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FF8/Variables

358 bytes added, 00:28, 5 March 2015
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Game variables can be accessed using the PSHM family of script functions, and can be written to by using the POPM family of functions. Which one you use depends on the size of the variable.
The variables are all stored in save files, with the save block starting at address 0xD10 on uncompressed PC saves. The parameter to access a variable in the game scripts is basically the offset from this point in the variable block. For example, getting main story progress (word 256, which is word 0x100 in hex) just gets the two bytes starting at address 0xD10 + 0x100 = 0xE10. The varmap is continuous in memory while the game is running as well. 0x1cfe9b8In the en-US version of the original and SE releases (and likely most other versions), the varblock begins at 0x18fe9b8. You can use [https://www.mediafire.com/?ucolf65ewq1yoty this Cheat Engine table] to track them as you play. Because we don't have a way to analyze the battle scripts yet, some of these variables (even the unused ones) may be used during battles.
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