Offsets

Dec 11, 2007 at 6:55 AM
Hoxtilicious
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Post your offsets/adresses here, I will make a list.
The normal Doukutsu executable is 1.478.656 bytes in size which is $169000 in hexadecimal.

Rom:

$000000 - Exe Header
$00DE78 - Background Colour: Fade
$00FDA9 - Title Screen Colour
$010409 - Background Colour: Null
$014B50 - Startup Info
$014BCF - Start Health (Current)
$014BD8 - Start Health (Max)
$01D599 - Start Map
$168FFF - End of Exe

Ram:

$499B40 - Inventory
$499BC8 - WeaponData[0x00].ID +0x00 - Size: 0x14
$499BCB - WeaponData[0x00].ShotID +0x04
$499BCC - WeaponData[0x00].Level +0x08
$499BD0 - WeaponData[0x00].Energy +0x0C
$499BD4 - WeaponData[0x00].MaxAmmo +0x10
$499BD8 - WeaponData[0x00].Ammo +0x14
$499C68 - Selected Weapon
$499C6C - Selected Item
$49E1C4 - Screen flashing RGB Color
$49E638 - Player Flags (0x04 = Walking)
$49E650 - Equipment Flags
$49E654 - Player X-Position
$49E658 - Player Y-Position
$49E66C - Player X-Velocity
$49E670 - Player Y-Velocity
$49E6CC - Current Player Health
$49E6CE - Number of Whimsical Stars
$49E6D0 - Max Player Health
$49E6DC - Oxygen (x10) [According to Runelancer]
$49E6E8 - Booster Energy
$49E6F4 - Nikumaru Counter Time


ID List:

Code:
GFX ID's:

0x00 - No animation
0x01 - Blue spreading bubbles
0x02 - Fading out green/white bubble
0x03 - Fading out green/white star
0x04 - Blue rhomb
0x05 - ZZZzzz...
0x06 - Blue rhomb
0x07 - Booster GFX green/white
0x08 - Drowned Quote
0x09 - "?"
0x0A - "Level Up!"
0x0B - Red damage GFX
0x0C - Explosion
0x0D - 'Head bump' stars
0x0E - Glitch
0x0F - Small fading out green/white bubble
0x10 - "Empty"
0x11 - "Push Jump Key!"
0x12 - < CRASH >
0x13 - < CRASH >
0x14 - < CRASH >
0x15 - < UNTESTED >
0x16 - < UNTESTED >
0x17 - < UNTESTED >
0x18 - < UNTESTED >
0x19 - < UNTESTED >
0x1A - < UNTESTED >
0x1B - < UNTESTED >
0x1C - < UNTESTED >
0x1D - < UNTESTED >
0x1E - < UNTESTED >
0x1F - < UNTESTED >

Directions:

0x00 - Left
0x01 - Up
0x02 - Right
0x03 - Down

Weapon ID's:

0x00 - Nothing
0x01 - Snake
0x02 - Polar Star
0x03 - Fireball
0x04 - Machine Gun
0x05 - Missile Launcher
0x06 - Missiles
0x07 - Bubbler
0x08 - Nothing
0x09 - Blade
0x0A - Super Missile Launcher
0x0B - Super Missiles
0x0C - Nemesis
0x0D - Spur

NPC Flags:

0x0001 - Solid
0x0002 - No effect about Tile 44
0x0004 - Invulnerable (Blink Sound)
0x0008 - Ignore solid
0x0010 - Bouncing at top
0x0020 - Shootable
0x0040 - Special Solid
0x0080 - Rear and top attack power 0
0x0100 - Costum
0x0200 - Boss Flag
0x0400 - Drop Hearts and EXP
0x0800 - Is visible if FlagID is set
0x1000 - Costum
0x2000 - Call on Event
0x4000 - Is invisible if FlagID is set
0x8000 - Show Damage Numbers
 
Dec 11, 2007 at 1:21 PM
Justin-chan
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
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Um, what do you mean by Rom and Ram?
 
Dec 11, 2007 at 1:52 PM
Administrator
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jcys810 said:
Um, what do you mean by Rom and Ram?
ROM stands for "Read-only Memory" and RAM is "Random access memory".
 
Dec 11, 2007 at 1:54 PM
Justin-chan
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
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lol. I mean, why did she break it up into those two sections. Idungetit
 
Dec 11, 2007 at 3:28 PM
Hoxtilicious
"Life begins and ends with Nu."
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jcys810 said:
lol. I mean, why did she break it up into those two sections. Idungetit

Yep and there is the answer.
ROM and RAM are different.

