Let me direct your attention to this fine page: http://www.tales-cless.org/docs/ff6hack.htm#part4
According to this, every item is stored with 30 bytes, though not every item uses all 30 of them.
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Yes, in Final Fantasy 6, all items take up 30 bytes although I preface that by saying that many do no actually use the whole 30 depending on the type, and what the different fields within that 30 can mean different things based on the type (e.g. the same byte may be battle power on a weapon and defense power on an armor). Personally, I find 30 bytes too restrictive but of course if you're familiar with the game, they did a lot with those 30 bytes.
EDIT: rather than speak in hypotheticals, let me just post the data format:
Code:Item: Tools Weapon Armor/Shield/Hat Relic Item -------------------------------------------------------------------------------------------------------------------- $0000 Type (0) Type (1) Type (2, 3, 4) Type (5) Type (6) $0001-$0002 -- Equippable Chars. Equippable Chars. Equippable Chars. -- $0003 -- -- Spell Learn Rate Spell Learn Rate -- $0004 -- -- Spell Learned Spell Learned -- $0005 -- Field Effects Field Effects Field Effects -- $0006 -- Cond. 1 Protection Cond. 1 Protection Cond. 1 Protection -- $0007 -- Cond. 2 Protection Cond. 2 Protection Cond. 2 Protection -- $0008 -- Cond. 3 when Equip Cond. 3 when Equip Cond. 3 when Equip -- $0009 -- Status Effects 1 Status Effects 1 Status Effects 1 -- $000A -- Battle Effects 1 Battle Effects 1 Battle Effects 1 -- $000B -- Status Effects 2 Status Effects 2 Status Effects 2 -- $000C -- Battle Effects 2 Battle Effects 2 Battle Effects 2 -- $000D -- Battle Effects 3 Battle Effects 3 Battle Effects 3 -- $000E Targetting Targetting Targetting Targetting Targetting $000F -- Elem. Properties Elem. 50% Dmg. Elem. 50% Dmg. -- $0010 -- Vigor+/Speed+ Vigor+/Speed+ Vigor+/Speed+ -- $0011 -- Stamina+/Mag.Pwr.+ Stamina+/Mag.Pwr.+ Stamina+/Mag.Pwr.+ -- $0012 Attack When Used Attack when Used Attack when Used Attack when Used -- $0013 Weapon Properties Item Properties $0014 Attack Strength Battle Power Defense Power Defense Power HP/MP Affected $0015 Hit Rate Hit Rate Magic Defense Magic Defense Cond. 1 when Used $0016 -- -- Elem. Absorb HP Elem. Absorb HP Cond. 2 when Used $0017 -- -- Elem. No Effect Elem. No Effect Cond. 3 when Used $0018 -- -- Elem. Weak Point Elem. Weak Point Cond. 4 when Used $0019 -- -- Cond. 2 when Equip Cond. 2 when Equip -- $001A -- Evade%/MBlock% Evade%/MBlock% Evade%/MBlock% -- $001B -- ???/Spec.Atk. Special Action $001C-$001D Price Price Price Price Price
EDIT: Sorry, didn't notice that Glenn already said pretty much the same thing. I can only redeem myself by saying that I can get you info on what all these things mean, as well as any other data format, if it helps to illustrate how the game operates.
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