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  • 0x802AA9CC: or a0,a2,$zero 0x802AA9D8: or a1,v0,$zero
    13 KB (1,955 words) - 02:42, 24 January 2024
  • {{subpage|game=EarthBound Zero:ROM map}} |game=EarthBound Zero
    560 bytes (89 words) - 12:15, 26 January 2024
  • {{TBL|game=EarthBound Zero}} {{Internal Data|game=EarthBound Zero}}
    1 KB (263 words) - 02:41, 24 January 2024
  • * <tt>21b0-21bb (000c)</tt> = Game Title (zero-padded) * <tt>21be-21cf (0012)</tt> = Reserved (Zero)
    4 KB (565 words) - 15:00, 24 January 2024
  • ...4B 11 call 114B ;Loops until RAM address 0xC5AC is non-zero. It hangs the program until the graphics on screen are updated. ...>0x114B-0x1157</code> - Loops until RAM address <code>0xC5AC</code> is non-zero. It hangs the program until the graphics on screen are updated.
    1,011 KB (147,018 words) - 02:42, 24 January 2024
  • {{subpage|game=EarthBound Zero:ROM map}} |game=EarthBound Zero
    1 KB (145 words) - 12:15, 26 January 2024
  • ...thBound will not attempt to decompress the animation data if this value is zero. ...EarthBound will not attempt to load it when the number of palettes byte is zero.
    4 KB (641 words) - 02:41, 24 January 2024
  • ...and param byte (range C0-C7) ; Param byte mutated: * 4 - 1 ; Resolves Y to zero 50-5f: 4D 22 ; Jump relative (adds param to script pointer, resolves Y to zero) ; Low nibble of opcode and 1 param byte become 12-bit signed number
    11 KB (1,911 words) - 21:20, 28 January 2024
  • ...s the color to (or, from) which everything should fade, so if they are all zero, it's black
    899 KB (129,461 words) - 02:42, 24 January 2024
  • ...or example, if we have a palette of white, red, and green, we can say that zero represents white, one represents red, and two represents green. Now, we con ...han this much money would likely cause the amount of money to roll over to zero. Engine modifications can also be incredibly complex - adding scorekeeping
    21 KB (3,466 words) - 02:22, 23 October 2018
  • ...an index register until an <tt>LDA</tt> instruction using the index loads zero. ...nt string bytes, will loop and hang if the input string does not contain a zero byte within the first 256 bytes.''
    6 KB (1,044 words) - 03:14, 12 June 2024
  • * <tt>02353B-02353B (1)</tt> = Zero, used to clear window in Dlg:PlaceNameInitDlgWndGfxAndMap?() * <tt>025FEC-025FEC (1)</tt> = Zero, used in MagicAttackClearTilemapVRAM
    17 KB (2,171 words) - 21:03, 28 January 2024
  • |list = <tr><th colspan="2">''Mega Man Zero/ZX'' |list = [[Mega Man Zero]]
    1,010 bytes (123 words) - 20:01, 25 January 2024
  • '''0x5''': (Always zero) ...e should be at least one guaranteed monster in any battle, as battles with zero monsters cause glitches.
    66 KB (7,604 words) - 20:55, 28 January 2024
  • +0x03 = zero? (perhaps spell/item index) ...character moving back/forward, after battle this counts down from 0x40 to zero (1 per 2 frames) (victory animation), after which the "monsters perished" m
    18 KB (2,949 words) - 02:41, 24 January 2024
  • {{subpage|game=EarthBound Zero:ROM map}} |game=EarthBound Zero
    1 KB (223 words) - 12:15, 26 January 2024
  • {{rammap|game=F-Zero Climax}} {{Internal Data|game=F-Zero Climax}}
    168 bytes (26 words) - 02:41, 24 January 2024
  • {{subpage|game=EarthBound Zero:ROM map}} |game=EarthBound Zero
    1 KB (168 words) - 12:15, 26 January 2024
  • 0x18 zero bytes 02 Zero
    5 KB (737 words) - 21:23, 28 January 2024
  • $00EA - Non-zero value written pauses music, zero resumes
    13 KB (2,093 words) - 02:42, 24 January 2024
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