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  2. Ogre Battle: The March of the Black Queen
  3. OB Technical Data Diving (help requested) (some spoilers, probably)
DragonAtma 14 years ago#1
I'm not Paulygon, but I can do SOME work towards this...

For resistances, they group them by element, not resistance. So it'd be Character 1 physical, character 2 physical, character 3 physical, and so on up to character 100 physical. It'll then repeat with fire, cold, thunder, black, and white. For reference, here are the pointers for one of the characters on the world map status screen:

Physical : 7E763B
Fire : 7EF69F
Cold : 7EF703
Thunder : 7EF767
Black : 7EF7CB
White : 7EF82F

Not surprisingly, they store the resistances for classes in a similar way. Starting at 0008BD29, here's the list of classes:

0008BD20 FIGHTER
0008BD30 .KNIGHT.PALADIN.
0008BD40 WILD MAN.EVIL ON
0008BD50 E.SAMURAI.MASTER
0008BD60 .NINJA.MASTER.AM
0008BD70 AZON.VALKYRIE.MU
0008BD80 SE.BEASTMAN.MAST
0008BD90 ER.DRAGONER.MAS
0008BDA0 TER.DOLLMAGE.MAS
0008BDB0 TER.WIZARD.MAGE.
0008BDC0 SORCERER.LICH.WI
0008BDD0 TCH.CLERIC.SHAMA
0008BDE0 N.MONK.MERMAID.N
0008BDF0 IXIE.WEREWOLF.TI
0008BE00 GERMAN.BEASTMAN.
0008BE10 VAMPYRE.VAMPYRE.
0008BE20 PRINCESS.PUMPKIN
0008BE30 .HALLOWEEN.GOLEM
0008BE40 .ROCKGOLEM.IRONG
0008BE50 OLEM.GIANT.ICEGI
0008BE60 ANT.TITAN.FIREGI
0008BE70 ANT.HELLHOUND.CE
0008BE80 RBERUS.OCTOPUS.K
0008BE90 RAKEN.DRAGON.RED
0008BEA0 .SILVER.BLACK
0008BEB0 .RED.SALAMAND.G
0008BEC0 OLD.PLATINUM.T
0008BED0 IAMAT.ZOMBIE.SK
0008BEE0 ELETON.WRAITH.GH
0008BEF0 OST.PHANTOM.HAWK
0008BF00 MAN.EAGLEMAN.RA
0008BF10 VENMAN.ANGEL.CHE
0008BF20 RUBIM.SERAPHIM.I
0008BF30 MP.DEMON.DEVIL.F
0008BF40 AERIE.PIXIE.SYLY
0008BF50 PH.GRYPHON.COCKA
0008BF60 TRIS.WYRM.WYVERN
0008BF70 .LORD.LORD.LORD.
0008BF80 LORD.WISE MAN.DI
0008BF90 ABLO.DIABLO.DIAB
0008BFA0 LO.QUEEN.HILANDE
0008BFB0 R.PRINCE.PRINCE.
0008BFC0 PRINCE.GEMINI.GE
0008BFD0 MINI.DANDY.DANDY
0008BFE0 .GENERAL.GENERAL
0008BFF0 .GENERAL.GENERAL
0008C000 .GENERAL.GENERAL
0008C010 .DRAGOON.KNIGHT.
0008C020 VALKYRIE.PRIEST.
0008C030 MAGE.KNIGHT.BEAS
0008C040 TMAN.WIZARD.EAGL
0008C050 EMAN.CHERUBIM.WI
0008C060 LD MAN.BEASTMAN.
0008C070 MAGE.WEREWOLF.WI
0008C080 TCH.NIXIE.SHAMAN
0008C090 .RAVENMAN.MASTER
0008C0A0 .SERAPHIM.SORCER
0008C0B0 ER.MASTER.PALADI
0008C0C0 N.MUSE.DEVIL....

And starting at 0001F8A0, here's the Physical resistances of the first few classes: 2C 2F 35 30 36 (which, in decimal, are 44 47 53 48 54 -- which are the physical resistances of the first five classes.

For fun, make a copy and change 0001F8B3 from 14 to 64, then start a new game. Yes, it IS winnable!
In memory of my beloved cats, Anastasia (9/30/06-9/18/17, illness) and Josephine (1/19/06-9/23/17, cancer).
Founder and owner of Dragonsoft since 1997.
FaustWolf 14 years ago#2
These are hexadecimal offsets in the SNES ROM, right? Oooh, people can make a hack to up the challenge with this knowledge! Nice job figuring this out!
DragonAtma 14 years ago#3
Unfortunately, so far we only have two things:
(1) Physical resistance
(2) The blinding obvious (e.g. class names)

It'd be nice if other people jumped in and helped me out!
In memory of my beloved cats, Anastasia (9/30/06-9/18/17, illness) and Josephine (1/19/06-9/23/17, cancer).
Founder and owner of Dragonsoft since 1997.
FaustWolf 14 years ago#4
I'll be unable to delve into this too deeply, but I might be able to help in some way. Do you know if the resistances listed in the Prima(?) strategy guide are accurate, or where would you recommend getting this info? One of the FAQs here?

