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  • $000078 $1e 〃 6 〃 $000098 $26 〃 #6
    136 KB (4,976 words) - 02:42, 24 January 2024
  • 60 - 61 water spray - side 6 F5 Warp Star - Level 6
    22 KB (3,614 words) - 02:41, 24 January 2024
  • $00B66 6 Title Screen Deformation data pointer $024BA 6 Art Loader? Pointer
    41 KB (4,398 words) - 01:02, 6 March 2024
  • C1 - CF : 6 Letter Name, FF is space (For first four character's). 6-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 Spell levels at 1-00
    80 KB (11,237 words) - 02:41, 24 January 2024
  • 0x0002 | 6 | Name ...: character ID 0: Firion, 1: Maria, 2: Guy, 3: Minwu, 4: Josef, 5: Gordon, 6: Leila, 7: Ricard, 8: Leon)
    85 KB (11,864 words) - 02:41, 24 January 2024
  • $fffffffa -6 Specified handle is not open MODE = 6
    106 KB (7,398 words) - 02:42, 24 January 2024
  • 01 6 MAP014.MPD Wine Cellar, Wine Guild Hall 03 6 MAP030.MPD Catacombs, The Weeping Corridor
    22 KB (3,240 words) - 17:02, 7 May 2024
  • 82D9-82E4 Routes 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 16 / 17 / 18 / 19 / 20 / 21 / 22 <li><tt>CF0D-CF0E</tt> - Route 6</li>
    173 KB (31,103 words) - 02:42, 24 January 2024
  • グループ 7 6 5 4 3 2 1 0 0 6& 5% 4$ 3# 2" 1! ESC
    128 KB (4,163 words) - 02:42, 24 January 2024
  • ROM0:2FDE 0D 06 => 6:400D ...042 CD 24 12 [[#WRAM_Bank_switch|call 1224 ;Switches to WRAM Bank 6]]
    1,011 KB (147,018 words) - 02:42, 24 January 2024
  • 08008E1E 7800 ldrb r0,[r0] ;6 r0 = card_quantity 08008E70 8821 ldrh r1,[r4] ;6
    117 KB (9,705 words) - 21:30, 30 January 2024
  • 0x01FA0D = NW PPU Tile for left "eye" of World 6's cave "mouth" 0x01FA0E = NE PPU Tile for left "eye" of World 6's cave "mouth"
    19 KB (4,028 words) - 21:23, 28 January 2024
  • 171B 6 Password trigger related RAM pointer 1&2 179C 6 Fire art pointer & VRAM pointer?
    66 KB (10,009 words) - 00:53, 6 March 2024
  • $002A - Enemy 6's current Y position $003C - Enemy 6's current map page
    13 KB (2,093 words) - 02:42, 24 January 2024
  • $000078 $1e 〃 6 〃 $000098 $26 〃 #6
    58 KB (4,773 words) - 02:42, 24 January 2024
  • * <tt>120024-120029 (6)</tt> = ASCII "MAPU00" * <tt>12002A-12002F (6)</tt> = Unknown data, doesn't seem to be referenced
    41 KB (5,409 words) - 21:03, 28 January 2024
  • * 6: The speed (SP). | 03 | 37 | 0 | 24 | 3 | 12 | $00 | 7 | 6 | 25 |
    57 KB (7,022 words) - 17:03, 21 February 2024
  • **Bit 5 = Stage 3-6 clear status **Bit 5 = Stage 4-6 clear status
    7 KB (1,041 words) - 02:41, 24 January 2024
  • 6 TEMP 1F9 STACK 6
    69 KB (12,338 words) - 20:42, 8 February 2024
  • 0x03C928|$0F:$C918:20 FB D2 JSR $D2FB ; load ROM bank 6 0x03CB0F|$0F:$CAFF:4C FB D2 JMP $D2FB ; load ROM bank 6
    559 KB (98,853 words) - 13:03, 31 January 2024
  • 0xff3f; $D4.W <<= 6; $D4.W += $D0.W; YX = $D4.W; ??? VRAM address message (section 25, tag 6), something about the caravan (party)
    248 KB (40,541 words) - 15:46, 21 February 2024
  • * 0x01E682 - Level 6 Sword * 0x01E2C4 - Level 6 Life
    12 KB (2,178 words) - 02:42, 24 January 2024
  • | 02 || $3ed95d - $3ed962 || 6 bytes || おおがらす || Big Crow || <code>10 10 C9 32 18 AC</code | 06 || $3ed97a - $3ed97f || 6 bytes || フロッガー || Frogger || <code>5E 6D 76 DE 7D AC</code>
    30 KB (4,077 words) - 04:55, 18 April 2024
  • $00300 6 Checksum Pointer $01748 6 Palette block pointer
    18 KB (1,754 words) - 14:27, 24 January 2024
  • * <tt>0x0435F - 0x0440F (00B0)</tt> = Row 0 Column 6 * <tt>0x04C1E - 0x04CBB (009D)</tt> = Row 1 Column 6
    10 KB (1,826 words) - 19:57, 28 January 2024
  • |18700 || 1877F || N / S & outer color for Levels 1 through 6. (see below) |18779 || || For entrance to Level 6.
