Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: justin3009 on December 02, 2007, 11:19:03 pm

Title: Arrangement Data For Menu And Battle
Post by: justin3009 on December 02, 2007, 11:19:03 pm
029B17 - Edits the surround tiles in menu
029C0A - Positioning of Menu Pointers
02A1A4 - Pointer for Selecting Character Coordinates/Graphics

3FB718 - Editing position of Menu stuff

3fB825 - Character Scrolling Main Menu Editing
3FBBB0 - 3FBC57  - Set all to FF and menu has no shading
3FBD5C-3FBD73 - Coordinates and other data for six main menu icons
3FBD7D - Gold Text Modifying
3FBD7F-80 - Time X Coordinate?

3FBD84 - PWR SPD EVA etc Text Modifying
3fBD85 - PWR SPD EVA etc X Coordinates?
3fBD86 - PWR SPD EVA etc Y Coordinates?

3fBD89 - Menu X Coordinate (Messes up graphics =/)?
3fBD8A - Menu Y Cooridnate (Messes up Graphics =/)?

3fBD8E - Character Scrolling Menu X Coordinate
3fBD8F - Character Scrolling Menu Y Coordinate
3fBD90 - Character Scrolling Menu Width
3fBD91 - Character Scrolling Menu Height
3fBD93 - Character Scrolling Menu Bottom 3 Objects Width?
3fBD94 - Character Scrolling Menu Bottom 3 Objects Y coordinate?
3fBD97 - Character Scrolling Menu Bottom 3 Objects Height?
3fBD99 - Character Scrolling Column Menu Height

3fBD9C - Character Status X coordinates
3fBD9D - Character Status Y coordinates
3fBD9E - Character Status Width
3fBD9F - Character Status Height
3fBDA9 - Character Stat Spacing

3fBDB1-2 - Character 2-8 MP Y coordinate?

3FBE11 - Characters X Coordinate Menu
3FBE12 - Characters Y Coordinate Menu

3FBE20 - Characters Name/LVl Text Modifying Status?


3FBEF8 - Character Replacement Screen

3fC53C-41 - Editing the text "Level **"
3FC542 - Edits the max level symbol  07 = Star * 09 = 00
3FC546 - Pwr Hit Mag ** editing
3FC549 - Edits Max symbol for Power 00 = ** 0a = 99
3FC557 - SPD EV STAM ** X COORDINATE?
3FC55F - SPD Max Symbol Editing
3FC564 - STAM MAX SYMBOL EDITING
3FC56A - M.Def ** X coordinates?
3FC56D - M.def Max Symbol editing
3FC5BF - How many letters appear in Menu (Gets rid of 1 ><) E1 = removes first letter but shows 6th letter
3FC5CA - X Coordinate of Health Points?
3FC5D5 - Editing / That seperates the HP
3FC5DE-DF - Editing the blank spaces between MP
3FC5E5 - Editing / that seperates MP

3FC5BD-3FC5C1 - General Area for Character Name
3FC503 - PWR. text editing


3FC5C5 - HP Letter
<bh:01><bh:a7><bh:af>

3FC5DB - MP Letter
<bh:01><bh:ac><bh:af>

3FC4DB-3FC4E5 - Attack Data (Including Icon)


3FC5CD-3FC5DA - HP Data xxx/xxx
<bh:03><bh:93><bh:9a>"~<bh:06>Q<bh:00><bh:e0><bh:03><bh:cf><bh:9a>"~


3FC5DE-3FC5EB - MP Data xx/ xx
<bh:ff><bh:ff><bh:03><bh:97><bh:9a><bh:11>~<bh:e0><bh:ff><bh:03><bh:99><bh:9a><bh:11>~
Title: Re: Little bit of Menu Arrangement Data
Post by: Chrono'99 on December 03, 2007, 04:17:10 am
Thanks!
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on February 22, 2008, 11:47:17 pm
Character Replacement
===============================
3FBF0E - Character Replacement Width
3FBF0F - Character Replacement Height

3FBF13 - First Column Character X Coordinates
3FBF14 - First Column Height (Maybe Y Coordinate?)
3FBF15 - ???
3FBF16 - Box Height First COlumn?
3FBF17 - ???
3FBF18 - Last 3 Boxes First Column X Coordinate <--
3FBF1A - Last 3 Boxes First Column X Coordinate -->
3FBF19 - Last 3 Boxes Background First COlumn Y coordinate
3FBF1B - First Column Y Coordinate Boxes

