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Author Topic: Sticker attributes editing guide  (Read 3898 times)
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jdaster64
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    « 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.

    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.
    « Last Edit: August 20, 2012, 12:17:40 PM by jdaster64 » Logged


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