Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: justin3009 on November 11, 2007, 01:41:45 pm

Title: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on November 11, 2007, 01:41:45 pm
I went into a link FaustWolf sent in the DarkSerge topic (GSHI), and I looked up Chrono Trigger and found this.

NOTE THIS IS FOR THE PSX VERSION!!

Quote
But, I have found the name modifiers for CT.

Chrono Trigger
Name Modifiers
Crono
Character 1
30020C23 00??
Character 2
30020C24 00??
Character 3
30020C25 00??
Character 4
30020C26 00??
Character 5
30020C27 00??
Character 6
30020C28 00??

Marle
Character 1
30020C29 00??
Character 2
30020C2A 00??
Character 3
30020C2B 00??
Character 4
30020C2C 00??
Character 5
30020C2D 00??
Character 6
30020C2E 00??

Lucca
Character 1
30020C2F 00??
Character 2
30020C30 00??
Character 3
30020C31 00??
Character 4
30020C32 00??
Character 5
30020C33 00??
Character 6
30020C34 00??

Robo
Character 1
30020C35 00??
Character 2
30020C36 00??
Character 3
30020C37 00??
Character 4
30020C38 00??
Character 5
30020C39 00??
Character 6
30020C3A 00??

Frog
Character 1
30020C3B 00??
Character 2
30020C3C 00??
Character 3
30020C3D 00??
Character 4
30020C3E 00??
Character 5
30020C3F 00??
Character 6
30020C40 00??

Ayla
Character 1
30020C41 00??
Character 2
30020C42 00??
Character 3
30020C43 00??
Character 4
30020C44 00??
Character 5
30020C45 00??
Character 6
30020C46 00??

Magus
Character 1
30020C47 00??
Character 2
30020C48 00??
Character 3
30020C49 00??
Character 4
30020C4A 00??
Character 5
30020C4B 00??
Character 6
30020C4C 00??

Epoch
Character 1
30020C4D 00??
Character 2
30020C4E 00??
Character 3
30020C4F 00??
Character 4
30020C50 00??
Character 5
30020C51 00??
Character 6
30020C52 00??

You can change the name of characters you haven't named yet. For example, you can change Magus's name to say, Ace, and any mention of Magus will say Ace instead.
The sixth character might not show up in some menus, but in dialog it will.

Digits:
00 - (end)
01-72 - Mostly garbage, I think. Not worth going through.
73 - 0
74 - 1
75 - 2
76 - 3
77 - 4
78 - 5
79 - 6
7A - 7
7B - 8
7C - 9
7F - (up pointing triangle)
80 - A
81 - B
82 - C
83 - D
84 - E
85 - F
86 - G
87 - H
88 - I
89 - J
8A - K
8B - L
8C - M
8D - N
8E - O
8F - P
90 - Q
91 - R
92 - S
93 - T
94 - U
95 - V
96 - W
97 - X
98 - Y
99 - Z
9A - a
9B - b
9C - c
9D - d
9E - e
9F - f
A0 - g
A1 - h
A2 - i
A3 - j
A4 - k
A5 - l
A6 - m
A7 - n
A8 - o
A9 - p
AA - q
AB - r
AC - s
AD - t
AE - u
AF - v
B0 - w
B1 - x
B2 - y
B3 - z
B4 - 0
B5 - 1
B6 - 2
B7 - 3
B8 - 4
B9 - 5
BA - 6
BB - 7
BC - 8
BD - 9
BE - !
BF - ?
C0 - /
C1 - :
C2 - "
C3 - '
C4 - -
C5 - .
C6 - ,
C7 - ...
C8 - ;
C9 - &
CA - +
CB - (
CC - )
CD - %
CE - ~
CF - :|:
D0,D1 - Buy
D2,D3 - Sell
D5,D6,D7 - Equip
D9,DA,DB,DC,DD,DE,DF,E0,E1 - Can be used
EF - 11
F0 - (small circle near bottom)
F6 - HP
F7 - MP
F8 - (backwards ,)
FA - (
FB - )


[Buy, Sell, Equip, Can be used] are all odd. Each digit listed for them is part of the word, but not exactly one letter.

There's probably more valid digits that do something, but I'm not really willing to go through about 120 digits to find what might not be there.

I don't have the PSX version of Chrono Trigger, but maybe someone can test this out?  If this is true..then does that mean we could possibly look into the PSX version of CT and find what allows it to have 6 characters in dialogue?
Title: Re: 6 Letters Available in PSX CT?!
Post by: Vehek on November 11, 2007, 02:14:32 pm
Character 6 in the SNES version is used for the null space.
So, in the PSX version, it'll load that sixth character?
...I've only done that in the SNES version through a some ASM hacking.

Edit-Some pictures I just took.

[attachment deleted by admin]
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on November 11, 2007, 03:09:42 pm
O_O..Hmm..Well I knew the void thing but...I'm not quite experienced with ASM hacking so I couldn't even try to mess with texdt hacking...  I just tested the PSX one and it does work except for the whole strange menu thing.  And yes, it does load the 6th character up.  Hang on I'll get some screenshots

Edit; Screenies below

Edit 2: Is it possible to somehow...hack some of the other CT music from the pSX into the SNES rom?...

[attachment deleted by admin]
Title: Re: 6 Letters Available in PSX CT?!
Post by: Shinrin on November 11, 2007, 06:22:54 pm
Character 6 in the SNES version is used for the null space.
So, in the PSX version, it'll load that sixth character?
...I've only done that in the SNES version through a some ASM hacking.

Edit-Some pictures I just took.

Think you can make a patch? some of my characters in my hack have 6 letter names outside of the menu, but shorter names in the menu.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on November 11, 2007, 06:30:13 pm
If I knew where to start on this I'd work on it as well..You'd have to have the 6th letter show up in 3 menus, dialogue and battles...No clue how hard that would be.
Title: Re: 6 Letters Available in PSX CT?!
Post by: Vehek on November 11, 2007, 06:40:30 pm
Uh...what I did was just a 1-byte hack.
Change the byte at 25D50 to 06. I'm not sure how well this works; the first time I tried it, I got a lot of text errors when printing most of the characters' names.
Title: Re: 6 Letters Available in PSX CT?!
Post by: Shinrin on November 11, 2007, 07:30:07 pm
It works in the string, but it doesn't show in the menu or Battle. know where this is stored at?
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on November 11, 2007, 07:43:16 pm
Ah...Well the BEST limit is 06 and it seems to work out fine right now.  Only issues is that it doesn't show up in menus or battle.  I'm guessing that the things that control that are probably near this one.  I've tried changing like 3 bytes foward and backwards of it but if you change 1 number the whole game crashes if yo go anywhere that mentions their name on the map
Title: Re: 6 Letters Available in PSX CT?!
Post by: Vehek on November 11, 2007, 07:50:30 pm
What I modified is part of the "Subroutine used for displaying PC, Epoch, CronoNick name" listed in Geiger's Offsets Guide.
Title: Re: 6 Letters Available in PSX CT?!
Post by: Shinrin on November 11, 2007, 08:08:55 pm
028869 is set to 06

you change it to 07 then the game will start displaying the other characters name at the 8th chracter instead of the 7th chracter in menus only.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on November 11, 2007, 08:21:41 pm
If you do that and then check the menu, every character will have 1 letter less in their name, and Epoch's name will be all screwed up.
Title: Re: 6 Letters Available in PSX CT?!
Post by: Shinrin on November 11, 2007, 08:49:50 pm
That could be fixed you know. :P
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on November 11, 2007, 08:59:08 pm
Shinrin and I are guessing that we have to find the menu text routines or something for it to show the 6th letter..
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on December 02, 2007, 01:21:29 pm
(http://i187.photobucket.com/albums/x220/Xxjustin3009xX/ChronoTrigger-TIFresh0018.png)(http://i187.photobucket.com/albums/x220/Xxjustin3009xX/ChronoTrigger-TIFresh0020.png)(http://i187.photobucket.com/albums/x220/Xxjustin3009xX/ChronoTrigger-TIFresh0019.png)
3FC5BF - How many letters appear in Menu (Gets rid of 1 ><) It's E0 change it to E1 and it subtracts the first letter but scrolls to the next.  So my reasoning here is that the 6th letter IS actually showing up in the menu it's just the blank space after the name is actually data and is blocking the letter from actually showing up...So probably have to find a way to make it empty space or at least a place holder for letters.
Edit: 3FC5C1 - This controls the space between a hero's name and LV...So maybe we have to mess around with this or something in this general area.

Edit 2: 3FC5BE-3FC5C1 - This is the general area of the name and LV AKA Crono LV**  I'm coming to believe that there maybe a routine in the menu that reads the whole character name but displays the first 5 then the next block is just empty space, then it does anotoher character routine...hmm
Title: Re: 6 Letters Available in PSX CT?!
Post by: Prince Janus on December 20, 2007, 03:38:27 am
I've got the PSX version, and same as before, only five letters are available. I know, because yesterday I started a new game + (refamiliarizing myself with the enemies), and I was able to successfully name Marle "Mario", Lucca "Velma", Frog "Cyrus", and Robo "R-66Y" (Yes, I LOVE screwing watching my naming masterpiece as I laugh hilariously at the dialogue)
When I get to Ayla I'll name her Kino, and Maybe I'll name Magus "Lavos". Yeah...          point is though, it was a perfect fit. That's all I could get in.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on December 20, 2007, 09:12:09 am
You have to use gameshark in order to get the 6th letter in.  The thing that's different from PSX and SNES is that the PSX actually shows the letter in save menus and some other stuff.
Title: Re: 6 Letters Available in PSX CT?!
Post by: Mauron on January 16, 2008, 11:06:32 am
3FC5BF - How many letters appear in Menu (Gets rid of 1 ><) It's E0 change it to E1 and it subtracts the first letter but scrolls to the next.  So my reasoning here is that the 6th letter IS actually showing up in the menu it's just the blank space after the name is actually data and is blocking the letter from actually showing up...So probably have to find a way to make it empty space or at least a place holder for letters.

Edit: 3FC5C1 - This controls the space between a hero's name and LV...So maybe we have to mess around with this or something in this general area.

Edit 2: 3FC5BE-3FC5C1 - This is the general area of the name and LV AKA Crono LV**  I'm coming to believe that there maybe a routine in the menu that reads the whole character name but displays the first 5 then the next block is just empty space, then it does anotoher character routine...hmm
From my experimenting, it seems 3FC5BF is part of a larger piece of data. The range 3FC5BE-3FC5C1 has three different parts from what I can tell.

3FC5BE seems to identify it as some form of memory pointer.
3FC5BF-3FC5C0 is the pointer itself. That's why changing it to E1 cuts off the first letter, E2 cuts off two, etc.
3FC5C1 is just a separator.

3FC5C2-3FC5C5 is the same format, but different data. This has the LV information in it.
3FC5C2 seems to identify it as a data pointer.
3FC5C3-3FC5C4 is the pointer itself, to 3Fxxxx.
3FC5C5 is another separator.

I think displaying the 6th character requires something changed elsewhere.

Edit: It seems there's a second list of pointers for the menu. I tried moving Crono's name to 7E2D71 to see if having a 00 after it made a difference. After adjusting the name pointer, it gave me the new name on the text screen but the old name on the menu.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on January 16, 2008, 12:04:43 pm
Nice job!  We're going to need all the help we can get to accomplish this stuff.
Title: Re: 6 Letters Available in PSX CT?!
Post by: Mauron on January 16, 2008, 02:34:28 pm
The meaning of 05E09A is probably the key to getting this to work.

I saw it in three other places, and I found what two were.

3FC538 - Name near picture.
3FC7DF - Name at save text.
3FC82B - ???

The 0x at the beginning seems to identify it as one of a variety of things. 04 is a pointer to a section in the 3Fxxxx, 01 is the next piece of text, and 08 is spacing.

I'm thinking 03 might be a numeric value and 05 is a string, but if that's the case we'll need to find another area to set the length.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on January 16, 2008, 06:18:17 pm
3FC82B - This seems to effect the Tech menu's name shownig.
Title: Re: 6 Letters Available in PSX CT?!
Post by: Mauron on January 18, 2008, 12:02:30 am
One step closer.  :D

05E09A - This code points to memory location 7E9AE0, the currently selected character on a menu screen. I'm guessing all 05 uses in this section do the same.

Changing 05 to 06 does not allow 6 characters, unfortunately.

