DT0: Difference between revisions

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(portrait data is no longer WIP)
(obsolete lump.)
 
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{{obsolete}}
This lump was used in all versions older than December 21 2012. It has been replaced with [[heroes.reld]]
This lump might still exist in newer games, but is ignored in favor of the data in heroes.reld.
----
DT0 holds data about each hero.
DT0 holds data about each hero.
The records are 636 bytes long.
The size of the records are stored in [[BINSIZE.BIN]].


== Formal Specs ==
== Formal Specs ==
Line 11: Line 19:
|17||INT||Hero Sprite
|17||INT||Hero Sprite
|-
|-
|18||INT||Hero Palette
|18||INT||Hero Palette, or -1 for default
|-
|-
|19||INT||Walkabout Sprite
|19||INT||Walkabout Sprite
|-
|-
|20||INT||Walkabout Palette
|20||INT||Walkabout Palette, or -1 for default
|-
|-
|21||INT||Default level
|21||INT||Default level
Line 69: Line 77:
|46||INT||Extra hits(level 99)
|46||INT||Extra hits(level 99)
|-
|-
|47-238||INT * 2 * 24 * 4||Spell data.<br>Four spell lists. Each list has 24 entries, and each entry has 2 INTs:<br> 0: Attack number<br> 1: Level learnt + 1 (if it is 0 then it's learnt from an item)<br>(So 238=list 4 entry #24 level learnt)
|47-238||INT * 2 * 24 * 4||Spell data.<br>
Four spell lists. Each list has 24 entries, and each entry has 2 INTs:<br>
0: Attack ID + 1 (if it is 0 then the slot is empty)<br>
1: Level learnt + 1 (if it is 0 then it's learnt from an item)<br>
(So 238=list 4 entry #24 level learnt)
|-
|-
|239||INT||Hero portrait or -1 for none
|239||INT||Hero portrait or -1 for none
|-
|-
|rowspan="7" valign="top"|240-242<br>Hero Bitsets||BIT * 8||0 - 7: Weak against elements 1 - 8
|rowspan="7" valign="top"|240-242<br>Hero Bitsets||BIT * 8||0 - 7: Weak against elements 1 - 8 <sup>[[#Note 1]]</sup>
|-
|-
|BIT * 8||8 - 15: Strong against elements 1 - 8
|BIT * 8||8 - 15: Strong against elements 1 - 8 <sup>[[#Note 1]]</sup>
|-
|-
|BIT * 8||16 - 23: Absorbs elements 1 - 8
|BIT * 8||16 - 23: Absorbs elements 1 - 8 <sup>[[#Note 1]]</sup>
|-
|-
|BIT||24: Show rename prompt when added to party
|BIT||24: Show rename prompt when added to party
Line 85: Line 97:
|BIT||26: Do not show empty spell lists
|BIT||26: Do not show empty spell lists
|-
|-
|BIT * 20||27 - 47: Unused
|BIT * 21||27 - 47: Unused
|-
|-
|243-253||VSTR(1i+10i=11i)||Spell list 1 name
|243-253||VSTR(1i+10i=11i)||Spell list 1 name
Line 97: Line 109:
|287||INT||Hero portrait palette or -1 for default
|287||INT||Hero portrait palette or -1 for default
|-
|-
|288-291||INT * 4||Spell list 1 - 4 type:<br>0 = MP based<br>1 = FF1 Level MP based<br>2 = Random<br>3 = Reserved for item consuming spells?
|288-291||INT * 4||Spell list 1 - 4 type:<br>
0 = MP based<br>
1 = FF1 Level MP based<br>
2 = Random<br>
|-
|-
|292||INT||Have hero tag
|292||INT||Have hero tag
Line 117: Line 132:
|300||INT||"Attack B" Hand Y-coordinate
|300||INT||"Attack B" Hand Y-coordinate
|-
|-
|301||INT||Standing frame +1, 0=default (0) {{WIP|inline}}
|301-428||FLOAT * 64||Damage taken from each element: 1.0 is normal damage. Not all 64 elements are necessarily used by the game. <sup>[[#Note 1]]</sup>
 
|-
|-
|302||INT||Stepping frame +1, 0=default (1) {{WIP|inline}}
|}
|-
 
|303||INT||Attack A frame +1, 0=default (2) {{WIP|inline}}
==Note 1==
|-
If fixHeroElementals is OFF then elemental resistances should be loaded from the absorb/weak/strong bits (default to 1.0, multiply by -1.0 for absorb, 2.0 for weak, 0.12 for strong).
|304||INT||Attack B frame +1, 0=default (3) {{WIP|inline}}
 
|-
If fixHeroElementals is ON then elemental resistances should be loaded from the array of 64 FLOATs, and the old bits are garbage.
|305||INT||Cast frame +1, 0=default (4) {{WIP|inline}}
 
|-
==References to other lumps==
|306||INT||Hurt frame +1, 0=default (5) {{WIP|inline}}
 
