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Free Space in HxD


RennacIsUnderrated
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I read that you can use the lines of code between 0x000CB51A to 0x000CBA34 in fe7 for repointing code such as custom animations and such. But when I went there to put in my custom animation I found alot of code already put in, I was informed it was only ram and was safe to replace with animation pointers and other code but I wanted some verification on that before replacing anything that could be important. Anyone know anything that could help?

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I was informed it was only ram and was safe to replace with animation pointers

A) who the fuck told you that

B) i don't think the word "ram" means what you think it means

C) who the fuck told you that

D) this took me 5 seconds

E) that isn't how you insert an animation

F) actually, who even told you that

Edited by CT075
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A) who the fuck told you that

B) i don't think the word "ram" means what you think it means

C) who the fuck told you that

D) this took me 5 seconds

E) that isn't how you insert an animation

F) actually, who even told you that

I'm not sure what they meant, I thought it sounded like bullshit so that's why I'm here. It was just some random and very sketchy tutorial I found lol Any idea where there is some free space on the fe7 rom then?

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  • 9 months later...

Anyone know on Sacred Stones? I see a big chunk of data at 00E47180. I this free when you have a whole row of 0's and F's?

FF FF FF FF FF FF FF FF

FF FF FF FF FF FF FF FF

FF FF FF FF FF FF FF FF

OR

00 00 00 00 00 00 00 00

That's empty right?

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According to this link:

0x003C0010 to 0x003C0044 - used by FEditor auto patching system

0x00B2A610 to 0x00C00000 - confirmed

I'd use the latter.

Also just because it's a bunch of 00's and FF's doesn't necessarily mean it's empty. Just use the stuff that's already been determined to be free; messing with what LOOKS like free space may result in you overwriting something you don't notice until waaaaaaaaay later when it's too late to change it back/you have no idea why your game isn't working.

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