    21 KB (3,100 words) - 02:42, 24 January 2024
  • 0:35B5 (r:mbc_bankswap_6) loads swappable bank 6. ...4 tile-chunk address (points to bank 2), indexed from [de+$(4ea2)] in bank 6
    12 KB (1,944 words) - 14:26, 24 January 2024
  • 08042936: 7001 strb r1, [r0] ; Set Bit 6 in $02029F50 + Loaded Byte * #272 0809771E: 4019 and r1, r3 ; Remove bits 0 and 6 from r1
    899 KB (129,461 words) - 02:42, 24 January 2024
  • ...4><$08><$08><$18><$24>A0<$FF><$F8><$1D><$24>[pause]9<$23>薗<$00><$1E>薗烏<$00>6<$21><$24><$2C><$21>)<$1F>邦<$00><$1C><$24>[pause]9<$26><$24>7<$23><$24>� [start][speed]0オキノ「[speed]6おはよう。[newline]
    317 KB (13,533 words) - 21:06, 28 January 2024
  • C2/50A0: 10 EB BPL $508D (loop for all 6 enemies) (0, 2, 4, or 6 for characters. 8, 10, 12, 14, 16, or 18 for monsters.)
    127 KB (18,031 words) - 02:41, 24 January 2024
  • 05 10 Lvl 1 / 9 Lvl 2 / 8 Lvl 3 / 7 Lvl 4 / 6 Lvl 5 / 5 Lvl 6 / 4 Lvl 7 / 3 Lvl 8 06 10 Lvl 1 / 9 Lvl 2 / 8 Lvl 3 / 7 Lvl 4 / 6 Lvl 5 / 5 Lvl 6 / 4 Lvl 7 / 3 Lvl 8
    66 KB (7,604 words) - 20:55, 28 January 2024
  • * if bit 6 is set, then walking left off edge ...d8 1 P1 Player Sprite Flip - stores player sprite horizontal (bit 6)
    47 KB (6,117 words) - 21:03, 28 January 2024
  • ===3:413A (set (CAD1) to 6)=== ROM3:413D CD 0E 41 call 410E ;set (CAD1) to 6
    146 KB (20,509 words) - 20:02, 10 March 2024
  • :*<tt>Bit 6</tt>: Determines which ROM bank contains the <tt>[[#MetatileIndexTable Stru ::<nowiki>*</nowiki> Bit 6 of the MSB of the pointer to the <tt>[[#MetatileIndexTable Structure|Metati
    96 KB (15,065 words) - 02:41, 24 January 2024
  • [AI Command Offset += 5~6] [AI Command Offset += 6~7]
    880 KB (154,592 words) - 05:38, 19 October 2018
  • ** Bit 6 = Multitap connected in port 2 * <tt>7E04C5-7E04CA (6)</tt> = [[Crystal Beans From Dungeon Explorer:Stat Pair|Stat pairs]] for me
    20 KB (3,326 words) - 21:03, 28 January 2024
  • ...e will be discussed byte-by-byte; the same format is used for characters 2-6. * <tt>0x8E78 to 0x---- (0001)</tt> = Number of Level 6 Mage Spell casts
    20 KB (3,383 words) - 20:36, 28 January 2024
  • Pokémon boxes 1-6 B5EA - BA4B : Box 6
    45 KB (8,887 words) - 23:55, 1 February 2024
  • で分岐命令表の先頭アドレスを指し、offset は機能番号×6 の数値で 0~114 の範囲). jsr (FUNC_NO*6,a4)
    72 KB (2,611 words) - 02:42, 24 January 2024
  • C2/2135: 9D A1 3A STA $3AA1,X (Set bit 6 of $3AA1) C2/213B: 09 40 ORA #$40 (set bit 6 of $3204)
    117 KB (16,526 words) - 02:41, 24 January 2024
  • 9 6 MAP014.MPD Wine Guild Hall 13 6 MAP033.MPD Rodent-Ridden Chamber
    17 KB (2,334 words) - 15:01, 24 January 2024
  • $D5C2 = Item 6 $D607 = Ball 6
    25 KB (4,449 words) - 02:42, 24 January 2024
  • C0/000F: 4C8F00 JMP $008F ;(Jump 6) [Accessed by Event Command 1F] C0/0012: 4C0064 JMP $6400 ;(Jump 6-0)
    873 KB (159,215 words) - 05:37, 19 October 2018
  • | 3 | 2 | 1 | 0 | byte 1 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | | | | byte 2 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
    32 KB (3,417 words) - 13:10, 12 December 2018
  • ...10BC1 = Cut-scene speed and acceleration values for accelerating sprites. 6 bytes per entry, X fine, X coarse, Y fine, Y coarse, X accel, Y accel. 0x11C50 to 0x11CF7 = Cut scene 6 scripting
    38 KB (7,087 words) - 20:35, 28 January 2024
  • | Stats || $6019 || byte || ???? Item slot #6 | Stats || $601c # 00100000 || bit || ✨ Battle Spell #6 - Awake
    20 KB (2,126 words) - 14:13, 22 April 2024
  • B7CE-B7D5 Color 6 Day B80E-B815 Color 6 Night
    27 KB (4,518 words) - 02:42, 24 January 2024
  • C1/1464: D0 F6 BNE $145C (loop 6 times) C1/1471: D0 F6 BNE $1469 (loop 6 times)
    70 KB (11,250 words) - 02:41, 24 January 2024
  • ** Increases by 2 on race number 2, 4, 6, 8, or any race >= 10. * 30E: Shocks (0-6)
    3 KB (382 words) - 20:34, 28 January 2024
  • |Traffic Cones||style="text-align:right"|6||Coordinates for each traffic cone |Roadblocks||style="text-align:right"|6||PPU address for pop-up roadblocks
    7 KB (1,192 words) - 02:42, 24 January 2024
  • | Ryu / Ken specific code (6) | Sagat specific code (6)
    27 KB (4,255 words) - 21:22, 28 January 2024
  • +$02 6 unknown +$6 $1 [[Vagrant Story:WEP files|WEP files]]
    16 KB (1,233 words) - 02:42, 24 January 2024
  • $80/B040 89 C0 BIT #$C0 ; ??? (If bit 6 is set, CGRAM needs an update; bit 7 yet unknown) $80/B3DB 89 40 BIT #$40 ; ??? If bit 6 in $05BD is set, this forces a CGRAM update
