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Nintendo 3DS
[Release] FE: Fates Playable Bosses DLC Collection
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<blockquote data-quote="DeathChaos" data-source="post: 6393691" data-attributes="member: 374022"><p>I can just post the notes here.</p><p></p><p>The header data is the usual stuff for the bin files.</p><p></p><p>At 0x20, there are a few blocks that tell the game which blocks belong to which team label, these blocks are 0xC in size.</p><p>First 4 bytes are a pointer to the team label, for example, the very first block at 0x20 will always start with a pointer to "Player".</p><p>Next 4 bytes are a pointer to where the Dispos blocks for this team label start, each block is 0x8C in size</p><p>Next 4 bytes tell the game how many blocks to read starting from the starting location specified in the previous 4 bytes, all of these will belong to this team</p><p></p><p>For the Dispos blocks themselves, here's the Mapping;</p><p><img src="http://i.imgur.com/hM0CC6U.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /> </p><p></p><p>Within the blocks, the following things need to have pointers in the pointers table;</p><p>Start of block;</p><p>Every IID label pointer must have a pointer too;</p><p>All 4 AI Type labels must also have pointers.</p><p></p><p>If you make a simple block, a character with a single weapon, that would be 6 pointers, pointer to where the block starts (1), pointer to the characters IID label pointer (2) and all 4 AI Type label pointers (2+4=6).</p><p></p><p>A few things, all AI labels must be separated by 4 empty bytes of 00s, and even if you don't assign any flags to the weapons, you still need to have 4 bytes between each IID, because 00 00 00 00 is still a valid flag value.</p></blockquote><p></p>
[QUOTE="DeathChaos, post: 6393691, member: 374022"] I can just post the notes here. The header data is the usual stuff for the bin files. At 0x20, there are a few blocks that tell the game which blocks belong to which team label, these blocks are 0xC in size. First 4 bytes are a pointer to the team label, for example, the very first block at 0x20 will always start with a pointer to "Player". Next 4 bytes are a pointer to where the Dispos blocks for this team label start, each block is 0x8C in size Next 4 bytes tell the game how many blocks to read starting from the starting location specified in the previous 4 bytes, all of these will belong to this team For the Dispos blocks themselves, here's the Mapping; [IMG]http://i.imgur.com/hM0CC6U.png[/IMG] Within the blocks, the following things need to have pointers in the pointers table; Start of block; Every IID label pointer must have a pointer too; All 4 AI Type labels must also have pointers. If you make a simple block, a character with a single weapon, that would be 6 pointers, pointer to where the block starts (1), pointer to the characters IID label pointer (2) and all 4 AI Type label pointers (2+4=6). A few things, all AI labels must be separated by 4 empty bytes of 00s, and even if you don't assign any flags to the weapons, you still need to have 4 bytes between each IID, because 00 00 00 00 is still a valid flag value. [/QUOTE]
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