User:Kimbles/Medarot 2 Hacking Notes

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Revision as of 19:15, 19 August 2012 by Kimbles (talk | contribs) (Parts data)
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Just a page to post what I've found in Medarot 2. ;D

Parts data

The format for parts data in M2 is much nicer than in Medarot 1. Like the other games, the parts are listed in the order of the Medarot list, with all head parts followed by all right arms, etc. The data is stored in two sections, one containing just the model number, name, and gender, and the other containing the rest of the data.

The addresses are as follows:

Data:
----------------
Heads:   0x84000
Rights:  0x84970
Lefts:   0x852E0
Legs:    0x85C50
End:     0x86570

Models/Names/Gender:
--------------
Heads:   0x88891
Rights:  0x894BA
Lefts:   0x8A0E4
Legs:    0x8AD0D
End:     0x8B735

Models, names, and genders

Each part has 17 bytes in this section.

Format:
  /A/A/A/A/A/A/A/B/B/B/B/B/B/B/B/B/C/
  • A - Model number (as text) plus an end character.
  • B - The part's name, limited to 8 characters plus an end character. (Empty space is filled with 00's)
  • C - Decides the part's gender. 00 is male, 01 is female.

Data (Heads and arms)

Here, each part has 11 bytes of data, followed by five 00's for spacing.

Format:
  /A/B/C/D/E/F/G/H/I/J/K/

A = Attribute
B = Action
C = Skill
D = Armor
E = Success
F = Power
G = Pierce
H = Uses/Charge
I = Cooldown (arms only)
J = Blank
K = Unknown
  • A - This decides the attribute. There are 32 (1F) possible values (in the same order as the medal list), but the last 6 aren't used since they're for medals that don't match anything.
  • B - This decides the action. There are 70 (45) possible actions, listed below. (Even non-attacking actions have names now!)
  • C - This decides the skill. As you'd expect, there are 8 possible values (00 to 07).
Skills:
 00 = Strike    01 = Berserk
 02 = Shoot     03 = Snipe	
 04 = Support   04 = Protect
 06 = Heal      05 = Other
  • D, E, F = Decide the Armor, Success, and Power stats respectively. All three range from 00 to FF (255), but I suspect only armor can go that high without causing problems.
  • G - Decides whether or not the part has a pierce effect. 00 means no, 01 (or any non-00 value) means yes. Amusingly, most of the Medarots from the first game still use 0B here, which implies that the list really was copy/pasted.
  • H - For head parts, this is the number of uses. For arms, it's the charge value.
  • I - For heads, this is always 00. For arms, it's the cooldown value.
  • J - This is 00 for all head and arm parts.
  • K - I... I don't know what this does. It looks like it's for something, but it doesn't present itself on the stat pages or in battle. The number seems to be the same among parts on the same Medarot (including legs).

Data (Legs)

Like heads and arms, these have 11 bytes of stuff followed by five 00's for spacing.

Format:
  /A/B/C/D/E/F/G/H/I/J/K/

A = Attribute
B = Leg type
C = Blank
D = Armor
E = Speed
F = Mobility
G = Physical
H = Ranged
I = Scan
J = Conceal
K = Unknown
  • A - Same as above.
  • B - This decides the leg type. There are 7 total, ranging from 46 (Flying) to 4C (Water).
  • C - This is 00 for all leg parts.
  • D, E, F, G, H, I, J - These are numeric stats that can range from 00 to FF (255). Again, aside from armor they'll probably mess up if you raise them that high.
  • K - The same mystery byte as above. If you know what it does, please tell me!

That's it!

Extra action names

In M2, every action has a name shown in the first line of the part's description, but the ROM also contains a complete list of shortened and anglicised names that appear to go unused. They're all under 5 characters, so it's possible that they were meant to show up on the stats screens along with the attributes/skills.

I think they're interesting, so I've listed them here with translations. I've also included the names the game actually uses for each action, as well as their current translations. (Some action names in Medarot 2 were changed later in the series, so the names the wiki uses don't match exactly. For those, I've added the translation of the original in brackets.)

* There are two copies each of Anti-Air and Anti-Sea. The only difference seems to the animations; the first one is used as a physical attack and the second one is ranged.