    1.34 MB (192,518 words) - 20:59, 28 January 2024
  • ==Bank 6== ...3 jr nz,4019 ;if (!monster_effect_textbox), jump to 6:4019
    372 KB (52,020 words) - 02:42, 24 January 2024
  • 0006243c: 91030006 lbu r3,0x0006(r8) ;r3 = (r8+6) 0006244c: a1040006 sb r4,0x0006(r8) ;store card ID in (r8+6)
    84 KB (14,059 words) - 10:09, 3 February 2024
  • ...-3B55 3AD6-3B55 Tileset loading instructions (for tiles in banks 6 & 7 only ) ...5 Pointer table (7 pointers to more pointer tables): 1:intro text / 2-6:cut scene texts for stages 1–5 / 7:stage name
    6 KB (904 words) - 14:28, 24 January 2024
  • |<tt>0x6466</tt>||<tt>$E456</tt>||6-1g||<tt>E6 00 8D/8B 00/A8 54/06 85 83 81 2D 2B 29/13 D8/12 D9/11 DA/10 DB/F |<tt>0x647D</tt>||<tt>$E46D</tt>||6-1f||<tt>06 D5 D3 9C 9A 52 82/20 BE/14 5D/FF</tt>
    28 KB (5,368 words) - 14:28, 24 January 2024
  • 0x014010 to 0x0140AF (0000a0) = Card inset for Worlds 1-6 0x009052 to 0x------ = Music Header for Selection Part 6
    22 KB (3,724 words) - 21:23, 28 January 2024
  • ==Stage 1-6== ==Stage 2-6==
    15 KB (3,281 words) - 14:27, 24 January 2024
  • 0x000013|$00:$8003:4C 1B 82 JMP $821B ; A format is (bit 6 = ?, bits 5-2 = index into $8331, bits 1-0 = ?) ...index into the CHR pointer structure at $8161 in $0C, copy the appropriate 6 bytes from $8161 into $0C-$11
    112 KB (17,146 words) - 13:02, 31 January 2024
  • South: C6EB + (Height of Map + 3) * (Width of Map + 6) + West: C6E8 + (Width of Map + 6) * (Y_Movement_of_"Connection Strip" + 3)
    19 KB (2,577 words) - 02:42, 24 January 2024
  • 0x04000 Level 6 base pointers 0x04016 Level 6 data pointer table
    12 KB (1,711 words) - 02:41, 24 January 2024
  • C2/0173: F0 05 BEQ $017A (branch if bits 4 and 6 both unset) C2/018A: 9D A0 3A STA $3AA0,X (turn off bits 3 and 5. turn on bit 6.)
    114 KB (16,390 words) - 02:41, 24 January 2024
  • 15: Volume for channel 6 23: Pointer to channel 6
    2 KB (321 words) - 20:57, 28 January 2024
  • * 14 - World 6-1 * 15 - World 6-2
    10 KB (1,770 words) - 07:47, 21 February 2024
  • ...ble 80681D8h ;else if (monster_level ≤ 6), branch to 080681D8 ...;...if (monster_level == 5 || monster_level == 6)
    551 KB (46,528 words) - 00:57, 3 April 2024
  • | colspan="2" | Chocobo slot 4 [Slot 5 and 6 are located at 0x1084 - 0x10A3] | 6 bytes
    24 KB (3,032 words) - 14:58, 24 January 2024
  • 0x0100DA|$04:$80CA:90 01 BCC $80CD ; if (battle formation * 6) overflows, add 1 to the high byte of the battle formation pointer ...$80E9:B1 D5 LDA ($D5),Y ; copy the high bits of the regular formation's 6 enemies into $D7
    444 KB (66,862 words) - 13:04, 31 January 2024
  • 29C2E to 29C53 = Stage 6 enemy placement pointers 29C54 to 29E41 = Stage 6 enemy placement data
    17 KB (2,249 words) - 14:26, 24 January 2024
  • * <code>00110110</code> (<tt>6</tt>): Deep Darkness blackness palette * <code>01010110</code> (<tt>6</tt>): [https://earthbound.fandom.com/wiki/Pokey_Minch Pokey's] Onett house
    30 KB (4,149 words) - 02:41, 24 January 2024
  • | | b 6 = 'BSY' flag | 6 || BSY || DMA busy || A DMA transfer is in progress.
    26 KB (4,066 words) - 01:55, 3 March 2016
  • | | b 6 = 'BSY' flag | 6 || BSY || DMA busy || A DMA transfer is in progress.
    26 KB (4,066 words) - 02:37, 3 March 2016
  • $DB2F:CD DB ; $DBCD (6): read next byte of ($42),Y, unset that quest status flag, and increment Y $DC69:85 D7 STA $D7 ; set curTableNum to #$40 (6-bit table)
    214 KB (40,476 words) - 20:58, 28 January 2024
  • 2D - C-6 2E - C#6
    794 bytes (185 words) - 21:10, 28 January 2024
  • C-6: BC C#6: BD
    897 bytes (161 words) - 14:20, 24 January 2024
  • |colspan="6" style="text-align: center;"|'''65000000 B.C.''' |colspan="6" style="text-align: center;"|'''12000 B.C.'''
    44 KB (6,228 words) - 21:03, 28 January 2024
  • | aka= Mega Man VI (US)<br>Rockman 6: Shijou Saidai no Tatakai!! (JP) | tcrf=Mega Man 6
    2 KB (215 words) - 19:47, 28 January 2024
  • 10480 - 104DF - Palettes for Outside the 6 Palaces 13F10 - 13F6F - Palettes for the 6 Palaces Interiors
    25 KB (4,129 words) - 02:42, 24 January 2024
  • * 6: Mother Brain * 6: Ending
    5 KB (829 words) - 02:42, 24 January 2024
  • C2/416B A2 06 LDX #$06 X = 6 C2/416D 20 92 47 JSR $4792 A = (A / 6). X = A % 6 = [0,5].
