Suikoden 2 - Reverse Engineering and Hacking

If you are stuck in the Dunan Unification Wars; or wish for more details on the gameplay systems, this is the place.
Omnigamer
Posts: 324
Joined: Wed Feb 13, 2013 11:48 am

Re: Suikoden 2 - Reverse Engineering and Hacking

Post by Omnigamer »

I have a working script that displays all of the location-based scripts in the player's active area. Along the way I also made some programs that parsed and dumped every BG script in the game files. I'll update them on my github soon enough, but in the meantime, here's a look at BG command frequency throughout the game:

Code: Select all

00  :  229
01 : 4968
02 : 5070
03 : 13605
04 : 12942
05 : 11275
06 : 1850
07 : 598
08 : 2
09 : 3395
0A : 16
0B : 45
0C : 16
0D : 44
0E : 35
0F : 36
10 : 718
12 : 21
13 : 92
14 : 17
16 : 7
17 : 1515
18 : 644
19 : 15
1A : 84
1B : 186
1C : 326
1D : 516
1E : 231
1F : 15
21 : 1496
22 : 315
23 : 148
24 : 78
25 : 792
26 : 7
27 : 16
28 : 77
Commands 0x11, 0x15, and 0x20 are never used. The rest appear to be correct based on my estimated parameter counts for each, and the programs reported perfect coverage across every script.

The only extra thing that I want to note is command 0x1F, which serves as a version of 0x01 for location ranges larger than 0xFF. Except it works in a fairly odd way; it has 4 operands that work out to two location values. The first operand is how many multiples of 100 (decimal) to add to the second operand, and the same for the third and fourth. First overall value is minimum X value, second is maximum. It shows up in fairly few places in the game, most notably the Radat end of the South Window world map. If command 0x20 was ever used I'd expect it is the Y-value equivalent, but doesn't matter since it never shows up.
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