document specialized item box format
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+10
-7
@@ -81,13 +81,14 @@ struct ItemData {
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// QUICK ITEM FORMAT REFERENCE
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// data1/0 data1/4 data1/8 data2
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// Weapon: 00ZZZZGG SSNNAABB AABBAABB 00000000
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// Armor: 0101ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Shield: 0102ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Unit: 0103ZZ00 FF00RRRR 0000XXXX 00000000
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// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
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// Tool: 03ZZZZUU 00CC0000 0000XXXX 00000000
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// Meseta: 04000000 00000000 00000000 MMMMMMMM
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// Weapon: 00ZZZZGG SSNNAABB AABBAABB 00000000
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// Armor: 0101ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Shield: 0102ZZ00 FFTTDDDD EEEEXXXX 00000000
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// Unit: 0103ZZ00 FF00RRRR 0000XXXX 00000000
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// Mag: 02ZZLLWW HHHHIIII JJJJKKKK YYQQPPVV
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// Tool: 03ZZZZUU 00CC0000 0000XXXX 00000000
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// Tech disk: 0302&&UU %%CC0000 0000XXXX 00000000
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// Meseta: 04000000 00000000 00000000 MMMMMMMM
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// A = attribute type (for S-ranks, custom name; last pair is kill count for some weapons)
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// B = attribute amount (for S-ranks, custom name; last pair is kill count for some weapons)
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// C = stack size (for tools)
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@@ -113,6 +114,8 @@ struct ItemData {
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// X = kill count (big-endian; high bit always set)
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// Y = mag synchro
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// Z = item ID
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// & = technique level
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// % = technique number
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// Note: PSO GC erroneously byteswaps data2 even when the item is a mag. This
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// makes it incompatible with little-endian versions of PSO (i.e. all other
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// versions). We manually byteswap data2 upon receipt and immediately before
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