|-
{| border="1" cellpadding="1"
|307||INT||Weak frame +1, 0=default (6) {{WIP|inline}}
! Field || Indicating record in lump:
|-
|-
|308||INT||Dead frame +1, 0=default (7) {{WIP|inline}}
|Hero,Walkabout Palette ||[[PAL]]
|-
|-
|309||INT||Dead frame +1, 0=default (8) {{WIP|inline}}
|Portrait Palette ||[[PAL]]
|-
|-
|310||INT||Targetting frame +1, 0=default (0) {{WIP|inline}}
|Hero sprite||[[PT0]]
|-
|-
|311||INT||Victory A frame +1, 0=default (0) {{WIP|inline}}
|Walkabout sprite||[[PT4]]
|-
|-
|312||INT||Victory B frame +1, 0=default (2) {{WIP|inline}}
|Portrait sprite ||[[PT8]]
|-
|-
|313-317||INT * 5||Unused
|Spell list||[[DT6]]
|-
|-
|Default Weapon||[[ITM]]
|}
|}


{{LumpSpec}}
{{LumpSpec}}

Latest revision as of 11:00, 2 January 2013

Obsolete.png
This article (or part thereof) is obsolete. It may have made sense in the past, but it does not make sense now. It is kept here only for historic curiosity and/or posterity.

This lump was used in all versions older than December 21 2012. It has been replaced with heroes.reld

This lump might still exist in newer games, but is ignored in favor of the data in heroes.reld.


DT0 holds data about each hero. The size of the records are stored in BINSIZE.BIN.

Formal Specs[edit]

About Formal Specs

Offset Data Meaning
0-16 VSTR(1i+16i=17i) Name
17 INT Hero Sprite
18 INT Hero Palette, or -1 for default
19 INT Walkabout Sprite
20 INT Walkabout Palette, or -1 for default
21 INT Default level
22 INT Default weapon
23 INT HP (level 0)
24 INT HP (level 99)
25 INT MP (level 0)
26 INT MP (level 99)
27 INT Strength (level 0)
28 INT Strength (level 99)
29 INT Accuracy (level 0)
30 INT Accuracy (level 99)
31 INT Defense (level 0)
32 INT Defense (level 99)
33 INT Dodge % (level 0)
34 INT Dodge % (level 99)
35 INT Magic (level 0)
36 INT Magic (level 99)
37 INT Will (level 0)
38 INT Will (level 99)
39 INT Speed (level 0)
40 INT Speed (level 99)
41 INT Counter (level 0)
42 INT Counter (level 99)
43 INT Focus (level 0)
44 INT Focus (level 99)
45 INT Extra hits(level 0)
46 INT Extra hits(level 99)
47-238 INT * 2 * 24 * 4 Spell data.

Four spell lists. Each list has 24 entries, and each entry has 2 INTs:
0: Attack ID + 1 (if it is 0 then the slot is empty)
1: Level learnt + 1 (if it is 0 then it's learnt from an item)
(So 238=list 4 entry #24 level learnt)

239 INT Hero portrait or -1 for none
240-242
Hero Bitsets
BIT * 8 0 - 7: Weak against elements 1 - 8 #Note 1
BIT * 8 8 - 15: Strong against elements 1 - 8 #Note 1
BIT * 8 16 - 23: Absorbs elements 1 - 8 #Note 1
BIT 24: Show rename prompt when added to party
BIT 25: Allow renaming from status menu
BIT 26: Do not show empty spell lists
BIT * 21 27 - 47: Unused
243-253 VSTR(1i+10i=11i) Spell list 1 name
254-264 VSTR(1i+10i=11i) Spell list 2 name
265-275 VSTR(1i+10i=11i) Spell list 3 name
276-286 VSTR(1i+10i=11i) Spell list 4 name
287 INT Hero portrait palette or -1 for default
288-291 INT * 4 Spell list 1 - 4 type:

0 = MP based
1 = FF1 Level MP based
2 = Random

292 INT Have hero tag
293 INT Hero is alive tag
294 INT Hero is leader tag
295 INT Have hero in active party tag
296 INT Max length of hero name when renaming (0 = default (16?))
297 INT "Attack A" Hand X-coordinate
298 INT "Attack A" Hand Y-coordinate
299 INT "Attack B" Hand X-coordinate
300 INT "Attack B" Hand Y-coordinate
301-428 FLOAT * 64 Damage taken from each element: 1.0 is normal damage. Not all 64 elements are necessarily used by the game. #Note 1

Note 1[edit]

If fixHeroElementals is OFF then elemental resistances should be loaded from the absorb/weak/strong bits (default to 1.0, multiply by -1.0 for absorb, 2.0 for weak, 0.12 for strong).

If fixHeroElementals is ON then elemental resistances should be loaded from the array of 64 FLOATs, and the old bits are garbage.

References to other lumps[edit]

Field Indicating record in lump:
Hero,Walkabout Palette PAL
Portrait Palette PAL
Hero sprite PT0
Walkabout sprite PT4
Portrait sprite PT8
Spell list DT6
Default Weapon ITM