    95 KB (14,164 words) - 02:41, 24 January 2024
  • 2002 Thread ID for Thread 6 Low nibble: Game Time - Day of Week (0-6)
    20 KB (2,881 words) - 21:20, 28 January 2024
  • | Battles || $050a - $050b || word || Enemy 6 - HP | Battles || $0515 || byte || Enemy 6 - MP
    25 KB (2,567 words) - 17:29, 5 May 2024
  • This determines how much a stat is gained in two levels. Each Denjuu takes up 6 bytes, one for each stat: HP, Speed, Attack, Defense, Denma Attack, and Den (Byte 6)
    41 KB (6,810 words) - 02:41, 24 January 2024
  • * <tt>0x2959-0x2960 = </tt>World 6 Password Data * <tt>0x38B2 = </tt>World 6-1 CHR Bank for Level Data
    5 KB (966 words) - 21:06, 28 January 2024
  • |6 |6
    5 KB (474 words) - 14:56, 24 January 2024
  • {{Notes|game=Sonic Jam 6}} * 16 - World 6-1
    8 KB (1,232 words) - 08:09, 29 February 2024
  • ・ビット5と6が、d6 d5 │ 6 │10 │パラメータ1 │
    28 KB (639 words) - 02:42, 24 January 2024
  • ==C3/D9DB End Credits Text - buffer update 6== ==C3/DA3A queue display of page 6 text==
    73 KB (13,548 words) - 02:41, 24 January 2024
  • 0x04C5 Address Book, Line 6 0x04CC Coat Inventory, Slot 6
    13 KB (2,193 words) - 21:11, 28 January 2024
  • | 7e2002 || 6 || [[Seiken Densetsu 3:Threading System#Thread 6|Thread 6]] | 00 || bc23 || Play sound effect || [5]: Effect id, [6]: Pan
    6 KB (914 words) - 21:20, 28 January 2024
  • '''Level 6 - Two Baddies:''' ===Level 6's Exit and NPC Data Analysis (Hostile, Can Hurt)===
    8 KB (1,110 words) - 09:00, 26 January 2024
  • 1 - normal - exponential -?- levels (1:1 to ?:1) (?:1=smaller than 6:1) 2 - fast - exponential six levels (1:1 to 6:1)
    542 KB (72,039 words) - 19:10, 28 January 2024
  • *6 - Down + Left 6* - Select + B
    15 KB (2,369 words) - 21:23, 28 January 2024
  • ===Temples (Type B - 3,4,6)=== (0000 0110) *6 - 30 Experience
    21 KB (3,803 words) - 02:42, 24 January 2024
  • '''Level 6 - Two Baddies:''' ===Level 6's Exit and NPC Data Analysis (Hostile, Can Hurt)===
    8 KB (1,078 words) - 02:41, 24 January 2024
  • ==C0/B647 event #$DC : set event bit 6== ==C0/B697 event #$DD : clear event bit 6==
    58 KB (11,243 words) - 02:41, 24 January 2024
  • C2/1158: D0 2A BNE $1184 (If any of bits 6, 5, 4, or 2 are set in $3AA0,X , 0, 2, 4, or 6 for characters. 8, 10, 12, 14, 16, or 18
    94 KB (13,912 words) - 02:41, 24 January 2024
  • C3/32BC: EA NOP (6 cycles) C3/3578: 0443 TSB $43 (eventually enable channel 6 of HDMA)
    66 KB (10,516 words) - 02:41, 24 January 2024
  • 0x020204F0 12b Dialog box 6 0x02024220 100b Enemy Pokemon 6
    13 KB (1,746 words) - 07:35, 24 January 2024
  • Ax/potion throw cost 187B2 (6:47B2) 01 "10-lives" password lives 196C7 (6:56C7) 09
    10 KB (1,341 words) - 13:16, 24 January 2024
  • * <tt>0x06737 - 0x067CB (0095)</tt> = 3-6 * <tt>0x0AE31 - 0x0AECD (009D)</tt> = 6-1
    6 KB (1,223 words) - 20:28, 28 January 2024
  • 0x7e:04d0 6 short sword 6 thunder armor
    3 KB (340 words) - 20:51, 28 January 2024
  • **bit 6: Lump of Metal **bit 6: Opera Record
    58 KB (3,995 words) - 02:41, 24 January 2024
  • 5=Normal 6=Preparing Scroll 2E Countdown until Enemy #6 can do his main action(See Above)again
    22 KB (2,568 words) - 02:42, 24 January 2024
  • | 0x001 || Cure || Holy || 6 || 40 || 4 (5) || 100 | 0x008 || Shell || None || 6 || 0 || 4 (5) || 100
    31 KB (3,628 words) - 02:41, 24 January 2024
  • $6 $2 number of triangles in the first polygon group $6 $2 zero padding to 8 byte alignment
    7 KB (576 words) - 02:42, 24 January 2024
  • C0/7175: 4C4F72 JMP $724F <-6 C0/71B5: 4C4F72 JMP $724F <-6
    57 KB (9,173 words) - 02:41, 24 January 2024
  • 50C6 6 Intro Level header pointer 50CC 6 SS1 Level header pointer
    24 KB (3,366 words) - 00:19, 6 March 2024
  • Copy 6 bytes from (D4D000 + 6 * "Spell Graphic" pointer) to 7AEA-7AEF C1/A19A: AA TAX (Now X holds the spell graphic pointer times 6)
    58 KB (10,879 words) - 02:41, 24 January 2024
  • $245 6 Labyrinth water data? ...s Emeralds collected RAM pointer, 173A Chaos Emeralds needed to get bonus (6),
    26 KB (3,655 words) - 00:34, 6 March 2024
  • ...instance, we'd have: 8 = Right, 7 = Left, 6 = Right, C2/3306: 0A ASL (is bit 6, "Do no damage," set?)
