The IDs in SH3 stock files were indeed derived from the name of the item or part of the name. The developers were using binary format for that (0s and 1s) and then representing them in HEX code. That is how I have initially figured the whole ID thing (by translating the short names of items opened in HEX editor into binary format and comparing with their ID label) and started the HEX editing of SH3 items. The number of letters from the name was limited by the number of bits for the ID in the HEX code, so that the long names of items were truncated before translating to the binary format.
Since I have started decoding with items with short names (like 3-4 leteers) I have quickly figured out the origin of the IDs in SH3.
Quote:
Originally Posted by TheDarkWraith
Goblin allows you to add/edit controllers just not in dat files.
IDs are not like they were in SH3/4. They are determined from the name of the item in the GR2 file (some kind of algorithm that I haven't looked into/figured out yet).
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