Difference between revisions of "Memory Address Table"

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(Changing "Units" column to "Units/Details". I've so far been using the Units articles to explain what each associated value does/how it behaves. In the future, I'll make similar articles for values that aren't really quantities, like bitfields/arrays)
(changing "type" column to "CE Type" and adding "Code Type" column for clarifying how to interpret some values)
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Here you will find an incomplete list of descriptions of memory addresses/locations/structures in Okami, discovered via [[Reverse Engineering]].
Here you will find an incomplete list of descriptions of memory addresses/locations/structures in Okami, discovered via [[Reverse Engineering]].


'''Address''' refers to the path to the location in memory of the given data. These will be of the form <code>dllFile.dll+offset</code> or <code>dllFile.dll+offset + pointerOffset + pointerOffset</code> or similar. Offsets will be given in hexadecimal. Some addresses may have a link to a separate page which explains in greater depth its meaning and behavior.
'''Address''' refers to the path to the location in memory of the given data. These will be of the form <code>dllFile.dll+offset</code> or <code>dllFile.dll+offset + pointerOffset + pointerOffset</code> or similar. Offsets will be given in hexadecimal.


'''Short Description''' refers to a brief phrase or sentence which describes the meaning/purpose of the value.
'''Short Description''' refers to a brief phrase or sentence which describes the meaning/purpose of the value.


'''Type''' refers to the way the value located at the given address is interpreted. The common types are:
'''CE Type''' refers to the way the value located at the given address is interpreted in Cheat Engine. The common types are:
* Float: A floating point value, representing a fraction/decimal value. Generally used for values which vary continuously. Can take on a very wide range of values, with varying degrees of precision. A float is always 4 bytes in length.
* Float: A floating point value, representing a fraction/decimal value. Generally used for values which vary continuously. Can take on a very wide range of values, with varying degrees of precision. A float is always 4 bytes in length.
* (1/2/4/8) Byte(s): An integer value. Sometimes signed (positive or negative) sometimes unsigned (not negative). Can represent countable quantities (e.g. number of a given item in the inventory), addresses of other values, or a wide variety of other things. Sometimes represented in hexadecimal or decimal. Each byte represents 8 adjacent bits (binary on/off values).
* (1/2/4/8) Byte(s): An integer value. Sometimes signed (positive or negative) sometimes unsigned (not negative). Can represent countable quantities (e.g. number of a given item in the inventory), addresses of other values, or a wide variety of other things. Sometimes represented in hexadecimal or decimal. Each byte represents 8 adjacent bits (binary on/off values).
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* String: A list of characters of arbitrary length, usually representing a something like a word, sentence, or filename.
* String: A list of characters of arbitrary length, usually representing a something like a word, sentence, or filename.
* Binary: A set of values which are either on/off or true/false. Often used to represent flags, such as whether a certain one-time-only action has been performed. Because addresses can only refer to bytes, and not individual bits, each binary address listed here will represent a group of 8 actual bits/flags. In many cases, not all of the bits in a byte are used (the unused bits always remain at 0). For these values, the description will describe the overall contents of the byte, and the detailed values will be present in the [[Bitfield Table]], linked in the Article column
* Binary: A set of values which are either on/off or true/false. Often used to represent flags, such as whether a certain one-time-only action has been performed. Because addresses can only refer to bytes, and not individual bits, each binary address listed here will represent a group of 8 actual bits/flags. In many cases, not all of the bits in a byte are used (the unused bits always remain at 0). For these values, the description will describe the overall contents of the byte, and the detailed values will be present in the [[Bitfield Table]], linked in the Article column
'''Code Type''' refers to the assumed type of the value as it would have been written in the game's C++ source. Some common values are:
* float: Same as described under CE Types. 4 bytes
* int_8, int_16, int_32, int_64: Signed integer types of 8, 16, 32, and 64 bits (1, 2, 4, and 8 bytes) respectively
* int_8, uint_16, uint_32, uint_64: Unsigned integer types
* bool: Can only hold the values 0 or 1 (representing false or true, respectively), but takes up 1 byte in memory.
* char: Represents a single character of ASCII text. 1 byte.
* string: Same as described under CE Types. An array of chars.
* bitfield: (aka bitset, flags, etc.) 1 byte of data composed of adjacent bits representing true/false values with individual meanings. Corresponds to "Binary" CE type.
* struct: A structure composed of a set of values of certain types stored adjacently in memory. For example, a structure containing related data about a chest, including its location (represented as 3 floats) and the ID of its contents (represented using a uint).
* An array of any of the above types, with the format "type[n]", where n represents the length of the array. e.g. "uint_32[4]" for an array of 4 unsigned 32-bit ints. An array of unknown length would have empty brackets.
* A pointer to any of the above types, with the format "*type". Note that pointers always take up 8 bytes, regardless of the underlying type.