3FBF1D - ??? Box Underneath "Whom to replace"

3FBF1F - 2nd Column Box Design
3FBF20 - Same as Above
3FBF21 - 2nd Column X Coordinates
3FBF22 - 2nd Column Height (Maybe Y Coordinate?)
3FBF23 - 2nd Column Background Box Width
3FBF24 - 2nd Column Background Box Height
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on March 15, 2008, 01:26:07 pm
(http://img179.imageshack.us/img179/422/chronotriggertispriteuprw3.png) - o.o..
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 24, 2008, 10:10:23 am
3FC3CC - Name Holder Width
3FC3CD - Name Holder Height

3FC3D1 - Name Box X Coordinate
3FC3D2 - Name Box Y Coordinate

3FC3D3 - Name Box Width
3FC3D4 - Name Box Height

3FC3D9 - "Enter your name" Height
3FC3DA - "Enter your name" Width

3FC425 - "Crono" X corrdinate
3FC426 - "Crono" Y corrdinate

3FC4E6 - Defense Symbol/Stat Editing
3FC4DD - Attack symbol/Stat Editing

3FC503 - PWR. text editing
3FC507 - PWR. Stat Editing

3FC6A2 - 3FC730? - Menu Settings Editing - Menu Settings Editing
3FC815 - Menu Tech Editing

3FC8F4 - Shop Editing

3FCBB6 - Edits the outline of the text if it's a "NEW" item
3FCBBB - Edits the color of the text if it's a "NEW" item

3FCF0? - Pwr Speed Evade etc editing (??..I think I put the wrong value for this)
3FD56E - Window Design Box Icon Editing

Just a few other areas.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 24, 2008, 12:58:57 pm
Double post, but (http://i36.tinypic.com/2d74pe.jpg) - I'm not sure if it's actually working, but when in battle, it shows a random symbol then 0 (ending as in 570) which could imply it's working.  Probably not really needed, but just a fun thing.
Title: Re: Little bit of Menu Arrangement Data
Post by: Zakyrus on September 24, 2008, 01:09:12 pm
Did I ever mention that you guys are totally awesome?  :P
I have no idea what half of that is or does. (someday I'll catch up, mwa ha ha ha!)
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 24, 2008, 07:27:53 pm
Update: I just tested it out by setting my MP to 101 and then did a tech, it does, in fact work.  There's issues here and there on MP data, but it does work.

(http://i38.tinypic.com/2u8xqtf.png) - MP before battle
(http://i33.tinypic.com/2vmwwvm.png) - MP during battle before tech use
(http://i34.tinypic.com/2dgtlr8.png) - MP after doing Luminaire
(http://i33.tinypic.com/xpqb9v.png) - MP after battle
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 24, 2008, 09:20:49 pm
Double post
(http://i36.tinypic.com/20pbtyr.png) - Tech Menu
(http://i35.tinypic.com/xpsdx0.png) - Save Menu

Got it to work there now
Title: Re: Little bit of Menu Arrangement Data
Post by: Zakyrus on September 26, 2008, 04:23:53 pm
Sweet. So you broke 99 MP? Awesome. How hard would it be to break the 99 hour limit and make a hundreds of hours slot? ...or break the level**/stat barrier?
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 26, 2008, 05:58:35 pm
Good question lol.  I have no idea.  The MP one was a really really easy tidbit.  You just change 2 bytes "11" to "22" and it works.  There's 1 glitch in battle with weird symbols but hm...That's actually a really really good question.

Edit: I'm having troubles doing it with Level, as it's a bit different.  And I have no idea where the Time data is stored via hex, so idk there either.  I could probably find the time data very very easily...but too lazy atm.
Title: Re: Little bit of Menu Arrangement Data
Post by: Mauron on September 26, 2008, 10:56:27 pm
I got the level barrier mostly broken.

01F7D2 - Max possible level
01F866 - Same
01F827 - Same
3FCF3A - Lowest level where ** shows up

Above level 100 it only shows the last digit.

I can probably get stats fairly easily with the same method. I'm going to look at time now.

Edit: Time is a whole different animal. I'll get to the other stats later. It should follow the same pattern.

