Author Topic: Arrangement Data For Menu And Battle  (Read 6428 times)

Mauron

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Re: Little bit of Menu Arrangement Data
« Reply #30 on: October 02, 2008, 07:11:03 pm »
Er.  I tried patching it and it doesn't do anything at all XD

I blame a lack of sleep last night. >_>

HERE'S the working patch. No weird glitches, tested it myself.

Third time's the charm, right?

Edit: I hid a free source of Elixirs on the sign at the south entrance of Guardia Forest.

Also, I found the change to get MP Cost looking right. Change 3FC858-3FC869 to AC AF EF B4 CC BE BD FF 06 5E 0D 03 90 98 19 7E 00 00.


[attachment deleted by admin]
« Last Edit: October 02, 2008, 07:26:47 pm by Mauron »

justin3009

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Re: Little bit of Menu Arrangement Data
« Reply #31 on: October 02, 2008, 07:42:28 pm »
HAH!  It does work 100% ^_^!

Edit: Minus Battle Gauge off, the 3rd digit won't show X_X

JLukas

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Re: Little bit of Menu Arrangement Data
« Reply #32 on: October 04, 2008, 04:16:15 pm »
Battle Gauge Off 3 digit MP support:

Code: [Select]
C1048020
C10481B8
C10482FF

C1048DC5
C1048F4C
C104906C
C1049104

C106C220
C106C3B8
C106C4FF

C106CFC5
C106D14C
C106D2AE
C106D306

C1FFB8AD
C1FFB99D
C1FFBA94
C1FFBB99
C1FFBCC0
C1FFBD0C
C1FFBEA2
C1FFBF29
C1FFC000
C1FFC160

Mauron

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Re: 999 MP Project
« Reply #33 on: October 04, 2008, 05:29:38 pm »
Nice job, we've got battle working perfectly now. :D

As for menus, $C2/F14C seems to be the last place that both bytes of MP are read. Unfortunately my ASM skills aren't up to the point of changing this.

Mauron

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Re: Little bit of Menu Arrangement Data
« Reply #34 on: October 07, 2008, 02:11:38 pm »
Double post,

3FC5E2 - 22
3FC5E8 - 22
3FC7FE - 22
3FC84F - 22
3FC855 - 22

We had altered those to 25, which apparently caused it to cap at 255. Setting them to 22 makes it cap at 999. (It's more likely that it caps at 65535, but doesn't display right at that point.)

The *only* issue left is using an Elixir doesn't display all three digits.

justin3009

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Re: Little bit of Menu Arrangement Data
« Reply #35 on: November 29, 2008, 04:13:57 pm »
- Well, that's different.

justin3009

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Re: Little bit of Menu Arrangement Data
« Reply #36 on: January 18, 2009, 11:28:28 am »
Edit: Are battle gauge 1/2 related to each other in data?  I want to change only Battle Gauge 1's data to bump over the MP one?


No Battle Gauge
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
102B3 - "H" in HP
102B5 - X Coordinate of "H" in HP (Moves over every 2 bytes)
102B8 - Both "P"s
102BA - X Coordinate of "P" in HP (Moves over every 2 bytes)
102BD - X Coordinate of "P" in MP (Moves over every 2 bytes)
102C0 - "M" in MP
102C2 - X Coordinate of "M" in MP (Moves over every 2 bytes)

Battle Gauge 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
102DE - "H" in HP
102E0 - X Coordinate of "H" in HP (Moves over every 2 bytes)
102E3 - Both "P"s
102E5 - X Coordinate of "P" in HP (Moves over every 2 bytes)
102E8 - X Coordinate of "P" in MP (Moves over every 2 bytes)
102EB - "M" in MP
102ED - X Coordinate of "M" in MP (Moves over every 2 bytes)

Battle Gauge 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
102CA - "H" in HP
102CC - X Coordinate of "H" in HP (Moves over every 2 bytes)
102CF - Both "P"s
102D1 - X Coordinate of "P" in HP (Moves over every 2 bytes)
102D4 - X Coordinate of "P" in MP (Moves over every 2 bytes)
102D7 - "M" in MP
102D9 - X Coordinate of "M" in MP (Moves over every 2 bytes)
« Last Edit: January 18, 2009, 01:19:51 pm by justin3009 »

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #37 on: January 24, 2009, 02:52:15 pm »
More info

