<!--quoteo(post=3277327:date=Nov 20 2010, 09:00 PM:name=rastsan)--><div class='quotetop'>QUOTE(rastsan @ Nov 20 2010, 09:00 PM) <a href="index.php?act=findpost&pid=3277327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
I don't know if this will help but I did find something interesting poking around the memory.
This game is almost exactly the same engine as Fuzors. The memory structure is extremely
similar. If anything was done with Fuzors, you might wanna look there for how to find
anything in memory.<!--QuoteEnd--></div><!--QuoteEEnd-->
sorry the ps2 or the gba version? As the gba version is pretty much useless to compare this too.
where as the ps2 is really a different system and a different way of packing things. Sooo....
What exactly were you talking about?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I meant the GBA version.
I Have most of the zoid memory block mapped as codes:
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space
re;overflow:auto'>
First Zoid Datablock
02287BD8 000000xx - species mod (00-EA)
02287BDA 000000xx - Paint job mod
02287BDB 000000xx - Pilot (01-46)
02287BE0 0000270F - Current HP
02287BE4 0000270F - Speed upgrade pts.
02287BE6 0000270F - Evade upgrade pts.
02287BE8 0000270F - Defense upgrade pts.
02287BEA 0000270F - Armament Weight Upgrade pts.
02287BEC 0000270F - Arm 1 Attack upgrade pts. (Form 1)
02287BEE 0000FFFE - Arm 1 EP cost pts. (Form 1)
02287BF0 0000270F - Arm 2 Attack upgrade pts. (Form 1)
02287BF2 0000FFFE - Arm 2 EP cost pts. (Form 1)
02287BF4 0000270F - Arm 3 Attack upgrade pts. (Form 1)
02287BF6 0000FFFE - Arm 3 EP cost pts. (Form 1)
02287BF8 0000270F - Arm 4 Attack upgrade pts. (Form 1)
02287BFA 0000FFFE - Arm 4 EP cost pts. (Form 1)
02287BFC 0000270F - Arm 1 Attack upgrade pts. (Form 2)
02287BFE 0000FFFE - Arm 1 EP cost pts. (Form 2)
02287C00 0000270F - Arm 2 Attack upgrade pts. (Form 2)
02287C02 0000FFFE - Arm 2 EP cost pts. (Form 2)
02287C04 0000270F - Arm 3 Attack upgrade pts. (Form 2)
02287C06 0000FFFE - Arm 3 EP cost pts. (Form 2)
02287C08 0000270F - Arm 4 Attack upgrade pts. (Form 2)
02287C0A 0000FFFE - Arm 4 EP cost pts. (Form 2)
02287C0C 0000270F - Arm 1 Attack upgrade pts. (Form 3)
02287C0E 0000FFFE - Arm 1 EP cost pts. (Form 3)
02287C10 0000270F - Arm 2 Attack upgrade pts. (Form 3)
02287C12 0000FFFE - Arm 2 EP cost pts. (Form 3)
02287C14 0000270F - Arm 3 Attack upgrade pts. (Form 3)
02287C16 0000FFFE - Arm 3 EP cost pts. (Form 3)
02287C18 0000270F - Arm 4 Attack upgrade pts. (Form 3)
02287C1A 0000FFFE - Arm 4 EP cost pts. (Form 3)
02287C1C 0000270F - Arm 1 Attack upgrade pts. (Form 4)
02287C1E 0000FFFE - Arm 1 EP cost pts. (Form 4)
02287C20 0000270F - Arm 2 Attack upgrade pts. (Form 4)
02287C22 0000FFFE - Arm 2 EP cost pts. (Form 4)
02287C24 0000270F - Arm 3 Attack upgrade pts. (Form 4)
02287C26 0000FFFE - Arm 3 EP cost pts. (Form 4)
02287C28 0000270F - Arm 4 Attack upgrade pts. (Form 4)
02287C2A 0000FFFE - Arm 4 EP cost pts. (Form 4)
02287C2C 0000270F - Arm 1 Attack upgrade pts. (Form 5)
02287C2E 0000FFFE - Arm 1 EP cost pts. (Form 5)
02287C30 0000270F - Arm 2 Attack upgrade pts. (Form 5)
02287C32 0000FFFE - Arm 2 EP cost pts. (Form 5)
02287C34 0000270F - Arm 3 Attack upgrade pts. (Form 5)
02287C36 0000FFFE - Arm 3 EP cost pts. (Form 5)
02287C38 0000270F - Arm 4 Attack upgrade pts. (Form 5)
02287C3A 0000FFFE - Arm 4 EP cost pts. (Form 5)
02287C3C 0000270F - Arm 1 Attack upgrade pts. (Form 6?)
