Double redirects
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This page lists pages that redirect to other redirect pages.
Each row contains links to the first and second redirect, as well as the target of the second redirect, which is usually the "real" target page to which the first redirect should point.
Crossed out entries have been solved.
Showing below up to 50 results in range #1 to #50.
View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
- 000158b8 - 000158e4 → 000158b8 - 000158bc → SMD No Instruction 2
- 000158e8 - 000158f4 → 000158e8 - 000158ec → SMD No Instruction 3
- 00015e98 - 00015ea4 → 00015e98 - 00015e9c → SMD No Instruction 5
- 00028a58 - 00028ac8 → 00028a64 - 00028ac8 → Patch uninstall early card irq handler
- 000435ac - 000435b8 → 000435ac - 000435b0 → DrawSyncCallbackFunc
- 000435bc - 0004365c → 000435bc - 000435c0 → CdReadCallbackFunc
- 0018ef2c - 0018f034 → 0018ef34 - 0018f034 → Current Action Attacker Data Setting
- 001c3ecc - 001c33c0 → 001c3ecc - 001c3f40 → ATTACK.OUT 001c3ecc - 001c3f40
- 0x1c5be0 → 001c5be0 - 001c60dc → ATTACK.OUT 001c5be0 - 001c60dc
- ? 0x11a378 → 0x11a378 → Prep Job Wheel and Skillset Display
- ? 0x11a778 → 0x11a778 → Prepare Job Name on Job Wheel
- ? 0x1474a4 → 0x1474a4 → Event Instruction 0x73
- ? 0x69eb4 → 0x69eb4 → OPEN.BIN 00069eb4 - 00069f20
- 00189d74 - 00189e24 → 32 Dmg (Rdm(1…X)*(PA*3+Y)) → 32 Dmg (Rdm(1…X)*(PA*3+Y)/2)
- 0018a458 - 0018a49c → 4F Dmg (CasMaxHP-CasCurHP) Hit (PA+X)% → 4F Dmg (CasMaxHP-CasCurHP) Hit (MA+X)%
- 0018a5e4 - 0018a664 → 53 Dmg (X)% Hit (MA+X)% → 53 Dmg (Y)% Hit (MA+X)%
- Load Ability Effect → ??? effect research → Load ability effect
- 001474a4 - 00147580 → ? 0x1474a4 → 0x1474a4
- 0019693c - 00196ad8 → AI Ability CT Usage (0019693c) → AI Post Action Movement Decision Routine (0019693c)
- 001c3f44 - 001c5a4c → ATTACK.OUT 001c3f44 - 001c5a4c → Deployment Screen
- 001c5a50 - 001c5a88 → ATTACK.OUT 001c5a50 - 001c5a88 → Prepare Deployed Unit Map Coordinate Data Pointer
- 001c5be0 - 001c60dc → ATTACK.OUT 001c5be0 - 001c60dc → ATTACK.OUT Copy Unit Data to Status Billboard
- 001c62e0 - 001c6518 → ATTACK.OUT 001c62e0 - 001c6518 → ATTACK.OUT Build Deployment Screen Arrow
- 001c7288 - 001c7558 → ATTACK.OUT 001c7288 - 001c7558 → Prepare Valid Deployment Tiles
- 001c7bec - 001c7fe0 → ATTACK.OUT 001c7bec - 001c7fe0 → ATTACK.OUT Update graphics on Deployment screen
- 001c8024 - 001c80cc → ATTACK.OUT 001c8024 - 001c80cc → ATTACK.OUT Enqueue Open File
- 001c8cf0 - 001c9440 → ATTACK.OUT 001c8cf0 - 001c9440 → ATTACK.OUT Deployment Screen Select Menu
- 001c9488 - 001c9928 → ATTACK.OUT 001c9488 - 001c9928 → ATTACK.OUT Save text string data for Deployment screen
- Call Find Formation Palette Index (ATTACK.OUT) → ATTACK.OUT Call Find Formation Palette Index → ATTACK.OUT Call Prepare Formation Sprites
- Find Formation Palette Index (ATTACK.OUT) → ATTACK.OUT Find Formation Palette Index → ATTACK.OUT Prepare Formation Sprites
- 00080fec - 000810a0 → Activate numerical sprite data? → Activate numerical sprite data
- 001ae340 - 001af104 → Arrow, Throw stone, Reflect Vector-Matrix calculation → Arrow, Throw stone, Reflect Model Loading
- 001c6854 - 001c6e04 → BUNIT.OUT 001c6854 - 001c6e04 → BUNIT.OUT Copy Unit Data to Status Billboard
- BUNIT.OUT Get Job Data → BUNIT.OUT Get Job Skillset → BUNIT.OUT get skillset of job ID
- 00010ba8 - 00011bac → Battle.bin entry point (deprecated) → SCUS BATTLE.BIN Entrypoint (deprecated)
- 0001915c - 000191c0 → Begin transfer data to SPU → Spu Read
- 00040974 - 000409a0 → Between Gamestate quit sound, get stack pointer → SCUS GameReset ReturnSP
- 00040934 - 00040970 → Between Gamestates: turn off sound, quit SPU → SCUS GameReset QuitSound
- Jump to 0x5c4 → Bios Call A → Bios call A
- 00044e80 - 00045130 → Build ZODIAC.BIN image → SCUS Build ZODIAC.BIN
- Button Input Related? (0x67d84) → Button Input Related (0x67d84) → OPEN.BIN Button Input Related 1 (0x67d84)
- Calculate Available RAM Address → C51 Malloc → SCUS MRTA Malloc
- 00044600 - 0004466c → C52 Free → SCUS MRTA Free
- 000449cc - 000449e8 → C52 Free but with extra steps → SCUS Call Free
- 00044414 - 000444d8 → Calculate Available RAM Address → C51 Malloc
- 00014ff8 - 00015094 → Calculate Music's PitchLFO Voices 2 → Calculate Music's Noise Voices
- 00015098 - 00015134 → Calculate Music's PitchLFO Voices 3 → Calculate Music's Reverb Voices 3
- Orkney Formatting test → Calculate Physical? Target → Calculate Physical Target
- BUNIT.OUT 001c7278 - 001c72bc → Calculate and Store Job Unlocks (BUNIT.OUT) → BUNIT.OUT Calculate and Store Job Unlocks
- 00134248 - 001342c8 → CallFunction x03: Increase Blue Team's Brave → Increase Blue Team's Brave by 10