Edit: 03xxxx also seems to be a pointer to the 7Exxxx memory, but for numbers instead of letters.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on January 18, 2008, 09:12:27 am
Baby steps ^^
Title: Re: 6 Letters Available in PSX CT?!
Post by: Mauron on January 18, 2008, 11:02:17 am
I could use a hand tracking down the other functions that deal with these values.

02EF80 is the subroutine that sets the name for the current character on the menu. It falls in a section listed as unknown routines the offsets guide.

If anyone could match the functions with the value stored in memory at 7e9axx, particularly experience and the amount needed for the next level, it would be a great help.

A similar task for weapon or tech names (any string longer than 5 letters) would help too.

I am worried the lack of a 00 byte after the name could lead to some unexpected behavior, but if necessary I have semi-successfully moved those values into unused space.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on February 01, 2008, 04:41:22 pm
Idk if this is what you got, but I modified a byte and it showed the 6th letter here, but it removed the weapon lsitings and glitched ._.

[attachment deleted by admin]
Title: Re: 6 Letters Available in PSX CT?!
Post by: Mauron on February 01, 2008, 09:29:14 pm
Which byte? I haven't done that one before.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on February 01, 2008, 09:31:27 pm
I'd have to go through ti again, i quickly changed it back as it killed the menu xd
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on February 01, 2008, 09:35:54 pm
2EF92 - C6 change to C7
Title: Re: 6 Letters Available in PSX CT?!
Post by: Mauron on February 01, 2008, 09:38:46 pm
Thanks. I'll play around with that. It's definitely something.

I wonder why it didn't change the name on the character selection part... or if it did originally.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on February 01, 2008, 09:41:43 pm
I think altering the next byte also does it, but then the spacing is horrid.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on February 25, 2008, 11:28:04 am
!! Update !!
02F042 - Shows 6th Letter in Menu Screen when set to 06

(http://img135.imageshack.us/img135/1974/chronotriggerfreshromunjp3.png) - =]

Edit: =] (http://img411.imageshack.us/img411/7527/chronotriggertispriteupcf7.png) 02E338 - Change to 06 and you can write the 6th letter...but it won't save

Edit 2: 02E3DA - Change to 06 and it will show the 6th letter in dialogue and you can name it - IT WORKS FULLY!  6TH LETTER IS ALMOST OPERATIONAL DX

Edit 3: You must edit temporal flux and change the letter after crono's from 06 to FF, otherwise it'll freak out.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on February 25, 2008, 01:49:38 pm
Here's everything up to date

(http://i187.photobucket.com/albums/x220/Xxjustin3009xX/ChronoTrigger-TISpriteUpdates0054.png)(http://i187.photobucket.com/albums/x220/Xxjustin3009xX/ChronoTrigger-TISpriteUpdates0053.png)(http://i187.photobucket.com/albums/x220/Xxjustin3009xX/ChronoTrigger-TISpriteUpdates0052.png) - Pictures say it all.

Here's the things missing
====================
Does not show up in side bar(http://img108.imageshack.us/img108/2923/chronotriggertispriteupxq0.png) - The empty block of data was ignoring the 6th letter at 3FC5C1 = FF.  Change that to 01 and it'll push it down a line and show the 6th letter....we might have to possibly bump LV over in hopes of it to show 6th letter.
Does not show up in character select
Does not show up in saves
Does not show up battle
====================

Once these are fixed, i'll put everything into a fresh CT rom and ips patch it for everyone.

You must edit temporal flux and change the letter after EVERYONES from 00 to FF, otherwise it'll freak out.[/u]

For the lazy, here you go       A2CBC8C7C8FFACBACBC5BEFFABCEBCBCBAFFB1C8BBC8FFFFA5CBC8C0FFFFA0D2C5BAFFFFACBAC0CECCFFA4C9C8BCC1FF
Title: Re: 6 Letters Available in PSX CT?!
Post by: Mauron on February 25, 2008, 02:55:44 pm
Whoa, seriously awesome.

- The naming screen seems to just need repositioning. It has 12 letters per line now, so I doubt that it will be possible to get it back the way it was.
- I think it's possible to move LV over by itself. Change that to "L" and there shouldn't be spacing issues.
- JLucas posted something on copying names for battle, which included the letters copied.

Almost there. :D
Title: Re: 6 Letters Available! (Almost)
Post by: justin3009 on February 25, 2008, 03:31:23 pm
Actually, that naming sceren thing was something i was messing with.  It's fixed.  I also tried moving level over...still doesn't work.  I've tried everything pretty much and I can't get it ><

(http://img245.imageshack.us/img245/472/chronotriggertispriteupxa4.png)
Title: Re: 6 Letters Available in SNES CT?!
Post by: Mauron on February 26, 2008, 12:42:40 am
What did you do to get the triangles over the sixth character? It's not doing that for me.

On the plus side, the display in the side boxes doesn't look too bad.

It's not showing on the tech screen for me. Does it work there for you?

Edit: This topic could use a new title.
Title: Re: 6 Letters Available in PSX CT?!
Post by: justin3009 on February 26, 2008, 08:51:33 am
02E351 - Set to 06 and it will scroll to 6th letter when naming
02F042 - Shows 6th Letter in Menu Screen when set to 06
02E338 - Change to 06 and you can write the 6th letter...but it won't save
02E3DA - Change to 06 and it will show the 6th letter in dialogue and you can name it
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on February 26, 2008, 01:42:29 pm
Ah, that first one wasn't posted before.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on February 27, 2008, 03:44:51 am
Update:

This is the code that copies the name from memory to the value stored in battles.

Code: [Select]
Disassembly:
$CC/E61D BD 23 2C LDA $2C23,x[$00:2C23] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0008 VC:000 00 FL:00
$CC/E620 99 03 94 STA $9403,y[$00:9403] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0016 VC:000 00 FL:00
$CC/E623 BD 24 2C LDA $2C24,x[$00:2C24] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0024 VC:000 00 FL:00
$CC/E626 99 04 94 STA $9404,y[$00:9404] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0032 VC:000 00 FL:00
$CC/E629 BD 25 2C LDA $2C25,x[$00:2C25] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0040 VC:000 00 FL:00
$CC/E62C 99 05 94 STA $9405,y[$00:9405] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0048 VC:000 00 FL:00
$CC/E62F BD 26 2C LDA $2C26,x[$00:2C26] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0056 VC:000 00 FL:00
$CC/E632 99 06 94 STA $9406,y[$00:9406] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0064 VC:000 00 FL:00
$CC/E635 BD 27 2C LDA $2C27,x[$00:2C27] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0072 VC:000 00 FL:00
$CC/E638 99 07 94 STA $9407,y[$00:9407] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0080 VC:000 00 FL:00

As it is now, we can't just add the last character. Maybe someone could rewrite it to copy the whole name at once instead of one letter at a time?
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on February 27, 2008, 04:46:29 pm
I realized, if we get 6 letters to appear in battle, would it overlap the battle gauge on Gauge #2?  Or would it bump it over 1...If not, I think we'd have to find the x coordinates of the 2nd battle gauge and bump it over one.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Geiger on February 28, 2008, 11:08:49 am
There's more than that going on in the code.

Here's the full loop.

Code: [Select]
$CC/E5F9 A6 80       LDX $80    [$00:0080]   A:0005 X:0000 Y:0000 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0268 VC:107 00 FL:56863
$CC/E5FB BD 80 29    LDA $2980,x[$7E:2981]   A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0302 VC:107 00 FL:56863
$CC/E5FE 30 40       BMI $40    [$E640]      A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0334 VC:107 00 FL:56863
$CC/E600 29 07       AND #$07                A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0352 VC:107 00 FL:56863
$CC/E602 C9 04       CMP #$04                A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0370 VC:107 00 FL:56863
$CC/E604 D0 05       BNE $05    [$E60B]      A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizCHC:0388 VC:107 00 FL:56863
$CC/E60B C9 06       CMP #$06                A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizCHC:0412 VC:107 00 FL:56863
$CC/E60D D0 06       BNE $06    [$E615]      A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0430 VC:107 00 FL:56863
$CC/E615 AA          TAX                     A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0454 VC:107 00 FL:56863
$CC/E616 BF 46 F8 CC LDA $CCF846,x[$CC:F84B] A:0005 X:0005 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0472 VC:107 00 FL:56863
$CC/E61A AA          TAX                     A:001E X:0005 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0508 VC:107 00 FL:56863
$CC/E61B A4 82       LDY $82    [$00:0082]   A:001E X:001E Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0526 VC:107 00 FL:56863
$CC/E61D BD 23 2C    LDA $2C23,x[$7E:2C41]   A:001E X:001E Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:0560 VC:107 00 FL:56863
$CC/E620 99 03 94    STA $9403,y[$7E:9408]   A:00A0 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0592 VC:107 00 FL:56863
$CC/E623 BD 24 2C    LDA $2C24,x[$7E:2C42]   A:00A0 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0624 VC:107 00 FL:56863
$CC/E626 99 04 94    STA $9404,y[$7E:9409]   A:00D2 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0656 VC:107 00 FL:56863
$CC/E629 BD 25 2C    LDA $2C25,x[$7E:2C43]   A:00D2 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0688 VC:107 00 FL:56863
$CC/E62C 99 05 94    STA $9405,y[$7E:940A]   A:00C5 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0720 VC:107 00 FL:56863
$CC/E62F BD 26 2C    LDA $2C26,x[$7E:2C44]   A:00C5 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0752 VC:107 00 FL:56863
$CC/E632 99 06 94    STA $9406,y[$7E:940B]   A:00BA X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0784 VC:107 00 FL:56863
$CC/E635 BD 27 2C    LDA $2C27,x[$7E:2C45]   A:00BA X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0816 VC:107 00 FL:56863
$CC/E638 99 07 94    STA $9407,y[$7E:940C]   A:0000 X:001E Y:0005 D:0000 DB:7E S:06E4 P:envMxdiZcHC:0848 VC:107 00 FL:56863
$CC/E63B A6 80       LDX $80    [$00:0080]   A:0000 X:001E Y:0005 D:0000 DB:7E S:06E4 P:envMxdiZcHC:0880 VC:107 00 FL:56863
$CC/E63D FE F5 96    INC $96F5,x[$7E:96F6]   A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:0914 VC:107 00 FL:56863
$CC/E640 E6 80       INC $80    [$00:0080]   A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:0960 VC:107 00 FL:56863
$CC/E642 18          CLC                     A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1000 VC:107 00 FL:56863
$CC/E643 A5 82       LDA $82    [$00:0082]   A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1018 VC:107 00 FL:56863
$CC/E645 69 05       ADC #$05                A:0005 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1126 VC:107 00 FL:56863
$CC/E647 85 82       STA $82    [$00:0082]   A:000A X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1144 VC:107 00 FL:56863
$CC/E649 C9 0F       CMP #$0F                A:000A X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1170 VC:107 00 FL:56863
$CC/E64B D0 AC       BNE $AC    [$E5F9]      A:000A X:0001 Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:1188 VC:107 00 FL:56863

At E602 and E60B, there are special cases for Frog and Magus.

Code: [Select]
$CC/E602 C9 04       CMP #$04                A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0198 VC:108 00 FL:56863
$CC/E604 D0 05       BNE $05    [$E60B]      A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0204 VC:108 00 FL:56863
$CC/E606 8E FF A0    STX $A0FF  [$7E:A0FF]   A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0210 VC:108 00 FL:56863
$CC/E609 80 0A       BRA $0A    [$E615]      A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0216 VC:108 00 FL:56863
$CC/E60B C9 06       CMP #$06                A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0222 VC:108 00 FL:56863
$CC/E60D D0 06       BNE $06    [$E615]      A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0228 VC:108 00 FL:56863
$CC/E60F 8E 15 A1    STX $A115  [$7E:A115]   A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0234 VC:108 00 FL:56863
$CC/E612 EE 17 A1    INC $A117  [$7E:A117]   A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0240 VC:108 00 FL:56863

E616 grabs the index of where the name is stored in memory (a multiple of 6).  If you guys are still null terminating the strings for a total of 7 characters, these will have to be updated.

E645 moves the storage address by 05.  E64B checks for a total of 0F characters.

I looked ahead a bit in the code, and it looks like after this loop finishes, another loop copies the work from this one into another set of addresses.

What I am trying to point out here is to look at what all of the code is doing, not just the part that comes up first.  Seeing the whole picture can give you a better plan of attack.