Exchange Menu Data
==============================
3FBF51 - Exchange Text Selection
3FBF53/3FBF49 - Exchange X coordinates
3FBF54 - Exchange Y coordinates
3FBF57 - Box X Coordinates
3FBF58 - Box Y Coordinates
3FBF63 - Box X Coordinates 2?  Removes the 2nd half
3FBF64 - Box Y Coordinates 2?  Removes the 2nd half
3FBF65 - HDMA Movement
3FBF66 - Box Height

Tech Menu Editing
=============================
3FBFAB - Tech 1 2 3 X Coordinate
3FBFAC - Tech 1 2 3 Y Coordinate
3FBFAF - Menu X Coordinates
3FBFB4 - Character Area Box Width on Left
3FBFB5 - Character Area Box Height
3FBFB6 - Character Area Width on Right
3FBFBB - Tech 1 2 3 Box X Coordinates
3FBFBC - Tech 1 2 3 Box Y Coordinates
3FBFBD - Tech 1 2 3 Box Width
3FBFBE - Tech 1 2 3 Box Height
3FBFC2 - Techs Box X Coordinate
3FBFC3 - Techs Box Y Coordinate
3FBFC4 - Techs Box Width
3FBFC5 - Techs Box Height
3FBFC9 - Tech Description Box X Coordinate
3FBFCA - Tech Description Box Y Coordinate
3FBFCB - Tech Description Box Width Coordinate
3FBFCC - Tech Description Box Height Coordinate
3FBFD7 - Tech Menu HDMA Color Pointers
3FC01C - Tech Menu Hand Pointer?
3FC022 - Character Stats X Coordinate
3FC023 - Character Stats Y Coordinate

Item Menu Editing
============================
3FC068 - X Coordinates of Use/Move     Organize
3FC069 - Y Coordinates of Use/Move     Organize
3FC06E - Item Icon X Editing
3FC06F - Item Icon Y Editing
3FC072 - Menu X Coordinates
3FC073 - Menu Y Coordinates
3FC077 - Use/Move and Item Description Box X Coordinates
3FC078 - Use/Move and Item Description Box Y Coordinates
3FC079 - Use/Move and Item Description Box Width
3FC07C - Item Description Box X Coordinates
3FC07D - Item Description Box Y Coordinates
3FC07E - Item Description Box X Coordinates Width
3FC07F - Item Description Box Y Coordinates Height?
3FC085 - Item List Box X Coordiantes
3FC086 - Item List Box Y Coordinates
3FC087 - Item List Box Width
3FC088 - Item List Box Height
3FC0A3 - HDMA Effects Pointer

Save Menu Editing
============================
3FC101 - Location Box X Coordinates
3FC102 - Location Box Y Coordinates
3FC103 - Location Box Width
3FC104 - Location Box Height
3FC108 - Character Stat Box X Coordinates
3FC109 - Character Stat Box Y Coordinates
3FC10A - Character Stat Box Width
3FC10B - Character Stat Box Height
3FC135 - HDMA Effects Pointer
3FC16B - Character Stats X Coordinate
3FC16C - Character Stats Y Coordinate

Settings Menu Editing
============================
3FC18D - Background Box Editing

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #38 on: January 25, 2009, 05:44:32 pm »
More and more updates

02EDD9 - Menu arrangement routine starting?
02A261 - Portrait X/Y Modifying (2 Bytes Each)
02A288 - Magic Header X Coordinates...Multiple bytes to move piece by piece
02A42D - X Coordinate of Pointer Triangle when you're selecting a weapon
02A42E - Y Coordinate of Pointer Triangle when you're selecting a weapon
02A4C5 - Something to do with the box when you select a weapon?

02A572 - X Coordinate of Item Names (Top ones)
02A543 - Possible Item Description Changes? I stopped at 2A620

3FB71F - Hand X Coordinate on 1st box
3FB725 - Hand X Coordinate on 2nd box
3FB82B - Hand X Coordinate on 3rd box
3FB74A - Hand X Coordinate when choosing item

3FB808 - Menu Editing
3FB80B - Helmet Y Coordinate?
3FB80F - Armor Y Coordinate?
3FB812 - Accessory Y Coordinate?
3FB814 - Pwr/Speed Y COORDINATE?

Character Replacement
==============================
3FB77B - Hand X Coordinate EVERY 5 BYTES

Shopping Menu Editing
============================
3FC225 - Background Box Editing

Mauron

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Re: Arrangement Data For Menu And Battle
« Reply #39 on: January 25, 2009, 11:29:51 pm »
==========Character Menu Editing==========


02A287-02A2B6 - Four byte groups used to place magic header squares.

Byte 1: Unknown, always 8D.
Byte 2: X - C0-FE or 00-BE. Range that is used also partially determines Y coordinate.
Byte 3: Y
Byte 4: 1A - Continue. BF - Terminate.

