Some final code requests (and screenshots)
#24
Ah OK, yeah it's just your standard hex editing knowledge. D1 is a bank, there are banks C0-F0 in an unexpanded ROM, D1/0040 would be offset 110040, with no header. The table for the weapon values is there at offset 110040, you'll see the values that are posted above there for the weapons, which are in the same order as they appear in FF3usME. Table just meaning a block of values dedicated for the weapon's throw/jump animations, not an outside table that's needed to view this data or anything like that.

With most hex editors you can make the standard/linear addresses such as "0021A380" as 00E1A380, as per your example there, the '21' = bank E1, with an option to 'dispay offset as snes hi-rom'. I've never heard of CrystalTile, most people here use HxD or Windhex, but that one might have all ya need. But yeah if the first '2' there was a 0, it would mean C bank, if it was a 1, it would be in the D bank, and if it was 3 it would be F, etc.

So yeah, to sum it up, open your ROM, which probably has the header applied, which you can remove easily, or just factor in +200 to the address of 110040 (which in snes hi-rom is D10040) and go to that address and you'll see the weapon values there to edit. If you're ROM is headered it becomes 110240. You should see a 00 (empty hand), followed by a bunch of 21s, which are the knives, and then all the rest.
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RE: Some final code requests (and screenshots) - by Gi Nattak - 08-05-2018, 03:05 PM

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