New pages
- 15:56, 8 November 2024 Tile map files (Boktai 1) (hist | edit) [21,783 bytes] Raphi (talk | contribs) (Created page with "= Tile maps = {| class="wikitable exportable" ! File ID || Description |- | 0x0038 || st03_11 |- | 0x0110 || st05_center_00b |- | 0x0160 || random (SE 5) |- | 0x01d4 || |- | 0x0219 || st05_center_08 |- | 0x02eb || random_roof |- | 0x033b || random (NE 7) |- | 0x03b0 || st05_center_00a |- | 0x0a62 || st04_18 |- | 0x0b0b || st03_02_02 |- | 0x0b12 || |- | 0x0bdb || |- | 0x0bf7 || |- | 0x0c07 || |- | 0x0c17 || |- | 0x0c27 || |- | 0x0c30 || random (NE 1) |- | 0x0c37 |...")
- 15:54, 8 November 2024 Collision map files (Boktai 1) (hist | edit) [9,012 bytes] Raphi (talk | contribs) (Created page with "{| class="wikitable exportable" ! File ID || Description |- | 0x0147 || st05_mansion_05 |- | 0x0305 || b05_02 |- | 0x0345 || d03_03 |- | 0x0407 || st01_00a |- | 0x050f || st00_00 |- | 0x0517 || st01_00 |- | 0x051f || st00_01 |- | 0x0527 || st01_01 |- | 0x052f || st00_02 |- | 0x053f || st00_03 |- | 0x0547 || |- | 0x054f || st00_04 |- | 0x0557 || st01_04 |- | 0x0567 || st01_05 |- | 0x0577 || st01_06 |- | 0x0587 || st01_07 |- | 0x0597 || st01_08 |- | 0x05a7 || st01_09 |- |...") originally created as "Map files (Boktai 1)"
- 18:21, 29 October 2024 BokMagic (hist | edit) [1,121 bytes] Raphi (talk | contribs) (Created page with "{{Project | Type=Tool | Image=BokMagic screenshot.png | ShortDescription=Data viewer for GBA Boktai ROMs | TargetROM=Boktai 1/2/3 | Author=Raphi | License=[https://spdx.org/licenses/GPL-3.0-or-later.html GNU GPL 3.0] | ReleasedAt=2024-10-29 | SourceCode=https://git.sr.ht/~raphi/bokmagic | Download=[https://boktaihacking.net/downloads/bokmagic-latest-windows.zip Latest Windows build] }} BokMagic is a cross-platform data viewer for the GBA Boktai games. It...")
- 12:48, 27 October 2024 Animation file (hist | edit) [1,371 bytes] Raphi (talk | contribs) (Created page with "'''TODO:''' This page needs verification. Animation files store animation for actor sprites. Each actor in the actor sprites file may contain multiple sprites, and animaitons determine when the actor should show which sprite (and optionally, if the sprite should be flipped). = File format = <syntaxhighlight lang="c"> struct AnimationFile { →offset 0x00: u16 animationCount; →offset 0x02: u16 frameCount; →offset 0x04: Animation...")
- 11:34, 19 October 2024 Sound (hist | edit) [515 bytes] Raphi (talk | contribs) (Created page with "Like many GBA games, the Boktai games use the MusicPlayer2000 sound driver. This driver has already been extensively documented online, a good overview and a list of useful tools is available here: https://github.com/loveemu/vgmdocs/blob/master/Summary_of_GBA_Standard_Sound_Driver_MusicPlayer2000.md Some MusicPlayer2000 functions are listed in each game's ROM map page, prefixed with "MP2K_". Category:Documentation Category:File formats Category:Boktai 1 C...")
- 10:53, 19 October 2024 Actor sprites file (hist | edit) [4,139 bytes] Raphi (talk | contribs) (Created page with "Animations are similar to sprite sets, but they are (slightly) simpler in structure. Animations are used for "small" enemies (like boks or mummies), while sprite sets are used for "large" enemies (bosses and minibosses). Both animations and sprite sets can store static and animated sprites as well. = Differences compared to sprite sets = * Each object in a sprite set sprite can have a different palette, whereas each animation frame must use the same...") originally created as "Animation file"
- 19:03, 17 October 2024 Particle file (hist | edit) [1,971 bytes] Raphi (talk | contribs) (Created page with "Particles are similar to sprite sets, but they are much simpler. They are used for Klorofolun, enemy sleeping indicators, etc. = Differences compared to sprite sets = * Sprites can be made up of multiple objects, particles always consist of one single object * Sprites reference the palette they require, particles do not * Sprites use [https://problemkaputt.de/gbatek-lcd-obj-vram-character-tile-mapping.htm 2D character mapping], particles use 1D char...")
