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Question on some hex number translations.

Posted: Thu Sep 28, 2006 10:06 pm
by Broadus
I'm wandering what the numbers 10 and 32 look like in SWBF2 hex? I don't mean the REAL number 75, I mean what hex numbers translate it into something compatible with SWBF2.

For example... To get 75 as a variable for reinforcements, it will look like this in the numbers-only part (I don't know the terminology):
0003000096420408000000
But in the letters-and-numbers part, it will look like this:
. . . . - B . . . . .

That is indeed 75 (taken from reinforcements), even though it doesn't look like 75. That's all I mean.
I had to get rid of my SWBF2 mod tools because I never use them and I desperately needed some impromptu hard drive space, so I can't munge anything to see what it looks like for myself...

Well, now I have two questions. For one, will 75 as reinforcements look different from 75 for something else?
And, if there's no real difference, could someone tell me what 10 and 32 are supposed to be in SWBF2 hex, if that someone might be so kind?

RE: Question on some hex number translations.

Posted: Thu Sep 28, 2006 10:11 pm
by Teancum
You might try using the number 75. The reason I say that is that whatever the max AI that the PSP can handle it won't go above that, but it won't hurt anything.

RE: Question on some hex number translations.

Posted: Thu Sep 28, 2006 10:13 pm
by Broadus
That's not a bad idea, though I still don't know what 10 looks like so that I may find and replace it... I'm going to take a swing at something ridiculous like replacing every occurence of 10 to see if anything changes.

RE: Question on some hex number translations.

Posted: Thu Sep 28, 2006 11:29 pm
by archer01
- Go into windows's calculator
- Swtich it to "scientific mode"
- Type in "10"
- Then up at the top, switch it from decimal to hex

10 (base10) == 0A (base16)
75 (base10) == 4B (base16)

RE: Question on some hex number translations.

Posted: Thu Sep 28, 2006 11:48 pm
by Teancum
Wow cool. I didn't know that.

RE: Question on some hex number translations.

Posted: Fri Sep 29, 2006 12:10 am
by t551
Or, you could do the conversions in your head... which isn't hard.