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
- 0019693c - 00196ad8 → AI Ability CT Usage (0019693c) → AI Post Action Movement Decision Routine (0019693c)
- 001ae340 - 001af104 → Arrow, Throw stone, Reflect Vector-Matrix calculation → Arrow, Throw stone, Reflect Model Loading
- Jump to 0x5c4 → Bios Call A → Bios call A
- 00044414 - 000444d8 → Calculate Available RAM Address → C51 Malloc
- 0001bb5c - 0001bb94 → Call Secondary Sin function → Call Sin function
- 00020a64 - 00020c38 → Cd Read Retry → Cd read retry
- 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
- 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)
- 00197d0c - 00197e5c → Find which units are active? → Counter Magic targeting
- 000409c4 - 000409fc → Get BATTLE.BIN (deprecated) → Get BATTLE.BIN
- 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?
- 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
- 000897dc - 0008989c → Mounting unit distort anim → Finalise Rush movement
- 000879b8 - 00087a24 → Move OTHER.SPR Palette data from Scratchpad to RAM → Copy OTHER.SPR Palette data to RAM
- 0012d778 - 0012d7b0 → Open Town Background Images → Open Town Shops Background Image
- Some status hardcoding → Post Ability Hardcoding? → Post Ability Hardcoding