'''Range''' describes, roughly, the range of values stored at the given address. This doesn't generally indicate precise bounds.
'''Range''' describes, roughly, the range of values stored at the given address. This doesn't generally indicate precise bounds.
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{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Address !! Short Description !! Type !! Range !! Units/Details
! Address !! Short Description !! CE Type !! Code Type !! Range !! Units/Details
|-
|-
| main.dll+B6B2D0 + 000000A8 + 0 || Ammy X Position/Coordinate || Float || -20,000 to 20,000 || [[Distance]]
| main.dll+B6B2D0 + 000000A8 + 0 || Ammy X Position/Coordinate || Float || float || -20,000 to 20,000 || [[Distance]]
|-
|-
| main.dll+B6B2D0 + 000000A8 + 4 || Ammy Y Position/Coordinate || Float || -10,000 to 10,000 || [[Distance]]
| main.dll+B6B2D0 + 000000A8 + 4 || Ammy Y Position/Coordinate || Float || float || -10,000 to 10,000 || [[Distance]]
|-
|-
| main.dll+B6B2D0 + 000000A8 + 8 || Ammy Z Position/Coordinate || Float || -20,000 to 20,000 || [[Distance]]
| main.dll+B6B2D0 + 000000A8 + 8 || Ammy Z Position/Coordinate || Float || float || -20,000 to 20,000 || [[Distance]]
|-
|-
| main.dll+B4DF90 || Ammy Current Health/Solar Energy || 2 Bytes || 0 to 900 by default || [[Health]]
| main.dll+B4DF90 || Ammy Current Health/Solar Energy || 2 Bytes || int_16 || 0 to 900 by default || [[Health]]
|-
|-
| main.dll+B4DF92 || Ammy Max Health/Solar Energy || 2 Bytes || 900 to 6000 in increments of 300 || [[Health]]
| main.dll+B4DF92 || Ammy Max Health/Solar Energy || 2 Bytes || int_16 || 900 to 6000 in increments of 300 || [[Health]]
|-
|-
| main.dll+B205E5 || Solar Energy Praise Upgrade Count || Byte || 0 to 12 || Counter
| main.dll+B205E5 || Solar Energy Praise Upgrade Count || Byte || uint_8 || 0 to 12 || Counter
|-
|-
| main.dll+B205D8 || Current Ink Level || 4 Bytes || 0 to 46080 by default || [[Ink]]
| main.dll+B205D8 || Current Ink Level || 4 Bytes || int_32 || 0 to 46080 by default || [[Ink]]
|-
|-
| main.dll+B205DD || Ammy Max Ink Level || 4 Bytes || 46080 to 153600 in increments of 15360 || [[Ink]]
| main.dll+B205DD || Ammy Max Ink Level || 4 Bytes || int_32 || 46080 to 153600 in increments of 15360 || [[Ink]]
|-
|-
| main.dll+8928A4 || Target Ink Level when opening Brush || 4 Bytes || 0 to 30720 by default || [[Ink]]
| main.dll+8928A4 || Target Ink Level when opening Brush || 4 Bytes || int_32 || 0 to 30720 by default || [[Ink]]
|-
|-
| main.dll+8928A8 || Current Ink Level when opening Brush || 4 Bytes || 0 to 46080 by default || [[Ink]]
| main.dll+8928A8 || Current Ink Level when opening Brush || 4 Bytes || int_32 || 0 to 46080 by default || [[Ink]]
|-
|-
| main.dll+B1F208 || Ink Pot Upgrade Count (read only) || Byte || 3 to 10 || Counter
| main.dll+B1F208 || Ink Pot Upgrade Count || Byte || uint_8 || 3 to 10 || Counter
|-
|-
| main.dll+888C58 || Number of brush strokes on current canvas || Byte || 0 to 31 || Counter
| main.dll+888C58 || Number of brush strokes on current canvas || Byte || uint_8 || 0 to 31 || Counter
|-
|-
| main.dll+B4DF94 || Current Astral Pouch Fill || 2 Bytes || 0 to 200 || [[Food Points]]
| main.dll+B4DF94 || Current Astral Pouch Fill || 2 Bytes || int_16 || 0 to 200 || [[Food Points]]
|-
|-
| main.dll+B4DF96 || Max Astral Pouch Fill || 2 Bytes || 200 to 800 in increments of 200 || [[Food Points]]
| main.dll+B4DF96 || Max Astral Pouch Fill || 2 Bytes || int_16 || 200 to 800 in increments of 200 || [[Food Points]]
|-
|-
| main.dll+B1F207 || Astral Pouch Upgrade Count (read only) || Byte || 1 to 4 || Counter
| main.dll+B1F207 || Astral Pouch Upgrade Count || Byte || uint_8 || 1 to 4 || Counter
|-
|-
| main.dll+B4DFAC || Godhood || 2 Bytes || 0 to 375 in increments of 5 || [[Godhood Points]]
| main.dll+B4DFAC || Godhood || 2 Bytes || int_16 || 0 to 375 in increments of 5 || [[Godhood Points]]
|-
|-
| main.dll+B205E0 || Current Yen || 4 Bytes || 0 to 99999 by default || [[Yen]]
| main.dll+B205E0 || Current Yen || 4 Bytes || uint_32 || 0 to 99999 by default || [[Yen]]
|-
|-
| main.dll+B1CFE4 || Displayed Yen || 4 Bytes || 0 to 99999 by default || [[Yen]]
| main.dll+B1CFE4 || Displayed Yen || 4 Bytes || uint_32 || 0 to 99999 by default || [[Yen]]
|-
|-
| main.dll+6B22A8 || Maximum Yen / Purse Size At 0 Purse Upgrades || Array(4) 4 Bytes || 99,999 to 99,999,999 || [[Yen]]
| main.dll+6B22A8 || Maximum Yen / Purse Size || 4 Bytes x4 || uint_32[4] || 99,999 to 99,999,999 || [[Yen]]
|-
|-
| main.dll+B21758 || Total Yen Earned || 4 Bytes || Typically 0 to 99,000,000 || [[Yen]]
| main.dll+B21758 || Total Yen Earned || 4 Bytes || uint_32 || Typically 0 to 99,000,000 || [[Yen]]
|-
|-
| main.dll+B205E4 || Purse Upgrade Count || Byte || 0 to 3 || Counter
| main.dll+B205E4 || Purse Upgrade Count || Byte || uint_8 || 0 to 3 || Counter
|}
|}

