
So far for Character 01's Portrait we've got:
#Pc engine magic engine codes code#
So, 12 + 03 = 15, and 15 as we should know already is that last letter "F" for this particular sub-portion Address code for Character 01's Portrait. This pattern repeats itself on the later Character Portraits, so I believe it would match.įor the third sub-portion, "C" Address code, which means a 12 value, what we get is a regular and alternating +03 or +02 (addition), and it just happens that, from Character 00's Portrait to Character 01's Portrait, it started as a +03. And, as we can expect, for Character 02's Portrait, from this "F" meaning 15, the next +08 would make it a 15 again -just as it started for Character 00's Portrait. So, for Character 01's Portrait, last sub-portion would be 15, which translates to "F" as Address code. The big pattern here is it always gets a constant +08 from a Character Portrait to the next one, so if our Character 00's Portrait starts here with a 15, then 15 +08 = 07, because it needs to reset like a clock, and don't forget to count the 00. So, the fourth and last sub-portion Address code is "F", which is actually 15 (the largest unit in our counting code, while the smallest unit is 00). It's better to start from the last sub-portion I found (like treating units first on a conventional sum). If we've got Character 00's Portrait Address code and want to find the Character 01's Portrait Address code (like I did), we start with that last portion of the Address code for Character 00's Portrait which is: The counting pattern for the counting code I was able to recover (comparing and translating the Address codes on the later grouped Characters: 38, 39, 40, 41) indicates the following: So, for the next bunch of Characters Portraits that are beyond Character 00 (and which Portrait Address is 00B21BCF), we can expect to just ignore its four starting symbols on the Address code: "00B2", and deal only with the remaining "1BCF". Then the "2" (from "00B2") is prone to changes, however only on the long run this is why Character 41, which waaay ahead, has the Address 00B6C737, where the staring portion "00B" is maintained, but now there is a "6" ("00B6") instead of a "2" ("00B2), so it grew a bit. Let's forget about the first "00B" portion, which repeats anyways on most, if not all the 50 playable Character Portraits. Then I had to see if, especially regarding the last 4 Characters in CE file, their Portraits Addresses had some jumping pattern (and actually they kinda did, but it could have a few anomalies sometimes):



Where (counting code ←translates into→ Address Code), like this: So, what I did was I first had to translate the Address code in that CE file into a number counting code with 16 digits (even though it starts as 00 and ends as 15). Here are some concrete examples of Portraits' Addresses:Ġ0B21BCF Portrait of Character 00 (given by file)Ġ0B238F7 Portrait of Character 01 (I was able to uncover following a counting pattern)Ġ0B2561F Portrait of Character 02 (I was able to uncover following a counting pattern)Ġ0B66FBF Portrait of Character 38 (given by file as the first of a sequence, offers the start for a counting pattern)Ġ0B68CE7 Portrait of Character 39 (given by file follows the counting pattern that I've found and used)Ġ0B6AA0F Portrait of Character 40 (given by file follows the counting pattern that I've found and used)Ġ0B6C737 Portrait of Character 41 (given by file follows the counting pattern that I've found and used) Theoretically, my simple research means that anyone with the correct Addresses at hand can create extra controllers for any aspects on each of the 50 playable Characters in the game, but unfortunately that CE file, when addressing Characters' aspects, is only doing so regarding those 5 Characters uniquely. So, while investigating, I've found out a way to improve the original CE file, but it's a bit of hardwork (although there could be better ways to automate the process that I'm not aware of).īasically, I was able to successfully create new controllers for swapping the Portrait of additional Characters in-game, beyond that of the 5 starting Characters Party Creation: Characters (00), (38), (39), (40), (41), based on the in-game counting system in the Adventurer's Inn when your mouse hovers the Character Portraits that are resting in the there), and according to this simple chart I've made recently: For the patterns in this current post, although approximate and leading to the solution, were doomed to anomalies because I needed to further verify all the Hexadecimal values (00 to 15) on all those digits and make exact matching calculations on an appropriate counting table for them. UPDATE: After long, please, check my Post at on this Thread for the final answers on those Portrait Addresses.
