Last post I showcased a video of me preforming some memory editing. Been doing more, so here are some more findings.
Firstly, about 0x088ab648. This is the address I showcased in the video that is responsible for what Rooms are loaded. I still have some thing I need to figure out, like what controls what type of room you are loaded into (i.e. a 2d investigation room or a free-roam room). Still haven't been able to figure it out.
0x088ab674. Literally right below the function for loading rooms is the function for loading standing sprites. If set as a breakpoint, the game will pause for each space that is supposed to load a standing sprite. For example, say the room is supposed to have Pekoyama, Komaeda, and Nanami like in the prologue. It will stop 3 times for each character to get their ID. a1 controls the character ID, while a2 controls the sprite ID.
For example, since Komaeda is 01, we can see the game wants to load his sprite. As for the specific sprite, it's going to be 00 which is his default sprite. Despite no overworld part of the game ever using anything other than the default sprite, we can change this.
(I actually have a post going more into detail about the ID numbers)
Anyways, this can be used to mildly amusing effect.
(Yes, that is a beta Komaeda sprite still left in the files).
0x088a9700 is pretty similar, but for bust_ups.
0x0889a198 has some sort of function for the level up gauge. Still don't really know to what extent, other than the a3 variable is responsible for if the gauge is purple or grey.
0x0889a27c is another level gauge-related function, though the effects I've found are slightly more amusing. a2 is responsible for the horizontal length of the gauge, while a3 for the height.
The purple line is the gauge stretching across the whole screen. Unsure why you only see a sliver. I assume other elements are covering it.
Here's it extended way too high and also passing a very small number into it, so it's just a small line. Since the gauge never changes size vertically the default number it is always at is 3E8, or 1,000.
Finally I have 0x0889ffdc, which seems solely responsible for where the search icon (or any icon of any sort) is placed...literally. a1 stores the position.
For example, this is 1, 2, 3, 4 in order.
If you set it to anything higher or lower than these 4 numbers, (like "5" or "0") the icon just doesn't display.