Tactics Ogre: The Knight of Lodis:ROM map
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The following article is a ROM map for Tactics Ogre: The Knight of Lodis.
Overall ROM Map
Name | Start | End | Number of Entries | Size Per Entry | Total Size |
---|---|---|---|---|---|
Prizes/Random Treasures | 0x61D8A0 | 0x61D99F | 256 | 1 | 256 |
Hire Shop | 0x622494 | 0x6224E3 | 10 | 8 | 80 |
Item Shop | 0x6224E4 | 0x622583 | 40 | 4 | 160 |
Secret Shop | 0x622584 | 0x62258B | 8 | 1 | 8 |
Magic Shop | 0x62258C | 0x622617 | 35 | 4 | 140 |
Unit List | 0x769130 | 0x76F66F | 35 | 32 | 810 |
Data Structures
- Information on classes is available on the page Tactics Ogre: The Knight of Lodis:Jobs.
- Information on items and equipment is available on the page Tactics Ogre: The Knight of Lodis:Items.
- Information on abilities is available on the page Tactics Ogre: The Knight of Lodis:Abilities.
- Some tables have unknown data bytes at the beginning/end, its possible these tables are offset from there true position.
- Many tables have an empty entry at the beginning for 'None'. Not all tables have this taken into account yet. If a table has an odd number of entries, this is likely the case.
Prizes/Random Treasures Table
- Data starts at 0x0061D8A0 and ends at 0x0061D99F in the ROM.
- There are 256 entries, 1 bytes in length each.
- The first 108 bytes are random treasures (picked up when moving onto a map square).
- Divided into 3 groups. Higher groups have better treasures.
- The groups contain 10,13, and 13 entries respectively.(This needs to be confirmed)
- When an item is picked up, a random entry is selected.
- Each entry has 3 items, one for each of low, medium and high biorythm.
- Next are Quest rewards, starting at 0x0061D90C
- Divided into 10 groups of 8 items each
- Lower groups are better. Group is improved by beating harder quests, faster.
- Items are randomly selected among the group
- Next are VS. Mode rewards, starting at 0x0061D94C
- 64 Items total
- Unknown how this functions.
Hire Shop Data Structure
- Data starts at 0x00622494 and ends at 0x006224E3 in the ROM.
- There are 10 entries, 8 bytes in length each.
- It's unknown how the game decides which entry to use. (e.g. Mermaids only in Rana, Giants only later in the game, random class every time, etc...)
- There is no termination data at the end of the table. The length must be hardcoded somewhere else.
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Class ID | 1 | 0x00 | uint8 | 0x54 | Class to hire |
Unknown | 1 | 0x01 | uint8 | Unknown | Unknown entry. Always 0 |
Cost | 2 | 0x02 | uint16 | ?? | Base cost to hire the unit |
Per Level Cost | 2 | 0x04 | uint16 | ?? | Adds this much gold to the cost per extra level bought |
Unknown | 1 | 0x06 | uint8 | Unknown | Unknown entry. Always 0 |
Unknown | 1 | 0x07 | uint8 | Unknown | Unknown entry. Always 0 |
Item Shop Data Structure
- Data starts at 0x006224E4 and ends at 0x00622583 in the ROM.
- There are 40 entries, 4 bytes in length each.
- Prices are not stored in this table. They are stored in the item table.
- The last entry is a termination of (0xff,0xff,0x00,0x00) starting at 0x622580
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Availabilty | 1 | 0x00 | uint8 | ?? | How far into the story the item first appears in the shop |
Item ID | 1 | 0x01 | uint8 | 0xBF | Item to be sold |
Unknown | 1 | 0x02 | uint8 | Unknown | Unknown entry. Always 0 |
Unknown | 1 | 0x03 | uint8 | Unknown | Unknown entry. Always 0 |
Secret Item Shop Data Structure
- The secret shop becomes available in Scabellum after recruiting Deneb
- Data starts at 0x00622584 and ends at 0x0062258C in the ROM.
- There are 7 entries, 1 bytes in length each.
- Prices are not stored in this table. They are stored in the item table.
- The last entry is a termination of (0xff) at 0x0062258C
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Item ID | 1 | 0x01 | uint8 | 0xBF | Item to be sold |
Magic Shop Data Structure
- Magic Shop Data data starts at 0x0062258C and ends at 0x622617 in the ROM.
- There are 35 entries, 4 bytes in length each.
