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432 bytes added, 22:20, 10 June 2009
Save Item List: I didn't like the explanation I wrote before. Maybe I'll like this better
== Save Item List ==
Items are loaded sequentially into data determined by the order they are placed Each item in the KERNEL.BIN file. They are item list is stored using as a word value with the quantity, expressed as a 7-bit value, concatenated with the item's index, expressed as a 9 bits for an index and 7 bits for quantity:-bit value between the range of 0-320.
In Binary:
QQQQQQQX XXXXXXXX QQQQQQQX Where X is the index and Q is the quantity. There are 128 Items (including a total of 320 item slots in the blank ones) save map and 128 Weaponsa total of 320 objects that are stored there, some of which are dummy items. These The objects are indexes indexed like this:<br>Indexes 0- 127: Items<br>Indexes 128 -255. The : Weapons<br>Indexes 256 - 287: Armors and <br>Indexes 288 - 319: Accessories are then loaded sequentially <br>Quantity is limited (32 Armors then 32 Accessoriesby the menu mechanics) and indexed 256-319to 99 since there are only two characters available in the item menu to show quantity. A Graphical "glitch" occurs in the ten's digit when quantity exceeds that number. If The menu only checks the index of current quantity to determine if the stored value can increase. The quantity will not decrease unless an item is over 255 then used or sold so forcing the final bit there is 1. Quantity is limited quantity to 99 (1100011 in binary)exceed this number will have no negative effects.
== Save Materia List ==
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