02287C3E 0000FFFE - Arm 1 EP cost pts. (Form 6?)
02287C40 0000270F - Arm 2 Attack upgrade pts. (Form 6?)
02287C42 0000FFFE - Arm 2 EP cost pts. (Form 6?)
02287C44 0000270F - Arm 3 Attack upgrade pts. (Form 6?)
02287C46 0000FFFE - Arm 3 EP cost pts. (Form 6?)
02287C48 0000270F - Arm 4 Attack upgrade pts. (Form 6?)
02287C4A 0000FFFE - Arm 4 EP cost pts. (Form 6?)
02287C4C 0000270F - Max HP
02287C4E 0000270F - Max EP
02287C50 000003E7 - Max EP Recovery
02287C52 0000270F - Max Speed
02287C54 0000270F - Max Evade
02287C56 0000270F - Max Defence
02287C58 0000270F - Max Armament Weight
02287C5C 3B9AC9FF - Max BP
02287C60 0000000x - Rack 1 equip type (x: 2= assist, all others = multi)
02287C62 00000xxx - Rack 1 Equipment mod (000-472)
02287C64 0000000x - Rack 2 equip type (x: 2= assist, all others = multi)
02287C66 00000xxx - Rack 2 Equipment mod (000-472)
02287C68 0000000x - Rack 3 equip type (x: 2= assist, all others = multi)
02287C6A 00000xxx - Rack 3 Equipment mod (000-472)
02287C6C 0000000x - Rack 4 equip type (x: 2= assist, all others = multi)
02287C6E 00000xxx - Rack 4 Equipment mod (000-472)
02287C70 0000000x - Arm 1 equip type (x: 2= assist, all others = multi)
02287C72 00000xxx - Arm 1 Equipment mod (000-472)
02287C74 0000000x - Arm 2 equip type (x: 2= assist, all others = multi)
02287C76 00000xxx - Arm 2 Equipment mod (000-472)
02287C78 0000000x - Arm 3 equip type (x: 2= assist, all others = multi)
02287C7A 00000xxx - Arm 3 Equipment mod (000-472)
02287C7C 0000000x - Arm 4 equip type (x: 2= assist, all others = multi)
02287C7E 00000xxx - Arm 4 Equipment mod (000-472)
Next block starts at 02287C80
Pilots
02293A6C 000000xx - portrait
02293A6E 00000063 - Level
02293A70 3B9AC9FF - 99999999 exp
02293A74 000000xx - skill slot 1(00-38)
02293A75 0000000A - Skill 1 Level 9
02293A76 000000xx - skill slot 2(xx = 00-38)
02293A77 0000000A - Skill 2 Level 9
02293A78 000000xx - skill slot 3(xx = 00-38)
02293A79 0000000A - Skill 3 Level 9
02293A7A 000000xx - skill slot 4(xx = 00-38)
02293A7B 0000000A - Skill 4 Level 9
02293A7C 000000xx - skill slot 5(xx = 00-38)
02293A7D 0000000A - Skill 5 Level 9
02027A7E 00009999 - 9 of all skills in skill list (part 1)
02027A80 99999999 - 9 of all skills in skill list (part 2)
02027A84 99999999 - 9 of all skills in skill list (part 3)
02027A88 99999999 - 9 of all skills in skill list (part 4)
02027A8C 99999999 - 9 of all skills in skill list (part 5)
02027A90 99999999 - 9 of all skills in skill list (part 6)
02027A94 99999999 - 9 of all skills in skill list (part 7)
02027A98 99999999 - 9 of all skills in skill list (part 8)
02027A9C 000000xx - Zoid assignment Modifier (00 - number of zoids owned)
02027A9E 00000063 - 99 H P Custom growth mode
02027A9F 00000063 - 99 SPD Custom growth mode
02027AA0 00000063 - 99 AGI Custom growth mode
02027AA1 00000063 - 99 DEF Custom growth mode
02027AA2 00000063 - 99 HIT Custom growth mode
02293AA4 000003E7 - 99 H P Custom growth mode
02293AA6 000003E7 - +999% SPD
02293AA8 000003E7 - +999% AGI
02293AAA 000003E7 - +999% DEF
02293AAC 000003E7 - +999% HIT
02293AAE 0000000x - Organoid value
02293AAF 0000000x - Growth mode (0-6)
The notes are a bit rough but what i did was map out where an owned zoid was in memory and make codes
out of the addresses I could figure out. Any spaces in the block are gaps where i could not figure what the
addresses were for. "xx"s are where a value list is needed (i.e. Species or pilot modifier).