Edit 2: Fixed an error with one of the offsets. I listed the ASM command instead of the value that need to be changed.
Title: Re: Little bit of Menu Arrangement Data
Post by: JLukas on September 27, 2008, 12:11:58 am
The max clock data values are 1 byte each and stored right after the time reading/writing routine, I don't have the info handy but it's right around $028000.  Check the offsets guide from Geiger's Crypt, it should be in there.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 27, 2008, 12:54:29 am
3FCF33/3FCF35-3FCF39 - Max # on stats
Title: Re: Little bit of Menu Arrangement Data
Post by: Vehek on September 28, 2008, 02:00:01 am
Max clock values are at 0285D0. I don't know if this helps much though.
Edit-
Right now, this alone is probably only useful if you want to make it a different time system. (Ex. different amount of minutes in an hour, etc.)
Title: Re: Little bit of Menu Arrangement Data
Post by: Lenophis on September 29, 2008, 04:04:43 am
(http://i33.tinypic.com/2vmwwvm.png) - MP during battle before tech use
That looks Japanese.

Quote from: Aerdan
[02:01:59] <Aerdan> in fact, that's 'ku'.
[02:02:10] <Aerdan> ((in katakana))

Best guess, the digit it's trying to get is out of range of the value it wants to grab. So it's getting something else entirely in the font. If you know where the "convert digits into displayable numbers" routines are, you can attempt to fix the problem. Although...this kind of reeks of old NES situations where a character can have Q230 HP...

If you can, move the gauge right a tile (to give MP enough room for 3 displayable digits).
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 29, 2008, 09:02:39 am
I know it's picking up another piece of data.  It's right ABOVE the actual letters, so that's what it's getting.  All in all, I'm not really sure how to fix it.  The data for the MP, bars, etc...is right above the "Att.  Tech  Item" values.  I've tried altering it, but...doens't help too much.  I'll try again while I'm here at school, see if I can get it now.

Edit: CF913 - This value has to do with the symbol used for MP...I tried changing it to 73 which was MPs/HP's data, and it changes to 0..74 = 1, 75 = 2 xD!  This is evil.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 29, 2008, 12:49:49 pm
Doiuble Post, my school won't let me edit so...here's the values.

3FC5E2 - Change to 22 for 3 digit mp.  Change to 25 for it to be 3 digits with max 255 MP I believe.
3FC5E8 - Change to 22 for 3 digit mp.  Change to 25 for it to be 3 digits with max 255 MP I believe.

I hope this actually works though.  It starts off correctly, so yay.
Title: Re: Little bit of Menu Arrangement Data
Post by: Mauron on September 29, 2008, 04:39:38 pm
I found three more bytes that needed to be changed to 25 at 3FC7FF, 3FC850, and 3FC857

The overall layout wasn't loading right for me, so I've shifted a couple things around.

3FC5DF-3FC5ED I changed to 03 97 9A 25 7E E0 03 99 9A 25 7E 00 B6 00 00
3FC7FB-3FC802 I changed to 03 97 9A 25 7E 00 A2 00
3FC84C-3FC859 I changed to 03 97 9A 25 7E E0 03 99 9A 25 7E 01 00 00
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 29, 2008, 06:03:29 pm
Yea, you have to shift it.  I would have said that, but the bell rang for class just as I posted.

Edit: I'm honestly not sure if that 25 works...It was a last second test.

Edit 2: Yea, I had those as well xD!  I really need to list this stuff more often.

Edit 3: It seems to be working perfectly so far.  The only issue, if you use an elixir, it says 55 MP healed instead of 255.  Then there's STILL the matter of the MP in battle.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on September 30, 2008, 12:13:05 pm
Triple post, but, is it possible to break the damage limit?  I think that would be pretty interesting to have it do xD
Title: Re: Little bit of Menu Arrangement Data
Post by: Chocobo_Fan on October 01, 2008, 10:11:35 am
Wow, excellent job Justin! All the coding stuff is going way over my head, but breaking stat limits and stuff is really cool! :D This will be really useful for CT+, since Z is planning on breaking stat limits. And I agree, if you can find a way to shift the ATB to the right, you should have enough room for 3-digit MP. Not sure about 4-digit HP, though... :/ Maybe shift the thing that displays names to the left? Although that may cause problems with displaying monster names... :/

And yeah, if you can break MP/HP, I'm you can probably break the damage limit, but I'm not a programmer, so I wouldn't know for sure. :/

Sorry I can't contribute, I suck at programming. :( But this certainly is quite interesting! I'm sure you'll be able to figure it out! :D
Title: 999 MP in battle
Post by: JLukas on October 01, 2008, 01:59:58 pm
Updating the battle menu for 999 MP requires a bit of work.

