ATTACK.OUT Data Tables
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0x801CD270: Pointer to Start of all Squad Data 0x801CD274: Pointer to Current Squad Data
0x801CD064: Current Displayed Unit on the deployment screen. 0x04 bytes (even though it only needs one, because it's just Roster Slot IDs?) Used to determine which unit's World Stats should be loaded and displayed/checked.
0x801DCBC8: Starting address of valid deployment tiles for the current squad. Valid tiles for deployment have a value of 0x01. Invalid tiles have a value of 0x00. There are 5 rows of 5 tiles for 25 tiles total. 0x28 bytes total, but only 0x25 are used? 0x801DCBE4: Starting address of deployed units on tiles by Roster ID for the current squad. Tiles with a unit have their Roster Slot ID. Tiles without a unit have a value of 0xFF. There are 5 rows of 5 tiles for 25 tiles total. 0x28 bytes total, but only 0x25 are used? 0x801DCC00: Starting address of deployed units on tiles by Roster ID for Squad 1. There are 5 rows of 5 tiles for 25 tiles total. 0x25 bytes total. 0x801DCC19: Starting address of deployed units on tiles by Roster ID for Squad 2. There are 5 rows of 5 tiles for 25 tiles total. 0x25 bytes total. For all of the above, the first tile is the one on the bottom right. The next tile is the one to the left. The 6th tile is the one directly above the bottom right, and so on.
0x801DCC64: Roster units' deployable status. 0x00 if undeployable, 0x01 if deployable. 0x14 bytes total.
0x801CABD4 (Offset 0xbbd4): Start of Squadron Data Squad data format: 4218 2300 0401 0003 0401 0100 AAAA AAAA BBCC xxDE FFGG HHHH A = 5x5 bitmap (ffffff01 is solid) (a9d62a01 is an S) B = X coordinate of center of 5x5 square relative to map's (0,0) square (signed) C = Z coordinate of center of 5x5 square relative to map's (0,0) square (signed) x = Padding (Always 0x00) D = Orientation (0x00 = W) (0x01 = S) (0x02 = E) (0x03 = N) E = Orientation, with bitmap rotated (Same as D, but also rotates the 5x5 bitmap) F = Number of characters allowed in squad (1 - 5 are valid. Making this 6 and adding a 6th character crashes ePSXe.) G = Map number (Just for reference?) H = Placement ID number -gomtuu