Now there are a number of ways this loop could be rewritten, here is one.

Code: [Select]
E61A:E63A - C22069232CAAA58229FF00690394A8A90400547E7E29FF00E2208005EAEAEAEAEA

$CC/E61A C2 20       REP #$20                A:0006 X:0001 Y:0046 D:0000 DB:7E S:06E4 P:envMxdizcHC:1404 VC:025 00 FL:203
$CC/E61C 69 23 2C    ADC #$2C23              A:0006 X:0001 Y:0046 D:0000 DB:7E S:06E4 P:envmxdizcHC:0060 VC:026 00 FL:203
$CC/E61F AA          TAX                     A:2C29 X:0001 Y:0046 D:0000 DB:7E S:06E4 P:envmxdizcHC:0084 VC:026 00 FL:203
$CC/E620 A5 82       LDA $82    [$00:0082]   A:2C29 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:envmxdizcHC:0102 VC:026 00 FL:203
$CC/E622 29 FF 00    AND #$00FF              A:0000 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:envmxdiZcHC:0136 VC:026 00 FL:203
$CC/E625 69 03 94    ADC #$9403              A:0000 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:envmxdiZcHC:0160 VC:026 00 FL:203
$CC/E628 A8          TAY                     A:9403 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:eNvmxdizcHC:0184 VC:026 00 FL:203
$CC/E629 A9 04 00    LDA #$0004              A:9403 X:2C29 Y:9403 D:0000 DB:7E S:06E4 P:eNvmxdizcHC:0202 VC:026 00 FL:203
$CC/E62C 54 7E 7E    MVN 7E 7E               A:0004 X:2C29 Y:9403 D:0000 DB:7E S:06E4 P:envmxdizcHC:0226 VC:026 00 FL:203
$CC/E62F 29 FF 00    AND #$00FF              A:FFFF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envmxdizcHC:0486 VC:026 00 FL:203
$CC/E632 E2 20       SEP #$20                A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envmxdizcHC:0510 VC:026 00 FL:203
$CC/E634 80 05       BRA $05    [$E63B]      A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0534 VC:026 00 FL:203
$CC/E636 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0546 VC:026 00 FL:203
$CC/E637 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0552 VC:026 00 FL:203
$CC/E638 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0558 VC:026 00 FL:203
$CC/E639 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0564 VC:026 00 FL:203
$CC/E63A EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0570 VC:026 00 FL:203

I have already checked, and changing the value at E629 to 0005 (and the loop ending values also) will not be enough to get you 6 letters in battle.  You'll need to figure out the rest from here.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on February 29, 2008, 10:24:19 pm
There's more than that going on in the code.

Here's the full loop.

Code: [Select]
$CC/E5F9 A6 80       LDX $80    [$00:0080]   A:0005 X:0000 Y:0000 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0268 VC:107 00 FL:56863
$CC/E5FB BD 80 29    LDA $2980,x[$7E:2981]   A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0302 VC:107 00 FL:56863
$CC/E5FE 30 40       BMI $40    [$E640]      A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0334 VC:107 00 FL:56863
$CC/E600 29 07       AND #$07                A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0352 VC:107 00 FL:56863
$CC/E602 C9 04       CMP #$04                A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0370 VC:107 00 FL:56863
$CC/E604 D0 05       BNE $05    [$E60B]      A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizCHC:0388 VC:107 00 FL:56863
$CC/E60B C9 06       CMP #$06                A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizCHC:0412 VC:107 00 FL:56863
$CC/E60D D0 06       BNE $06    [$E615]      A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0430 VC:107 00 FL:56863
$CC/E615 AA          TAX                     A:0005 X:0001 Y:0000 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0454 VC:107 00 FL:56863
$CC/E616 BF 46 F8 CC LDA $CCF846,x[$CC:F84B] A:0005 X:0005 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0472 VC:107 00 FL:56863
$CC/E61A AA          TAX                     A:001E X:0005 Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0508 VC:107 00 FL:56863
$CC/E61B A4 82       LDY $82    [$00:0082]   A:001E X:001E Y:0000 D:0000 DB:7E S:06E4 P:envMxdizcHC:0526 VC:107 00 FL:56863
$CC/E61D BD 23 2C    LDA $2C23,x[$7E:2C41]   A:001E X:001E Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:0560 VC:107 00 FL:56863
$CC/E620 99 03 94    STA $9403,y[$7E:9408]   A:00A0 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0592 VC:107 00 FL:56863
$CC/E623 BD 24 2C    LDA $2C24,x[$7E:2C42]   A:00A0 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0624 VC:107 00 FL:56863
$CC/E626 99 04 94    STA $9404,y[$7E:9409]   A:00D2 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0656 VC:107 00 FL:56863
$CC/E629 BD 25 2C    LDA $2C25,x[$7E:2C43]   A:00D2 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0688 VC:107 00 FL:56863
$CC/E62C 99 05 94    STA $9405,y[$7E:940A]   A:00C5 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0720 VC:107 00 FL:56863
$CC/E62F BD 26 2C    LDA $2C26,x[$7E:2C44]   A:00C5 X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0752 VC:107 00 FL:56863
$CC/E632 99 06 94    STA $9406,y[$7E:940B]   A:00BA X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0784 VC:107 00 FL:56863
$CC/E635 BD 27 2C    LDA $2C27,x[$7E:2C45]   A:00BA X:001E Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0816 VC:107 00 FL:56863
$CC/E638 99 07 94    STA $9407,y[$7E:940C]   A:0000 X:001E Y:0005 D:0000 DB:7E S:06E4 P:envMxdiZcHC:0848 VC:107 00 FL:56863
$CC/E63B A6 80       LDX $80    [$00:0080]   A:0000 X:001E Y:0005 D:0000 DB:7E S:06E4 P:envMxdiZcHC:0880 VC:107 00 FL:56863
$CC/E63D FE F5 96    INC $96F5,x[$7E:96F6]   A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:0914 VC:107 00 FL:56863
$CC/E640 E6 80       INC $80    [$00:0080]   A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:0960 VC:107 00 FL:56863
$CC/E642 18          CLC                     A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1000 VC:107 00 FL:56863
$CC/E643 A5 82       LDA $82    [$00:0082]   A:0000 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1018 VC:107 00 FL:56863
$CC/E645 69 05       ADC #$05                A:0005 X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1126 VC:107 00 FL:56863
$CC/E647 85 82       STA $82    [$00:0082]   A:000A X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1144 VC:107 00 FL:56863
$CC/E649 C9 0F       CMP #$0F                A:000A X:0001 Y:0005 D:0000 DB:7E S:06E4 P:envMxdizcHC:1170 VC:107 00 FL:56863
$CC/E64B D0 AC       BNE $AC    [$E5F9]      A:000A X:0001 Y:0005 D:0000 DB:7E S:06E4 P:eNvMxdizcHC:1188 VC:107 00 FL:56863

At E602 and E60B, there are special cases for Frog and Magus.

Code: [Select]
$CC/E602 C9 04       CMP #$04                A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0198 VC:108 00 FL:56863
$CC/E604 D0 05       BNE $05    [$E60B]      A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0204 VC:108 00 FL:56863
$CC/E606 8E FF A0    STX $A0FF  [$7E:A0FF]   A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0210 VC:108 00 FL:56863
$CC/E609 80 0A       BRA $0A    [$E615]      A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0216 VC:108 00 FL:56863
$CC/E60B C9 06       CMP #$06                A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0222 VC:108 00 FL:56863
$CC/E60D D0 06       BNE $06    [$E615]      A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0228 VC:108 00 FL:56863
$CC/E60F 8E 15 A1    STX $A115  [$7E:A115]   A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0234 VC:108 00 FL:56863
$CC/E612 EE 17 A1    INC $A117  [$7E:A117]   A:00B1 X:0012 Y:000A D:0000 DB:7E S:06E4 P:eNvMxdizcHC:0240 VC:108 00 FL:56863

E616 grabs the index of where the name is stored in memory (a multiple of 6).  If you guys are still null terminating the strings for a total of 7 characters, these will have to be updated.

We're not, unless it becomes necessary. Doing so would require moving either the gold value or the names themselves, both of which have hard coded values throughout the code.

Quote
E645 moves the storage address by 05.  E64B checks for a total of 0F characters.

I looked ahead a bit in the code, and it looks like after this loop finishes, another loop copies the work from this one into another set of addresses.

7E94A0 is the new location.

Quote
What I am trying to point out here is to look at what all of the code is doing, not just the part that comes up first.  Seeing the whole picture can give you a better plan of attack.

Thanks for the code. I'm not that good at ASM yet, so I only found the obvious.

Quote
Now there are a number of ways this loop could be rewritten, here is one.

Code: [Select]
E61A:E63A - C22069232CAAA58229FF00690394A8A90400547E7E29FF00E2208005EAEAEAEAEA

$CC/E61A C2 20       REP #$20                A:0006 X:0001 Y:0046 D:0000 DB:7E S:06E4 P:envMxdizcHC:1404 VC:025 00 FL:203
$CC/E61C 69 23 2C    ADC #$2C23              A:0006 X:0001 Y:0046 D:0000 DB:7E S:06E4 P:envmxdizcHC:0060 VC:026 00 FL:203
$CC/E61F AA          TAX                     A:2C29 X:0001 Y:0046 D:0000 DB:7E S:06E4 P:envmxdizcHC:0084 VC:026 00 FL:203
$CC/E620 A5 82       LDA $82    [$00:0082]   A:2C29 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:envmxdizcHC:0102 VC:026 00 FL:203
$CC/E622 29 FF 00    AND #$00FF              A:0000 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:envmxdiZcHC:0136 VC:026 00 FL:203
$CC/E625 69 03 94    ADC #$9403              A:0000 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:envmxdiZcHC:0160 VC:026 00 FL:203
$CC/E628 A8          TAY                     A:9403 X:2C29 Y:0046 D:0000 DB:7E S:06E4 P:eNvmxdizcHC:0184 VC:026 00 FL:203
$CC/E629 A9 04 00    LDA #$0004              A:9403 X:2C29 Y:9403 D:0000 DB:7E S:06E4 P:eNvmxdizcHC:0202 VC:026 00 FL:203
$CC/E62C 54 7E 7E    MVN 7E 7E               A:0004 X:2C29 Y:9403 D:0000 DB:7E S:06E4 P:envmxdizcHC:0226 VC:026 00 FL:203
$CC/E62F 29 FF 00    AND #$00FF              A:FFFF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envmxdizcHC:0486 VC:026 00 FL:203
$CC/E632 E2 20       SEP #$20                A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envmxdizcHC:0510 VC:026 00 FL:203
$CC/E634 80 05       BRA $05    [$E63B]      A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0534 VC:026 00 FL:203
$CC/E636 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0546 VC:026 00 FL:203
$CC/E637 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0552 VC:026 00 FL:203
$CC/E638 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0558 VC:026 00 FL:203
$CC/E639 EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0564 VC:026 00 FL:203
$CC/E63A EA          NOP                     A:00FF X:2C2E Y:9408 D:0000 DB:7E S:06E4 P:envMxdizcHC:0570 VC:026 00 FL:203

I have already checked, and changing the value at E629 to 0005 (and the loop ending values also) will not be enough to get you 6 letters in battle.  You'll need to figure out the rest from here.

It's not enough, but it is necessary. Changing it copies a sixth byte to the 9403 area, but not 94A0.

It goes from 7E9403 to 7E94A0, and then 7E9412, which is the final storage. For whatever reason it needs to go through 7E94A0 to be stored at 7E9412 (Probably some code I'm missing).

It looks like it spaces them out for each name, but only stores the ones in the party, and doesn't leave extra space at the moment.

Edit: fixed up my quote errors.
Title: Re: 6 Letters Available! (Almost Done)
Post by: JLukas on February 29, 2008, 11:20:45 pm
Hmm, what reason would there be for special checks for Frog and Magus?
Title: Re: 6 Letters Available! (Almost Done)
Post by: Lenophis on March 02, 2008, 03:45:57 am
E616 grabs the index of where the name is stored in memory (a multiple of 6).  If you guys are still null terminating the strings for a total of 7 characters, these will have to be updated.
Why can't you just do LDA #$00 STA $9408,Y after the new letter gets copied over?
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 13, 2008, 09:13:54 am
Could I request a little help?
x3FC5BE - This is where the name starts
x3FC5C2 - This is where Lv** starts

Name Pointer is at:

x3FC4D8 - BE C5 FF

I've removed one letter of Lv** to be so that Lv is just 1 letter.

