That's not quite how it works. K so...
yes you have charts that list the hex values of each item. Now, when you put an item on C-right you take that item + 44(hex) which also happens to be the location in memory for deku sticks and counts as the 1st menu place in the C-button equips menu. Now, lets say you have goron mask on C-right. 28+44 = 6C (which edit's tunics and boots). Now, you have codes... like 8011A6?? ???? this code is used for ADDING items into the inventory, and this is the code that is being run and modified using BA. If the items are high enough, they can sometimes roll over the +44 w/ FF or something and make it a 8011A7 too but that is besides the point. So, basically 6C is also the location in memory where the tunics and boots bits are stored.
in a gameshark we have this:8011A66C 00xy the last 4 numbers are actually the hex values of what you are storing into the memory location at 6C. Now, let's say you catch a bug right? The bug's hex is 1D. We take that number and convert it to binary in separate digits because each one is stored to one of those bits in 00xy. y is tunics, x is boots. Now 1 in binary is 1. we mirror that which is just 1 (menu reads right to left) and then we get _ _ _ = 1 0 0 AKA we have kokiri boots. and for D it is 1101 and mirrored we hae _ _ _ = 1 0 1 and a trailing 1. Since there is a 4th spot under swords for broken goron knife, if these were swords it would have broken goron sword there for every value past 7 (even for ones where biggoron sword should be there because the trailing bit). But these are tunics so we don't need to know that. we will have kokiri and zora tunic.
also you choosing which items and when you advance the hex +1 value and stuuff doesn't make sense because you are just looking at results and making a formula. That is not the true formula. here is the reason why it is like that... you take deku sticks, etc all the way up to din's fire and slingshot... for each of those items, they have 1 place in the inventory (aka 1 place in memory for the item in that slot). 00 -> 44, 01 -> 45, 02 -> 46. get it? but once it gets to Ocarina of time, there can be 2 values there, so what it does is the 1st one get's that location in memory, and the next one advances to the next slot. Ocarina of time gets bombchu slot. That is fine until it hit's hookshot/longshot, which makes it happen again. Past that point every item has it's own place so it is just +2 at that point, but you need to understand WHY.
Ever wonder why we can't get anything than what is inside the bottle on B to refresh into our inventory? Check this out...
14 is hex for empty bottle, 00 = empty deku stick on C-right.
00+44 = 44 aka the place in memory for deku sticks and the deku stick's default location in the menu. Now, the content's of the bottle specify what bits are written to that address. 14. so it writes a bottle to that location in memory. Here is the thing... until we find out EXACTLY WHY only bottles work for BA and the link between them and 00 aka dekunuts, and why it uses the 1st memory place that corresponds to them as the +44, then we have to use bottles. Anything you catch in a bottle can only put a bottled item's hex into that memory location. If we get something else on B instead, it won't update and check C-right and change memory addresses anymore, so at best the most we can get in our inventory is a bottled item. The reason why it works for quest status and works for equipment is because each of those have group values. 1 place in memory stores the value that affects multiple things. Like all medallions have 1 location in memory, etc. It doesn't read the bits stored there as a Hex number for an item ID, it reads them as binary to tell whether they have certain items or not. SO, BA can edit those easily.
if you want hex values:
http://zso.krahs-emag.com/codes/codeinfo.html#controlact
Limitations:
because we know that it uses +44 onto the item on C-right's hex, the lowest code that our current BA understanding can produce is: 8011A644 ????. But everything under 44 cannot be reached... AKA putting items on Cleft, C-right, C-down, Directly to B, editing Magic, editing rupees. These all have locations in memory that are BELOW 44. So currently we can not achieve these. Unless we find a way to change how BA reads the + to something lower, or even 0... but to do that we must UNDERSTAND perfectly how it works. Don't generalize, you must take it down to every bit that is passed.
notes:
Deku sticks are not the only way to get a bottle on B. Don't think that the 00 defaulted value is special and causes it. Any item you try to take out but can't, or any item that cannot be physically taken out into link's hand will do it. Deku nuts, 0 bombs, 0 bombchus, (magic doesn't work at all and has no effect), lens of truth. These all make bottle on B when using Ocarina items. Here is the thing though. If you use a gameshark to edit the code directly and place a bottle on B w/out even using Ocarina items, it works perfectly. SO, we know that the way we got it onto B has no effect over how it performs.
What we need to understand:
Relation to c-right and the 1st slot for the location in memory for menu... 44
Relation to B and C-right when bottle is on B
Why only Bottle on B passes the 44+item Hex to the modifier code and allows us to place bits there.
And yes I know what the individual bits before A6 seem to do and edit. And no, they don't have anything to do w/ it.