First, move the ATB gauges 1 tile to the right:

Code: [Select]
C104B1C2
C104B6CC
C104BBC3
C104BECD

C10747C2
C1074AC4
C1074DC6
C10750C8

C10760C3
C10763C5
C10766C7
C10769C9

C10772C2

C10782C2

Next, MP display jumps must be changed from C10174 (2 digit number conversion) to C1011F (3 digit number conversion)  In addition, the digits have to be shifted right 1 tile, and a 7E949D copy added to copy the third MP digit.  This requires custom code, added to C1FFD0-C1FFD9.

Code: [Select]
C104451F
C106871F

C106979D
C1069D9E

C106A220
C106A3D0
C106A4FF

C104559D
C1045B9E

C1046020
C10461D0
C10462FF

C1FFD0AD
C1FFD19F
C1FFD294
C1FFD399
C1FFD4C4
C1FFD50C
C1FFD6A2
C1FFD729
C1FFD800
C1FFD960

More custom code is required to have all 3 MP digits flash grey when a PC is near death or defeated:

Code: [Select]
C106AE20
C106AFC8
C106B0FF
C1046C20
C1046DC8
C1046EFF

C1FFC899
C1FFC9C1
C1FFCA0C
C1FFCB99
C1FFCCC5
C1FFCD0C
C1FFCE60

Once that is completed, 3 digit MP should now correctly display for ATB gauge type 1 and 2.  The next step is to update the "subtract X MP" display when a tech is selected in the Tech menu.

Update 2 digit MP conversion to 3 digits on tech cost menu for each PC:

Code: [Select]
C10CD11F
C10CFF1F
C10D2D1F

A jump to custom code is required for all 3 PCs:

Code: [Select]
C10CDF20
C10CE0DA
C10CE1FF

C10D0D20
C10D0EE4
C10D0FFF

C10D3B20
C10D3CEE
C10D3DFF

Again, shift the numbers 1 tile to the right and copy the 7E949D 3rd digit:

Code: [Select]
C10CDA53

C1FFDA8D
C1FFDB55
C1FFDCA7
C1FFDDAD
C1FFDE9D
C1FFDF94
C1FFE08D
C1FFE151
C1FFE2A7
C1FFE360

C10D08D3

C1FFE48D
C1FFE5D5
C1FFE6A7
C1FFE7AD
C1FFE89D
C1FFE994
C1FFEA8D
C1FFEBD1
C1FFECA7
C1FFED60

C10D3653

C1FFEE8D
C1FFEF55
C1FFF0A8
C1FFF1AD
C1FFF29D
C1FFF394
C1FFF48D
C1FFF551
C1FFF6A8
C1FFF760

...and that's how it works.

For testing, set a higher MP max using PAR codes.  Example: Max MP 291

Code: [Select]
7E2609 23 Crono 291 max MP
7E260A 01

7E2659 23 Marle 291 max MP
7E265A 01

7E26A9 23 Lucca 291 max MP
7E26AA 01

Once the battle begins use a MegaElixir to set all PCs to max MP.

Battle gauge type Off is not used by the above routines, and still needs to be done.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on October 01, 2008, 06:58:48 pm
Holy jesus that's alot of stuff to do.
Title: Re: 3 digit MP project
Post by: Mauron on October 01, 2008, 08:12:46 pm
I made an IPS patch with the changes so far.

I did notice a few bugs with it.

- The battle gauge has a spot that doesn't update properly for PCs 2 and 3.
- The first and second MP digits flickers with odd things.
- MP in the menu maxes out at 255, while battle goes up to 999.
- MP used isn't shown in the proper place in the tech menu.

Edit: You may want the actual patch. >_>

[attachment deleted by admin]
Title: Re: Little bit of Menu Arrangement Data
Post by: Shinrin on October 01, 2008, 08:55:59 pm
The menu needs to read from 2 bytes in the rom, it's only reading 1, that's why it's only showing 255. ;)

This is one of the reasons why you can't get past level 255 either.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on October 01, 2008, 09:01:06 pm
Well that's weird.  There's still a few obvious bug factors to be worked out, but that's just weird...I'll check this stuff out later.  I'm working on something else for CT's menu.
Title: Re: 3 digit MP project
Post by: JLukas on October 02, 2008, 01:19:10 pm
I did notice a few bugs with it.

