Ascension64 Posted December 9, 2007 Share Posted December 9, 2007 The coding for 0x95 (Identify) is just as empty as 0x6e (Retreat From), 0x71 (Equip Weapon), 0x72 (Dither), 0x76 (Show Creatures), 0x79 (Visual Animation Effect), except for the 'do once' flag at 0x110 of the effect; and 'do nothing once' is just the same as 'do nothing'. Unless you know something I might not, it might be worth stating clearly that all these opcodes have no function whatsoever. Link to comment
devSin Posted December 9, 2007 Share Posted December 9, 2007 There's an old thread around here with the dead opcodes. These opcodes have no function whatsoever. Identify will be handled elsewhere. The effect doesn't do anything, 'cause there's nothing for it to do. Link to comment
Avenger Posted December 9, 2007 Share Posted December 9, 2007 I believe i listed all of them Link to comment
Ascension64 Posted December 9, 2007 Author Share Posted December 9, 2007 Ah, had to work a little a harder to find it (http://forums.gibberlings3.net/index.php?s=&showtopic=6083&view=findpost&p=57166). Nevertheless, IESDP doesn't make it clear that 'the function of the effect is unknown. It has never been seen to do anything', means that we know the effect has no function, and it doesn't crash the game. Link to comment
devSin Posted December 9, 2007 Share Posted December 9, 2007 It's an escape route in case we someday turn out to be wrong. I think the only crashing code was immunity to sequester (ToB-only); the others are just nonexistent values (no code to handle them). Everything "never been seen to do anything" really should just do nothing, but it's an actual effect. They're safe to use, but pointless. Link to comment
igi Posted March 5, 2008 Share Posted March 5, 2008 Confirmed dead opcodes now say something along the lines of: Empty: [xxx], Irrelevant, Irrelevant, This opcode has no effect. Link to comment
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