Difference between revisions of "Yuusha/Modding"
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Latest revision as of 18:02, 28 March 2014
Official Mod Discussion Thread by TheShadow - http://www.hongfire.com/forum/showthread.php?t=120521
Unofficial modding blog by Tsukihime - http://xtsukihime.blogspot.com/
Summary of Files inside of .pp files
(incomplete, as I still don't know some of the files - TheShadow)
- mo_00_00_00.pp : All models
- mo_00_00_01.pp : xa Animation file
- mo_00_00_02.pp : xa Animation file
- mo_00_00_03.pp : xa Animation file
- mo_00_00_04.pp : xa Animation file
- mo_00_00_05.pp : LST - Animation Frame/Area/Speed
- mo_00_00_06.pp : Build Poser Images (during battle)
- mo_00_00_07.pp : Map files - halo/ptcl/xa/xl/xx files
- mo_00_00_08.pp : Interface
- mo_00_00_09.pp : .wav sound file - Background
- mo_00_00_10.pp : .wav sound file - Rupisuto
- mo_00_00_11.pp : .wav sound file - Saga
- mo_00_00_12.pp : .wav sound file - Sefi
- mo_00_00_13.pp : .wav sound file - Enis
- mo_00_00_14.pp : .wav sound file - Eclair
- mo_00_00_15.pp : .wav sound file - Ruidia
- mo_00_00_16.pp : .wav sound file - Viara
- mo_00_00_17.pp : .wav sound file - Mimasu
- mo_00_00_18.pp : .wav sound file - Story
- mo_00_00_19.pp : .wav sound file - Attacks
- mo_00_00_20.pp : Unknown - endroll.sdt
- mo_00_00_21.pp : LST - Audio / Items names
- mo_00_00_22.pp : LST - Audio / Items + clothes name
- mo_00_00_23.pp : Opr file
- mo_00_00_24.pp : Opr file
- mo_00_00_25.pp : Opr file
- mo_00_00_26.pp : Opr file
- mo_00_00_27.pp : Opr file
- mo_00_00_28.pp : Opr file
- mo_00_00_29.pp : Opr file
- mo_00_00_30.pp : Opr file
- mo_00_00_31.pp : Opr file
- mo_00_00_32.pp : Opr file
- mo_00_00_33.pp : Opr file
- mo_00_00_34.pp : Opr file
- mo_00_00_36.pp : Expansion clothes color
- mo_00_00_37.pp : Expansion Digital Items meshes
Trainer Info
Assuming a function that reads game memory ReadMemory(address, size):
- During battle:
- Player health is PH, player mana is PM. Both are integer values stored on two bytes and they are in 0-5000 range at the beginning of the game, but the max value increases later in the game.
- Opponent health and mana are OH and OM. They have the same size and range as player stats.
p1 = ReadMemory(0x0074DA00 + 0x0D204, 4); p2 = ReadMemory(p1 + 0x2C, 4); p3 = ReadMemory(p2 + 0x5C, 4); PH = ReadMemory(p3 + 0x14FC, 2); // player health, int16 PM = ReadMemory(p3 + 0x1504, 2); // player mana, int16 p4 = ReadMemory(p2 + 0xC0, 4); OH = ReadMemory(p4 + 0x14FC, 2); // opponent health, int16 OM = ReadMemory(p4 + 0x1504, 2); // opponent mana, int16
- During H-scene:
- Player bar is PB, opponent bar is OB below. Both are stored as float (floating point, 4 bytes) in game memory, and the values are in 0-200 range:
p1 = ReadMemory(0x0074DA00 + 0x0D238, 4); p2 = ReadMemory(p1 + 0x20, 4); p3 = ReadMemory(p2 + 0x58, 4); p4 = ReadMemory(p3, 4); PB = ReadMemory(p4 + 0xC, 4); // player bar, float p5 = ReadMemory(p3 + 0x4, 4); OB = ReadMemory(p5 + 0xC, 4); // opponent bar, float