One possible way of doing this quickly is to get resistances for two or three classes we know are listed one right after the other. For example, if we have fire resistance values for fighter, knight, and berserker (just off the top of my head -- these characters probably don't have their attributes stored next to one another at all), then perhaps those values in hex will occur in that order as well. I'm just thinking aloud at this point; hope it makes sense.

I wonder if there's a list of front and back row attacks for each class similar to the resistance "list"? That would be freaking awesome if we could modify which classes get which spells...
DragonAtma 14 years ago#5
Use BSulpher's guide -- it's the most accurate.

And the list I posted shows the order classes are stored. Therefore, the first fire resistances are for Fighter, Knight, Paladin, Wild Man, and Evil One. They're also listed as the first five resistances to the other elements, first five Strength levelups, etc.

I don't know how accurate it is, but you should take a look at DAnzulovic's guide for the few things not found in BSulpher's guide (such as the base stats of a level 1 Fighter).

On a side note, if you haven't guessed it yet, . is the code used for the Dragon icon.
In memory of my beloved cats, Anastasia (9/30/06-9/18/17, illness) and Josephine (1/19/06-9/23/17, cancer).
Founder and owner of Dragonsoft since 1997.
brian sulpher 14 years ago#6
if the values turn out differently on resistances, please let me know so I can update the FAQ accordingly.
www.youtube.com/brisulph www.twitch.tv/brisulph
https://www.youtube.com/watch?v=MORPSstxACw
FaustWolf 14 years ago#7
What's the end goal, DragoonAtma? Getting a list of where all the resistance values are stored for easy reference?

And from your experience, is there only one byte devoted to a resistance value? For example, offset 0001F8A0 reads "2C" and 0001F8A1 reads "2F" for fighter and knight respectively, am I interpreting your first post correctly?

At the very least some mathematical equation could be developed for quick reference. (Starting offset for data) + (character number) = (resistance offset), with some multiplication thrown in somewhere to yield the correct offset for physical resistance versus fire versus ice, etc., etc.

This is an interesting project! Great work!
DragonAtma 14 years ago#8
Yes, resistance values are one byte. Technically they're only about 40% of a byte, as they go from 0 to 100.

The goal is for Atma to make a balancing edit, but...
In memory of my beloved cats, Anastasia (9/30/06-9/18/17, illness) and Josephine (1/19/06-9/23/17, cancer).
Founder and owner of Dragonsoft since 1997.
DragonAtma 14 years ago#9
HP-per-level starts at 01 F28B.
Strength-per-level starts at 01 F37F.
Agi-per-level starts at 01 F44F.
Int-per-level starts at 01 F531.

And, BSulpher, some corrections:

Dragoner = 4/3/2/2
Dragonmaster = 3/3/3/2

Stat gains/levelup for all the playable races (note that these are the minimums and in HP/str/agi/int format):