    104 KB (14,835 words) - 02:41, 24 January 2024
  • ==C2/C4EC pointers: monster formation - mold 6== ==C2/C5D5 data: mold 6 slot 0==
    64 KB (11,181 words) - 02:41, 24 January 2024
  • C3/8079: C906 CMP #$06 (Is it an "item" item? [type 6]) C3/8081: 2940 AND #$40 (Zero out all but bit 6 [usable on the field])
    63 KB (10,396 words) - 02:41, 24 January 2024
  • 07=6 6019=[space 8]YES[space 6]NO[yes/no selection]
    7 KB (1,226 words) - 02:42, 24 January 2024
  • ...ves x10 or more pixels in either direction, the value in $5F is shifted by 6 accordingly to change the starting offset into the collision array at $0300 ...le data is loaded into the PPU transmission array at $0700-07FF. When bit 6 is set, the status bar will not be updated that frame to prevent graphical
    28 KB (4,742 words) - 20:35, 28 January 2024
  • **Bit 6: If set, item is edible **Bits 6-7: Type (0=weapon, 1=coin, 2=ring, 3=pendant)
    2 KB (229 words) - 12:15, 26 January 2024
  • ...000f</tt> = [[Castlevania:Level 5,6,7,Castle Map and Misc Graphics|Level 5,6,7,Castle Map and Misc Graphics]] * <tt>12217-124B6</tt> = Level 6 Screens Layout
    3 KB (480 words) - 06:16, 24 January 2024
  • The object header is 4, 6, or 8 bytes long, depending on the object type. The meaning of the first 4 **Bits 6-15: X location
    8 KB (1,155 words) - 12:15, 26 January 2024
  • * 6: Ground features and enemy bases for areas 9-12. Loaded into VRAM at 1000-1 == Bank 6 ==
    4 KB (752 words) - 20:36, 28 January 2024
  • * <tt>008FFE-009003 (6)</tt> = Unknown data, doesn't seem to be referenced (two 3 bytes values?) * <tt>0097E6-0097EC (6)</tt> = Core engine asm code (Dlg:Code22CallSubcodeHandler())
    34 KB (5,083 words) - 21:03, 28 January 2024
  • C1FB-C22C - Channel 6 data C364-C373 - Animation struct 6
    13 KB (2,555 words) - 14:32, 24 January 2024
  • == Block 6 (014000-018000) == ...~ checks if Master Wars Medal and Super Prize should be given out ([$C68F] 6 bytes holds cleared Campaign maps, [$C784] 45 bytes number of clears for ea
    22 KB (3,517 words) - 02:41, 24 January 2024
  • * $0611 - Inventory, slot 6 * $0631 - Inventory, slot 6
    2 KB (232 words) - 14:33, 24 January 2024
  • * {{hex|00-09 (0A)}} = Digits set 1 (ordered 9,0,1,2,3,4,5,6,7,8) * {{hex|0A-13 (0A)}} = Digits set 2 (ordered 9,0,1,2,3,4,5,6,7,8)
    1 KB (167 words) - 02:03, 20 May 2024
  • ...of some kind, plus 0x00 means infinite! The total limit is 38 pages times 6 items. ====6====
    30 KB (4,518 words) - 21:10, 28 January 2024
  • C1/64EF: 20F763 JSR $63F7 (from C1/6411, X = 6) C1/6823: 4668 (6)
    63 KB (10,323 words) - 02:41, 24 January 2024
  • 0x038A | 6 | 3 x Cur HP 0x0390 | 6 | 3 x Max HP
    1 KB (129 words) - 14:33, 24 January 2024
  • C1/F3AE: 49F4 (6) C1/F3BE: 49F4 (6)
    65 KB (12,232 words) - 02:41, 24 January 2024
  • ; if low 6 bits of $18 are all not set, dec $2b 7E/5BCD: 8D6043 STA $4360 ; DMA Control for Channel 6 (PPU -> CPU, auto-increment, 2 registers write twice each)
    173 KB (30,177 words) - 14:58, 24 January 2024
  • ...(0001)</tt> = Background color for Nighttime Overworld levels 3-3, 6-1 and 6-2. ...or Winter Nighttime Overworld levels 3-1 and 3-2 (and the cloud portion of 6-2).
