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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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 on: May 21, 2019, 11:09:29 PM 
Started by cadence - Last post by Glain
Those are two different arrays of unit data.  The first is the main party data, and the second is the unit data used in the formation screen.  I actually have a more detailed definition of that data structure in the Data/Table Locations page.  (Search for "801c8638 (WORLD.BIN)")

In the case of formation screen unit data offset 0x70, it's copied from party data offset 0x04, so those should have the same value. (This routine is the one that copies the data.)

As for why they sometimes used 2-byte fields when 1-byte fields would suffice, it probably wasn't a conscious decision.  They probably used a short data type instead of a char data type in their C source code, or something along those lines.

 on: May 21, 2019, 07:57:30 PM 
Started by cadence - Last post by cadence
The graphical section meaning that's where the data shown in the UI is stored in RAM? So I'm guessing that's not per-unit, and that's why there are a bunch of duplicate fields?

I did notice the graphical section header but hadn't quite put together what that meant, since yeah it's weird that they share the same page. I could split that section off if you'd like but I'm not sure which pages should link to it and so on. >_>

Reading through this, I wonder why they decided to store things like Move as halfwords and not single bytes...

 on: May 21, 2019, 05:08:01 PM 
Started by cadence - Last post by Xifanie
You're looking at the graphical section. I'm not even sure why there's a graphical section; it should be its own page.

 on: May 21, 2019, 04:36:14 PM 
Started by cadence - Last post by cadence

I see that a Gender Byte shows up at 0x04 in the Stats List, and then again at 0x70 with different flags but some overlap. Does anyone know what's going on there?

 on: May 21, 2019, 12:12:29 PM 
Started by White Knight Wiegraf - Last post by Barren
My teams as of 1.43

 on: May 21, 2019, 04:36:42 AM 
Started by Valkirst - Last post by Valkirst
If I manage to fix up my computer and get my old files back, I am planning on doing some spritework again too, kinda miss this stuff, haha. It's not gonna be sooner than summer though, when I am back home

Can't wait to see what you come up with! I don't know how many hours I've spent going through all of your old stuff. lol

 on: May 21, 2019, 12:34:54 AM 
Started by saw2th - Last post by saw2th
Updated* Card

 on: May 20, 2019, 10:55:53 PM 
Started by Heisho - Last post by Heisho
Interesting info. By the way I expanded the status table a little more, adding positive status as negative %, meaning that if the enemy monster has positive status will be more difficult to tame/capture, etc. I think this might be the final version. Thanks a lot for the help Glain, now I need to study more about tables and those sorts of things.

Here is the final result:

Enjoy and have fun, if you want to change which formula to use just change the offset of it.

@Glain: Sorry about the confusion, I just name the HIT X% as it was on the wiki.

 on: May 20, 2019, 09:05:21 PM 
Started by Shokat - Last post by Madeen
Welcome back :)  Looking forward to it, personally I'll be waiting for formations though, but take your time :D

 on: May 20, 2019, 03:06:50 PM 
Started by Leonarth - Last post by Leonarth
Those abilities should be marked as both invisible and unpurchasable, if they are purchasable then that's an issue with the patch, not the randomizer.

When I eventually update the patch to include whatever new stuff I end up making, it will get fixed.

Thanks for letting me know, though!

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