예제 #1
0
 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.ActionEventsBin, this.ToByteArray(), 0x27AC50));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.ActionEventsBin, this.ToByteArray(), 0x065CB4));
     }
 }
예제 #2
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.StatusAttributes, this.ToByteArray(), 0x27AD50));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.StatusAttributes, this.ToByteArray(), 0x065DE4));
     }
 }
예제 #3
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 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.MonsterSkillsBin, this.ToByteArray(), 0x27AB60));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.MonsterSkillsBin, this.ToByteArray(), 0x065BC4));
     }
 }
예제 #4
0
 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.StatusAttributes], this.ToByteArray(), 0x27AD50));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.StatusAttributes], this.ToByteArray(), 0x065DE4));
     }
 }
예제 #5
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 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.MoveFind, this.ToByteArray(), 0x274754));
     }
     else
     {
         return(new List <string>());
     }
 }
예제 #6
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 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.Poaching], this.ToByteArray(), 0x27AFD0));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.Poaching], this.ToByteArray(), 0x066064));
     }
 }
예제 #7
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 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.StoreInventories], this.ToByteArray(), 0x2e087c));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.StoreInventories], this.ToByteArray(), 0x18D844, Codes.CodeEnabledOnlyWhen.World));
     }
 }
예제 #8
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 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.InflictStatusesBin, this.ToByteArray(), 0x32A394));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.InflictStatusesBin, this.ToByteArray(), 0x063FC4));
     }
 }
예제 #9
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.MoveFind, this.ToByteArray(), 0x274754));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.MoveFind, this.ToByteArray(), 0xF5E74, Codes.CodeEnabledOnlyWhen.Battle));
     }
 }
예제 #10
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.InflictStatuses, this.ToByteArray(), 0x32A394));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.InflictStatuses, this.ToByteArray(), 0x063FC4));
     }
 }
예제 #11
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 public IList <string> GenerateCodes(PatcherLib.Datatypes.Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.Propositions, this.ToByteArray(), 0x2E9634));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.Propositions, this.ToByteArray(), 0x9D380, Codes.CodeEnabledOnlyWhen.World));
     }
 }
예제 #12
0
 public IList <string> GenerateCodes(PatcherLib.Datatypes.Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.Propositions], this.ToByteArray(), 0x2E9634));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.Propositions], this.ToByteArray(), 0x9D380, Codes.CodeEnabledOnlyWhen.World));
     }
 }
예제 #13
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.SkillSets, this.ToByteArray(), 0x2799E4));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.SkillSets, this.ToByteArray(Context.US_PSX), 0x064A94));
     }
 }
예제 #14
0
 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.PoachProbabilitiesBin, this.ToByteArray(), 0x27AFD0));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.PoachProbabilitiesBin, this.ToByteArray(), 0x066064));
     }
 }
예제 #15
0
 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.JobLevels], this.ToByteArray(), 0x27B030));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.JobLevels], this.ToByteArray(Context.US_PSX), 0x0660C4));
     }
 }
예제 #16
0
 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.MonsterSkills], this.ToByteArray(), 0x27AB60));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.MonsterSkills], this.ToByteArray(), 0x065BC4));
     }
 }
예제 #17
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PatcherLib.PSPResources.Binaries.AbilityAnimations, this.ToByteArray(), 0x3278F8));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PatcherLib.PSXResources.Binaries.AbilityAnimations, this.ToByteArray(), 0x93E10, Codes.CodeEnabledOnlyWhen.Battle));
     }
 }
예제 #18
0
파일: Job.cs 프로젝트: xjamxx/FFTPatcher
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.Jobs, this.ToByteArray(), 0x277988));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.Jobs, this.ToByteArray(Context.US_PSX), 0x0610B8));
     }
 }
예제 #19
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.MonsterSkills, this.ToByteArray(), 0x27AB60));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.MonsterSkills, this.ToByteArray(), 0x065BC4));
     }
 }
예제 #20
0
 public IList <string> GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.ActionMenus], this.ToByteArray(), 0x27AC50));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.ActionMenus], this.ToByteArray(), 0x065CB4));
     }
 }
예제 #21
0
 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.SkillSetsBin, this.ToByteArray(), 0x2799E4));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.SkillSetsBin, this.ToByteArray(Context.US_PSX), 0x064A94));
     }
 }
예제 #22
0
 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.SkillSets], this.ToByteArray(), 0x2799E4));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.SkillSets], this.ToByteArray(Context.US_PSX), 0x064A94));
     }
 }
예제 #23
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.PoachProbabilities, this.ToByteArray(), 0x27AFD0));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.PoachProbabilities, this.ToByteArray(), 0x066064));
     }
 }
예제 #24
0
 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.MoveFindItems], this.ToByteArray(), 0x274754));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.MoveFindItems], this.ToByteArray(), 0xF5E74, Codes.CodeEnabledOnlyWhen.Battle));
     }
 }
예제 #25
0
 public IList <string> GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.Binaries.ActionEvents, this.ToByteArray(), 0x27AC50));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.Binaries.ActionEvents, this.ToByteArray(), 0x065CB4));
     }
 }
예제 #26
0
 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.InflictStatuses], this.ToByteArray(), 0x32A394));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.InflictStatuses], this.ToByteArray(), 0x063FC4));
     }
 }
예제 #27
0
 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.JobsBin, this.ToByteArray(), 0x277988));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.JobsBin, this.ToByteArray(Context.US_PSX), 0x0610B8));
     }
 }
예제 #28
0
 public List <string> GenerateCodes()
 {
     if (FFTPatch.Context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PSPResources.StatusAttributesBin, this.ToByteArray(), 0x27AD50));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PSXResources.StatusAttributesBin, this.ToByteArray(), 0x065DE4));
     }
 }
예제 #29
0
 IList <string> IGenerateCodes.GenerateCodes(Context context, FFTPatch fftPatch)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, fftPatch.Defaults[FFTPatch.ElementName.AbilityAnimations], this.ToByteArray(), 0x3278F8));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, fftPatch.Defaults[FFTPatch.ElementName.AbilityAnimations], this.ToByteArray(), 0x93E10, Codes.CodeEnabledOnlyWhen.Battle));
     }
 }
예제 #30
0
 IList <string> IGenerateCodes.GenerateCodes(Context context)
 {
     if (context == Context.US_PSP)
     {
         return(Codes.GenerateCodes(Context.US_PSP, PatcherLib.PSPResources.Binaries.StoreInventories, this.ToByteArray(), 0x2e087c));
     }
     else
     {
         return(Codes.GenerateCodes(Context.US_PSX, PatcherLib.PSXResources.Binaries.StoreInventories, this.ToByteArray(), 0x18D840, Codes.CodeEnabledOnlyWhen.World));
     }
 }