User contributions for Raphi
9 August 2024
- 15:5115:51, 9 August 2024 diff hist −36 Boktai Hacking Wiki:Copyrights Removed redirect to Boktai Hacking Wiki:About#Copyright current Tag: Removed redirect
- 15:5015:50, 9 August 2024 diff hist −419 Boktai Hacking Wiki:About →Copyright
- 15:5015:50, 9 August 2024 diff hist 0 m Template:Copyright Protected "Template:Copyright" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
- 15:5015:50, 9 August 2024 diff hist +432 N Template:Copyright Created page with "All pages on this wiki are licensed under the [https://creativecommons.org/licenses/by-sa/4.0/ CC BY-SA 4.0] license. By creating or editing pages on this wiki, you give boktaihacking.net permission to use your content under the terms of that license. It is ''explicitly allowed'' to upload other files (resources, tools, romhacks, etc.) under a different license. Please correctly specify the license of any files you upload here."
- 14:5414:54, 9 August 2024 diff hist +149,644 N Script list (Boktai 2) Created page with "This is a list of the scripts in the Boktai 2 script directory. * Map-specific scripts should use a name from the map list * See Engine calls (Boktai 2) for control 0x9906 and control 0xb745 reference {| class="wikitable" |- ! ID || Address || Group || Description |- | 0x0001 || 0x08ce4b9c || || |- | 0x0002 || 0x08ce4ba2 || || |- | 0x0003 || 0x08ce4c02 || || |- | 0x0004 || 0x08ce4d18 || || |- | 0x0005 || 0x08ce4dcd || || |- | 0x000..."
- 13:5113:51, 9 August 2024 diff hist 0 m Releases Raphi moved page Games to Releases without leaving a redirect
- 13:3713:37, 9 August 2024 diff hist +789 Inventory (Boktai 2) No edit summary
- 13:2813:28, 9 August 2024 diff hist +1,775 Inventory (Boktai 2) No edit summary
- 13:2413:24, 9 August 2024 diff hist +3,821 Inventory (Boktai 2) No edit summary
- 13:1213:12, 9 August 2024 diff hist 0 m RAM map (Boktai 2) →Stat struct
- 13:1113:11, 9 August 2024 diff hist 0 RAM map (Boktai 2) →IWRAM
- 12:4212:42, 9 August 2024 diff hist +5,728 N Inventory (Boktai 2) Created page with "List of items and their indexes as used in the inventory data, chest definitions, etc. = Items = {| class="wikitable" |- ! Index || Name || Durability |- | -1 || (empty) || - |- |0 || Earthly Nut || 3840 (=> Rotten Nut) |- |1 || Solar Nut || 3840 (=> Rotten Nut) |- |2 || Speed Nut || 3840 (=> Rotten Nut) |- |3 || Tiptoe Nut || 3840 (=> Rotten Nut) |- |4 || Banana || 3840 (=> Rotten Nut) |- |5 || Chocolate Banana || 3840 (=> Rotten Nut) |- |6 || Bearnut || 3840 (=> Rott..."
- 08:3908:39, 9 August 2024 diff hist +143 m RAM map (Boktai 2) No edit summary
- 07:5707:57, 9 August 2024 diff hist +1,028 RAM map (Boktai 2) No edit summary
8 August 2024
- 18:4418:44, 8 August 2024 diff hist +2,054 RAM map (Boktai 2) No edit summary
- 15:5115:51, 8 August 2024 diff hist +367 RAM map (Boktai 2) No edit summary
- 15:2915:29, 8 August 2024 diff hist +59 N Category:File formats Created page with "These pages document file formats used by the Boktai games." current
- 15:2815:28, 8 August 2024 diff hist +61 N Category:Boktai 3 Created page with "These pages contain documentation and resources for Boktai 3." current
- 15:2815:28, 8 August 2024 diff hist +61 N Category:Boktai 2 Created page with "These pages contain documentation and resources for Boktai 2." current
- 15:2815:28, 8 August 2024 diff hist +61 N Category:Boktai 1 Created page with "These pages contain documentation and resources for Boktai 1." current
- 15:2815:28, 8 August 2024 diff hist +63 N Category:Documentation Created page with "These pages document the internal workings of the Boktai games." current
- 15:2715:27, 8 August 2024 diff hist +85 User:Raphi No edit summary
- 15:2515:25, 8 August 2024 diff hist +2,941 N User:Raphi/Import ROM map from Ghidra Created page with "Limited support for importing a ROM map from Ghidra. '''TODO:''' We need the ability to merge the wikitext output into an already existing page. 1. Export your functions from Ghidra using the following script: <syntaxhighlight lang="c" lines> /* ### * IP: GHIDRA * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apach..."
- 15:2215:22, 8 August 2024 diff hist +4,924 ROM map (Boktai 1) No edit summary
7 August 2024
- 16:5516:55, 7 August 2024 diff hist +50 Script list (Boktai 1) No edit summary
- 16:5416:54, 7 August 2024 diff hist +185,543 N Script list (Boktai 1) Created page with "This is a list of the scripts in the Boktai 1 script directory. The tables are sorted by address, as related scripts tend to be stored close together in the ROM, whereas IDs are relatively random. * Map-specific scripts should use a name from the map list * See Engine calls (Boktai 1) for control 0x9906 and control 0xb745 reference {| class="wikitable" |- ! ID || Address || Group || Description |- | 0xa59b || 0x08e41d4c || || |- | 0xa84b |..."
- 16:4616:46, 7 August 2024 diff hist +22,899 N Bytecode Created page with "= Script structure = * Bytecode scripts are stored in the script directory * A script must start with a <code>block</code> instruction. The script terminates either when that block ends, or with an explicit <code>return</code> instruction. * Blocks may only contain the following instructions as direct descendants: <code>end</code>, <code>expression</code>, <code>control</code>, and <code>[..."