In other words:

ROM = Your exe
RAM = Nothing interesting for you I guess :D Also not for me.
 
Dec 11, 2007 at 3:30 PM
Justin-chan
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
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Oh, I see. Thank you.
 
Dec 12, 2007 at 5:25 AM
Luls
"Bleep, Bloop, Bleep, Bloop"
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Why don't you include these in your FAQ o.o
 
Dec 12, 2007 at 12:48 PM
Hoxtilicious
"Life begins and ends with Nu."
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It really isn't finished, you better post some offsets :rolleyes:
 
Dec 12, 2007 at 1:24 PM
Luls
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I can't find any ><
 
Dec 18, 2007 at 5:01 AM
Been here way too long...
"The Ultimate Sword of Extraordinary Magnitude"
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R.O.M. is the data in the exe, it never changes. This includes program functions, headers, and other miscellaneous data.
R.A.M. is the active data on your computer's processor. Active variables are stored here, and what is currently happening in the exe.

At least I think so... Basically the R.A.M. reads the R.O.M. It's like the R.A.M. is a mechanic with a photographic memory, but has no soul. The R.O.M. is his paraplegic boss, who knows everything, but cannot do a thing by himself. The mechanic does whatever the boss tells him to do.
 
Dec 18, 2007 at 8:46 AM
Okay
"The Ultimate Sword of Extraordinary Magnitude"
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Nator said:
R.O.M. is the data in the exe, it never changes. This includes program functions, headers, and other miscellaneous data.
R.A.M. is the active data on your computer's processor. Active variables are stored here, and what is currently happening in the exe.

At least I think so... Basically the R.A.M. reads the R.O.M. It's like the R.A.M. is a mechanic with a photographic memory, but has no soul. The R.O.M. is his paraplegic boss, who knows everything, but cannot do a thing by himself. The mechanic does whatever the boss tells him to do.
Thats wrong. RAM is the active data on your system's processor's cache (The RAM which is integrated with the processor) or on your system's RAM.
 
Dec 19, 2007 at 5:45 PM
Hoxtilicious
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Update! :D
 
Jan 10, 2008 at 6:03 AM
Administrator
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S. P. Gardebiter said:
0x00 Nothing
0x01 Snake
0x02 Polar Star
0x03 Fireball
0x04 Machine Gun
0x05 Missile Launcher
0x06 Missiles
0x07 Bubbler
0x08 Nothing
0x09 Blade
0x0A Super Missile Launcher
0x0B Super Missiles
0x0C Nemesis
0x0D Spur
and these same values are used for profile.dat to store the weapon type. I thought I would say that even though it is quite obvious that information in RAM would be saved in profile.dat as the same values in order to be read back into RAM again when a save file is loaded. Weeeee! The things you learn. :D
 
Jan 10, 2008 at 3:37 PM
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andwhyisit said:
and these same values are used for profile.dat to store the weapon type. I thought I would say that even though it is quite obvious that information in RAM would be saved in profile.dat as the same values in order to be read back into RAM again when a save file is loaded. Weeeee! The things you learn. :D
Thanks for figuring this out, Master Obvious :p
 
Jan 11, 2008 at 12:19 AM
Administrator
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cookie said:
Thanks for figuring this out, Master Obvious :p
No problem. :p
 
Jan 11, 2008 at 6:17 AM
Hoxtilicious
"Life begins and ends with Nu."
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It's also for the TSC, the game itself (order of weapons) and so on, it's just a general list for weapons, like the other stuff.
 
Jan 11, 2008 at 6:36 AM
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I think I should start experimenting with profile.dat and see what each of the other addresses do, :D there are bound to be many addresses that no-one has tinkered with yet.
 
Jan 11, 2008 at 12:52 PM
Luls
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andwhyisit said:
I think I should start experimenting with profile.dat and see what each of the other addresses do, :D there are bound to be many addresses that no-one has tinkered with yet.

But but but but but...

Who would want a hack that starts only when you save game o.o
 
Jan 11, 2008 at 1:09 PM
Hoxtilicious
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You can't build "hacks" into savefiles.
 
Jun 27, 2008 at 1:09 AM
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Not sure if this is known yet or not, but $DE78 (or is 0xDE78 better?) is the "Fade Out" color, which is used as the background color for the opening cutscene and after the fade out animation.
 
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