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How's all the game info like item drop rates, enemy AI scripts and all that good stuff found? It would be nice if I could have all this information for other rpgs but most of them don't have such comprehensive databases. 184.80.28.3 14:47, June 19, 2013 (UTC)

People reverse engineer the game. There are ways to do that, and the only way I know how is to hexedit: Change values, see what changes, and note it down. With AI scripts there are going to be opcodes. An opcode will likely be a byte in hex, and then this will be followed by a number of bytes which are parameters. So an opcode might be use attack, and the parameter may be the ID of the attack. Additionally there would be opcodes for variables. One will set it, another opcode will change its value to a specified value (there may also be an opcode to make it the target of changing), and others may increment and decrement it. There will be opcodes with logic statements- If, with parameters of variable [which be decided in a separate opcode], and operator [which may be handled by different opcodes], and value, and jump to line if true/false [unless there is an opcode which tells it where to jump to].
It's going to be different for every game.
And I've never reverse engineered the programming or enemy scripts. I've only gone as far as figuring out a character map, and finding which bytes/bits changed what in a couple of cases.
I believe some people use tools which see which values in memory change when playing the game. However I cannot tell you much since I never looked into this. Though, for all I know he could have just been making a save state/saving the game[he could have hacked in save anywhere capabilities], making a change (opening a chest in this case), then seeing what values changed and how they changed between saves.
Some people here might be able to help, although they also might not. You could try Googling for reverse engineering information.
But bare in mind: I don't think anyone at the wiki knows how to reverse engineer games, other than basic hex editing. We get all our AI scripts from guides (like on GameFAQs), or from information and tools found out and made by other people who can. 92.28.178.160 15:22, June 19, 2013 (UTC)
Wow. That sounds pretty intense. I thought it's something I could teach myself but maybe not. Thanks.
Meh, there are plenty of GUI editors that don't take too much effort to learn like this one for FFV. Of course, they're much less powerful than hexediting, but you can still get useful stats out of them, like encounter rates. C A T U S E 21:11, June 19, 2013 (UTC)
Well yeah, they are advanced hex-editors that someone has previously made. They know the format of the files and present it more nicely and understandably.
There are three options:
  • Someone has reverse engineered the data and written a guide.
  • Someone has reverse engineered the data and made a program so you can read it.
  • Someone has reverse engineered the data and made the file/chunk format available. You can use a hexeditor (or preferably write your own program because AI scripts aren't going to be so simple to read in hex form) to get the data.
Or of course, if no one knows the format, then you'll have to do the reverse engineering yourself. JBed (talk) 21:41, June 19, 2013 (UTC)
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