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22 bytes added, 02:30, 28 May 2010
m
Save Materia List
== Save Materia List ==
Materia is stored as a single-byte ID followed by the amount of AP on that instance of Materia stored as an unsigned 24-bit integer.eskill materia does not use the ap value, but instead the 24 bits as a switches for each skill that can be learned. For every materia ap =0xFFFFFF when mastered
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
|0x5A
|-
|Empty Slot
|NONE
|0xFF
|}
== KERNEL.BIN Section 4 Entry ==
During game initialization, section 4 from KERNEL.BIN is decompressed and copied into RAM. This is all the initial values and structure for most of the Save, excluding the header data and the tail of the last bank (0x0054 to 0x0FE7).
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