FIGHTER 5 2 2 1
KNIGHT 5 3 2 1
PALADIN 6 3 2 2
WILD MAN 6 3 2 1
EVIL ONE 6 3 2 2
SAMURAI 5 3 2 2
MASTER 5 3 2 2
NINJA 4 3 3 2
MASTER 5 3 4 3
AMAZON 4 2 3 2
VALKYRIE 4 2 3 3
MUSE 4 3 3 3
BEASTMAN 5 3 2 1
MASTER 5 4 2 1
DRAGONER 4 3 2 2
[D] MASTER 3 3 3 2
DOLLMAGE 3 1 2 3
MASTER 3 1 3 3
WIZARD 2 1 1 4
MAGE 2 1 1 4
SORCERER 3 1 1 4
LICH 2 1 2 4
WITCH 3 1 2 4
CLERIC 4 2 1 3
SHAMAN 4 2 2 4
MONK 4 2 2 4
MERMAID 5 2 2 3
NIXIE 5 3 3 4
WEREWOLF 6 3 3 1
TIGERMAN 6 4 3 1
BEASTMAN 5 2 2 1
VAMPYRE 4 3 2 4
VAMPYRE 4 3 2 4
PRINCESS 2 1 2 4
PUMPKIN 3 2 2 1
HALLOWEEN 4 3 3 2
GOLEM 2 4 1 2
ROCKGOLEM 2 4 1 2
IRONGOLEM 2 4 2 2
GIANT 7 3 2 2
ICEGIANT 8 4 3 2
TITAN 8 4 3 3
FIREGIANT 8 4 3 2
HELLHOUND 6 3 3 3
CERBERUS 7 4 4 4
OCTOPUS 9 3 2 1
KRAKEN 10 4 2 1
DRAGON 8 4 1 1
RED[D] 9 4 2 2
SILVER[D] 9 4 2 2
BLACK[D] 9 4 2 2
RED[D] 10 4 3 3
SALAMAND 11 5 3 4
GOLD[D] 10 4 3 3
PLATINUM[D] 11 5 3 4
TIAMAT 10 4 3 3
ZOMBIE[D] 11 5 4 3
SKELETON 0 3 2 1
WRAITH 0 4 2 1
GHOST 0 2 3 4
PHANTOM 0 2 3 4
HAWK MAN 5 2 3 1
EAGLEMAN 6 2 4 2
RAVENMAN 6 2 4 2
ANGEL 4 2 2 3
CHERUBIM 4 2 2 4
SERAPHIM 4 2 3 4
IMP 5 2 2 3
DEMON 6 3 3 3
DEVIL 6 3 3 4
FAERIE 3 2 4 4
PIXIE 3 2 5 4
SYLYPH 4 3 5 4
GRYPHON 7 2 4 1
COCKATRIS 6 3 4 1
WYRM 8 4 3 1
WYVERN 9 4 3 1
LORD 7 4 2 2
LORD 6 2 2 4
LORD 6 3 2 3
LORD 8 3 3 2
GENERAL 6 3 3 2
GENERAL 6 3 3 2
DRAGOON 6 3 2 2

In memory of my beloved cats, Anastasia (9/30/06-9/18/17, illness) and Josephine (1/19/06-9/23/17, cancer).
Founder and owner of Dragonsoft since 1997.
DWanderer 14 years ago#10
Ooh, fun. I tried doing some data diving once but didn't get any further than figuring out how to change the name assigned to an attack (but not the attack itself). Let's try again...

Number of attacks per unit: starts at 0001F70D with FIGHTER. 1 byte to a unit. The two halves of each byte represent the number of front row and back row attacks for each unit type (21 for fighter, 12 for amazon, for example).

Front row attack types start at 0001F772 with FIGHTER, 1 byte to a unit.
Back row attack types start at 0001F7D7 with FIGHTER, 1 byte to a unit.

Attack types appear to use an internal reference table; the names of the attacks as given in the unit info are pretty much meaningless. Here's a basic rundown:

00-1F: Short range, strength-based attacks
20-3F: Long range, intelligence-based attacks
40-5F: Long range, strength-based attacks
60-7F: Hit all, intelligence-based attacks
80-9F: Hit all, strength-based attacks

Elements for each attack type:
+00-03: Fire
+04-07: Cold
+08-0B: Lightning
+0C-0F: Black
+10-13: Physical
+14-17: White

A0-B0 is reserved for special attacks. Most of the B0 range appears to be related to tarot effects, although practically none are usable as attacks.
C0 and up is reserved for AI patterns with multiple attacks.

It is unclear what the meaning of the 4 different values for each element of each attack type is. It seems probable that they are mostly cosmetic; I tried using Missile, Jihad, and Stardust on the same units from the same savestate and got identical damage results from each. There are some special values which appear to be hard-coded elsewhere, however; the value 13 has a guaranteed 100% miss rate, which appears to be unique to this specific value (neither the variants for other elements--03, 07, etc.--nor the variants for other attack types--33, 53, etc.--have the guaranteed miss property).

It is possible to create attack types not seen in the regular game, although they won't display a battle-name and will have no special animation. For example, setting a fighter's front-row attack to 80 gives them a strength-based fire damage attack that hits all enemies; since no animation is associated with 80, the fighter just walks up, swings his sword, and everything takes damage.

Using "bad elements" (18-1B, 1C-1F, and corresponding ranges of values for the other attack groups) is possible, but produces unpredictable results. Since each unit only has 6 resistance values, if you set an attack to use the "7th element" or "8th element", it grabs the 1st or 2nd resistance value for the next unit on the list. If anyone's curious, the 7th element range (18-1B) causes an interesting brownish-black damage flash; the 8th range (1C-1F) causes a wierd mix of colors (I caught a glimpse of bright red and bright blue).

!WARNING!: Using certain predefined attacks on certain units can cause the game to freeze. I suspect this is a problem with certain units not having enough frames for certain animation sets. For example, giving a fighter Katon (the ninja's fire magic) can cause a freeze after the attack is displayed, but a paladin with Katon seems OK.
  1. Boards
  2. Ogre Battle: The March of the Black Queen
  3. OB Technical Data Diving (help requested) (some spoilers, probably)
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