Is that correct?
I've also learned that GS codes are entered in hex values, and they change bytes in the RAM. A byte for the GB consists of eight 1's or 0's, or two 0-F's.
Does that mean that to describe a byte for, say, Dreamcast (which is 128 bit), one would need four 0-F's?
Wouldn't that make the codes for a possible DreamShark a bit long? (There's the four-digit byte, then there's a four-digit number to determine where to store it, and there are some other four-digit numbers which do other stuff with the game... Something like this: 01################)
Is that so? Or am I wrong in my thoughts?
hmm, i was thinkig, every code i've used (not that many) hae use 01 as the first two positions. is this true for evry code? and if so, why do you have to enter in the 01 every time, whouldent it be like defult?
[ 12-19-2001: Message edited by: psykloak1 ]
Originally posted by Lark84:
From what I've learned, the "bit" part of a game console or computer (64-bit, 8-bit, 16-bit etc.) is used to describe how many bits make up one byte for that particular system (8 bits make a byte in a GBC, 32 bits make a byte in a GBA, 64 bits make a byte in an N64 etc.).
Is that correct?
Not exactly. There are always 8 bits in a byte on every system, because the definition of a byte is 8 bits. However, on a 16-bit system (for example), the machinery uses 16-bit _integers_, so most numbers crunched are 16-bits long. You'll notice that on 8-bit systems like the NES and Game Boy you'll often see numbers (like Link's rupees in Zelda) that can't go above 255, yet you don't see that happen much on the Super NES.
Are bytes and integers related somehow? Or are they not? It makes sense to store the integer in a byte...
Gameboy = 8-bit system. Mewtwo has a special of over 400. Please explain...
B = Base Stat
D = DV
S = Stat Exp. Point Value [int((sqrt(E - 1) + 1) / 4)]
L = Level
X = 5, except for HP, where it is Level + 10
For your very reason (8-bit limit), they had a (2 * B) command in the formula, instead of just storing doubled values of B.
Mewtwo's Base Stat in Special A is 154, so it will fit in 8 bits.
When you evaluate the formula and come up with 406, obviously that exceeds 255. But by this point, the values are stored in TWO bytes, instead of one. The first byte of each stat is treated as 256 times its standalone value.
In GS, HP is stored in DA4D and DA4E, Attack is stored in DA4F and DA50, etc.
[ 01-28-2002: Message edited by: Jolt135 ]
I've read on a FAQ 01 or 91 is actually one of those activator codes, similar in design and structure to those "must be on" codes for the GameShark Advance and other non-GameBoy GameSharks.