ATTACK.OUT Data Tables
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0x801CD270: Pointer to Start of all Squad Data 0x801CD274: Pointer to Current Squad Data
0x801DCBC8: Starting address of valid deployment tiles (for Squad 1? Current squad?). Valid tiles for deployment have a value of 0x01. Invalid tiles have a value of 0x00. 0x801DCBE4: Starting address of deployed units on tiles by Roster ID (for Squad 1? 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. 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.
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