Assuming you mean details on exp hacking...
There are two parts. First, in Start.dol, starting at 33240
, or 800362e0
according to the program counter, it goes through most of the actual arithmetic.
For kill exp on player phase, it starts at 800362e0
with all to-be-mentioned values in registers and takes the difference between enemy level and player level, then adds X (I'll get to this in a bit), then adds 1, and finally divides by 2. (ELv - PLv + X + 1)/2. It's not done yet, but so far this looks a lot like the exp for hitting but not killing. However, when it calculates hit exp, it does the exact same thing but in another location. This is amusingly inefficient, but on the plus side, it means you can make the hit and kill exp formulae completely unrelated if you like. Anyway, next it goes off and does some other stuff and then comes back to 80036330
, just a few lines away, and adds enemy level to Y. Then it goes to 80036340
and subtracts player level from that. Y + ELv - PLv. and at some point I forget it adds this to the value calculated earlier. So in total, (ELv - PLv + X + 1)/2 + Y + ELv - PLv.
For hit exp on player phase, it starts at 800363e0
and does the exact same thing as the first part above, resulting in the (ELv - PLv + X + 1)/2, and then it's done.
For enemy phase, it does the same thing as for player phase, except it starts at 80036528
. Everything is just offset by 248 bytes.
Now for the second part. There is a small kind of table at F53C
The first row is the Y mentioned above, the kill exp bonus if you will, while the second row is X, which is basically double the hit exp with the unmodified formula. It uses the first byte
for normal mode, second byte
for hard, the third byte
I'm guessing would be used for maniac if I had the Japanese version, and the fourth byte
is for easy mode.
EDIT: ew, Rolf. Tormod is much cooler looking.
Edited by Reikken, 16 June 2011 - 08:10 PM.