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The values run from 0-9 then from a-f to signify every value from 0 to 15. so if you wanted, say 12. You'd be looking at a C.
How this works will become clearer as I post the values below.
00-f0 = 0-15
01-0f = 16-240 (in multiples of 16)
The two assigned variable in both the one and ten position are added to make the sum, up to 255 (ff).
These are the -last- two characters in the code. The code prior to this is the command string in the game. that command can be changed using those two characters in an in game value anywhere up to 255.
Values higher than 255 (in hexidecimal anyhow) require 2 or more codes up to a maximum total numeric value of 4 bytes (255 being 1 codes maximum value and 4294967285 being 4 codes maximum value. 4 Codes (or 4 bytes) is the maximum in game value. However, some vlaues in game will only glitch the game if they go any higher than the assigned maximum. So if Mario's maximum extra life count is 99, it's safe to assume the value only uses one byte.
But if Cloud's maximum experience adds up to about 50000, it's safe to assume it's 2 bytes (65535 being two bytes maximum value) is the maximum you can use for that.
A sample 1 byte code would be
7ef499-ff
A two byte code would be
7ef499-ff
7ef49a-ff
The code dirrectly followint that prior code is part of the same value (unless it is assigned to something else, which in many instances of a number below 255, is the case).
Now you know hexidecimal. The real trick is finding the asignment codes (7ef499) for the in game value you're looking for. That's where the PAR's hex search function comes in.
I have unknowingly ommited some information. The byte counter (1-2-3-4 whatever) works in a range of multiples of 8.
an 8 bit console would use 1 byte of hexidecimal values.
a 16 bit would use 2 bytes.
a 32 bit (Super Famicom (Super Nintendo for all you non-dorks)) takes 4 bytes.
64 bit takes 8 bytes. after 8 bytes the strings are complicated further to increase the values without increasing the number of sub-strings.
Meaning the hex values can go higher, using double hexidecimal. This gets a little more complicated as it progress, and i'm not as familiar with it as i am with the 32 bit system of hexidecimal.
Being done in 8 bits, however does not mean the maximum in game neumeric value is limited to 1 byte. They -can- use the above trick of combining two neigbor strings (or more) in order to gain the desired neumeric caps (such as score on an atari space invader game).
However, the differences in bit numbers mainly refers to the functionality codes, and graphics.
The function codes on an atari can be simple, but they nearly double for nintendo, then again for super nintendo, and so on and so forth. that's not to say they cant have higher neumeric values. . . That's just to say that their maximum command strings for game functionality is limited to that many bytes.
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