Quote from: Glain on January 21, 2012, 12:55:09 pm
Wait, it's 256 possible values for one integer or 8 flags (true/false values). If you treat each bit as a separate value (flag), there are 8 of them. If you treat the entire byte as one big value, there are 256 (2^8) different bit patterns for that one value (0-255). Basically, you can mix and match flags, whereas one value is just one value.
Say we have this in a byte: 01101011
Flag interpretation: There are 8 flags here; the second, third, fifth, seventh, and eighth are true (from the left).
Number interpretation: This entire byte is an integer and its value is 107.
Ah ok, so then one number can be both and integer or set of flags simultaneously, and the way it is interpreted depends on the code that is reading or writing to the address?
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999 is probably just a cap they put in because they didn't want to display more than 3 digits for HP, damage, etc. It was just convenient for graphics. It's not limited by the variable size, as you say.
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I should have worded this question a bit better. Do we know where in the code prevents units from increasing HP beyond the 999 cap, and where the code limits the display of 4 digits?
Also, I've seen the kanji table mentioned quite a bit. Does that just refer to the free unused space in Battle.bin, or is that space filled with kanji that we don't understand?