</div>
Compare that to what was in Zoids Saga Fuzors (GBA)
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space
re;overflow:auto'>
<b>Zoid data block for first zoid:</b>
32020F1C 00xx - zoid modifier (xx = 00-99)
32020F1D 00xx - zoid color modifier (xx = 00-FF)
32020F1E 00xx - Pilot modifier (only works with pilots you have. values start at 00 and go to the number of slots in your roster)
32020F1F 00xx - CAU status (xx: 01 = 1 form, 03 = 2 forms, 07 = 3 forms, 0F = 4 forms, 1F = 5 forms)
82020F20 000x - Status mod (x: 2 = dead)
82020F22 270F - 9999 current HP
82020F26 270F - sets speed upgrade
82020F28 270F - sets Agility upgrade
82020F2A 270F - sets defense upgrade
82020F2C 270F - sets W P upgrade
82020F2E 270F - sets attack upgrade for arm 1
82020F30 270F - sets attack upgrade for arm 2
82020F32 270F - sets attack upgrade for arm 3
82020F34 270F - sets attack upgrade for arm 4
82020F36 270F - sets attack upgrade for arm 1 for second form
82020F38 270F - sets attack upgrade for arm 2 for second form
82020F3A 270F - sets attack upgrade for arm 3 for second form
82020F3C 270F - sets attack upgrade for arm 4 for second form
82020F3E 270F - sets attack upgrade for arm 1 for form 3
82020F40 270F - sets attack upgrade for arm 2 for form 3
82020F42 270F - sets attack upgrade for arm 3 for form 3
82020F44 270F - sets attack upgrade for arm 4 for form 3
82020F46 270F - sets attack upgrade for arm 1 for form 4
82020F48 270F - sets attack upgrade for arm 2 for form 4
82020F4A 270F - sets attack upgrade for arm 3 for form 4
82020F4C 270F - sets attack upgrade for arm 4 for form 4
82020F4E 270F - sets attack upgrade for arm 1 for form 5
82020F50 270F - sets attack upgrade for arm 2 for form 5
82020F52 270F - sets attack upgrade for arm 3 for form 5
82020F54 270F - sets attack upgrade for arm 4 for form 5
82020F56 FFFE - sets EP upgrade for arm 1
82020F58 FFFE - sets EP upgrade for arm 2
82020F5A FFFE - sets EP upgrade for arm 3
82020F5C FFFE - sets EP upgrade for arm 4
82020F5E FFFE - sets EP upgrade for arm 1 for second form
82020F60 FFFE - sets EP upgrade for arm 2 for second form
82020F62 FFFE - sets EP upgrade for arm 3 for second form
82020F64 FFFE - sets EP upgrade for arm 4 for second form
82020F66 FFFE - sets EP upgrade for arm 1 for form 3
82020F68 FFFE - sets EP upgrade for arm 2 for form 3
82020F6A FFFE - sets EP upgrade for arm 3 for form 3
82020F6C FFFE - sets EP upgrade for arm 4 for form 3
82020F6E FFFE - sets EP upgrade for arm 1 for form 4
82020F70 FFFE - sets EP upgrade for arm 2 for form 4
82020F72 FFFE - sets EP upgrade for arm 3 for form 4
82020F74 FFFE - sets EP upgrade for arm 4 for form 4
82020F76 FFFE - sets EP upgrade for arm 1 for form 5
82020F78 FFFE - sets EP upgrade for arm 2 for form 5
82020F7A FFFE - sets EP upgrade for arm 3 for form 5
82020F7C FFFE - sets EP upgrade for arm 4 for form 5
82020F7E 270F - 9999 Max HP
82020F80 270F - 9999 E (energy points)
82020F82 270F - 9999 GEP
82020F84 270F - 9999 SPD
82020F86 270F - 9999 AGI
82020F88 270F - 9999 DEF
82020F8A 270F - 9999 Max W P
82020F8C C9FF - 99999999 T P (Training points) part 1