- 16:4516:45, 7 August 2024 diff hist +23,326 N Engine calls (Boktai 1) Created page with "This is a list of the engine calls (control 0x9906 and control 0xb745 opcodes) supported in Boktai 1 scripts. These all refer to native (THUMB) functions stored in the ROM. The tables are sorted by address, as similar functions tend to be stored close together in the ROM, whereas IDs are relatively random. = control 0x9906 = {| class="wikitable" |- ! ID || Address || # Uses || Descriptio..."
- 15:5515:55, 7 August 2024 diff hist +23,329 N Maps (Boktai 1) Created page with "The following maps exist in Boktai 1. The names have been extracted from the string data. The init script is responsible for loading the map, spawning objects in it, etc. {| class="wikitable" |- ! ID || Name || Init script || Description |- | 0 || DOKODEMO_NAI || || |- | 1 || KANOKE_MISETTI || || |- | 2 || IDOUYUKA_NO_UE || || |- | 3 || HINODE_HINOIRI_DEMO || 0x0f07 || Sunrise/Sunset cutscenes |- | 4 || ENDING || 0x457f || Ending after defeati..."
- 10:2910:29, 7 August 2024 diff hist +37 N RNG Redirected page to Random number generator current Tag: New redirect
- 07:5607:56, 7 August 2024 diff hist +2,111 Script directory No edit summary
- 07:4607:46, 7 August 2024 diff hist +38 m Collision map file No edit summary
6 August 2024
- 19:0919:09, 6 August 2024 diff hist +9 m Master file table →MFT Directories Tag: Visual edit
- 19:0519:05, 6 August 2024 diff hist +1,651 N Script directory Created page with "The script directory (contained in the master file table) contains both bytecode scripts and strings used in the game. It's layout is different than the other directories in the MFT: <syntaxhighlight lang="c"> struct script_directory { u32 unknown; // 0x3ea8eae6 in Boktai 1 (U) script_entry script_entries[]; directory_offsets offsets; // string_index contains the start index (in string_data) for each string // NOTE: offsets.string_i..."
- 18:3718:37, 6 August 2024 diff hist +22 Master file table →MFT Directories
- 18:3618:36, 6 August 2024 diff hist +165 Main Page No edit summary
- 16:1616:16, 6 August 2024 diff hist +2,892 RAM map (Boktai 1) No edit summary
- 15:5915:59, 6 August 2024 diff hist +2,313 N Inventory (Boktai 1) Created page with "List of items and their indexes as used in the inventory data, chest definitions, etc. = Items = {| class="wikitable" |- ! Index || Name |- | 0 || Green Apple |- | 1 || Red Apple |-ewram | 2 || Golden Apple |- | 3 || Heal Fruit |- | 4 || Solar Nut |- | 5 || See-All Nut |- | 6 || Tiptoe Nut |- | 7 || Speed Nut |- | 8 || Banana |- | 9 || Evil Banana |- | 10 || Redshroom |- | 11 || Blueshroom |- | 12 || Flame Nut |- | 13 || Ice Nut |- | 14 || Bearnut |- | 15 || Enduranut |..."
- 06:4906:49, 6 August 2024 diff hist 0 m RAM map (Boktai 1) →IWRAM
5 August 2024
- 19:1519:15, 5 August 2024 diff hist +4,540 RAM map (Boktai 1) No edit summary
- 19:1519:15, 5 August 2024 diff hist +1,516 N Random number generator Created page with "The GBA Boktai games use a very simple method of generating random numbers: # There's a list of 1024 pregenerated u16 random numbers stored in EWRAM ("RNG Table") # The game keeps track of the last list index used in IWRAM ("RNG Index") # When the game needs a random number, it increments the RNG index (mod 1024)... # ...and then returns <code>RNG_Table[RNG_Index]</code>. # When the game needs a random value within a certain range, it instead returns <code>(RNG_Table[RN..."
4 August 2024
- 20:3020:30, 4 August 2024 diff hist +216 RAM map (Boktai 1) →IWRAM
- 20:2220:22, 4 August 2024 diff hist +89 m RAM map (Boktai 1) No edit summary
- 20:1820:18, 4 August 2024 diff hist −3 m RAM map (Boktai 1) →Scratch struct
- 20:1720:17, 4 August 2024 diff hist −3 m RAM map (Boktai 1) →Scratch struct
- 20:1720:17, 4 August 2024 diff hist +539 RAM map (Boktai 1) No edit summary
- 19:0219:02, 4 August 2024 diff hist +19 RAM map (Boktai 1) No edit summary
- 19:0119:01, 4 August 2024 diff hist +1,348 N Coordinate systems Created page with "The game does all game logic and physics calculation in orthogonal 3D space (that is, ''not'' isometric). The isometric projection step is only performed during the render phase of the game. The are three coordinate systems in use: # World space: Orthogonal coordinate system. All game logic calculations are performed in this coordinate system. # View space: Isometric coordinate system. Result of running world space coordinates through the isometric projection. # Screen..."
- 18:4018:40, 4 August 2024 diff hist +285 RAM map (Boktai 1) No edit summary
- 11:0411:04, 4 August 2024 diff hist +992 N Text encoding Created page with "Text is stored uncompressed in the Script directory. Each character is encoded as either 1 or 2 bytes. * 1 byte: Used for ASCII characters with a code <= 127 (but there are a few exceptions where some ASCII codes have been replaced, see the encoding tables below). * 2 bytes: Used for special characters (e.g. arrows) and for non-English characters (e.g. Japanese). The 1st byte will be between 0x80 and 0x85. In other words, if the top bit of a byte is set, that means..."