    11 KB (1,775 words) - 02:42, 24 January 2024
  • ==C2/98FC End Credits Text - page 6 pointers== ==C2/9E48 End Credits Text - 8x8 font - buffer update 6==
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  • 8406 = Mt Moltar 3 (6) 9106 = Whirl Islands 6 (1)
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  • ==Demon's Lair 6== ==Boss Room 6==
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  • C3/40F1: 20F902 JSR $02F9 (display "1 2 3 4 5 6 7 8") C3/496E: 253AB5FFB6FFB7FFB8FFB9FFBA00 (position of and word "1 2 3 4 5 6")
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  • 7900=6 F100=6
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  • * <tt>0x001418</tt> to <tt>0x00178F</tt> = World 6 * <tt>0x001790</tt> to <tt>0x00180F</tt> = World 6 Bonus
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  • 80150E00: ADDIU T8, T7, 0x0006 ;T8 = (Type_icon_ID << 4) + 6 ...ADDU S2, T8, T9 ;S2 = 0x80156260 + (Type_icon_ID << 4) + 6
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  • D6=6 D6=6
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  • ** 1F - Cactos Ruins - Floor 6 ** 27 - Burion Ruins - Floor 6
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  • 80078A70 2 Dig Reward #6 (Chocobo Hot & Cold) 6: Magical Defense
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  • {{rammap|game=Sonic Jam 6}} * See [[Sonic Jam 6/Notes#Level ID List|Notes]] for a full list of level IDs
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  • $6 $2 number of triangles in the first polygon group $50 $6 collision size and height (shape is a cylinder)
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  • ...1 Falling hat1 type (0=none, 1=top, 2=wizard, 3=crown, 4=cap, 5=derby, 6=cowboy) ...1 Next hat1 type (0=none, 1=top, 2=wizard, 3=crown, 4=cap, 5=derby, 6=cowboy)
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  • | aka= Super 1998 Sonic 6 (box art), Super Mario 2 1998, Super Mario Bros. 2 (title screen of Mario v | tcrf= Sonic Jam 6
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  • * '''May 6'''<nowiki>: </nowiki>[http://en.wikipedia.org/w/index.php?title=Kitsune_Sni * '''July 6'''<nowiki>: </nowiki>[http://en.wikipedia.org/w/index.php?title=KingMike&ac
    32 KB (4,910 words) - 13:44, 12 April 2022
  • ...Floor use 7FX03 the x is the value ex: F=1 E=2 D=3 C=4 B=5 A=6 9=7 8=6 7=5 6=4 5=3 4=2 3=1 2=0 1 and 0 do nothing.(These values are for BF only!) RM. 6 Key: 1C01
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  • $1c2c 1.l 標準 FCB(6以上のハンドル)の FCB index table のアドレス $0c(12) 1.b 状態フラグ(bit 7=1:書き込み中 bit 6=1:FAT
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  • ** <tt>0E53 0EE5 0F73 1007 109B {19-1D}</tt> = Floor 6 * <tt>0xEE63 - 0xEEF4 (0092)</tt> = 6-1
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  • | rowspan="2" | *6 ! 6
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  • A07A E9 79 DD 06 / Run function $DD79 / (-6) Tallies # of men assigned to officers? (fewer than 3 officers = 0) A983 E9 CA DD 06 / Run function $DDCA / (-6) (Population * Season Multiplier) / (4 or 8)
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  • {|0000||Game mode (0 - playing, 6 - paused) |0669||P1 X-coordinate of falling Puyo (1--6).
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  • ::* si d = 0, il faut sauter les 6 prochains octets avant d'atteindre la première description de sprite * ensuite, on trouve n séquences de 6 (mode court) ou 8 (mode long) octets :
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  • 6 = ??? 6 = warping into the new region. (Main Warping function, 2:446e)
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  • * <code>0x29CC48-0x29E04B</code> - Cards IDs orders, 853 cards ×6 + spacing × 6 0026f590: 06000224 li v0,6
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  • <td>6</td> <td>6</td>
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  • 1F - Kakutos Relic - Floor 6 27 - Burion Relic - Floor 6
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  • 0x18 1 Bit 0 Row 6 0x19 1 Bit 1 Row 6
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  • * 6 for Chozodia * 6 Charged beam
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  • ...''bit 3 = Al segno loop; bit 5 = coda loop; bit 6 = ignore envelope;'' ...''Byte 4 = fragile; Byte 5 = ceiling spike; Byte 6 = solid; Byte 7 = floor spike''
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  • * 2D-30 = The Mountains Act 6 (different spawn point) |0x0381 || Enemy loaded in slot 6
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  • ==Bank 6 (06000-06FFF)== Mirror of bank 6.
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  • $9e1 1.b FDドライブの状態(bit 7=1:アクセス中 bit 6=1:モータon) $9f8 6.b SASI コマンド生成用バッファ
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  • ====0:2D4D (Set wC920 to 6, and?)==== ROM0:2D4E 3E 06 ld a,06 ;a = 6
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  • $9e1 1.b FDドライブの状態(bit 7=1:アクセス中 bit 6=1:モータon) $9f8 6.b SASI コマンド生成用バッファ
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  • 6| | 26 04/06 hidden, sphinx (4-6:96 8E 04)
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  • * <tt>17A405-17A40A (6)</tt> = 16-bits pointers to preceding [[Crystal Beans From Dungeon Explorer * <tt>17AE72-17AE77 (6)</tt> = 16-bits pointers to preceding [[Crystal Beans From Dungeon Explorer
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  • The map grid is one byte per tile. The high 2 bits select a palette. The low 6 bits select metatile from the selected metatile page. Each metatile index h * 6 - inn
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  • C1/50AD: 7B TDC (from C1/4512, X = 6) C1/5538: AE59 (Slot) (6)
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  • ...'s facing (CHR code). Bit 5 is Belmont's facing (20: left. 0: right.); bit 6 is Belmont's vertical flip, etc. ...tage select and title screen selected. 4: stage entry. 5: normal gameplay. 6: death. 7: game over. 9: Credits. D: password entry. E: intro reel.) See al
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  • 6/8/10 means MP) ...00 C0 AND #$C000 (isolate top bits, which indicate (bit 7, then bit 6):
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  • * <tt>02002AFC</tt> - Chicken #6 Name * <tt>02002D2C</tt> - Barn Animal #6 Name
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  • 6 - Blank(glitch) - (makes 4/6 tiles structure, see below)<br> 7 - Blank(glitch) - (makes 4/6 tiles structure, see below)<br>
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  • C3/632C: 1443 TRB $43 (eventually disable channel 6 of HDMA) C3/65CF: E00600 CPX #$0006 (have we checked 6 letters yet?)
