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Tactics Ogre: The Knight of Lodis/ROM map: Difference between revisions

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==Shop Hire Data Structure==
==Shop Hire Data Structure==
*Shop Hire Data data starts at 0x00622498 and ends at 0x006224E7 in the ROM.
*Shop Hire Data data starts at 0x00622494 and ends at 0x006224E3 in the ROM.
*There are 10 entries, 8 bytes in length each.
*There are 10 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...)
*It's unknown how the game decides which entry to use. (e.g. Mermaids only in Rana, Giants only later in the game, etc...)
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  !Description
  !Description
  |-
  |-
  | Per Level Cost|| 2 || 0x00 || uint16 || ?? || Adds this much gold to the cost per extra level bought
  | Class ID || 1 || 0x00 || uint8 || 0x54 || Class to hire
  |-
  |-
  | Unknown || 1 || 0x02 || uint8 || Unknown || Unknown entry. Always 0
  | Unknown || 1 || 0x01 || uint8 || Unknown || Unknown entry. Always 0
  |-
  |-
  | Unknown || 1 || 0x03 || uint8 || Unknown || Unknown entry. Always 0
  | Cost || 2 || 0x02 || uint16 || ?? || Base cost to hire the unit
|-
| Per Level Cost|| 2 || 0x04 || uint16 || ?? || Adds this much gold to the cost per extra level bought
  |-
  |-
  | Class ID || 1 || 0x04 || uint8 || 0x54 || Class to hire
  | Unknown || 1 || 0x06 || uint8 || Unknown || Unknown entry. Always 0
  |-
  |-
  | Unknown || 1 || 0x05 || uint8 || Unknown || Unknown entry. Always 0
  | Unknown || 1 || 0x07 || 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 22:34, 24 October 2022

Chip tiny.png The following article is a ROM map for Tactics Ogre: The Knight of Lodis.

Data Structures

  • 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 0x00622494 and ends at 0x006224E3 in the ROM.
  • There are 10 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
Class ID 1 0x00 uint8 0x54 Class to hire
Unknown 1 0x01 uint8 Unknown Unknown entry. Always 0
Cost 2 0x02 uint16 ?? Base cost to hire the unit
Per Level Cost 2 0x04 uint16 ?? Adds this much gold to the cost per extra level bought
Unknown 1 0x06 uint8 Unknown Unknown entry. Always 0
Unknown 1 0x07 uint8 Unknown Unknown entry. Always 0