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 50 results in range #1 to #50.

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)

  1. 000158b8 - 000158e4 →‎ 000158b8 - 000158bc →‎ SMD No Instruction 2
  2. 000158e8 - 000158f4 →‎ 000158e8 - 000158ec →‎ SMD No Instruction 3
  3. 00015e98 - 00015ea4 →‎ 00015e98 - 00015e9c →‎ SMD No Instruction 5
  4. 00028a58 - 00028ac8 →‎ 00028a64 - 00028ac8 →‎ Patch uninstall early card irq handler
  5. 0018ef2c - 0018f034 →‎ 0018ef34 - 0018f034 →‎ Current Action Attacker Data Setting
  6. ? 0x11a378 →‎ 0x11a378 →‎ Prep Job Wheel and Skillset Display
  7. ? 0x11a778 →‎ 0x11a778 →‎ Prepare Job Name on Job Wheel
  8. 00189d74 - 00189e24 →‎ 32 Dmg (Rdm(1…X)*(PA*3+Y)) →‎ 32 Dmg (Rdm(1…X)*(PA*3+Y)/2)
  9. 0018a458 - 0018a49c →‎ 4F Dmg (CasMaxHP-CasCurHP) Hit (PA+X)% →‎ 4F Dmg (CasMaxHP-CasCurHP) Hit (MA+X)%
  10. 0018a5e4 - 0018a664 →‎ 53 Dmg (X)% Hit (MA+X)% →‎ 53 Dmg (Y)% Hit (MA+X)%
  11. Load Ability Effect →‎ ??? effect research →‎ Load ability effect
  12. 0019693c - 00196ad8 →‎ AI Ability CT Usage (0019693c) →‎ AI Post Action Movement Decision Routine (0019693c)
  13. 001ae340 - 001af104 →‎ Arrow, Throw stone, Reflect Vector-Matrix calculation →‎ Arrow, Throw stone, Reflect Model Loading
  14. Jump to 0x5c4 →‎ Bios Call A →‎ Bios call A
  15. 00044414 - 000444d8 →‎ Calculate Available RAM Address →‎ C51 Malloc
  16. 0001bb5c - 0001bb94 →‎ Call Secondary Sin function →‎ Call Sin function
  17. 00020a64 - 00020c38 →‎ Cd Read Retry →‎ Cd read retry
  18. 0001efbc - 0001f0bc →‎ Convert LBA to CdILOC Format →‎ S 002 CDintToPos
  19. 0007a774 - 0007a7b4 →‎ Count number of WEP sheets loaded? →‎ Count number of Crystals on map
  20. Find which units are active? →‎ Counter Magic targeting →‎ Main reaction routine
  21. Double WP if two hands is equipped? →‎ Double WP if two hands is equipped →‎ Switch Ability to default Attack
  22. 00041774 - 0004188c →‎ Draw Full Image to Frame Buffer →‎ Draw Image to screen (46,70) b4 x 10
  23. 00041d80 - 00041e94 →‎ Draw Image to screen (0, 68) 140 x 20 →‎ Draw SCEAP.DAT
  24. Draw Full Image to Frame Buffer →‎ Draw Image to screen (46,70) b4 x 10 →‎ Draw Squaresoft Logo
  25. E067 001c2500 - 001c4168 →‎ E067 001c2500 - 001c39f8 →‎ E067 001c2500 - 001c39f4
  26. E070 001c2500 - 001c638c →‎ E070 001c2500 - 001c44bc →‎ E070 001c2500 - 001c449c
  27. E071 001c2500 - 001c3f70 →‎ E071 001c2500 - 001c2ce4 →‎ E071 001c2500 - 001c2c70
  28. E480 001c2500 - 001c4368 →‎ E480 001c2500 - 001c2c70' →‎ E480 001c2500 - 001c2c70
  29. 0018a2c4 - 0018a2e8 →‎ Elixer Formula →‎ Elixir Formula
  30. Mounting unit distort anim →‎ Finalise Rush movement →‎ Something height related?
  31. ? 0x44a60 →‎ Find Address for Polygons by Depth →‎ Get OTAG list
  32. 0019bf2c - 0019c208 →‎ Find Highest Target Priority in Ability Range (0019bf2c - 0019c208 →‎ Find Highest Target Priority in Ability Range (0019bf2c)
  33. 00197d0c - 00197e5c →‎ Find which units are active? →‎ Counter Magic targeting
  34. 000409c4 - 000409fc →‎ Get BATTLE.BIN (deprecated) →‎ Get BATTLE.BIN
  35. 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
  36. 00045900 - 00045938 →‎ Get OPEN.BIN to RAM →‎ Get OPEN.BIN to RAM 2
  37. 0008ce78 - 0008cecc →‎ Get Unit Battle Data Matching Misc Unit ID →‎ Get Misc ID from Battle Data that Matches Misc Data Pointer
  38. 00044990 - 000449c8 →‎ Get Zodiac.BIN as TIM →‎ Get BIN as TIM
  39. 0001d56c - 0001d59c →‎ Get vector from GTE →‎ Get vector*matrix from GTE
  40. JOBSTTS.OUT 001e4e98 - 001e4eb0 →‎ JOBSTTS.OUT Store Unit's unlocked jobs →‎ JOBSTTS.OUT Store Unit's unlocked jobs/abilities
  41. 0006db10 - 0006dc88 →‎ Knockback Processing →‎ Attack animation handling?
  42. 00045268 - 000452e8 →‎ Load Data From Disc (0x45268) →‎ Open WORLD file
  43. 0008526c - 00085a14 →‎ Load WEP graphic from WEP1 Sheet →‎ Load WEP/EFF graphics from WEP1/EFF Sheet
  44. BATTLE.BINMain ability loading routine →‎ Main ability loading routine? →‎ Main Ability Loading Routine
  45. Counter Magic targeting →‎ Main reaction routine →‎ Calculate Reaction Targetting & Usage
  46. 0008a35c - 0008a4a8 →‎ Mounting distort anim 2 →‎ Jump animation Start
  47. 000897dc - 0008989c →‎ Mounting unit distort anim →‎ Finalise Rush movement
  48. 000879b8 - 00087a24 →‎ Move OTHER.SPR Palette data from Scratchpad to RAM →‎ Copy OTHER.SPR Palette data to RAM
  49. 0012d778 - 0012d7b0 →‎ Open Town Background Images →‎ Open Town Shops Background Image
  50. Some status hardcoding →‎ Post Ability Hardcoding? →‎ Post Ability Hardcoding

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