Thanks for your firstgrade excercises in converting hex to dec. You may also want to convert it to binary.. just for the heck of it.Quote:
For all the non understanding of base 16. We all know numbers base 10.ie 0123456789.base 16 hexadecimal is 0123456789ABCDEF.
So we identify base sixteen with the hyphen '&'.
Work the math
A=10
B=11
C=12
D=13
E=14
F=15
So &0F in hexadecimal = 15 in base 10 decimal
When we stack the numbers.ie &FF this number in decimal relates as follows
16^1*F(15 In hex)+16^0*F(15 in hex). =255 in decimal
So &FFFF = 16^3+16^2+16^1+16^0
Use calculator.it equals 65535.
This is why I say to people the damage the developers initially programmed was 2 bytes.we need to push the client for 4 byte.
You was able to elevate the mob levels?
I know the variables assigned to damage now from definition to visual.once I get the all the .h files which are missing I will ne able to recompile with the higher level damage hits.but to be honest this will take some time.
Wanting to sound smart by making irrelevant hex calculations and stating obvious facts huh? You're coming a few years too late with your incredible findings mate. Those things have been discussed since acclaim times.
Also if you had little knowledge of the game you'd know that you can't simply "push the client" to accept 4 bytes as new damage cap as it would also require reverse engineering the GS binary which I think no one who's currently involved in the 9d scene is able to do.