make MapDefinition easier to read
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@@ -746,9 +746,10 @@ struct CompressedMapHeader { // .mnm file format
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struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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/* 0000 */ be_uint32_t unknown_a1;
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/* 0004 */ be_uint32_t map_number;
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/* 0004 */ be_uint32_t map_number; // Must be unique across all maps
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/* 0008 */ uint8_t width;
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/* 0009 */ uint8_t height;
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// The environment number specifies several things:
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// - The model to load for the main battle stage
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// - The music to play during the main battle
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@@ -777,10 +778,12 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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// 13 = ??? (crashes)
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// Environment numbers beyond 13 are not used in any known quests or maps.
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/* 000A */ uint8_t environment_number;
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// All alt_maps fields (including the floats) past num_alt_maps are filled in
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// with FF. For example, if num_alt_maps == 8, the last two fields in each
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// alt_maps array are filled with FF.
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/* 000B */ uint8_t num_alt_maps; // TODO: What are the alt maps for?
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// In the map_tiles array, the values are usually:
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// 00 = not a valid tile (blocked)
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// 01 = valid tile unless modified out (via modification_tiles)
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@@ -794,6 +797,7 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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// of the map as defined in this struct, or at the bottom as shown in the
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// preview window.
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/* 000C */ parray<parray<uint8_t, 0x10>, 0x10> map_tiles;
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// The start_tile_definitions field is a list of 6 bytes for each team. The
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// low 6 bits of each byte match the starting location for the relevant player
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// in map_tiles; the high 2 bits are the player's initial facing direction.
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@@ -801,9 +805,11 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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// - If the team has 2 players, bytes [1] and [2] are used.
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// - If the team has 3 players, bytes [3] through [5] are used.
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/* 010C */ parray<parray<uint8_t, 6>, 2> start_tile_definitions;
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/* 0118 */ parray<parray<uint8_t, 0x10>, 0x10> alt_maps1[2][0x0A];
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/* 1518 */ parray<be_float, 0x12> alt_maps_unknown_a3[2][0x0A];
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/* 1AB8 */ parray<be_float, 0x24> unknown_a5[3];
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// In the modification_tiles array, the values are:
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// 10 = blocked by rock (as if the corresponding map_tiles value was 00)
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// 20 = blocked by fence (as if the corresponding map_tiles value was 00)
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@@ -813,15 +819,21 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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// 50 = blocked by metal box (appears as improperly-z-buffered teal cube in
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// preview; behaves like 10 and 20 in game)
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/* 1C68 */ parray<parray<uint8_t, 0x10>, 0x10> modification_tiles;
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/* 1D68 */ parray<uint8_t, 0x74> unknown_a6;
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/* 1DDC */ Rules default_rules;
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/* 1DEC */ parray<uint8_t, 4> unknown_a7;
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/* 1DF0 */ ptext<char, 0x14> name;
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/* 1E04 */ ptext<char, 0x14> location_name;
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/* 1E18 */ ptext<char, 0x3C> quest_name; // == location_name if not a quest
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/* 1E54 */ ptext<char, 0x190> description;
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// These fields describe where the map cursor on the preview screen should
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// scroll to
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/* 1FE4 */ be_uint16_t map_x;
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/* 1FE6 */ be_uint16_t map_y;
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struct NPCDeck {
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ptext<char, 0x18> name;
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parray<be_uint16_t, 0x20> card_ids; // Last one appears to always be FFFF
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@@ -834,23 +846,35 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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parray<be_uint16_t, 0x7E> unknown_a3;
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} __attribute__((packed));
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/* 20F0 */ NPCCharacter npc_chars[3]; // Unused if name[0] == 0
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/* 242C */ parray<uint8_t, 0x14> unknown_a8; // Always FF?
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// before_message appears before the battle; after_message appears after the
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// battle. In free battle and online mode, before_message is ignored, but
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// after_message still appears after the battle if it's not blank.
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/* 2440 */ ptext<char, 0x190> before_message;
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/* 25D0 */ ptext<char, 0x190> after_message;
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/* 2760 */ ptext<char, 0x190> dispatch_message; // Usually "You can only dispatch <character>" or blank
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// dispatch_message is appears right before the player chooses a deck. Usually
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// it contains something like "You can only dispatch <character>" or is blank.
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/* 2760 */ ptext<char, 0x190> dispatch_message;
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struct DialogueSet {
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be_uint16_t unknown_a1;
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be_uint16_t unknown_a2; // Always 0x0064 if valid, 0xFFFF if unused?
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ptext<char, 0x40> strings[4];
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} __attribute__((packed)); // Total size: 0x104 bytes
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/* 28F0 */ DialogueSet dialogue_sets[3][0x10]; // Up to 0x10 per valid NPC
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/* 59B0 */ parray<be_uint16_t, 0x10> reward_card_ids;
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/* 59D0 */ parray<uint8_t, 0x0C> unknown_a9;
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/* 59DC */ uint8_t unknown_a10;
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/* 59DD */ parray<uint8_t, 3> unknown_a11;
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// This array specifies which SC characters can't participate in the quest
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// (that is, the player is not allowed to choose decks with these SC cards).
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// The values in this array don't match the SC card IDs, however:
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// value in array => SC name (SC card ID)
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// 0000 => Guykild (0005) 000C => Hyze (0117)
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// 0001 => Kylria (0006) 000D => Rufina (0118)
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// 0002 => Saligun (0110) 000E => Peko (0119)
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@@ -865,12 +889,14 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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// 000B => Glustar (0115) 0017 => Ohgun (011F)
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// Unused entries in this array should be set to FFFF.
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/* 59E0 */ parray<be_uint16_t, 0x18> unavailable_sc_cards;
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// This array specifies which restrictions apply to each player slot.
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struct EntryState {
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// Values for player_type:
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// 00 = Player (selectable by player, COM decks not allowed)
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// 01 = Player/COM (selectable by player)
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// 01 = Player/COM (selectable by player, player and COM decks allowed)
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// 02 = COM (selectable by player, player decks not allowed)
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// 03 = COM (not selectable by player; uses NPC deck)
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// 03 = COM (not selectable by player; uses an NPC deck defined above)
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// 04 = NONE (not selectable by player)
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// FF = FREE (same as Player/COM, used in free battle mode)
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uint8_t player_type;
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@@ -881,6 +907,7 @@ struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
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uint8_t deck_type;
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} __attribute__((packed));
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/* 5A10 */ parray<EntryState, 4> entry_states;
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/* 5A18 */
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std::string str(const DataIndex* data_index = nullptr) const;
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