I'm trying to alter the name so that it'll show the 6th letter in the menu but i'm having serious issues with this...I just can't get it to work ><.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on March 14, 2008, 10:42:27 pm
I fiddled with this once before and came up with this much.

3FC4ED - The actual LV text

3FC5C2 is a pointer to 3FC4ED, with 04 being code of one form or another.

Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 15, 2008, 12:00:29 am
Yea, I got the same results.  I've been trying to mess with that but no matter what setting FF to 00 is always gonna mess everything up.  So confusing =[
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on March 15, 2008, 12:52:08 am
Changing 3FC5C3 to EE and 3FC4EE to AB will get it to display the L (level number) as it does LV (level number), but doesn't change the layout issue.

Maybe there's positioning information we should look for?
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on March 15, 2008, 01:29:04 am
Double post for new information.

3FC7E2 - Set to 01 to get the sixth letter displayed, with the same push down issue as the side menu.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 15, 2008, 11:13:29 am
Ya, I got as far as pushing it down 1 line...I've even repointed the name data to another part of the rom and it STILL freaks out...hmph
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on March 15, 2008, 11:42:20 am
If I had to guess, I'd say something causes it to wrap after a certain length.

How have you tracked down the menu arrangement data you've posted? That might be the next step for this.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 15, 2008, 12:39:05 pm
I asked Geiger about the menu data and I went off from there

Quote
Yes, but you will have to do some experimenting.  In general, code from bank $02 (which includes the main menu, shops, etc.) uses data from bank $3F.

The data (or at least some of it) that you are looking for should be between 3FB518 and 3FC456.
=============================================================================================================================
029B17 - Edits the surround tiles in menu (1D/1F = Awesome)
029C0A - Positioning of Menu Pointers
02A1A4 - Pointer for Selecting Character Coordinates/Graphics

x2a303 - Where I left Off

3FB718 - Editing position of Menu stuff

============================================
3FBEF8 - Character Replacement Screen
============================================
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 "Who'll you 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
============================================

3FB808 - Menu Editing

3fB825 - Character Scrolling Main Menu Editing
3FBBB0 - 3FBC57  - Set all to FF and menu has no shading
3FBD5C-3FBD73 - "I have listed as Coordinates and other data for six main menu icons" (Quoted by: Geiger)
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 (back)
3fBD8F - Character Scrolling Menu Y Coordinate (back)
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

3fBDB5 - Start of Editing Column

3FBE11 - Character Stats X Coordinate Menu
3FBE12 - Character Stats Y Coordinate Menu

3FBE20 - Characters Name/LVl Text Modifying Status

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 ><)
3FCB04 - Prelease (Same as above)
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

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

Defense Data
------------------
.<bh:03><bh:ce><bh:9a>!~<bh:00><bh:ff>


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

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

3FC4DB-3FC4E5 - Attack Data (Including Icon)
<bh:01><bh:07>M
<bh:03><bh:cd><bh:9a>!~<bh:ff>


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>~


I'm currently trying to find the data that allows the menu backgrounds to be switched...I'm trying to do something >_>
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on March 15, 2008, 01:10:44 pm
Ok, that's what I had started fiddling with earlier. So far what I did was mostly trial and error, which proved quite limiting.

Battle needs some more ASM hacking to work properly, but I haven't found where exactly to start pasting in the code (What Geiger posted earlier should work again, but trying to skip the step didn't work for some reason).
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on March 15, 2008, 02:14:12 pm
This is what I've got for the battle menu so far:
(http://i239.photobucket.com/albums/ff83/TtravelrKev/ChronoTriggerUSA_00000.png)
It doesn't work so well; if you have a second PC, then the 2nd PC's name will overwrite the sixth letter!
Code: [Select]
$CC/E665 B9 03 94    LDA $9403,y[$7E:9403]   A:0000 X:0000 Y:0000 P:envMxdiZc
$CC/E668 8D A0 94    STA $94A0  [$7E:94A0]   A:00A2 X:0000 Y:0000 P:eNvMxdizc
$CC/E66B B9 04 94    LDA $9404,y[$7E:9404]   A:00A2 X:0000 Y:0000 P:eNvMxdizc
$CC/E66E 8D A1 94    STA $94A1  [$7E:94A1]   A:00CB X:0000 Y:0000 P:eNvMxdizc
$CC/E671 B9 05 94    LDA $9405,y[$7E:9405]   A:00CB X:0000 Y:0000 P:eNvMxdizc
$CC/E674 8D A2 94    STA $94A2  [$7E:94A2]   A:00C8 X:0000 Y:0000 P:eNvMxdizc
$CC/E677 B9 06 94    LDA $9406,y[$7E:9406]   A:00C8 X:0000 Y:0000 P:eNvMxdizc
$CC/E67A 8D A3 94    STA $94A3  [$7E:94A3]   A:00C7 X:0000 Y:0000 P:eNvMxdizc
$CC/E67D B9 07 94    LDA $9407,y[$7E:9407]   A:00C7 X:0000 Y:0000 P:eNvMxdizc
$CC/E680 8D A4 94    STA $94A4  [$7E:94A4]   A:00C8 X:0000 Y:0000 P:eNvMxdizc
$CC/E683 9C A5 94    STZ $94A5  [$7E:94A5]   A:00C8 X:0000 Y:0000 P:eNvMxdizc
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 15, 2008, 02:15:47 pm
...That is very awkward.
Title: Re: 6 Letters Available! (Almost Done)
Post by: JLukas on March 15, 2008, 02:31:38 pm
The o located over C in the picture above is a feature of the Japanese version for displaying certain characters.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on March 22, 2008, 02:33:20 pm
I don't know how well this works, but I set 02F03E to 0C, and...
(http://i239.photobucket.com/albums/ff83/TtravelrKev/6th%20Letter%20Hacking/ChronoTriggerUSA_00001.png)
 :D
Title: Re: 6 Letters Available! (Almost Done)
Post by: Boo the Gentleman Caller on March 22, 2008, 02:50:00 pm
WOOOOOOOOOT!

thats some serious progress!
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on March 22, 2008, 03:44:37 pm
I don't know how well this works, but I set 02F03E to 0C, and...
(http://i239.photobucket.com/albums/ff83/TtravelrKev/6th%20Letter%20Hacking/ChronoTriggerUSA_00001.png)
 :D
It looks like it works fine, after changing the V to an L.

I used it as a breakpoint for the save menu and it loads there, but I can't find where it gets the Y value.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on March 22, 2008, 04:27:56 pm
It looks like it starts with the name, at 3FC7DF. The Y value for that is at 3FC485.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on March 22, 2008, 05:08:47 pm
That explains why I couldn't find it. I was looking for E3C7 (Where the level text is), not E0C7. Somewhere Y must be increased by 3 after loading it there.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on March 22, 2008, 08:00:32 pm
There's another pointer to 3FC4ED at 3FC830. I know for sure that this one's used for the tech menu.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 23, 2008, 05:05:03 pm
(http://img219.imageshack.us/img219/8569/chronotriggertispriteupvp3.png)
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 24, 2008, 11:31:27 am
Here's a patch of what we have for the 6th letter.

Note: DO NOT APPLY THIS TO ANY ROM THAT HAS THE 8TH CHARACTER PATCH.  IT WILL NOT WORK.

[attachment deleted by admin]
Title: Re: 6 Letters Available! (Almost Done)
Post by: FaustWolf on March 24, 2008, 11:50:02 am
Job well done, guys! Just being able to input "Schala" properly is well worth the effort you've put into this.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 24, 2008, 12:02:47 pm
(http://img170.imageshack.us/img170/8605/chronotriggertispriteuppv6.png) - Just testing 7 letter names.  Kinda funny how buggy it is.  It does look like the menu was suppose to only have 6 letters.  Only thing is I bumped everyones name up one so Marle's would start at 2A2C which would allow Crono to be ChronoA.  (A is game genied)  So when I did that, it showed up in dialogue but...it would not show up in menus.  Even if you changed E0 to E1, it removed a letter but refused to show the next.  So it's not being written properly in some areas it seems like.

Edit: Interesting.  Okay so once again Marle started at 2A2C which makes 23-29 all of Crono's.  23 24 25 26 27 28 29, aka 7 bytes.  I set his name to C r o n o FF FF and it worked fine.  Then something went weird.  I set it to C r o n o A A, the A showed up perfectly in dialogue, both of them...but it made Marle's name Aarle.  How does that work?  I bumped her name up so..pretty strange.
Title: Re: 6 Letters Available! (Almost Done)
Post by: StreetKing on March 24, 2008, 01:46:10 pm
Wonderful patch!
Thanks everybody! I love Chrono Compendium!!!  :D
Title: Re: 6 Letters Available! (Almost Done)
Post by: Shinrin on March 24, 2008, 08:18:06 pm
you have to find the pointers where it reads the characters name, and change them by 1.. also, you can't give epoch a 6 letter name. that's capped at 5 no matter what you do.

Ok, epoch is capped at 6 not 5, but can't have 7 letters.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 24, 2008, 08:36:10 pm
It is possible to have 7 letters but..you really need to mess with ALOT of stuff.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 24, 2008, 09:04:19 pm
It was already stated via ASM, but the hex address for letters 1-5 are at 0CE665.

0CE68D = 37F8CC Pointer bytes
0CF83F - In battle name
0CF846 - In battle name again?

3FF8CC Pointer

I'm keeping track of all the pointers here.

0CE694 - Change to A1 and it removes 1st letter but doesn't show 6th.
0CE697 - Change to 11 and it removes 1st letter but doesn't show 6th.

*0CE69C - Change to 06 and it'll load 6th letter but won't show (?).  I'm not sure on this..but I think that's what it does.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on March 24, 2008, 11:19:14 pm
I think part of why it isn't showing the 6th letter is because it isn't copied during the code I posted earlier.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on March 25, 2008, 12:04:05 am
More then likely.  The code for the 6th letter isn't even there from what I saw (in the hex)
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on April 18, 2008, 08:45:52 pm
I've taken a look at the battle code, and it copies things around a few times before finishing.

This is the original code for part of the copying, starting at CCE5A1.
Code: [Select]
Disassembly:
$CC/E5A1 B9 30 94 LDA $9430,y[$00:9430] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0224 VC:000 00 FL:00
$CC/E5A4 8D A0 94 STA $94A0  [$00:94A0] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0232 VC:000 00 FL:00
$CC/E5A7 B9 31 94 LDA $9431,y[$00:9431] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0240 VC:000 00 FL:00
$CC/E5AA 8D A1 94 STA $94A1  [$00:94A1] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0248 VC:000 00 FL:00
$CC/E5AD B9 32 94 LDA $9432,y[$00:9432] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0256 VC:000 00 FL:00
$CC/E5B0 8D A2 94 STA $94A2  [$00:94A2] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0264 VC:000 00 FL:00
$CC/E5B3 B9 33 94 LDA $9433,y[$00:9433] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0272 VC:000 00 FL:00
$CC/E5B6 8D A3 94 STA $94A3  [$00:94A3] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0280 VC:000 00 FL:00
$CC/E5B9 B9 34 94 LDA $9434,y[$00:9434] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0288 VC:000 00 FL:00
$CC/E5BC 8D A4 94 STA $94A4  [$00:94A4] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0296 VC:000 00 FL:00

I replaced it with what Gieger posted earlier.
Code: [Select]
Disassembly:
$CC/E5A1 B9 30 94 LDA $9430,y[$00:9430] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0008 VC:000 00 FL:00
$CC/E5A4 C2 20 REP #$20 A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0024 VC:000 00 FL:00
$CC/E5A6 69 03 94 ADC #$9403 A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0032 VC:000 00 FL:00
$CC/E5A9 AA TAX A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0040 VC:000 00 FL:00
$CC/E5AA A5 82 LDA $82    [$00:0082] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0048 VC:000 00 FL:00
$CC/E5AC 29 FF 00 AND #$00FF A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0056 VC:000 00 FL:00
$CC/E5AF 69 A0 94 ADC #$94A0 A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0064 VC:000 00 FL:00
$CC/E5B2 A8 TAY A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0072 VC:000 00 FL:00
$CC/E5B3 A9 04 00 LDA #$0004 A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0080 VC:000 00 FL:00
$CC/E5B6 54 7E 7E MVN 7E 7E A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0088 VC:000 00 FL:00
$CC/E5B9 29 FF 00 AND #$00FF A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0096 VC:000 00 FL:00
$CC/E5BC E2 20 SEP #$20 A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmXdIzc HC:0112 VC:000 00 FL:00
$CC/E5BE 80 05 BRA $05    [$E5C5] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0120 VC:000 00 FL:00
$CC/E5C0 EA NOP A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0128 VC:000 00 FL:00
$CC/E5C1 EA NOP A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvMXdIzc HC:0136 VC:000 00 FL:00

CCE568 seems to have more copying code.