Revision as of 23:57, 24 May 2021

Note: This page pertains to Reverse Engineering of Okami.

Explanation

Here you will find an incomplete list of descriptions of memory addresses/locations/structures in Okami, discovered via Reverse Engineering.

Address refers to the path to the location in memory of the given data. These will be of the form dllFile.dll+offset or dllFile.dll+offset + pointerOffset + pointerOffset or similar. Offsets will be given in hexadecimal.

Short Description refers to a brief phrase or sentence which describes the meaning/purpose of the value.

CE Type refers to the way the value located at the given address is interpreted in Cheat Engine. The common types are:

  • Float: A floating point value, representing a fraction/decimal value. Generally used for values which vary continuously. Can take on a very wide range of values, with varying degrees of precision. A float is always 4 bytes in length.
  • (1/2/4/8) Byte(s): An integer value. Sometimes signed (positive or negative) sometimes unsigned (not negative). Can represent countable quantities (e.g. number of a given item in the inventory), addresses of other values, or a wide variety of other things. Sometimes represented in hexadecimal or decimal. Each byte represents 8 adjacent bits (binary on/off values).
  • Array of Bytes: A list of byte values of arbitrary length. Can contain many independently meaningful addresses. Usually listed here to represent a group of related values stored adjacently in memory.
  • String: A list of characters of arbitrary length, usually representing a something like a word, sentence, or filename.
  • Binary: A set of values which are either on/off or true/false. Often used to represent flags, such as whether a certain one-time-only action has been performed. Because addresses can only refer to bytes, and not individual bits, each binary address listed here will represent a group of 8 actual bits/flags. In many cases, not all of the bits in a byte are used (the unused bits always remain at 0). For these values, the description will describe the overall contents of the byte, and the detailed values will be present in the Bitfield Table, linked in the Article column

