Particle Overlay Table
From CloudModding MM Wiki
Version | Offset | VRom | VRam | ||
---|---|---|---|---|---|
Debug | 13FF20 | 00DD4F20 | 00DD5364 | 801F69E0 | 801F6E24 |
J 1.0 | 101C90 | 00C60C90 | 00C610D4 | 801A9330 | 801A9774 |
J 1.1 | 101F90 | 00C60F90 | 00C613D4 | 801A9570 | 801A99B4 |
U 1.0 | 1089E0 | 00C449E0 | 00C44E24 | 801AE4A0 | 801AE8E4 |
PAL 1.0 | 109260 | 00D93260 | 00D936A4 | 801AEFC0 | 801AF404 |
PAL 1.1 | 109380 | 00D93380 | 00D937C4 | 801AF360 | 801AF7A4 |
JP GC | 106B80 | 00C4BB80 | 00C4BFC4 | 801ACFA0 | 801AD3E4 |
USA GC | 106AC0 | 00C51AC0 | 00C51F04 | 801ACF00 | 801AD344 |
PAL GC | 107380 | 00DA0380 | 00DA07C4 | 801AD920 | 801ADD64 |
The particle effect manages the particle effect files (overlays). It defines a particle effect's id, maps the particle's code to a virtual address, and during gameplay is used to find the overlay in ram
Format
xxxxxxxx yyyyyyyy aaaaaaaa bbbbbbbb
rrrrrrrr pppppppp ????????
- x y: Start/End Virtual Rom addresses of the particle effect's file
- a b: Start/End Virtual Ram addresses of the particle effect's file
- r: Ram address of the overlay, when loaded into ram. Set to 0 in Rom
- p: ?, possibly a pointer to the initialization routine
- ?: Unknown, set to 0x01000000 in Rom