- The battle gauge has a spot that doesn't update properly for PCs 2 and 3.
- The first and second MP digits flickers with odd things.
- MP in the menu maxes out at 255, while battle goes up to 999.
- MP used isn't shown in the proper place in the tech menu.


The .ips contains some typos and is missing a few changes that result in those battle bugs.

Code: [Select]
C1074E0C - fixes ATB gauge, patch has typo 7C

C1FFCB99 - typo/off by one offset, patch has 0C
C1FFCCC5 - typo/off by one offset, patch has 99
C1FFCD0C - typo/off by one offset patch has C5
C1FFCE60 - typo/off by one offset, patch has 0C

C1FFE151 - patch has typo 5A

These were missing:

Code: [Select]
C1046C20
C1046DC8
C1046EFF

C106871F

C106979D
C1069D9E

C106A220
C106A3D0
C106A4FF

C106AE20
C106AFC8
C106B0FF
Title: Re: 999 MP Project
Post by: Mauron on October 02, 2008, 03:14:02 pm
No surprise that I goofed somewhere in that patch. Here's a corrected one. All battle related glitches have been corrected with it. It's down to these:

- MP in the menu maxes out at 255, while battle goes up to 999.
- MP used isn't shown in the proper place in the tech menu.

[attachment deleted by admin]
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on October 02, 2008, 06:56:52 pm
Er.  I tried patching it and it doesn't do anything at all XD
Title: Re: Little bit of Menu Arrangement Data
Post by: Mauron 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]
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 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
Title: Re: Little bit of Menu Arrangement Data
Post by: JLukas 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
Title: Re: 999 MP Project
Post by: Mauron 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.
Title: Re: Little bit of Menu Arrangement Data
Post by: Mauron 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.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 on November 29, 2008, 04:13:57 pm
(http://i33.tinypic.com/av0uf6.png) - Well, that's different.
Title: Re: Little bit of Menu Arrangement Data
Post by: justin3009 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)
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 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
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 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
Title: Re: Arrangement Data For Menu And Battle
Post by: Mauron 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.
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on January 29, 2009, 10:22:05 am
(http://i42.tinypic.com/1y3i2w.png)02AE4B - X Coordinate of Item: # Item(http://i42.tinypic.com/191mbb.png) - 02B05F - Length of Item Names (http://i43.tinypic.com/epq9le.png) - 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
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on January 29, 2009, 11:45:00 am
(http://i41.tinypic.com/11s1bol.png) - ^_^ 02F2EF - Length of Item Names
02BDE4 - Length of Tech Names
Title: Re: Arrangement Data For Menu And Battle
Post by: FaustWolf 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?
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 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.
Title: Re: Arrangement Data For Menu And Battle
Post by: Zakyrus 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:
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on February 03, 2009, 06:06:48 pm
I was trying to do that, but haven't tried everything yet.  I just tried the basic skip a line code to allow that, but no worky.  There's definitely enough room for it though, that's for sure.
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on February 06, 2009, 07:39:21 pm
02C785 - Change to 02 so it copies over ALL letters on 1st Column
02C78D - Change to 12 so it copies over ALL letters on 2nd Column

02CAAC - Y Coordinate of Gaspar
02CAAD - X Coordinate of Gaspar

02CABB - X Coordinate of "Who'll you"
02CABC - Y Coordinate of "Who'll you"
02CAC7 - X Coordinate of "you'll replace?"
02CAC8 - Y COordinate of "you'll replace?"