Code Type refers to the assumed type of the value as it would have been written in the game's C++ source. Some common values are:

  • float: Same as described under CE Types. 4 bytes
  • int_8, int_16, int_32, int_64: Signed integer types of 8, 16, 32, and 64 bits (1, 2, 4, and 8 bytes) respectively
  • int_8, uint_16, uint_32, uint_64: Unsigned integer types
  • bool: Can only hold the values 0 or 1 (representing false or true, respectively), but takes up 1 byte in memory.
  • char: Represents a single character of ASCII text. 1 byte.
  • string: Same as described under CE Types. An array of chars.
  • bitfield: (aka bitset, flags, etc.) 1 byte of data composed of adjacent bits representing true/false values with individual meanings. Corresponds to "Binary" CE type.
  • struct: A structure composed of a set of values of certain types stored adjacently in memory. For example, a structure containing related data about a chest, including its location (represented as 3 floats) and the ID of its contents (represented using a uint).
  • An array of any of the above types, with the format "type[n]", where n represents the length of the array. e.g. "uint_32[4]" for an array of 4 unsigned 32-bit ints. An array of unknown length would have empty brackets.
  • A pointer to any of the above types, with the format "*type". Note that pointers always take up 8 bytes, regardless of the underlying type.

Range describes, roughly, the range of values stored at the given address. This doesn't generally indicate precise bounds.

Units/Details describes the type of quantity represented by the value and/or contains one or more links to an article which explains the meaning, purpose, and mechanics of that value in greater detail compared to the Short Description.

Table

Address Short Description CE Type Code Type Range Units/Details
main.dll+B6B2D0 + 000000A8 + 0 Ammy X Position/Coordinate Float float -20,000 to 20,000 Distance
main.dll+B6B2D0 + 000000A8 + 4 Ammy Y Position/Coordinate Float float -10,000 to 10,000 Distance
main.dll+B6B2D0 + 000000A8 + 8 Ammy Z Position/Coordinate Float float -20,000 to 20,000 Distance
main.dll+B4DF90 Ammy Current Health/Solar Energy 2 Bytes int_16 0 to 900 by default Health
main.dll+B4DF92 Ammy Max Health/Solar Energy 2 Bytes int_16 900 to 6000 in increments of 300 Health
main.dll+B205E5 Solar Energy Praise Upgrade Count Byte uint_8 0 to 12 Counter
main.dll+B205D8 Current Ink Level 4 Bytes int_32 0 to 46080 by default Ink
main.dll+B205DD Ammy Max Ink Level 4 Bytes int_32 46080 to 153600 in increments of 15360 Ink
main.dll+8928A4 Target Ink Level when opening Brush 4 Bytes int_32 0 to 30720 by default Ink
main.dll+8928A8 Current Ink Level when opening Brush 4 Bytes int_32 0 to 46080 by default Ink
main.dll+B1F208 Ink Pot Upgrade Count Byte uint_8 3 to 10 Counter
main.dll+888C58 Number of brush strokes on current canvas Byte uint_8 0 to 31 Counter
main.dll+B4DF94 Current Astral Pouch Fill 2 Bytes int_16 0 to 200 Food Points
main.dll+B4DF96 Max Astral Pouch Fill 2 Bytes int_16 200 to 800 in increments of 200 Food Points
main.dll+B1F207 Astral Pouch Upgrade Count Byte uint_8 1 to 4 Counter
main.dll+B4DFAC Godhood 2 Bytes int_16 0 to 375 in increments of 5 Godhood Points
main.dll+B205E0 Current Yen 4 Bytes uint_32 0 to 99999 by default Yen
main.dll+B1CFE4 Displayed Yen 4 Bytes uint_32 0 to 99999 by default Yen
main.dll+6B22A8 Maximum Yen / Purse Size 4 Bytes x4 uint_32[4] 99,999 to 99,999,999 Yen
main.dll+B21758 Total Yen Earned 4 Bytes uint_32 Typically 0 to 99,000,000 Yen
main.dll+B205E4 Purse Upgrade Count Byte uint_8 0 to 3 Counter