so if the 14th byte is 9 above(in hex) the 10th byte then the health of the enemy is 4 times greater!!!
No, it might work in this case but what you've actually done is change which register's value is stored to 0xAF in the actor's structure.
The significant part of what you're changing is the last four bytes. It's part of the machine code for the actors so we can disassemble it:
ReDead:
SB $t1,00AF($s0)
Stalchild:
SB $t0,00AF($s0)
So by changing them you're now storing a value from the wrong register ($t0 instead of $t1), which is why its health becomes very high.
I like that you're trying to figure things like this out on your own. When you're dealing with actor files it's very useful to know assembly code so that you can find things like its health value easier.
The problem you're having with fnding the health values is that you are looking for the wrong information, which is why some of the values in
this thread didn't work. You're looking for the same instruction you've found in other actor files but you're forgetting that not every actor is going to use the same register for storing its health. For example:
dekubaba (little) (dosn't work? makes something appear above its head?)
24
09 00 04 24 0A 00 08
24 0B 00
02 A2
09 00 AF
In yellow is what (I think) you were looking for.
In green is the register number that its health is initially stored in.
In red is the register number that the actor's health is stored to its structure in RAM from.
Here's a disassembly so you can see what's going on:
ADDIU $t1,$zero,0004
ADDIU $t2,$zero,0008
ADDIU $t3,$zero,0002
SB $t1,00AF($s0)
You're looking for the last instruction that put a value in register $t1 before it was stored to RAM, that's the one at the top.
If you don't understand this, don't worry about it.