02CDCB - X Coordinate of PC1's Stats
02CDCC - Y Coordinate of PC1's Stats

02CDCD - X Coordinate of PC2's Stats
02CDCE - Y Coordinate of PC2's Stats

02CDCF - X Coordinate of PC3's Stats
02CDD0 - Y Coordinate of PC3's Stats

02CDD1 - X Coordinate of PC4's Stats
02CDD2 - Y Coordinate of PC4's Stats

02CDD3 - X Coordinate of PC5's Stats
02CDD4 - Y Coordinate of PC5's Stats

02CDD5 - X Coordinate of PC6's Stats
02CDD6 - Y Coordinate of PC6's Stats

02CDD7 - X Coordinate of PC7's Stats
02CDD8 - Y Coordinate of PC7's Stats

02CDDB - X Coordinate of PC8's Stats
02CDDC - Y Coordinate of PC8's Stats

02CE6E - Y Coordinate of PC 1
02CE6F - X Coordinate of PC 1

02CE70 - Y Coordinate of PC 2
02CE71 - X Coordinate of PC 2

02CE72 - Y Coordinate of PC 3
02CE73 - X Coordinate of PC 3

02CE74 - Y Coordinate of PC 4
02CE75 - X Coordinate of PC 4

02CE76 - Y Coordinate of PC 5
02CE77 - X Coordinate of PC 5

02CE78 - Y Coordinate of PC 6
02CE79 - X Coordinate of PC 6

02CE7A - Y Coordinate of PC 7
02CE7B - X Coordinate of PC 7

02CCDF - Location of 2nd Column Characters?
02CCFB - Location of 2nd Column Characters "there's 4 separate things meaning 4 characters"
02CD1D - Location of 1st Column Characters "there's 3 separate things meaning 4 characters"

Exchange Menu Data
==============================
02CDDD - X Coordinate of PC 1's stats
02CDDE - Y Coordinate of PC 1's stats

02CDDF - X Coordinate of PC 2's stats
02CDE0 - Y Coordinate of PC 2's stats

02CDE1 - X Coordinate of PC 3's stats
02CDE2 - Y Coordinate of PC 3's stats

02CAFF - Original A9, change to AA maybe for it to have a perfect HDMA in exchange?
02CB19 - X Coordinate of Hand in Exchange Menu
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on February 19, 2009, 04:35:09 pm
Could I request a little help?  I was wondering what bytes change the position of MP, HP, and the character names.  I've been going through the data but I can't find anything except this

Quote from: Offsets
1015B - X Coordinate of HP #1?
10163 - X Coordinate of HP #2?
1016B - X Coordinate of HP #3?

103D0 - Symbol for /
103D2 - X Coordinate for /
- Which I think those bytes are wrong for the HP.  I'm trying to re-arrange the menu a bit to see what we can do to expand names and stuff.
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 10, 2009, 08:47:38 pm
Shopping Menu Editing ~Crono's Y/X Coordinates read C0 20~ - Based off of Party Swap menu's data.~
============================
0288B8 - Somewhere around here is the item price stats

02DD06 - X Coordinate of Item Names (Top)
02DF35 - ?????

02F2EF - Length of Item Names

3FC225 - Background Box Editing
3FC991 - X Coordinate of "# Owned"
3FC99B - X Coordinate of "# Equipped"

3FC2EB - X Coordniate of "Attack:" when selling item
3FC2EC - Y Coordinate of "Attack:" when selling item

3FC2F1 - X Coordinate of Attack: "XXX" when selling item
3FC2F1 - Y Coordinate of Attack: "XXX" when selling item

3FC2F8 - X Coordinate of "Defense:" when selling item
3FC2F9 - Y Coordinate of "Defense:" when selling item

3FC2FE - X Coordinate of Defense: "XXX" when selling item
3FC2FF - Y Coordinate of Defense: "XXX" when selling item

3FC30A - X Coordinate of PWR/SPD/EVA text
3FC30A - Y Coordinate of PWR/SPD/EVA text

3FC319 - X Coordinate of Character Stat XX/**
3FC31A - Y Coordinate of Character Stat XX/**
Title: Re: Arrangement Data For Menu And Battle
Post by: Zakyrus on April 10, 2009, 09:50:17 pm
Great findings! I'm taking notes guys, some point I hope to use this information for FF9 style synth-shops someday.  :P

~Z
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 11, 2009, 03:59:42 pm
Battle Item Menu Editing
==============================
010960 - Start of the Item Name Routine?

010A12 - X Coordinate of :
010A5F to 10A86 - Routine of the text "Item"
010A62/010A67 - X Coordinate of "I"
010A6C/010A71 - X Coordinate of "T"
010A76/010A7B - X Coordinate of "E"
010A80/010A85 - X Coordinate of "M"
(http://i43.tinypic.com/abg2w.png)

Edit 2: OH!  I understand how the items in battle work for extending.  The :XX     Item cover up the last spaces for the item name.  So we have to nudge all of that over and it'll show the entire item name I believe. - Fail

Edit 3:
010A4D/52 - X Coordinate of first item # (Bump the values up 2, so going from E0 E1 go to E3 E4)
010A58/5D - X Coordinate of second item # (Bump the values up 2, so going from E0 E1 go to E3 E4) (http://i42.tinypic.com/35lwaav.png)
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 13, 2009, 11:01:50 pm
(http://i40.tinypic.com/2j5dm5k.png) - FOund the item length in battle.