Confusing.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on April 20, 2008, 12:26:23 am
Ok, I *think* I've found all the places names are stored at one point or another during the battle loading.

7E9403
7E9430
7E94A0
7E94C0
7E948F
7E9412

It seems that 7E9412 is the key one. Nothing else is read after the battle begins.

No clue as to why it shifts around so much.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on April 20, 2008, 08:29:45 pm
Triple post, but I've got the sixth letter displaying in battle! :)

C10316 - Change to 06 to display 6th letter!
C10339 - Change to 04 so the first letter of the next name doesn't appear above it.

Three problems with this:

- It still doesn't copy the name - right now you have to edit the value starting at 7E9412 to see this in action.
- The active character's name will still show the sixth letter in gray.
- Battle mode two doesn't display it at all.

Still, one big part out of the way.

Edit: Fixed the location of the second change. It was one byte off before.

Edit 2: Frog and Magus's names don't display properly, they become rog and agus.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on June 24, 2008, 12:13:41 pm
I see...We'll need to bump this thread up again and get it working xD

Edit: Are you sure those work?  It refuses to display the 6th character yet even load it up in battle.

Edit 2: Idiocy, yes you are right.

Edit 3: If you set C10322 to 9C, the 6th letter isn't grayed out anymore =]

Edit 4: Holy shit it's been a long time since i've done this.  Does anyone remember the values for stuff?  Does 0 = C, 1 = D, 2 = E, and 3 = F?

Edit 5: C10339 - This should be 03.  If it's 04, the characters next name appears above the first one, and it blends in sometimes.  Change it to 03 to solve that.  Actually, change it to 01 02 or 03.  Any of those values work.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on June 24, 2008, 02:40:48 pm
I just tried your changes, and both Marle and Crono's names were staying white the whole battle.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on June 24, 2008, 02:47:22 pm
Ugh..right blah
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on June 24, 2008, 03:13:17 pm
Double post.  Data at 0CE665 has the 1-5th letter.  Maybe if we can repointer that area to empty space, we can add the 6th letter.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on June 25, 2008, 06:51:29 pm
Triple Post:  Kind of an out of place post, but maybe someone should Sticky this and the 8th character threads.  They're both gigantic add-ons to CT and I think it'd be kinda nice incase people want to try them.

(Yes same post in 2 different topics)
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on July 13, 2008, 04:48:59 pm
...Quad post: Not much but here's the values for the pre-release

Quote from: justin3009
025D66 - Change to 06 and it'll show the 6th letter in dialogue (Pre-Release).
02EC21 - Change to 06 and you can write the 6th letter...but it won't save (Pre-Release).
02E221 - Change to 06 and it will scroll to 6th letter when naming (Pre-Release).
02E2AA - Change to 06 and it will show the 6th letter in dialogue and you can name it (Pre-Release).
02EC1D - Change to 0C and it'll show 6th letter in Save, Char switch, exchange menus  (Pre-Release).
02EC21 - Shows 6th Letter in Menu Screen when set to 06 (Pre-Release).
*0CE455 - Change to 06 and it'll load 6th letter but won't show (?).  I'm not sure on this..but I think that's what it does. (Pre-Release)
C10406 - Change to 06 to display 6th letter! (In Battle - Pre-Release)
C10428 - Change to 01 02 or 03 so the first letter of the next name doesn't appear above it. (In Battle - Pre-Release)
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on August 02, 2008, 08:35:45 pm
Found how to stop the sixth letter from being greyed out.
This is the original code in the game.
Quote
$C1/0919 9D 00 0D    STA $0D00,x[$7E:0D1B]   A:0029 X:001B Y:014E P:envMxdizc
$C1/091C 9D 02 0D    STA $0D02,x[$7E:0D1D]   A:0029 X:001B Y:014E P:envMxdizc
$C1/091F 9D 04 0D    STA $0D04,x[$7E:0D1F]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0922 9D 06 0D    STA $0D06,x[$7E:0D21]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0925 9D 08 0D    STA $0D08,x[$7E:0D23]   A:0029 X:001B Y:014E P:envMxdizc
'29' is what makes a white tile. You have to write another '29' to $0D0A,x to light up the 6th letter.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on August 08, 2008, 08:24:57 pm
Double post, but I've been working on solving a issue I've seen where you can't delete the sixth letter.
7E0F06 stores what letter you're on in the naming screen. In the original game, it's 04 when you're on the fifth letter but haven't written it yet, and 05 after you've entered the fifth letter.
These are some code parts from the original game.
Code: [Select]
Drawing the triangles
$C2/E34D AD 06 0F    LDA $0F06  [$7E:0F06]   
$C2/E350 C9 05       CMP #$05
$C2/E352 90 02       BCC $02    [$E356] //Skip the next command if 7E0F06 < 05
$C2/E354 A9 04       LDA #$04              //Use 04 instead as the location to place the triangles
$C2/E356 0A          ASL A
$C2/E357 0A          ASL A
$C2/E358 0A          ASL A
$C2/E359 69 9C       ADC #$9C
$C2/E35B 8D 80 08    STA $0880  [$7E:0880]

Code: [Select]
Writing letters
$C2/E334 AC 06 0F    LDY $0F06  [$7E:0F06]   
$C2/E337 C0 05       CPY #$05               
$C2/E339 90 02       BCC $02    [$E33D]      //If 7E0F06 < 5, skip next instruction
$C2/E33B A0 04       LDY #$04 //Use 04 as place to write to
$C2/E33D 99 00 0F    STA $0F00,y   //Store the letter in memory
$C2/E340 C8          INY //Move on to the next letter position
$C2/E341 C0 06       CPY #$06               
$C2/E343 B0 03       BCS $03    [$E348] If on $06 (Seventh letter), skip next instruction
$C2/E345 8C 06 0F    STY $0F06  [$7E:0F06] //Store the new letter position to memory

Code: [Select]
Deleting letters:
$C2/E2FB AE 06 0F    LDX $0F06  [$7E:0F06]
$C2/E2FE F0 10       BEQ $10    [$E310] //If current letter is the first letter, skip these instructions
$C2/E300 A9 FF       LDA #$FF
$C2/E302 9D FF 0E    STA $0EFF,x[ //Store $FF to the letter position before the current one
$C2/E305 CE 06 0F    DEC $0F06  [$7E:0F06] //Return to the previous letter position

I fixed the problem by changing 02E355 to 05, 02E33C to 05, and 02E342 to 07.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on August 08, 2008, 10:31:39 pm
Nice!

(http://i36.tinypic.com/14e55l1.png) - ^^
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 05, 2008, 04:57:39 pm
Thanks to JLukas, we can move the battle gauge over to display the sixth letter in battle gauge 2.

Code: [Select]
C104B1C2
C104B6CC
C104BBC3
C104BECD

C10747C2
C1074AC4
C1074DC6
C10750C8

C10760C3
C10763C5
C10766C7
C10769C9

C10772C2

C10782C2
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 07, 2008, 08:47:37 am
Here are the changes I've been playing with lately.

CCE61A - CCE63A
Code: [Select]
$CC/E61A BF 3F F8 CC LDA $CCF83F,x[$CC:F83F] //Loads an index on Character placement. Might be unnecessary here; not sure.
$CC/E61E AA TAX
$CC/E61F A0 00 00 LDY #$0000
$CC/E622 BD 23 2C LDA $2C23,x[$7E:2C23] //Loads the letter from permanent memory location
$CC/E625 99 03 94 STA $9403,y[$7E:9403] //Stores the letter into the first memory location
$CC/E628 E8 INX
$CC/E629 C8 INY
$CC/E62A C0 06 00 CPY #$0006 //Do we have the full name yet?
$CC/E62D D0 F3 BNE $F3    [$E622]
$CC/E62F 80 0A BRA $0A    [$E63B] //Skip over the NOPs.
$CC/E631 EA NOP
$CC/E632 EA NOP
$CC/E633 EA NOP
$CC/E634 EA NOP
$CC/E635 EA NOP
$CC/E636 EA NOP
$CC/E637 EA NOP
$CC/E638 EA NOP
$CC/E639 EA NOP
$CC/E63A EA NOP

That loop is working perfectly when only one character is in the party. Two or three and it freaks out.

Code: [Select]
Disassembly:
$CC/E660 BF 3F F8 CC LDA $CCF83F,x[$CC:F83F] // This is where I originally found that index.
$CC/E664 A8 TAY
$CC/E665 A2 00 00 LDX #$0000
$CC/E668 B9 03 94 LDA $9403,y[$7E:9403] //Not sure why this copies, but it does.
$CC/E66B 9D A0 94 STA $94A0,x[$7E:94A0] //7E94A0 holds the full name plus FFs at the end.
$CC/E66E E8 INX
$CC/E66F C8 INY
$CC/E670 E0 06 00 CPX #$0006 //Do we have the full name?
$CC/E673 D0 F3 BNE $F3    [$E668]
$CC/E675 80 0F BRA $0F    [$E684] //Skip the NOPs again.
$CC/E677 EA NOP
$CC/E678 EA NOP
$CC/E679 EA NOP
$CC/E67A EA NOP
$CC/E67B EA NOP
$CC/E67C EA NOP
$CC/E67D EA NOP
$CC/E67E EA NOP
$CC/E67F EA NOP
$CC/E680 EA NOP
$CC/E681 EA NOP
$CC/E682 EA NOP
$CC/E683 EA NOP
$CC/E684 EA NOP
$CC/E685 EA NOP
This part works fine.

CCE69C I changed to 06. This code is already part of a working loop.

Vehek: Do you know the full subroutine for controlling white letters? I'm not good at dissecting things like that at the moment.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on October 07, 2008, 09:32:38 pm
This is an example for when I select PC1 using Battle Gauge 1.
Code: [Select]
Writing white letters
$C1/0865 AD DD A6    LDA $A6DD  [$7E:A6DD]   A:00FF X:0054 Y:014E P:eNvMxdizc
$C1/0868 AA          TAX                     A:0000 X:0054 Y:014E P:envMxdiZc
$C1/0869 BD D9 A6    LDA $A6D9,x[$7E:A6D9]   A:0000 X:0000 Y:014E P:envMxdiZc
$C1/086C 20 E8 08    JSR $08E8  [$C1:08E8]   A:0000 X:0000 Y:014E P:envMxdiZc
$C1/08E8 0A          ASL A                   A:0000 X:0000 Y:014E P:envMxdiZc
$C1/08E9 AA          TAX                     A:0000 X:0000 Y:014E P:envMxdiZc
$C1/08EA C2 20       REP #$20                A:0000 X:0000 Y:014E P:envMxdiZc
$C1/08EC AD 20 9F    LDA $9F20  [$7E:9F20]   A:0000 X:0000 Y:014E P:envmxdiZc
$C1/08EF D0 06       BNE $06    [$08F7]      A:0002 X:0000 Y:014E P:envmxdizc
$C1/08F7 3A          DEC A                   A:0002 X:0000 Y:014E P:envmxdizc
$C1/08F8 D0 06       BNE $06    [$0900]      A:0001 X:0000 Y:014E P:envmxdizc
$C1/0900 BF 29 FA CC LDA $CCFA29,x[$CC:FA29] A:0001 X:0000 Y:014E P:envmxdizc
$C1/0904 AA          TAX                     A:001B X:0000 Y:014E P:envmxdizc
$C1/0905 7B          TDC                     A:001B X:001B Y:014E P:envmxdizc
$C1/0906 E2 20       SEP #$20                A:0000 X:001B Y:014E P:envmxdiZc
$C1/0908 A9 29       LDA #$29                A:0000 X:001B Y:014E P:envMxdiZc
$C1/090A 9D C0 0C    STA $0CC0,x[$7E:0CDB]   A:0029 X:001B Y:014E P:envMxdizc
$C1/090D 9D C2 0C    STA $0CC2,x[$7E:0CDD]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0910 9D C4 0C    STA $0CC4,x[$7E:0CDF]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0913 9D C6 0C    STA $0CC6,x[$7E:0CE1]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0916 9D C8 0C    STA $0CC8,x[$7E:0CE3]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0919 9D 00 0D    STA $0D00,x[$7E:0D1B]   A:0029 X:001B Y:014E P:envMxdizc
$C1/091C 9D 02 0D    STA $0D02,x[$7E:0D1D]   A:0029 X:001B Y:014E P:envMxdizc
$C1/091F 9D 04 0D    STA $0D04,x[$7E:0D1F]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0922 9D 06 0D    STA $0D06,x[$7E:0D21]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0925 9D 08 0D    STA $0D08,x[$7E:0D23]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0928 60          RTS                     A:0029 X:001B Y:014E P:envMxdizc
Edit: on an unmodified ROM.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 08, 2008, 06:32:01 pm
I tried replacing that code, and came up with this:

Code: [Select]
Disassembly:
$C1/090A 5A PHY A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0490 VC:159 00 FL:32
$C1/090B A0 00 00 LDY #$0000 A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0496 VC:159 00 FL:32
$C1/090E 9D C0 0C STA $0CC0,x[$7E:0CDB] A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0502 VC:159 00 FL:32
$C1/0911 C8 INY A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0508 VC:159 00 FL:32
$C1/0912 C8 INY A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0514 VC:159 00 FL:32
$C1/0913 E8 INX A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0520 VC:159 00 FL:32
$C1/0914 E8 INX A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0526 VC:159 00 FL:32
$C1/0915 C0 0A 00 CPY #$000A A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0532 VC:159 00 FL:32
$C1/0918 D0 F5 BNE $F5    [$090F] A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0538 VC:159 00 FL:32
$C1/091A A0 00 00 LDY #$0000 A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0544 VC:159 00 FL:32
$C1/091D 99 1B 0D STA $0D1B,y[$7E:0E69] A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0550 VC:159 00 FL:32
$C1/0920 C8 INY A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0556 VC:159 00 FL:32
$C1/0921 C8 INY A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0562 VC:159 00 FL:32
$C1/0922 C0 0C 00 CPY #$000C A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0568 VC:159 00 FL:32
$C1/0925 D0 F6 BNE $F6    [$091D] A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0574 VC:159 00 FL:32
$C1/0927 7A PLY A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0580 VC:159 00 FL:32
$C1/0928 60 RTS A:0029 X:001B Y:014E D:0000 DB:7E S:06DF P:envMxdizc HC:0586 VC:159 00 FL:32

It works perfectly with one PC in battle, but not at all with two or three.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on October 08, 2008, 06:47:24 pm
That STA $0D1B,y will only work for PC1 under Battle Gauge 1.
7E0D1B is only the start of PC1's name under Battle Gauge 1.

The value it gets from CCFA29 is used to determine where to place the 29's.

For battle gauge 2, it gets this value instead:
$C1/08FA BF 23 FA CC LDA $CCFA23,x[$CC:FA23] A:0000 X:0000 Y:014E P:envmxdiZc
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 08, 2008, 07:51:13 pm
Hmm. In that case, I'm not sure how to rewrite that code.

Maybe I'll have to relocate it and add the next 29 with the same method.
Title: Re: 6 Letters Available! (Almost Done)
Post by: JLukas on October 08, 2008, 08:43:35 pm
Quote
It works perfectly with one PC in battle, but not at all with two or three.

The branch command you have at C10918 is off by one, going back to C1090F instead of C1090E.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 11, 2008, 03:48:20 pm
Deleted my previous post, as I'm not using that code anymore.

Code: [Select]
Highlighting loop:
C1090A - C10928
$C1/090A A0 00 00 LDY #$0000
$C1/090D 9D C0 0C STA $0CC0,x[$7E:0CDB]
$C1/0910 9D 00 0D STA $0D00,x[$7E:0D1B]
$C1/0913 C8 INY
$C1/0914 C8 INY
$C1/0915 E8 INX
$C1/0916 E8 INX
$C1/0917 C0 0C 00 CPY #$000C
$C1/091A D0 F1 BNE $F1    [$090D]
$C1/091C 60 RTS
$C1/091D EA NOP
$C1/091E EA NOP
$C1/091F EA NOP
$C1/0920 EA NOP
$C1/0921 EA NOP
$C1/0922 EA NOP
$C1/0923 EA NOP
$C1/0924 EA NOP
$C1/0925 EA NOP
$C1/0926 EA NOP
$C1/0927 EA NOP
$C1/0928 EA NOP

Finally got it working in the original spot.

Code: [Select]

Name Loop #1
CCE61A - CCE63A
$CC/E61A C2 20       REP #$20
$CC/E61C 69 23 2C    ADC #$2C23
$CC/E61F AA          TAX
$CC/E620 A5 82       LDA $82    [$00:0082]
$CC/E622 29 FF 00    AND #$00FF
$CC/E625 69 03 94    ADC #$9403
$CC/E628 A8          TAY
$CC/E629 A9 05 00    LDA #$0005
$CC/E62C 54 7E 7E    MVN 7E 7E
$CC/E62F 29 FF 00    AND #$00FF
$CC/E632 E2 20       SEP #$20
$CC/E634 80 05       BRA $05    [$E63B]
$CC/E636 EA          NOP
$CC/E637 EA          NOP
$CC/E638 EA          NOP
$CC/E639 EA          NOP
$CC/E63A EA          NOP

This was posted by Geiger a few pages back. I finally decided to use this code in the patch.

One of the loops needs to be adjusted, but once that's done this patch will be complete. :D

Edit: Made a couple more changes:

CCE646 = 06 
CCE64A = 12

CCE669 = 00
CCE625 = 00

CCF83F-CCF845 = 00 06 0C 12 18 1E 24

This gets everyone working except for Frog and Magus, who display as rog and agus, respectively.

I'm not sure what's going on with those two.
Title: Re: 6 Letters Available! (Almost Done)
Post by: JLukas on October 11, 2008, 11:13:07 pm
Quote
This gets everyone working except for Frog and Magus, who display as rog and agus, respectively.

I'm not sure what's going on with those two.

The code for the Frog and Magus checks were mentioned on Page 2.  Branching over the commands might correct the issue.
Title: COMPLETE! 6 Letters Available!
Post by: Mauron on October 12, 2008, 01:49:02 am
Branching over it plus a couple other changes got it working.

Code: [Select]
CCE602-CCE63A:
$CC/E602 80 11 BRA $11    [$E615]
$CC/E604 EA NOP
$CC/E605 EA NOP
$CC/E606 EA NOP
$CC/E607 EA NOP
$CC/E608 EA NOP
$CC/E609 EA NOP
$CC/E60A EA NOP
$CC/E60B EA NOP
$CC/E60C EA NOP
$CC/E60D EA NOP
$CC/E60E EA NOP
$CC/E60F EA NOP
$CC/E610 EA NOP
$CC/E611 EA NOP
$CC/E612 EA NOP
$CC/E613 EA NOP
$CC/E614 EA NOP
$CC/E615 AA TAX
$CC/E616 BF 46 F8 CC LDA $CCF846,x[$CC:F846]
$CC/E61A C2 20 REP #$20
$CC/E61C 18 CLC
$CC/E61D 69 23 2C ADC #$2C23
$CC/E620 AA TAX
$CC/E621 A5 82 LDA $82    [$00:0082]
$CC/E623 29 FF 00 AND #$00FF
$CC/E626 18 CLC
$CC/E627 69 00 94 ADC #$9400
$CC/E62A A8 TAY
$CC/E62B A9 05 00 LDA #$0005
$CC/E62E 54 7E 7E MVN 7E 7E
$CC/E631 29 FF 00 AND #$00FF
$CC/E634 E2 20 SEP #$20
$CC/E636 80 03 BRA $03    [$E63B]
$CC/E638 EA NOP
$CC/E639 EA NOP
$CC/E63A EA NOP

This works everywhere now, and should have no incompatibilities with other code, as everything replaced the existing areas.

[attachment deleted by admin]
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on October 12, 2008, 02:00:57 am
You guys f***ing rock!  Amazing!
Title: COMPLETE! 6 Letters Available!
Post by: Mauron on October 12, 2008, 02:19:17 am
Couldn't have done it without your help. :)

Tomorrow I'll organize the data better. Could you change the topic's title?
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on October 12, 2008, 02:20:43 am
Congratulations.  :D
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 12, 2008, 04:33:17 am
Damn, somewhere along the lines a glitch popped up. In battle, some of the sounds for attacks don't match what the character should have.
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on October 12, 2008, 09:43:56 am
Damn!  We're incredibly close though...just some things to work out.

Edit: The problem seems to be at x0CF840 "CCF840"

Strange that the 06 messes with this...

Edit 2: The weapon graphics are screwed up as well.  I think we should move this place to empty space if possible...this is conflicting majorly(http://i36.tinypic.com/2cxxgcw.png)
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 12, 2008, 05:49:29 pm
Justin: What weapons were you using in that screenshot?

I have the sound issue fixed. I'm not sure about the weapons.

CCF83F-CCF845: 00 05 0A 0F 14 19 1E

CCE660-CCE685:
Code: [Select]

$CC/E660 18 CLC
$CC/E661 7F 3F F8 CC ADC $CCF83F,x[$CC:F83F]
$CC/E665 A8 TAY
$CC/E666 A2 00 00 LDX #$0000
$CC/E669 B9 00 94 LDA $9400,y[$7E:9400]
$CC/E66C 9D A0 94 STA $94A0,x[$7E:94A0]
$CC/E66F E8 INX
$CC/E670 C8 INY
$CC/E671 E0 06 00 CPX #$0006
$CC/E674 D0 F3 BNE $F3    [$E669]
$CC/E676 80 0E BRA $0E    [$E686]
$CC/E678 EA NOP
$CC/E679 EA NOP
$CC/E67A EA NOP
$CC/E67B EA NOP
$CC/E67C EA NOP
$CC/E67D EA NOP
$CC/E67E EA NOP
$CC/E67F EA NOP
$CC/E680 EA NOP
$CC/E681 EA NOP
$CC/E682 EA NOP
$CC/E683 EA NOP
$CC/E684 EA NOP
$CC/E685 EA NOP
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on October 12, 2008, 06:08:36 pm
Marle: Valkerye
Lucca: Wondershot

Edit: By doing what you did up there, it fixed everything.  Then the character names go all screwy in battle...(http://i38.tinypic.com/167nmyv.png)
Title: Re: 6 Letters Available! (Almost Done)
Post by: Mauron on October 12, 2008, 06:30:42 pm
Odd, the names seem fine for me. Is it happening as soon as you enter battle?
Title: Re: 6 Letters Available! (Almost Done)
Post by: justin3009 on October 12, 2008, 06:40:31 pm
Yea, it seems so.

Edit: Fixed it.  Typed a huge chunk of it wrong because my hands were on the wrong keys.

Edit 2: Changed topic title.
Title: Re: 6 Letters Available! (Complete!)
Post by: Mauron on October 12, 2008, 06:48:23 pm
I hate it when that happens.

Right now I'm going through the topic and organizing the changes we made.
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 12, 2008, 06:52:49 pm
Alright.  Once done so, would you mind posting it all in 1 giant post?  I'm planning to keep EVERYTHING in a text file in case the actual file is lost.
Title: Re: 6 Letters Available! (Complete!)
Post by: Mauron on October 12, 2008, 11:35:00 pm
I just noticed, whatever quirk caused the need to change 00 to FF in the name storage is gone.

Still slowly going through the changes we've made.
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 12, 2008, 11:35:58 pm
'Tis fine, take your time.
Title: Re: 6 Letters Available! (Complete!)
Post by: Mauron on October 13, 2008, 12:09:03 am
I *think* this is everything. I applied all of these to a fresh ROM and didn't spot any issues. It doesn't have your fancy "Lv" symbol; I just used "L" to mark the level.

I've attached a new IPS patch as well.

