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)
- 000158b8 - 000158e4 → 000158b8 - 000158bc → SMD No Instruction 2
- 000158e8 - 000158f4 → 000158e8 - 000158ec → SMD No Instruction 3
- 00015e98 - 00015ea4 → 00015e98 - 00015e9c → SMD No Instruction 5
- 00028a58 - 00028ac8 → 00028a64 - 00028ac8 → Patch uninstall early card irq handler
- 0018ef2c - 0018f034 → 0018ef34 - 0018f034 → Current Action Attacker Data Setting
- ? 0x11a378 → 0x11a378 → Prep Job Wheel and Skillset Display
- ? 0x11a778 → 0x11a778 → Prepare Job Name on Job Wheel
- 00189d74 - 00189e24 → 32 Dmg (Rdm(1…X)*(PA*3+Y)) → 32 Dmg (Rdm(1…X)*(PA*3+Y)/2)
- 0018a458 - 0018a49c → 4F Dmg (CasMaxHP-CasCurHP) Hit (PA+X)% → 4F Dmg (CasMaxHP-CasCurHP) Hit (MA+X)%
- 0018a5e4 - 0018a664 → 53 Dmg (X)% Hit (MA+X)% → 53 Dmg (Y)% Hit (MA+X)%
- Load Ability Effect → ??? effect research → Load ability effect
- 001474a4 - 00147580 → ? 0x1474a4 → 0x1474a4
- 0019693c - 00196ad8 → AI Ability CT Usage (0019693c) → AI Post Action Movement Decision Routine (0019693c)
- 00080fec - 000810a0 → Activate numerical sprite data? → Activate numerical sprite data
- 001ae340 - 001af104 → Arrow, Throw stone, Reflect Vector-Matrix calculation → Arrow, Throw stone, Reflect Model Loading
- BUNIT.OUT Get Job Data → BUNIT.OUT Get Job Skillset → BUNIT.OUT get skillset of job ID
- Jump to 0x5c4 → Bios Call A → Bios call A
- 00044414 - 000444d8 → Calculate Available RAM Address → C51 Malloc
- Orkney Formatting test → Calculate Physical? Target → Calculate Physical Target
- 0001bb5c - 0001bb94 → Call Secondary Sin function → Call Sin function
- 00020a64 - 00020c38 → Cd Read Retry → Cd read retry
- 00197e60 - 00197f10 → Chose Move from Move List? → Chose Move from Move List
- 0001efbc - 0001f0bc → Convert LBA to CdILOC Format → S 002 CDintToPos
- 0007a774 - 0007a7b4 → Count number of WEP sheets loaded? → Count number of Crystals on map
- Find which units are active? → Counter Magic targeting → Main reaction routine
- 0013957c - 001395a8 → Create AT list → Preview ability turn AT list
- Double WP if two hands is equipped? → Double WP if two hands is equipped → Switch Ability to default Attack
- 00041774 - 0004188c → Draw Full Image to Frame Buffer → Draw Image to screen (46,70) b4 x 10
- 00041d80 - 00041e94 → Draw Image to screen (0, 68) 140 x 20 → Draw SCEAP.DAT
- Draw Full Image to Frame Buffer → Draw Image to screen (46,70) b4 x 10 → Draw Squaresoft Logo
- E067 001c2500 - 001c4168 → E067 001c2500 - 001c39f8 → E067 001c2500 - 001c39f4
- E070 001c2500 - 001c638c → E070 001c2500 - 001c44bc → E070 001c2500 - 001c449c
- E071 001c2500 - 001c3f70 → E071 001c2500 - 001c2ce4 → E071 001c2500 - 001c2c70
- E480 001c2500 - 001c4368 → E480 001c2500 - 001c2c70' → E480 001c2500 - 001c2c70
- 0018a2c4 - 0018a2e8 → Elixer Formula → Elixir Formula
- Mounting unit distort anim → Finalise Rush movement → Something height related?
- ? 0x44a60 → Find Address for Polygons by Depth → Get OTAG list
- 0019bf2c - 0019c208 → Find Highest Target Priority in Ability Range (0019bf2c - 0019c208 → Find Highest Target Priority in Ability Range (0019bf2c)
- Find Misc Unit Data Pointer (checking for specific unit)? → Find Misc Unit Data Pointer (checking for specific unit) → Get unit misc data that matches r4 ID
- 0012e9fc - 0012ec8c → Find Space on Tpage 7 for graphic → VAlloc tpage7
- 00197d0c - 00197e5c → Find which units are active? → Counter Magic targeting
- 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
- JOBSTTS.OUT 001e4e98 - 001e4eb0 → JOBSTTS.OUT Store Unit's unlocked jobs → JOBSTTS.OUT Store Unit's unlocked jobs/abilities
- 0006db10 - 0006dc88 → Knockback Processing → Attack animation handling?