0109D7 - Length of Item Names In Battle
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 15, 2009, 09:23:07 am
Triple post but could I receive some help on the item names?  The only thing changed is how many bytes it reads per string, but I'm not sure WHERE the actual thing is for how many bytes each item name reads then goes to the next.  It's like, permanently stuck on 0B for 11 but there must be an actual routine for the item names somewhere.
Title: Re: Arrangement Data For Menu And Battle
Post by: Vehek on April 16, 2009, 01:53:44 am
For battle, it's right before the "bytes per string" you changed.
Code: [Select]
C1/09B7 BD 80 15    LDA $1580,x //The item number
$C1/09BA D0 03       BNE $03    [$09BF]
$C1/09BF C2 20       REP #$20
$C1/09C1 85 84       STA $84    [$00:0084]
$C1/09C3 0A          ASL A
$C1/09C4 0A          ASL A
$C1/09C5 85 8E       STA $8E    [$00:008E]
$C1/09C7 0A          ASL A
$C1/09C8 18          CLC
$C1/09C9 65 8E       ADC $8E    [$00:008E]
$C1/09CB 38          SEC
$C1/09CC E5 84       SBC $84    [$00:0084]
$C1/09CE 69 5E 0B    ADC #$0B5E

The regular/shop menu uses a table in wram like Gemini said over at Romhacking.net

It uses this value to create the table:
Code: [Select]
$C2/98FA 69 0B 00    ADC #$000B
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 16, 2009, 07:57:48 pm
Wow I AM a fucking moron!  I knew about that byte Vehek, and I thought it was wrong cause it screwed up a lot of names.  Then realized, NO SHIT SHERLOCK!  IT'S 15 LETTERS, IT'S GOING TO READ FARTHER!  THANK YOU for confirming that byte though.

(http://i43.tinypic.com/2nq850y.png) - Here you go!  Here's a little preview!

Edit: All item names are now 15 letters.  The only thing not working is in battle as something isn't being changed correctly.
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 17, 2009, 09:14:14 am
Double post. (http://i39.tinypic.com/2d7hev5.png) - DS Item names are working so far.  I just realized that "Carpenter's Tools" and "Prism Spectacles" will have to be changed somehow to fit.
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 17, 2009, 07:34:55 pm
Triple Post.  I'm wondering a bit what caused the menu's to be sluggish.  Was it the VWF routine it had to load?  The font it had to load?  The pointers?  I'm really hoping it's not the VWF routine.  I'm planning to see if I can isolate ONLY the VWF routine and put that in the menu.  I did a little testing with a mock-up of what it'd look like, I could easily fit another 1-2 letters more if the items were VWF'd, which would leave a little more room for naming that's needed.

Edit: Yea, I just tested it with a little mock-up, I could EASILY fit "*Prism Spectacles" and have room for an extra letter.  Hopefully it can be isolated X-x
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 19, 2009, 02:35:52 pm
God, I feel like a spam whore.  But I decided to make all the labels like "ITEM" "ARMOR" ACCESSORY" "WEAPON" to be lower cased.  By doing so, we can now have 16 letters as a max for names.
Title: Re: Arrangement Data For Menu And Battle
Post by: Mauron on April 19, 2009, 09:10:38 pm
Menu Selection Box - Area behind icons:

029AB1-2 - Upper left corner tile.
029AB7-8 - Upper middle tile.
029AC3-4 - Length of top bar.
029AC9-A - Upper right corner tile.
029ACF-D0 - Left side tile.
029AD5-6 - Center tile
029AE1-2 - Length of middle bar.
029AE7-8 - Right side tile.
029AED-E - Bottom left corner tile.
029AF3-4 - Bottom middle tile.
029AFF-B00 - Length of bottom bar.
029B05-6 - Bottom right corner tile.
029B11-2 - Amount to extend the middle by.

I'm not sure how exactly it determines where to grab those tiles from.
Title: Re: Arrangement Data For Menu And Battle
Post by: justin3009 on April 19, 2009, 09:37:51 pm
Ah, I was meaning to get those.  Thank you for grabbing that!