Code: [Select]

010317 -> 06
010339 -> 03
0104B1 -> C2
0104B6 -> CC
0104BB -> C3
0104BE -> CD
010747 -> C2
01074A -> C4
01074D -> C6
010750 -> C8
010760 -> C3
010763 -> C5
010766 -> C7
010769 -> C9
010772 -> C2
010782 -> C2
025D50 -> 06
02E338 -> 06
02E351 -> 06
02E3DA -> 06
02F03E -> 0C
02F042 -> 06
02E33C -> 05
02E355 -> 05
02E342 -> 07
0CE646 -> 06
0CE64A -> 12
0CE69C -> 06
3FC4ED -> AB
3FC4EE -> 0C
3FC4EF -> 07
3FC4F0 -> A2
3FC4F1 -> 9A
3FC4F2 -> 00
3FC7E3 -> FF
3FC7E4 -> AB
3FC7E5 -> 0C
3FC7E6 -> 07
3FC7E7 -> A2
3FC7E8 -> 9A
3FC7E9 -> FF


CCE660 - CCE67D:
$CC/E660 18 CLC
$CC/E661 7F 3F F8 CC ADC $CCF83F,x[$CC:F83F]
$CC/E665 A8 TAY
$CC/E666 A2 00 00 LDX #$0000
$CC/E669 B9 00 94 LDA $9400,y[$7E:9400]
$CC/E66C 9D A0 94 STA $94A0,x[$7E:94A0]
$CC/E66F E8 INX
$CC/E670 C8 INY
$CC/E671 E0 06 00 CPX #$0006
$CC/E674 D0 F3 BNE $F3    [$E669]
$CC/E676 80 0E BRA $0E    [$E686]
$CC/E678 EA NOP
$CC/E679 EA NOP
$CC/E67A EA NOP
$CC/E67B EA NOP
$CC/E67C EA NOP
$CC/E67D EA NOP
$CC/E67E EA NOP
$CC/E67F EA NOP
$CC/E680 EA NOP
$CC/E681 EA NOP
$CC/E682 EA NOP
$CC/E683 EA NOP
$CC/E684 EA NOP
$CC/E685 EA NOP

C1090A - C10928:
$C1/090A A0 00 00 LDY #$0000
$C1/090D 9D C0 0C STA $0CC0,x[$7E:0CDB]
$C1/0910 9D 00 0D STA $0D00,x[$7E:0D1B]
$C1/0913 C8 INY
$C1/0914 C8 INY
$C1/0915 E8 INX
$C1/0916 E8 INX
$C1/0917 C0 0C 00 CPY #$000C
$C1/091A D0 F1 BNE $F1    [$090D]
$C1/091C 60 RTS
$C1/091D EA NOP
$C1/091E EA NOP
$C1/091F EA NOP
$C1/0920 EA NOP
$C1/0921 EA NOP
$C1/0922 EA NOP
$C1/0923 EA NOP
$C1/0924 EA NOP
$C1/0925 EA NOP
$C1/0926 EA NOP
$C1/0927 EA NOP
$C1/0928 EA NOP

CCE602 - CCE63A:
$CC/E602 80 11 BRA $11    [$E615]
$CC/E604 EA NOP
$CC/E605 EA NOP
$CC/E606 EA NOP
$CC/E607 EA NOP
$CC/E608 EA NOP
$CC/E609 EA NOP
$CC/E60A EA NOP
$CC/E60B EA NOP
$CC/E60C EA NOP
$CC/E60D EA NOP
$CC/E60E EA NOP
$CC/E60F EA NOP
$CC/E610 EA NOP
$CC/E611 EA NOP
$CC/E612 EA NOP
$CC/E613 EA NOP
$CC/E614 EA NOP
$CC/E615 AA TAX
$CC/E616 BF 46 F8 CC LDA $CCF846,x[$CC:F846]
$CC/E61A C2 20 REP #$20
$CC/E61C 18 CLC
$CC/E61D 69 23 2C ADC #$2C23
$CC/E620 AA TAX
$CC/E621 A5 82 LDA $82    [$00:0082]
$CC/E623 29 FF 00 AND #$00FF
$CC/E626 18 CLC
$CC/E627 69 00 94 ADC #$9400
$CC/E62A A8 TAY
$CC/E62B A9 05 00 LDA #$0005
$CC/E62E 54 7E 7E MVN 7E 7E
$CC/E631 29 FF 00 AND #$00FF
$CC/E634 E2 20 SEP #$20
$CC/E636 80 03 BRA $03    [$E63B]
$CC/E638 EA NOP
$CC/E639 EA NOP
$CC/E63A EA NOP

[attachment deleted by admin]
Title: Re: 6 Letters Available! (Complete!)
Post by: ZeaLitY on October 13, 2008, 01:09:43 am
Okay, so what all do we have here? Can we patch an unheadered ROM and use six letter names with absolutely no repercussion, limitations, or changes whatsoever? Is there any way to break the code by entering a certain name? Does the patch make any modifications besides 6 letters?
Title: Re: 6 Letters Available! (Complete!)
Post by: Mauron on October 13, 2008, 01:28:00 am
There are no known repercussions, limitations, or glitches. All necessary changes are in the patch, and are applied to existing data or code. Nothing was relocated.

Besides changes that were directly related to allowing 6 letters, "LV" on the status and save screens was shortened to "L", and the ATB gauge is moved over slightly.
Title: Re: 6 Letters Available! (Complete!)
Post by: ZeaLitY on October 13, 2008, 01:51:27 am
Wow. So it's completely real...

This'll be a crown jewel of the next update. Congratulations to everyone for making it possible.
Title: Re: 6 Letters Available! (Complete!)
Post by: Vehek on October 13, 2008, 02:08:54 am
That patch you uploaded seems to be missing the save screen LV fix and has a blank where the level symbol should be in the regular menu.

Edit-The blank seems to be the result of keeping Justin's change to the LV text, but not including the Lv tile.
Title: Re: 6 Letters Available! (Complete!)
Post by: Agent 12 on October 13, 2008, 03:15:16 am
I'm confused where do you store the "6th" letter for the characters (if you not using any unused space). 

--JP
Title: Re: 6 Letters Available! (Complete!)
Post by: Vehek on October 13, 2008, 03:18:39 am
The 6th letter gets stored to what's normally a null space after the name.
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 13, 2008, 09:50:09 am
You forgot to edit the Save Screen's 6th letter.  I'll throw in the "fancy' LV and fix the save screen, then host the patch up.

Edit: All set guys ^_*

[attachment deleted by admin]
Title: Re: 6 Letters Available! (Complete!)
Post by: ZeaLitY on October 13, 2008, 10:21:48 am
Going to submit to ROMHacking.net?
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 13, 2008, 10:23:37 am
Should I?  I was expecting Vehek or Mauron to considering they did most of the work.
Title: Re: 6 Letters Available! (Complete!)
Post by: ZeaLitY on October 13, 2008, 10:29:33 am
Oh, well just curious; wouldn't want the opportunity to be missed. It's another feather in our cap over there. If someone wants to do it, let me know; otherwise I'll go ahead and submit Tuesday.
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 13, 2008, 10:57:49 am
Go ahead and submit it.  You're the head of the site, I think it'd make more sense.  It's a hack for the Chronocompendium and everyone, so the head of the site should do it.
Title: Re: 6 Letters Available! (Complete!)
Post by: ZeaLitY on October 13, 2008, 11:12:22 am
Ugh, well I don't mean to push in; I'll let it go for a while to see if someone else wants to have the experience.
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 13, 2008, 11:15:55 am
(http://i35.tinypic.com/whbq06.png) - Well I've been working a bit more into this, seeing what I can expand it to.  I'm trying 7 letters.  xD
Title: Re: 6 Letters Available! (Complete!)
Post by: Chocobo_Fan on October 13, 2008, 01:24:19 pm
... o.O I think six is enough... But if you want to, I don't see why not! XD

Just want to say congratulations to everyone that worked on this. The stuff in Kajar Labs is always really cool! :D Can't wait to try this out. ;)
Title: Re: 6 Letters Available! (Complete!)
Post by: Agent 12 on October 13, 2008, 06:01:25 pm
The 6th letter gets stored to what's normally a null space after the name.

Hm, interesting.  Were sure this doesn't have any adverse effects?  I'm trying to think of a situation where maybe the game scans letters until it hits a "null" character (this is how many string copy functions work).  I can't really think of anything offhand though.  I wonder why that had the NULL character there.......

--JP
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 13, 2008, 06:25:22 pm
No adverse effects at all from what I've seen.
Title: Re: 6 Letters Available! (Complete!)
Post by: Vehek on October 13, 2008, 06:59:17 pm
$C2/E3F6 E0 05 00    CPX #$0005
I think this is the count for comparing the name to other characters'.
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 13, 2008, 07:05:15 pm
Yep, that's it.  I'll throw up the new patch again.  I'll edit my previous post.
Title: Re: 6 Letters Available! (Complete!)
Post by: Boo the Gentleman Caller on October 13, 2008, 07:49:29 pm
Congrats guys!  I know you've been working on this forever!
Title: Re: 6 Letters Available! (Complete!)
Post by: Zakyrus on October 13, 2008, 08:05:44 pm
At long last it's done! Very impressive! :D

Mind if I put it to practical use and include in the next CT+? (of course, you'd be credited, it's not like I'd steal it)
Then people will quit asking me if I can make it so you can spell Crono's name as 'Chrono'  :x

Let me know on permissions for this, if not, that's alright too.

~Z
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 13, 2008, 08:45:07 pm
Go ahead!  It's for the public.
Title: Re: 6 Letters Available! (Complete!)
Post by: ZeaLitY on October 14, 2008, 11:22:21 am
http://www.romhacking.net/submitfiles/QueueStatus/
Title: Re: 6 Letters Available! (Complete!)
Post by: Zakyrus on October 14, 2008, 05:30:39 pm
Go ahead!  It's for the public.

Thanks!! This will add yet another new element to the CT+ hack!

~Z
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on October 14, 2008, 07:26:01 pm
After this, we just have the VWF font (which is almost done), then do 8th character, and CT is pretty much set for what people want...minus extended Techs and new items D:
Title: Re: 6 Letters Available! (Complete!)
Post by: ZeaLitY on October 15, 2008, 11:35:40 am
And fortune smiles:

http://www.romhacking.net/hacks/461/
Title: Re: 6 Letters Available! (Complete!)
Post by: Gemini on October 15, 2008, 12:53:45 pm
Well, if you need help with the vwf+retranslated names, count on me. I've got the whole list sitting there for almost 2 years. :D
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on January 18, 2009, 01:44:34 pm
(http://i42.tinypic.com/359lqc5.png) - Well, working on it to get 7 letters and looky here =P
Title: Re: 6 Letters Available! (Complete!)
Post by: FaustWolf on January 18, 2009, 01:54:23 pm
...holy shit. We bow to your awesomeness.
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on January 18, 2009, 06:35:33 pm
7th letter appears in battle and menu fine.  Battle Gauge 1/2 not so much.  Battle gauge 1, we have to move MP over then HP over.  Battle Gauge 2, we have to bump the name back 1 and then it should work.

Edit: The alternative method is to figure out how to get the VWF running in battle.  Do that, and we should be 100% fine even without modifying anything.  Hell, we could probably fit another letter..

Edit 2: (http://i44.tinypic.com/ioowad.png) I think you can see what I'm trying to do.
Title: Re: 6 Letters Available! (Complete!)
Post by: Mauron on January 18, 2009, 08:41:13 pm
I wasn't sure where the best place to post this was, so I'll stick it here.

0CECD8 - A CPX command loaded in battle. When I changed it to E0 07, the battle loaded, but monster names did not. Perhaps it's something to look at for VFW?
Title: Re: 6 Letters Available! (Complete!)
Post by: justin3009 on January 18, 2009, 09:46:16 pm
x0CE043 - Something to do with battle font.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 20, 2009, 06:53:14 pm
(http://i43.tinypic.com/210bx3r.png) - Now that's fixed, time to get some screenshots of the bugs that appear.

(http://i40.tinypic.com/2djbdvo.png) - Appears to work, then this happens.
(http://i39.tinypic.com/33m0tqq.png) - :|
If you try naming the character...well then this happens.  (http://i43.tinypic.com/ou60is.png)(http://i41.tinypic.com/2wdn71e.png) - It either does this or just pick up some completely random symbol.

Even then, if you completely remove the name and add it, you won't be able to name the 7th letter.