02A573: Weapon select Y coordinate.


3FB74A-3FB779: 6 byte groups used to determine placement of hand in equipment selection. The first group is the default, the second is the one below it, etc.

Byte 1: Hand X coordinate.
Byte 2: Hand Y coordinate.
Byte 3: Item selected when "up" is pressed. 84 and 8B relate to looping.
Byte 4: Item selected when "down" is pressed. 84 and 8B relate to looping.
Byte 5: Item selected when "left" is pressed. 84 and 8B relate to looping.
Byte 6: Item selected when "right" is pressed. 84 and 8B relate to looping.


3FBD98: Character scrolling menu boxes 2-8 height.




==========Character Exchange Editing==========


3FB77B-3FB7A4: 6 byte groups related to hand positioning in character exchange menu.

Byte 1: Hand X Coordinate.
Byte 2: Hand Y Coordinate
Byte 3: Character selected when "up" is pressed. 83 and 86 relate to looping.
Byte 4: Character selected when "down" is pressed. 83 and 86 relate to looping.
Byte 5: Character selected when "left" is pressed.
Byte 6: Character selected when "right" is pressed.




==========Tech Menu Editing==========



3FB7A6-3FB7F9: Tech listing control, 6 byte groups. First 8 relate to tech placement, second 3 relate to single/double/triple icons (Hand does not display), third 3 relate to characters.


Byte 1: Hand X coordinate.
Byte 2: Hand Y coordinate.
Byte 3: Item selected when "up" is pressed. 80, 87, 8D and 8B relate to looping.
Byte 4: Item selected when "down" is pressed. 80, 87, 8D and 8B relate to looping.
Byte 5: Item selected when "left" is pressed. 80, 87, 8D and 8B relate to looping.
Byte 6: Item selected when "right" is pressed. 80, 87, 8D and 8B relate to looping.



==========Shop Editing==========



3FC225-3FC26A: Shop menu boxes formation, 7 byte groups.

Byte 1: Unknown, 8B or 01.
Byte 2: Unknown, background related. 01, 03, or 13.
Byte 3: X starting Position.
Byte 4: Y starting Position.
Byte 5: Width.
Byte 6: Height.
Byte 7: Unknown, 02, 04, or 08. 08 seems to be a termination value.


 



==========Settings Menu Editing==========


3FC6A2: Relates to icons displayed.
3FC6A3: Relates to icons displayed.
3FC6A4: Relates to icons displayed.
3FC6A5: Relates to icons displayed.
3FC6A6: X value used to start the left row of icons.
3FC6A7: Relates to display of music icon.
3FC6A8: Relates to display of music icon.

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #40 on: January 29, 2009, 10:22:05 am »
02AE4B - X Coordinate of Item: # Item - 02B05F - Length of Item Names - 02B075 - Number of items that can be held (11 = 2 digits) (22 = 3 digits) (25 = 255 max)

02B045 - Y Coordinate of PC 1
02B047 - Y Coordinate of PC 2
02B049 - Y Coordinate of PC 3
02B046 - X Coordinate of PC1
02B048 - X Coordinate of PC2
02B04A - X Coordinate of PC3
« Last Edit: January 29, 2009, 10:28:44 am by justin3009 »

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #41 on: January 29, 2009, 11:45:00 am »
- ^_^ 02F2EF - Length of Item Names
02BDE4 - Length of Tech Names

FaustWolf

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Re: Arrangement Data For Menu And Battle
« Reply #42 on: January 29, 2009, 02:23:42 pm »
Hot damn! I presume this will let you use the full names for equipment used in the DS version?

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #43 on: January 29, 2009, 02:45:22 pm »
Possibly.  We'd have to do A LOT of re-arranging on the menus.  For the main one, If we can find everything, We'll have to nudge the entire menu to the far left and then extend it to the far right so it has a lot of room.  Then bump the item names against the wall.  If we did that and got it working correctly, we'd be able to have 17 letter item names.

Zakyrus

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Re: Arrangement Data For Menu And Battle
« Reply #44 on: February 03, 2009, 04:07:31 pm »
Possibly.  We'd have to do A LOT of re-arranging on the menus.  For the main one, If we can find everything, We'll have to nudge the entire menu to the far left and then extend it to the far right so it has a lot of room.  Then bump the item names against the wall.  If we did that and got it working correctly, we'd be able to have 17 letter item names.

That's some superb work! Can you make multiple-rowed item descriptions, also?  :twisted: