00000000 || 88880680888806808888068088880680 || ................
00000010 || 94880680948806809488068094880680 || ................
The numbers all the way on the left, "00000000" and "00000010", are the starting addresses of those two lines.
Like in any number system the leading 0's don't have to be typed. Thus, the offset of the first byte of each of those lines is "0x0" & "0x10". The "0x" tells you that we're talking about an offset. OK?
Also, it can be written without the first 0 as in "x0" & "x10", but that isn't proper.
The value stored at 0x0 is "$88". The value stored at 0x1 is also "$88".
When writing a hex value you put a "$" in front of it or an "h" after it. Thus, $88 is the same as 88h, OK?
So when I tell you that the skill animation at 0x2ce13 is 012c00. It means that the three bytes at that address are 01, 2c, and 00.
In WinHex, you load battle.bin.
Click on the 'Search' menu.
Go down to 'Go To Offset' and click on it.
The dialogue box that pops up has a space marked 'File Position'. In that space type "2ce13" and press enter.
It will jump down to line '0002ce10' which will be highlighted, and the cursor will be on the number '01'.
Next to it will be '2c', and next to that is '00'.
Those 3 numbers are the skill animation value. If you change it to "$070000" the cure spell will make the caster use their weapon instead of the normal spellcast animation.
Try it and see.