Title: Sticker attributes editing guide Post by: jdaster64 on April 11, 2012, 12:17:49 AM Seeing as I couldn't find anything on this myself, I thought I'd delve into random files with a hex editor. Not fifteen minutes in, I found this (http://www.mediafire.com/?82vq5dl8mud2fli).
That's an excerpt from ty_seal_data.dat (in the "toy"/"seal" folder of the partition) starting at HEX address 0x0000628C, and although I haven't tested it, I have absolutely no reason to doubt that this is where sticker data is stored. Here's what I've found so far, and it covers pretty much everything important: First of all, each sticker has exactly 100 bytes of data, arranged as follows (stuff in red I haven't yet figured out): Bytes 01-04: Sticker number (By Effect order in-game) Bytes 05-20: Various ascending numbers, probably best not to mess with them. Bytes 21-22: Dictates an alternate order? (series?) Bytes 23-24: Dictates an alternate order (probably alphabetical) Bytes 25-26: Unknown Bytes 29-36: Dictates who can use the sticker, values listed below Bytes 37-40: Unknown, ranges from 0 to 3, probably important Bytes 41-44: Always "00030000". Perhaps, combined w/37-40, a probability? Bytes 45-48: Effect, possible values listed below Bytes 49-52: Effect Strength (in floating point) Bytes 53-56: Always 1 in FP, except for item-carry stickers, which say 00000000 Bytes 57-60: Ranges from 1 to 5 in FP; perhaps dictates when the sticker can be unlocked? Bytes 61-76: Always 0 Bytes 77-80: Always 1 in FP Bytes 81-84: Unknown, two 16-bit values each ranging from about 20 to 100; seem to be smaller as a general rule for smaller stickers Bytes 85-88: Double the values in 81-84 Bytes 89-92: Probably dictates the size order Bytes 93-100: Always 0 Character Bytes: 0000000100000000 Mario 0000000200000000 Donkey Kong 0000000400000000 Link 0000000800000000 Samus/ZSS 0000002000000000 Yoshi 0000004000000000 Kirby 0000008000000000 Fox 0000010000000000 Pikachu 0000020000000000 Luigi 0000040000000000 Captain Falcon 0000080000000000 Ness 0000100000000000 Bowser 0000200000000000 Peach 0000400000000000 Zelda 0008000000000000 Marth 0001000000000000 Ice Climbers 0010000000000000 Mr. Game & Watch 0020000000000000 Falco 0040000000000000 Ganondorf 0080000000000000 Wario 0100000000000000 Meta Knight 0200000000000000 Pit 0400000000000000 Olimar 0800000000000000 Lucas 1000000000000000 Diddy Kong 2000000000000000 Pokemon Trainer 0000000000000008 Dedede 0000000000000010 Lucario 0000000000000020 Ike 0000000000000040 R.O.B. 0000000000000080 Jigglypuff 0000000000000100 Toon Link 0000000000000200 Wolf 0000000000000400 Snake 0000000000000800 Sonic (3FF97FEF00000FF8 All Characters) Effect Bytes: 02 Launch Power 03 Launch Resistance 06 Arm 07 Leg 08 Weapon 09 Head 0a Body/Spin 0b Throwing 0c Magic 0e Pikmin 0f Water 10 PK 11 Bite 12 Tail 13 Arm + Leg 14 Slash 15 Electric 16 Flame 17 Grass 18 Battering Resistance 19 Slash Resistance 1a Flame Resistance 1b Electric Resistance 1c Direct Specials 1d Indirect Specials 1e Shield Resistance 20 Dizzy Time 21 Shield Recovery 22 Food Effect 23 Flinch Resistance 25 Maxim Tomato Recovery 26 Heart Container Recovery 28 Sticker Drops 2b Trophy Drops 2c Trophy Stand Drops 2d Swim Time 40 Explosive 42 Energy 43 Aura 44 Freezing 45 Darkness Carry Items (all use Effect Strength value of 3F800000, or 1) 46 Star Rod 47 Lip's Stick 48 Cracker Launcher 49 Super Scope 4a Ray Gun 4b Fire Flower 4c Beam Sword 4d Homerun Bat 4e Fan 58 Bob-omb 59 Mr. Saturn Again, I have no reason to believe that patching this into ty_seal_data.dat at HEX address 0x0000628C (over what's already there) shouldn't change the stickers' effects, as this data matches perfectly with the attributes shown in-game. BTW, if this topic needs to be moved, please do so and tell me; I'm new around here, so I didn't know where this would best go. |