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Decomp functions related to BMG files #60
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Report for eur (3fe4969 - d5ee59e)Total code: 3622366 bytes (-684 bytes) ✅ 90 new matches:
...and 60 more new matches 📈 558 improvements in unmatched functions:
...and 528 more improvements in unmatched functions 📉 4840 regressions in unmatched functions:
...and 4810 more regressions in unmatched functions |
Report for usa (3fe4969 - d5ee59e)Total code: 3622280 bytes (-668 bytes) ✅ 90 new matches:
...and 60 more new matches 📈 558 improvements in unmatched functions:
...and 528 more improvements in unmatched functions 📉 4840 regressions in unmatched functions:
...and 4810 more regressions in unmatched functions |
This is starting to get big so I'm opening this as a draft, I don't think there's an issue related to this (yet?)
BMG files are data defining message and how they make the game behave, this game is using 4 sections but the format itself supports 6
MID1: "Message ID", unused in this gameSTR1: I think this one is probably "String", same as above; unusedINF1: "Informations", this is a table of offsets to the message strings and some flags that I don't know what they're doing yetDAT1: "Data", this section is where the strings areFLW1: "Flow", this is where the behavior is defined, for instance if it should branch to another text in the case of a conversationFLI1: "Flow Index", I forgot what this is doing lola lot of things are already documented about the file format, thanks to different resources (zed, Twilight Princess decomp and some Mario Kart wikis) but a lot is missing
Progress update: a lot of things is matched but a lot is still missing, I might take a break from this because I'd like to work on something new (and not as complex as this system is)