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  • |'''$C668''' || 1 Byte || Has entered Level 6: Ancient Ruins (?) | '''$C674''' || 1 Byte || Small Keys — Level 6: Ancient Ruins ||
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  • *<tt>0x01D897</tt> = X position on map for Level 6 *<tt>0x01D8A5</tt> = Y position on map for Level 6
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  • ROM0:0763 CB F2 set 6,d 02 00 - Mail 6
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  • 17a7: ea 4f e0 not1 $004F,6 17ad: ea 4f e0 not1 $004F,6
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  • <tr><th>Range<th>Bits 0-5<th>Bits 6-7 ...e corresponds to one 64x64 tile. Bits 0-5 determine which tile to use. Bit 6, if set, will use a tile from the second tileset instead of the first. Bit
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  • F0=6 C0=6
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  • * <tt>0x0C010 - 0x0C39E (038E)</tt> = Ronald 6 * <tt>0x0D9DB - 0x0DF52 (0577)</tt> = Grimace 6
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  • * 17: 21x10 window at (6, 17). Common use: the delete file confirmation window. * 25: 13x8 window at (18, 6). Common use: Menus with three entries (hospital, ordering pizza).
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  • | tcrf=Super Mario Land 2: 6 Golden Coins * Super Mario Land 2 - 6 Golden Coins (UE) (V1.0) [!]
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  • C1/0014: 9701 (6) C1/0197: 7B TDC (from C1/0005, X = 6)
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  • | <tt>0x03CFFA</tt> || Y position for 6/7 energy || || <tt>40</tt> ...e first 6 bytes correspond to the tornadoes in the first pattern, the next 6 bytes correspond to the tornadoes in the second pattern, etc.]
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  • | <tt>09</tt> || Dalaam || 6 | <tt>26</tt> || Caves 2 || 6
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  • odoor1-6 are doors, derp. unused? 00F4 - [iyapoo6] [0019] Speedy Spirit 6
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  • C2/D058: 80 11 04 04 Enemy 6: 32 x 32 Template 6:
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  • $1C0C8 16 Enemy encounter plains 6 $1C298 16 Enemy encounter cave 6 half 1
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  • 7E:0BAA X's current state (6 = rising, 8 = falling, 14 = dashing, etc...) #6 - Mandrill
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  • {{TBL|game=Super Mario Land 2: 6 Golden Coins}} 06=6
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  • *{{hex|0x7F}} is a 6-pixel space character *{{hex|0xA0}} is a 6-pixel space character
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  • (V=6-9, H=0 looks pretty cool) I think this bonus is missing 5 or 6 bytes of code from each section (player 1 and player 2), it
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  • Bit 5 Ladder. Combine with Bit 7 to indicate the top of a ladder or bit 6 to indicate ladder is under water. Bit 6 Water.
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  • 3C=6 3E=6
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  • ...Robot Taisen R:SCR file|SCR]] resource indices for battle cut-in images || 6 || 146 ...} || {{0x|8771BCF}} || {{0x|18}} || Pointers to music track states || 4 || 6
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  • ...rs only in the "ones column", where each digit is worth just what it says: 6 means six and so on. The next column is the tens column, in which every dig ...igits. This is handled simply: after the familiar digits 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9, we introduce the digits A, B, C, D, E, and F. Just as 9 repre
    21 KB (3,466 words) - 02:22, 23 October 2018
  • Enemy structure 6 x 16 bytes: $650 - Type (bits 6-0), Active (bit 7)
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  • 0x38217 Dialog 1a Text (Start-Sec.6) ==Dialog 6==
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  • C5C2 1 Super Drunk Bottle 6 value? C87D 2 Enemy 6 Y value
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  • 8004816D 00 Weapon slot #6 #80048168 80264B30 576 bytes First of 6 E icon textures
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  • 0x0090/F : Graphics. 0x96 seems to be 6 when not in a fight. 0x94 counts down during a frame, but i'm not sure if t +0x14 - Lv.6 magic 1
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  • 10A | 1 | Message Speed (6: Slow, 2: Normal, 0: Fast) 113 | 6 | Main Name (6 Byte C-Style String)
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  • 6149 - Y position for Maze Island Forced Battle Scene 6 6188 - X position for Maze Island Forced Battle Scene 6
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  • | 6 07=6
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  • ...''bits 0-1 = player restriction, bit 2 = all players, bit 6 = obtained ''bits 0-6 = default volume envelope, bit 7 = apply
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  • * <tt>0x7562 *6,7,8,9,A,B,C,D*</tt> = Grasshoppers jump heights * <tt>0x7560 *6,A,C,D*</tt> = Number of times Grasshoppers jump in one direction
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  • |0x0034 || Framerule || Counts like this every frame: 0,10,9,8,7,6,5,4,3,2,1 |0x0084 || Popeye Cycle Sprites || Walk cycle sprites: 0, 6, 12 / Ladder cycle sprites: 0, 1
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  • 459DC to 459F9 = Weapon Families (0 = Sword, 2 = Axe, 4 = Spear, 6 = Bazooka (substituted for Sword in all relevant cases)) ...line Palette Bit set at [$16]; Y (default of entity location) increased at 6 at the end for looping
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  • ** 6 - Spell menu ...= chocobo, 2 = black chocobo, 3 = hovercraft, 4 = Enterprise, 5 = Falcon, 6 = Whale.
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  • {{Infobox table|name=Level 5, 6, 7, Castle Map, and Misc Graphics ==Level 6 Graphical Data==
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  • 6 = "Time bomb set" 04_F Bit 7 set=tough version of enemy, bit 6 set=mini boss.