- 17:24, 17 October 2024 Tile set file (hist | edit) [3,390 bytes] Raphi (talk | contribs) (Created page with "Tile set files contain the GBA tiles (8x8 px, 4 bpp) used by tile maps. Boktai 1 only has a few of these files (11), while Boktai 2 and 3 only have one each. Tile set files contain multiple "parts", and each part can be loaded individually instead of having to load the entire file at once. Tile sets are loaded by engine call 0x11d4 by specifying the file ID and part ID(s). The requested parts are directly copied from the tile...")
- 21:02, 16 October 2024 RNG Table (hist | edit) [25,469 bytes] Raphi (talk | contribs) (Created page with "This is the RNG table for Boktai 1 and 2. Boktai 3 (might?) use a different table. See each game's RAM map page for the address of the RNG index. Most uses of the RNG use the "Value >> 3" numbers, which is value divided by 8 (=shifted right by 3 bits). {| class="wikitable exportable" ! RNG Index || Value || Value >> 3 |- | 0 || 208 || 26 |- | 1 || 25215 || 3151 |- | 2 || 3331 || 416 |- | 3 || 31595 || 3949 |- | 4 || 3078 || 384 |- | 5 || 7575 || 946 |- | 6 || 4313 || 5...")
- 17:10, 24 September 2024 Tile map file (hist | edit) [4,499 bytes] Raphi (talk | contribs) (Created page with "Tile maps store visual data for the [https://problemkaputt.de/gbatek-lcd-vram-bg-screen-data-format-bg-map.htm GBA's background layers]. Each tile map file contains: * The tile set used by this tile map file, as an array of standard 8x8 px 4 bpp tiles. '''Optional''', if the tile map file does not contain tile set data, then they must be loaded by an external mechanism (generally a script). Tile maps for menus are usually storing the tile sets themselves, while normal o...") originally created as "Tile maps"
- 13:05, 22 September 2024 Font (hist | edit) [3,169 bytes] Raphi (talk | contribs) (Created page with "The font stores all characters the game uses for drawing text. There are two types of characters: Narrow characters are 8x16 px in size (two tiles), and wide characters are 16x16 px in size (four tiles). '''Warning:''' In Boktai 1, wide characters are structured differently than described here. In Boktai 1, each wide character is 0x48 bytes in size, whereas in Boktai 2 and 3 each wide character is 0x80 bytes in size. The format of Boktai 1 wide characters still needs to...")
- 16:14, 19 September 2024 Actor (hist | edit) [3,992 bytes] Raphi (talk | contribs) (Created page with "The Boktai games use an actor system to keep track of all "objects" currently existing in the game. Every actor has a callback that will be called every frame. Examples of actors are: Django, the camera, enemies... = Structure = Actors are defined using a pattern similar to object-oriented programming. There is a "base class", <code>Actor</code>, and "subclasses", like <code>DjangoActor</code> for example. Each subclass contains data specific to that actor type (for ex...") originally created as "Actors"
- 16:08, 16 September 2024 Sprite set file (hist | edit) [8,554 bytes] Raphi (talk | contribs) (Created page with "Sprite sets are stored in directory id_low = 0x5f29, id_high = 0xc8e5 in the master file table. Each sprite set contains multiple distinct sprites, and each sprite may be made of multiple [https://problemkaputt.de/gbatek-lcd-obj-overview.htm GBA OBJs]. = File format = '''TODO:''' very incomplete <syntaxhighlight lang="c"> struct spriteset_header { u16 unknown_0x00; u16 spriteCount; // number of sprites in this sprite set u16 unknown_0x04; u16 unknown_0x06;...")
- 09:12, 31 August 2024 Time (hist | edit) [2,367 bytes] Raphi (talk | contribs) (Created page with "The Boktai games have many game mechanics that depend on the current date and time. The cartridges contain an RTC chip and a battery, which will keep track of the time even when the system is powered off. The games use the following values: * Date * Time * Sunrise/Sunset times in the player's selected region * Moon phase (based on current knowledge, only full moons are used currently. But the games track ''every'' moon phase, not just full moons) * Seasons = Region sel...")