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  • #REDIRECT [[Final Fantasy VI/Combat Menu Format]]
    49 bytes (7 words) - 02:41, 24 January 2024
  • This is the format for combat menus, such as spell lists, ability lists, item lists, etc. The format is l
    2 KB (273 words) - 14:58, 24 January 2024
  • | bobscreen= Field Combat Title.png {{INES| title = Field Combat (J)
    629 bytes (76 words) - 19:16, 28 January 2024

Page text matches

  • |Combat only |Combat only
    7 KB (921 words) - 14:56, 24 January 2024
  • post-combat messages?), $19 (25, menuing and combat messages?), $1a - $9a is combat result, $b2 appears to be number of turns a
    248 KB (40,541 words) - 15:46, 21 February 2024
  • - 6D: ??? per-character output delay to use for combat messaging ?? - 99: ??? #$ff if starting a "designated" encounter? #$00 if combat
    26 KB (3,870 words) - 02:47, 21 February 2024
  • |0x0047 || In combat, tracks if combat is active. 00 = combat active. 01 = combat finished. |0x0056 || In combat, tracks if a boss is being fought. 00 = normal enemy. Other values = boss
    7 KB (1,021 words) - 14:28, 20 May 2025
  • - Combat damage inflicted upon enemy? == How combat works ==
    57 KB (7,022 words) - 17:03, 21 February 2024
  • C2/5AC9: 20 1B 5C JSR $5C1B (Check if runs from combat) ==C2/5C1B check if character runs from combat==
    127 KB (18,031 words) - 02:41, 24 January 2024
  • ==Combat== ===Immediately start combat with enemy group===
    1 KB (194 words) - 13:23, 19 May 2025
  • used, so jump to the normal Combat function. If there are, we skip the Combat function, as C2/3483
    104 KB (14,835 words) - 02:41, 24 January 2024
  • | bobscreen= Field Combat Title.png {{INES| title = Field Combat (J)
    629 bytes (76 words) - 19:16, 28 January 2024
  • C2/47F2: AD 6E 3A LDA $3A6E (Method used to end combat?) C2/4833: AD 77 3A LDA $3A77 (Number of monsters left in combat)
    95 KB (14,164 words) - 02:41, 24 January 2024
  • [950D~B032: VRAM Sprite Placement] {Character group update/Combat Zone Flag shit} [Related to Combat Zone Flag, updating character sprites in set places in VRAM]
    880 KB (154,592 words) - 05:38, 19 October 2018
  • ==C2/2D71 read command script at start of combat== Read command script at start of combat
    117 KB (16,526 words) - 02:41, 24 January 2024
  • Every turn, everyone in combat is assigned a "final speed" value, calculated as follows. The same RandMult Everyone in combat then acts in order of their calculated FinalSpeed, highest to lowest.
    4 KB (500 words) - 17:53, 5 May 2025
  • * $61410 to $616CF - Weapon Combat stats, 8 bytes per weapon: * $616D0 to $618CF - Armor combat stats, 8 bytes per piece:
    66 KB (7,604 words) - 20:55, 28 January 2024
  • ...it is cleared. 16-bit, 32-bit, 64-bit, 128-bit all cleared when you enter combat.
    8 KB (1,106 words) - 03:53, 25 May 2024
  • ...word "the" is put in front of the enemy's name whenever it is mentioned in combat. ..., the '''no-escape flag''' makes it impossible for the player to flee from combat with the enemy.
    12 KB (2,000 words) - 02:41, 24 January 2024
  • | 0x062 || 0x00556978 || 0x005545C6 || Combat | 0x22F || 0x005570AC || 0x00555EA7 || Combat Combo
    147 KB (22,000 words) - 02:41, 24 January 2024
  • ...F6: D0 18 BNE $1610 (No DA if this character already used it this combat) properties before continuing with Combat Action
    94 KB (13,912 words) - 02:41, 24 January 2024
  • * <tt>072774-0727AF (00003C)</tt> = '''End of Combat Round: Clear Window 0''' * <tt>07D014-07D03B (000028)</tt> = '''Check if Combat Round is Over'''
    28 KB (3,969 words) - 02:41, 24 January 2024
  • 7E3C02 = Jake - Skills - Unarmed Combat 7E3C03 = Jake - Skills - Armed Combat
    3 KB (480 words) - 21:20, 28 January 2024
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