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  • D1/5B68 08 00 00 00 7F 00 00 00 sword 6 D1/5B98 08 00 00 00 7F 00 00 00 white 6
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  • 6 〃 バ行〃 21 地名 move.l #6,-(sp)
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  • 0x494E to 0x49B8 = Cavern #6, Triangle 0B = Cave 6
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  • Only bits 6, 3, and 0 have properties. Bit 6 = Water visibility. If this bit is 1, then water will be darkened. If
    14 KB (2,409 words) - 13:16, 24 January 2024
  • * <tt>$0739</tt> - ID for sprite 6 * <tt>$0745</tt> - X position for sprite 6
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  • D1/5387 90 01 31 magic sword 6 D1/5399 64 00 37 white 6
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  • |2HD||FE||FE||90||1024||8||77||2×2||6||1||1232||1232||1221 |2HDA||FE||**||**||1024|| 8 ||80||2×2|| 6 || 1 ||1280||1280||1269
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  • 06=6 20=6
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  • 00: b Number of channels (always must be 09h = 6 FM + 3 PSG) 15: Volume for channel 6
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  • 9,A 8 6,7 ...$---- = P-meter in status bar. Bits 0-5 govern each arrow in turn and bit 6 is the P. (7F = all arrows alight and P blinking)
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  • * '''0x5063-0x52A0''' - course 6 data * '''x603C-x6078''' - course 6 item data
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  • 59=6 59=6
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  • | 6 86=6
    18 KB (2,017 words) - 22:52, 18 April 2024
  • ...ndexed pointers in bank $16 point to palette bundle headers, which contain 6 bytes for every sequence in the bundle: * At <code>$1254</code>, write 6 bytes per instrument in the song: one for the instrument number (starting f
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  • C2BB 6 P1 Pokémon on the field IDs C2C8 6 P1 Pokémon HPs
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  • *** Then rst 08 to the pointer located at 6:400B, with the textbox ID you wish to use in accumulator as a parameter So do a rst 08 to Bank 06, grabbing the pointer at 6:400B, with the textbox ID in accumulator as the parameter.
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  • ==Bank 6: Napalmman==
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  • ...for any sector. Each entry is itself comprised of 6 subpalettes (to create 6 different options for palettes to be used by any given map minitile), each ...n the SNES development guide as a "palette", and therefore the grouping of 6 of those, which is generally referred to in EarthBound modding (and in this
    7 KB (1,045 words) - 02:41, 24 January 2024
  • ! id || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 | 6 || 0 || 2 || 7 || 15 || 30 || 50 || 90 || 140 || 215 || 330 || 500 || 760 |
    44 KB (1,501 words) - 01:33, 15 April 2024
  • * Bit 6: 1 if DK Coin is collected, 0 if not * Bit 6: 0 if missing at least one Bonus Coin, 1 if both Bonus Coins have been foun
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  • == Block 6 (014000-018000) ==
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  • | 1 || 2 || 3 || 4 || 5 || 6 | 6 || 12 || 18 || 24 || 30 || 36
    4 KB (528 words) - 02:41, 24 January 2024
  • 35 = Grotto 6 5A = Village 6
    6 KB (897 words) - 18:10, 28 January 2024
  • * 0x009386 to 0x009478 = Music Data for Ending (Part 6) * 0X009BA3 to 0x009BE3 = Music Data for Selection (Part 6)
    2 KB (386 words) - 21:23, 28 January 2024
  • |numentries=6 |numentries=6
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  • 06=6 | 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || a || b || c || d || e || f
    8 KB (954 words) - 04:58, 18 April 2024
  • bit 6 ACK (6)SCSI 装置 1 台の容量が 1M バイト以上 16G バイト未満であ�
    26 KB (904 words) - 02:42, 24 January 2024
  • ...A - 391C29 | DATA | Monster EXP, coins, items, Yoshi Cookie (256 monsters, 6 bytes each) | | Byte 6 ??? (nothing uses this)
    26 KB (2,770 words) - 14:28, 24 January 2024
  • | 0x014420/583 || 6 || Any | 0x0147D0/E3 || 6 || 0
    5 KB (715 words) - 02:42, 24 January 2024
  • | japan= {{date|2012|December|6}} | china= {{date|2013|December|6|nocat=true}}
    1 KB (128 words) - 02:02, 29 January 2024
  • ==World 6==
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  • 6 blocks: 3%<br> 000b0660: 1440fffb bne r2,r0,0x000b0650 ;if(r19 < 6), loop to 0x000b0650
    34 KB (6,223 words) - 10:09, 3 February 2024
  • |name = FINAL FANTASY 6 Final Fantasy 6 was released as Final Fantasy 3 in the United States. The name conflicts wi
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  • ===Entry 6(0x1FE78B to 0x1FE792)===
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  • |0X0021-0X0023 || 6 digit Top Score using BCD || 1 nybble(4 bits) per digit |0X0025-0X0027 || 6 digit 1P Score using BCD || 1 nybble(4 bits) per digit
    3 KB (445 words) - 21:11, 28 January 2024
  • binary_land_part_6.png|part 6 ! scope="col"| 6
    2 KB (329 words) - 21:06, 28 January 2024
  • C2C8 6 Player's Pokémon remaining HP C3C8 6 CPU's Pokémon remaining HP
    5 KB (595 words) - 01:07, 3 February 2024
  • 0x05-6: sets color of pillar :D ...potion?, 1=poison, 4=heart, 5=invincible, 6=time, 7&8=you! :p, anything up 6 is bogus)
    8 KB (1,265 words) - 20:27, 28 January 2024
  • |0x0329 || Player's 6 Current Space |0x03DE-3E2 || Player 6's Current Money (10000s, 1000s, 100s, 10s, and 1s)
    1 KB (218 words) - 13:05, 24 January 2024
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