82020F8E 3B9A - 99999999 T P part 2
82020F90 000y - M rack (y: 2= assist, all others = multi)
82020F92 0xxx - M rack equipment (xxx = 000-301)
82020F94 000y - L rack (y: 2= assist, all others = multi)
82020F96 0xxx - L rack equipment (xx = 000-301)
82020F98 000y - R rack (y: 2= assist, all others = multi)
82020F9A 0xxx - R rack equipment (xx = 000-301)
82020F9C 000y - Ex rack (y: 2= assist, all others = multi)
82020F9E 0xxx - Ex rack equipment (xx = 000-301)
82020FA2 0xxx - Arm 1 equipment (xx = 000-301)
82020FA6 0xxx - Arm 2 equipment (xx = 000-301)
82020FAA 0xxx - Arm 3 equipment (xx = 000-301)
82020FAE 0xxx - Arm 4 equipment (xx = 000-301)
Next zoid block starts at
32020FB0 00xx - second zoid modifier
<b>Pilot data block</b>
32027A50 00xx - Pilot ID portrait (xx = 00-81)
32027A52 0063 - pilot level 99
82027A54 C9FF - 99999999 exp (part 1)
82027A56 3B9A - 99999999 exp (part 2)
32027A58 00xx - skill slot 1(00-38)
32027A59 000A - Skill 1 Level 9
32027A5A 00xx - skill slot 2(xx = 00-38)
32027A5B 000A - Skill 2 Level 9
32027A5C 00xx - skill slot 3(xx = 00-38)
32027A5D 000A - Skill 3 Level 9
32027A5E 00xx - skill slot 4(xx = 00-38)
32027A5F 000A - Skill 4 Level 9
32027A60 00xx - skill slot 5(xx = 00-38)
32027A61 000A - Skill 5 Level 9
42027A62 9999 - 9 of all skills in skill list (part 1)
0000000E 0002 - 9 of all skills in skill list (part 2)
82027A84 03E7 - +999% H P
82027A86 03E7 - +999% SPD
82027A88 03E7 - +999% AGI
82027A8A 03E7 - +999% DEF
82027A8C 03E7 - +999% HIT
<!--QuoteBegin-ozibyte from gameFAQs.com+--><div class='quotetop'>QUOTE(ozibyte from gameFAQs.com)</div><div class='quotemain'><!--QuoteEBegin-->32027A8E 000x - organoid
x:
0001 - Pulse
0002 - Zeke
0003 - Shadow
0004 - Specular
0005 to 0008 - Lesser powered Organoids with no portrait.<!--QuoteEnd--></div><!--QuoteEEnd-->
32027A8F 000x - Growth mode (x = 0-6)
</div>
and you'll notice that the objects are about 90-95% similar in mapped structure.
From this point, I was able to also create a "have all zoids" code which I observed works exactly
like the one i wrote for Fuzors for the GBA. I can reset all zoids to their default attack layouts and
then look for that value list in DSLazy and identify base tables (when i have some down-time and
get around to reformatting my @!#$*! PC), but i don't think that's much use unless you have
identified the text objects. At least from that and the existing FAQs over at gameFAQs, you could
translate the battle system, inventories, and databases, and the game would be a bit more playable.
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space
re;overflow:auto'>
<b>All Zoids</b>
For this code it is recommended that you are at a point where you do not have
temporary party members or any monsters you want to keep because they will be
overwritten. Any equipment will be transfered over to the new zoids. Press "A"
once and check your roster. Now assign a pilot to each zoid at least once (in
otherwords, pick a pilot and assign and remove him/her/it from each zoid), then
heal everyone at the lab.
Code Breaker (press A)
D4000130 02400001
40287BD8 10EA0054
00000001 00000001
</div>