177 | | |
178 | | === Easy access to the conditions in the game |
179 | | |
180 | | TODO move this to the game specific page |
181 | | |
182 | | CONDGALE |
183 | | |
184 | | * Room 0, Chunk 0: {{{0E 00 8F 0E 95 01 01 95 02 01 87 01 0A 00 93 01 00}}} |
185 | | * Room 0, Chunk 1: {{{09 01 00 00 97 91 09 97 FC}}} |
186 | | |
187 | | CONDULTI |
188 | | |
189 | | * Room 0, Chunk 0: {{{0D 64 00 96 00}}} |
190 | | * Room 0, Chunk 1: {{{0D D0 00 80 FF 01}}} |
191 | | * Room 0, Chunk 2: {{{0D D1 00 91 01 00}}} |
192 | | * Room 0, Chunk 3: {{{0D 68 05 85 05 00 89 01 02 00 FD}}} |
193 | | * Room 0, Chunk 4: {{{0D 68 05 7F 0A 01 0B 00 87 01 0A 00 FD}}} |
194 | | * Room 0, Chunk 5: {{{0D 68 05 91 07 00}}} |
195 | | * Room 0, Chumk 6: {{{0D 69 02 91 08 00}}} |
196 | | |
197 | | From this we can already see a pattern emerge: |
198 | | |
199 | | 0D is followed by an action ID. For example, 68 is Manger, 69 is Lire, 64 is OK. The next byte would be the object to which the action is associated, with 00 being no object (global buttons D0 for Inventaire and D1 for Santé) and 01 and above being indices in the objects table defined in INIT objects chunk (05 is Pain au chocolat, 02 is Plan, so this all checks out). |
200 | | |
201 | | We can also see that 91 seems to be followed by a 16-bit value (1, 7 and 8 in these examples)? |