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Scripting and Reverse Engineering / Finding keyitems? [FF7]
« on: 2006-05-16 21:49:20 »
Hello again. This time I'm looking for an suggestion as to how one might find the keyitems from a savemap.
I found something inside of the Jenova source, but it doesn't make much sense:
So, I loaded eight bytes (as FF7.h and the wiki says) and went to the correct offset: 0x0BE4 + 0x09 (because of the PC header). However, when using this savemap, slot 15, my eight bytes are this:
Any ideas?
P.S. Thanks in advance, just for being here. This community has gotten me so much father along with my technical understnding of Final Fantasy VII.
I found something inside of the Jenova source, but it doesn't make much sense:
Code: [Select]
void CEditItems::LoadKeyItems()
{
int i;
char buf[25];
for (i=0;i<51;i++)
{
strcpy(buf," ");
strcat(buf,rgKeyItem[i].name);
m_KeyItemList.AddString(buf);
if (ff7->keyitems[div(i,8).quot] & (1 << (div(i,8).rem)))
{
m_KeyItemList.SetCheck(i,1);
}
}
}
So, I loaded eight bytes (as FF7.h and the wiki says) and went to the correct offset: 0x0BE4 + 0x09 (because of the PC header). However, when using this savemap, slot 15, my eight bytes are this:
Code: [Select]
[1] => 0
[2] => 199
[3] => 255
[4] => 207
[5] => 15
[6] => 0
[7] => 0
[8] => 0
Any ideas?
P.S. Thanks in advance, just for being here. This community has gotten me so much father along with my technical understnding of Final Fantasy VII.