
!Description | |||
|- | |||
| Item ID || 1 || 0x01 || uint8 || 0xBF || Item to be sold | |||
|- | |||
|} | |||
==Shop Hire Data Structure== | |||
*Shop Hire Data data starts at 0x00622498 and ends at 0x006224DF in the ROM. | |||
*There are 9 entries, 8 bytes in length each. | |||
*It's unknown how the game decides which entry to use. (e.g. Mermaids only in Rana, Giants only later in the game, etc...) | |||
{| style="border: 1px solid #aaaaaa; margin: auto; border-collapse: collapse;" cellspacing="0" cellpadding="3" border="1" | |||
|- style="background: #ccccff;" | |||
!Name | |||
!Length | |||
!Offset | |||
!Type | |||
!Max Value | |||
!Description | |||
|- | |||
| Per Level Cost|| 2 || 0x00 || uint16 || ?? || Adds this much gold to the cost per extra level bought | |||
|- | |||
| Unknown || 1 || 0x02 || uint8 || Unknown || Unknown entry. Always 0 | |||
|- | |||
| Unknown || 1 || 0x03 || uint8 || Unknown || Unknown entry. Always 0 | |||
|- | |||
| Class ID || 1 || 0x04 || uint8 || 0x54 || Class to hire | |||
|- | |||
| Unknown || 1 || 0x05 || uint8 || Unknown || Unknown entry. Always 0 | |||
|- | |||
| Cost || 2 || 0x06 || uint16 || ?? || Base cost to hire the unit | |||
|- | |||
|} | |||
{{Internal Data|game=Tactics Ogre: The Knight of Lodis}} | {{Internal Data|game=Tactics Ogre: The Knight of Lodis}} |
Revision as of 23:31, 21 October 2022
The following article is a ROM map for Tactics Ogre: The Knight of Lodis.
Data Structures
- Information on classes is available on the page Tactics Ogre: The Knight of Lodis:Jobs.
- Information on items and equipment is available on the page Tactics Ogre: The Knight of Lodis:Items.
- Information on abilities is available on the page Tactics Ogre: The Knight of Lodis:Abilities.
- Some tables have unknown data bytes at the beginning/end, its possible these tables are offset from there true position.
- Many tables have an empty entry at the beginning for 'None'. Not all tables have this taken into account yet. If a table has an odd number of entries, this is likely the case.
Shop Item Data Structure
- Shop Item Data data starts at 0x006224E4 and ends at 0x0062257F in the ROM.
- There are 39 entries, 4 bytes in length each.
- Prices are not stored in this table. They are stored in the item table.
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Availabilty | 1 | 0x00 | uint8 | ?? | How far into the story the item first appears in the shop |
Item ID | 1 | 0x01 | uint8 | 0xBF | Item to be sold |
Unknown | 1 | 0x02 | uint8 | Unknown | Unknown entry. Always 0 |
Unknown | 1 | 0x03 | uint8 | Unknown | Unknown entry. Always 0 |
Shop Magic Data Structure
- Shop Magic Data data starts at 0x0062258C and ends at 0x00622613 in the ROM.
- There are 34 entries, 4 bytes in length each.
- Prices are not stored in this table. They are stored in the abilities table.
- If the spell is set to the index of an ability, it will not appear.
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Availabilty | 1 | 0x00 | uint8 | ?? | How far into the story the spell first appears in the shop |
Spell ID | 1 | 0x01 | uint8 | 0x7E | Spell to be sold |
Unknown | 1 | 0x02 | uint8 | Unknown | Unknown entry. Always 0 |
Unknown | 1 | 0x03 | uint8 | Unknown | Unknown entry. Always 0 |
Secret Shop Item Data Structure
- The secret shop becomes available in Scabellum after recruiting Deneb
- Shop Item Data data starts at 0x00622584 and ends at 0x0062258B in the ROM.
- There are 7 entries, 1 bytes in length each.
- Prices are not stored in this table. They are stored in the item table.
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Item ID | 1 | 0x01 | uint8 | 0xBF | Item to be sold |
Shop Hire Data Structure
- Shop Hire Data data starts at 0x00622498 and ends at 0x006224DF in the ROM.
- There are 9 entries, 8 bytes in length each.
- It's unknown how the game decides which entry to use. (e.g. Mermaids only in Rana, Giants only later in the game, etc...)
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Per Level Cost | 2 | 0x00 | uint16 | ?? | Adds this much gold to the cost per extra level bought |
Unknown | 1 | 0x02 | uint8 | Unknown | Unknown entry. Always 0 |
Unknown | 1 | 0x03 | uint8 | Unknown | Unknown entry. Always 0 |
Class ID | 1 | 0x04 | uint8 | 0x54 | Class to hire |
Unknown | 1 | 0x05 | uint8 | Unknown | Unknown entry. Always 0 |
Cost | 2 | 0x06 | uint16 | ?? | Base cost to hire the unit |
Internal Data for Tactics Ogre: The Knight of Lodis
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