- Prices are not stored in this table. They are stored in the abilities table.
- If the spell is set to the index of an ability, it will not appear.
- The last entry is a termination of (0xff,0xff,0x00,0x00) starting at 0x622614
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Availabilty | 1 | 0x00 | uint8 | ?? | How far into the story the spell first appears in the shop |
Spell ID | 1 | 0x01 | uint8 | 0x7E | Spell to be sold |
Unknown | 1 | 0x02 | uint8 | Unknown | Unknown entry. Always 0 |
Unknown | 1 | 0x03 | uint8 | Unknown | Unknown entry. Always 0 |
Unit List Data Structure
- Data starts at 0x00769130 and ends at 0x0076F66F in the ROM.
- There are 810 entries, 32 bytes in length each.
- This table contains the information on each unit that appears in the game
- It is not yet known how each map determines which units appear, however the units are listed in order.
Name | Length | Offset | Type | Max Value | Description |
---|---|---|---|---|---|
Character | 1 | 0x00 | uint8 | ?? | If the unit is a special character. 0x01 if they are not. See the character table for more info. |
Level | 1 | 0x01 | uint8 | 50 | Character level |
Level Scaling | 1 | 0x02 | uint8 | 0x04 | Causes level to scale based on party level (needs confirmation) |
Unknown | 1 | 0x03 | uint8 | 0xff | Unknown entry. Always 0xff |
Item 1 | 1 | 0x04 | uint8 | 0xBF | Item in 1st slot |
Item 2 | 1 | 0x05 | uint8 | 0xBF | Item in 2nd slot |
Item 3 | 1 | 0x06 | uint8 | 0xBF | Item in 3rd slot |
Item 4 | 1 | 0x07 | uint8 | 0xBF | Item in 4th slot |
Spell 1 | 1 | 0x08 | uint8 | 0x7F | Spell/ability in 1st slot |
Spell 2 | 1 | 0x09 | uint8 | 0x7F | Spell/ability in 2nd slot |
Spell 3 | 1 | 0x0A | uint8 | 0x7F | Spell/ability in 3rd slot |
Spell 4 | 1 | 0x0B | uint8 | 0x7F | Spell/ability in 4th slot |
Emblems 1 | 1 | 0x0C | uint8 | 0xff | Bitfield of emblems in 1st row |
Emblems 2 | 1 | 0x0D | uint8 | 0xff | Bitfield of emblems in 2nd row |
Emblems 3 | 1 | 0x0E | uint8 | 0xff | Bitfield of emblems in 3rd row |
Emblems 4 | 1 | 0x0F | uint8 | 0xff | Bitfield of emblems in 4th row |
Class | 1 | 0x10 | uint8 | 0x54 | class. |
Element | 1 | 0x11 | uint8 | 0x06 | Element. |
Alignment | 1 | 0x12 | uint8 | 0x03 | Alignment. |
Gender | 1 | 0x13 | uint8 | 0x03 | Gender. |
Unknown | 1 | 0x14 | uint8 | Unknown | Unknown (Value Varies). |
Drop | 1 | 0x15 | uint8 | 0xBF/0x7F | Spell or item to drop on defeat. |
Drop Type | 1 | 0x16 | uint8 | 0x03 | 0=None, 2=Item, 3=Spell. |
Unknown | 1 | 0x17 | uint8 | Unknown | Unknown (Value Varies). |
Unknown | 1 | 0x18 | uint8 | Unknown | Unknown (Value Varies). |
X Position | 1 | 0x19 | uint8 | Depends on map | X0,Y0 is top corner square. |
Y Position | 1 | 0x1A | uint8 | Depends on map | X increases to bottom right, Y increases to bottom left |
Unknown | 1 | 0x1B | uint8 | Unknown | Unknown (Value Varies 0-3). |
Team/Role | 1 | 0x1C | uint8 | Unknown | 0=Ally, 1=Leader, 2=Guest 0x80=Enemy, 0x81=Enemy Leader |
Unknown | 1 | 0x1D | uint8 | Unknown | Unknown (Value Varies 0-3). |
Unknown | 1 | 0x1E | uint8 | Unknown | Unknown (Value Varies 0-3). |
Unknown | 1 | 0x1F | uint8 | 0xff | Unknown (always 0xff). |
Internal Data for Tactics Ogre: The Knight of Lodis |
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ROM Map • RAM Map • Text Table • Notes • Tutorials |