Double redirects
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This page lists pages that redirect to other redirect pages.
Each row contains links to the first and second redirect, as well as the target of the second redirect, which is usually the "real" target page to which the first redirect should point.
Crossed out entries have been solved.
Showing below up to 46 results in range #51 to #96.
View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
- 000190d4 - 00019158 → Finish data transfer to SPU → Spu Write
- 000409c4 - 000409fc → Get BATTLE.BIN (deprecated) → Get BATTLE.BIN
- 0007a218 - 0007a258 → Get Casting units Misc Data → Get Caster's Misc Data
- Get Unit Battle Data Matching Misc Unit ID → Get Misc ID from Battle Data that Matches Misc Data Pointer → Get Unique Sprite ID that matches Misc ID
- 00045900 - 00045938 → Get OPEN.BIN to RAM → Get OPEN.BIN to RAM 2
- 0008ce78 - 0008cecc → Get Unit Battle Data Matching Misc Unit ID → Get Misc ID from Battle Data that Matches Misc Data Pointer
- 00044990 - 000449c8 → Get Zodiac.BIN as TIM → Get BIN as TIM
- 0001d56c - 0001d59c → Get vector from GTE → Get vector*matrix from GTE
- 000186c4 - 000186e0 → Hard reset SPU & Voices → SsUtReverbOff
- JOBSTTS.OUT 001e4e98 - 001e4eb0 → JOBSTTS.OUT Store Unit's unlocked jobs → JOBSTTS.OUT Store Unit's unlocked jobs/abilities
- 00045268 - 000452e8 → Load Data From Disc (0x45268) → Open WORLD file
- 0008526c - 00085a14 → Load WEP graphic from WEP1 Sheet → Load WEP/EFF graphics from WEP1/EFF Sheet
- BATTLE.BINMain ability loading routine → Main ability loading routine? → Main Ability Loading Routine
- Counter Magic targeting → Main reaction routine → Calculate Reaction Targetting & Usage
- 0008a35c - 0008a4a8 → Mounting distort anim 2 → Jump animation Start
- 000879b8 - 00087a24 → Move OTHER.SPR Palette data from Scratchpad to RAM → Copy OTHER.SPR Palette data to RAM
- OPEN.BIN 00073550 - 000735e8 → OPEN.BIN Define Quant Tables; Update MDEC Settings → OPEN.BIN DecDCTPutEnv
- OPEN.BIN 0007371c - 00073814 → OPEN.BIN Initialise MDEC settings → OPEN.BIN MDEC reset
- OPEN.BIN 00073818 - 000738a8 → OPEN.BIN MDEC: Draw Video Frame Blocks → OPEN.BIN Parse Instruction to MDEC
- OPEN.BIN MDEC: Draw Video Frame Blocks → OPEN.BIN Parse Instruction to MDEC → OPEN.BIN MDEC in
- 0012d778 - 0012d7b0 → Open Town Background Images → Open Town Shops Background Image
- 00023f70 - 00023fd0 → P34 SetDrawMove → SetDrawLoad
- ?Nullify steal item? → Possibly nullify steal item → Remove Knockback Flag
- Some status hardcoding → Post Ability Hardcoding? → Post Ability Hardcoding
- 0019795c - 00197b28 → Range Calculation? → Range Calculation
- Reflect Reaction? → Reflect Reaction → Reflect "Reaction"
- 0011e0b4 - 0011e4b0 → Remove Ability menu → Remove Ability Menu
- Remove ???? targets → Remove question mark targets → Remove targets for unclear reasons
- Rotate Map (Counterclockwise?) → Rotate Map (L1) → Rotate Map (Counterclockwise)
- 00181f38 - 00182064 → Routine that checks math skill IDS? → Math skill Ability ID Check
- SCUS.942.21 → SCUS 942.21 → SCUS 942.21 Routines
- 00024960 - 000249c0 → SYS LoadImage2 → SYS StoreImage
- Convert LBA to CdILOC Format → S 002 CDintToPos → S 002 CDIntToPos
- 0001bb98 - 0001bc24 → Secondary sin call function → Sin Call Function
- Set Ability Targeting? → Set Ability Targeting → Set Jump Ability Targeting
- 0001bc28 - 0001bcc4 → Sin call function → Cos call function
- Finalise Rush movement → Something height related? → Something height related
- 00136bd0 - 00136d30 → Something to do with special portraits → Construct Polygon for unit battle portrait
- 00040a00 - 00040b84 → Start at chapter 4 (Deprecated) → Initialise FFT Game state
- 0018ee68 - 0018ee9c → Store 8019837c if not reacting? → Store 8019837c if not reacting
- 000158f8 - 000159d8 → Tacet → End Bar
- Target spritesheet calculations? → Target spritesheet calculations → Determine attack animation from used Weapon Type
- 0001d650 - 0001d8e0 → Three Angle Sine and Cosine Maths → Set Rotation matrix elements
- 00018518 - 00018650 → Transfer Data to SPU → SPU data transfer controller
- Transfer Target ID? Through Mount Data → Transfer Target ID Through Mount Data → Copy Byte Data (20 Bytes)
- 00074cd0 - 000757b4 → Units to Send display? → Units to Send display