(http://i40.tinypic.com/4hcguq.png) - Lucca's naming screen
(http://i41.tinypic.com/2r5xn5l.png) - Oddly enough, the name works fine
(http://i42.tinypic.com/fk9p3r.png) - Marle's naming screen.  I'm pretty certain they're all screwed up, but I haven't bothered to check.  Yes, I moved all the names to that "7E2900" slot and gave them 7 bytes each.  00 29, 07 29, 0E 29 etc etc..

A2C1CBC8C7C8CCACBACBC5BEFFFFABCEBCBCBAFFFFB1C8BBC8FFFFFFA5CBC8C0FFFFFFA0D2C5BAFFFFFFACBAC0CECCFFFFA4C9C8BCC1FFFF is the data.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on January 20, 2009, 09:51:10 pm
Change 02E482 to 07 in order to fix the name screen issue. It uses that instead of the pointers to call up the names.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 20, 2009, 11:19:12 pm
Oh!  Yay!  Thank you Xd
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Vehek on January 21, 2009, 12:16:57 am
Did you remember that which letter you're on in the name is at 7E0F06? Your seventh letter might be sharing that address.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 21, 2009, 12:23:59 am
..Yea, it is -_-...That might be explaining the problems with this.  Anyway of finding what makes it write there and move it somewhere else?

Edit: $C2/E34D AD 06 0F    LDA $0F06  [$7E:0F06] Changing the values here at all cause it to go strange.

Edit 2: $C2/E345 8C 06 0F    STY $0F06  [$7E:0F06] Got it.  Changed this to 07 and it bumps it over 1.  But if you move this...You can't even name the character as it won't move beyond the first letter.  Then the 7th letter fails to appear in general now..hmm.
Title: Re: 6 Letters Available! (Almost Done)
Post by: Vehek on January 21, 2009, 12:48:18 am
Did you adjust all the references to $0F06 from here?
Double post, but I've been working on solving a issue I've seen where you can't delete the sixth letter.
7E0F06 stores what letter you're on in the naming screen.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 21, 2009, 12:51:45 am
Got it.  It's working now.  Just have to get the 7th letter to write and the deleting of letters to work and it should be nameable.

Edit: Erasing works mostly right now.  It still skips the 7th letter for some reason.

Edit 2: Everything's working except for the 7th letter naming/deleting.  I was watching the memory values and it's definitely being changed as you write the letter...but it just won't save it.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 21, 2009, 12:42:28 pm
YES!  GOT IT!  Change 02E3A9 to 06 and 02E338 to 07 and it works perfectly =]

(http://i39.tinypic.com/8zmjnt.png)(http://i43.tinypic.com/v3ivyt.png)
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: idioticidioms on January 21, 2009, 01:08:05 pm
excuse my language, but that is fucking cool. seriously
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 21, 2009, 04:22:30 pm
God Damn it.  That's the one at school that's working.  I must have forgot to change something for the one at home.  I'll get that working soon.

Edit: GOT IT!  x02E388 = 06 and it works!
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 21, 2009, 05:01:12 pm
Pardon the double post, but to get the 7th letter to appear in battle gauge 1/2 in battle, we have to move MP over 1 slot, then move HP over 1 slot.  Then it should work.  Then the only last tidbit is somehow get it to look alright in the menu without killing LV**
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 24, 2009, 01:43:33 pm
(http://i44.tinypic.com/2rr5kzb.png) - Update.

3FBAB0 - HDMA Length on character select in menu - Top Half
3FBAB1 - HDMA Length on stats on right in menu - Top Half
3FBAB5 - HDMA Length on character select in menu - Middle
3FBAB6 - HDMA Length on stats on right in menu - Middle
3FBABA - HDMA Length on character select in menu - Bottom Half
3FBABB - HDMA Length on stats on right in menu - Bottom Half

3FBC83 - HDMA Length on character select in menu when you select it
3FBC84 - HDMA Length on stats on the right when you select
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 24, 2009, 03:17:38 pm
Another slight update.  Fixed the HDMA colors on every other menu now.  It's the main screen I have to fix...but I'm very confused on the other boxes.  If you move the X coordinate, it shows them all WAYYYYYY over.  And if you move them anywhere else, the left piece goes missing.  I'm not sure what does this.

Edit: Another slight update (http://i40.tinypic.com/2zyzr4x.png)

Bugs
=====================
X Coordinate of Picture
X Coordinate of Equipment
Coordinates of the Hand
The 2 ends of the boxes
When going to the next screen, the new ends of the menu still appear...not sure how to remove those.

Everything just got more complicated now...For some reason, when anyone else is in the party, their names do not show up correctly in the save menu, tech menu, or any menu for that matter except Crono's.  I've tried loading up the OFF battle gauge in battle with more then 1 person, and it only shows Chrono instead of Chronos and everyone else's name goes psychotic.  (http://i43.tinypic.com/2chnvwk.png)
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 25, 2009, 10:01:36 am
Edit: (http://i42.tinypic.com/28sr8zc.png) - Almost done with the HDMA and whatnot.  There's a few things I'm having a lot of trouble finding for it though.

Edit 2: (http://i39.tinypic.com/okbqyf.png) - Gotta fix the HDMA in the Exchange menu and the weapon area.  Then I have to fix some menu drawing for the weapon menu part.  After that, got to re-arrange the Character Party Exchange menu to see if it'll align right.  After that, got to fix it so when you go to the next menu, it'll delete the other boxes outside of it.  Then fix the names in menu and battle.  Then, have to fix the hand movement in the menus.

Edit 3: Fixed hand placement on all menus except exchange.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on January 27, 2009, 08:53:55 am
http://www.youtube.com/watch?v=70qyN3G7rmo - Labeled video of 7th letter and whatnot.

Edit: (http://i43.tinypic.com/2eoxo4x.png) - Found the X coordinates of the letters.  I'm hoping to see if we can extend the routine to allow 14 letters isntead of 13.

Edit 2: A shoddy example of how it'd look with extended names. (http://i39.tinypic.com/negggh.png)
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on February 06, 2009, 07:36:19 pm
Fixed the HDMA bug in the exchange menu.  But then out comes 2 more bugs

(http://i41.tinypic.com/9av881.png) - This is what it looks like now that I moved the text.
(http://i41.tinypic.com/24fn4o4.png) - This is what happens when you try to move a PC.  They're inter linked.  You move 1, you HAVE to move the other -_-

The other bug is when you switch a character in the "Exchange" menu.  The first letter gets stolen.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on February 21, 2009, 12:47:43 pm
Been working on this more since last night.  The entire tech menu is almost bug free, which is where most of the bugs originally were.  The last remaining bugs are :

1) When you select a PC, the first PC slides way over to the right.  Just have to find the x coordinates of that
2) When you bump or expand the tech names, it doesn't read them all correctly.

That's all I can think of right now, but almost half the menu bugs are eliminated.  There's just a few more and the entire menu will be done.

Edit: Fixed the Exchange menu and the Character Replacement menu.  They're both working 100% now.

Edit 2: It's getting horribly annoying now.  There's 1 more HDMA bug in the tech menu bit I can't find it at all.  It's when you choose a PC to look at for techs.  Why do they have 2 separate HDMA's for ONE thing >_<

Edit 3: New video!  http://www.youtube.com/watch?v=LIbmyPCYgfg
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on February 24, 2009, 09:29:40 am
(http://i43.tinypic.com/o7j0oz.png) - Update a little.  I'm going to expand the item names a bit so they're slightly better looking.  I'm going to do that for techs if I can...but it's really weird.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on February 27, 2009, 10:51:31 am
*Removed the above idea: This will probably be implemented last or into another hack*

(http://i39.tinypic.com/jjw8s8.png) - Fixed the menu name bugs.  There was a random bug in the menu that caused it to not load 7 letters properly when naming someone.  Found where the byte was and changed it.  For names to show up properly completely in the menu, there's just 1 more bug with the saving.  The entire name saves, but the first PC's 7th letter shows up on everyone in the save menu, yet they retain their names.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 23, 2009, 09:05:11 am
Found another bug.  If you try naming the character after 'b' and erase the name, it won't erase the name and it'll start rewinding itself when erasing.  Like...If you check the value it'll go down to zero on the 1st letter, but you're still able to go further and it'll reset itself to FF then keep going down.

Edit: Well fuck, this bug exists even on the 6th letter!

Edit 2: Fixed.  Had to move the 07 0F's to 0F 0F and now it works perfect.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 28, 2009, 09:31:59 am
Okay, I'm officially confused.

(http://i39.tinypic.com/w2f4pk.png)
(http://i40.tinypic.com/fbxc2v.png)

Notice how the shading is wrong on those 2 spots.  I've gone through everything in what I believe to be the entire menu shading routine and I have NOT found anything on these two.  I've even gone through the main menu/tech menu area and didn't find it either.  I'm completely baffled and lost on where this is.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on March 28, 2009, 09:04:12 pm
Could you put up a patch and your notes so far?
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 28, 2009, 09:12:17 pm
Yea, here's the patch.

Quote from: Notes
Window Elements
--------------------------------
3FC457 (D7 C4) - Character Stats On Left
 (ED C4) - LV**
3FC45B (F4 C4) - TIME 00:00/ ######G
3FC45D (14 CA) - Power, Speed, Evade, Hit, Magic, Magic Defense, Stamina, Experience, Next
3FC45F (35 C5) - Character Name, Level, Power, Speed, Evade etc...#'s
3FC461 (81 C5) - Nothing?
3FC463 (BE C5) - ??? Something to do with character stats
3FC465 (ED C5) - Weapon Text
3FC467 (F4 C5) - ??? Nothing?
3FC469 (FD C5) - ??? Some sort of Stat
3FC46B (5A C6) - "Exchange" Icon/Text
3FC46D (6E C6) - "Who'll you replace?" Text
3FC46F (83 C6) - "Use/Move    Organize" Text
3FC471 (98 C6) - Item Icon (In Item Menu)
3FC473 (A2 C6) - All Icons in Settings Menu
3FC475 (5A C7) - 1 2 3 4 5 6 7 8 (Selection)
3FC477 (65 C7) - Confirm Cancel Menu Dash Warp
3FC479 (87 C7) - Erase old Save File?  Yes No
3FC47B to 3FC480 (A6 C7) - New Game +
3FC481 (B3 C7) - New Game
3FC483 (BE C7) - Time        ######G  Save # xxx
3FC485 (DF C7) - Save File Character Stats
3FC487 (E0 C4) - Attack/Defense Data
3FC489 to 3FC48B(02 C8) - Can't do that!
3FC48D to 3FC496 (11 C8) - 1 2 3 (Tech Menu Icon)
3FC497 (2B C8) - Character Stats/MP Used (Tech Menu)
3FC499 (6B C8) - Skill Points Need ###
3FC49B (80 C8) - ???
3FC49D to 3FC49F(C4 C8) - Active Wait
3FC4A1 (12 C9) - Erase old Save?  Yes No
3FC4A3 (A6 C7) - New game +
3FC4A5 to 3FC4BE(2D C9) - Equip
3FC4BF (41 C9) - Buy
3FC4C1 (37 C9) - Sell
3FC4C3 (4B C9) - Buy    Sell
3FC4C5 (55 C9) - #######G (Shop menu)
3FC4C7 (67 C9) - Blank?
3FC4C9 (71 C9) - AttacK:
3FC4CB (7A C9) - Defense:
3FC4CD (BE C8) - ???
3FC4CF (83 C9) - Buy   Sell   # Owned
3FC4D1 (A8 C9) - Blank?
3FC4D3 to 3FC4D5(AC C9) - 0-9 A-Z etc..(Name Screen)


Character Replacement
==============================
02C64C - Beginning of Routine Data? Stopped at 2CBEC

02CA56 - Here and below has something to do with the "Who'll You Replace?" Text

02C6AE - Change to EF for some strange things

02C76A - How much it copies over when moving character?

02C891 - ??? Idk where this area is

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"

3FB77B - Hand X Coordinate EVERY 5 BYTES
3FC457 - Beginning Data?

3FBF0E - Character Replacement Width
3FBF0F - Character Replacement Height
3FBF11-12 - Box design of First Column

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 <--
3FBF19 - Last 3 Boxes Background First COlumn Y coordinate
3FBF1A - Last 3 Boxes First Column X Coordinate -->
3FBF1B - First Column Y Coordinate Boxes
3FBF1C - 2 Boxes/First COlumn Width

3FBF1D-1E - ??? Box Underneath "Who'll you replace"

3FBF1F - 2nd Column Box Design
3FBF20 - Same as Above
3FBF21 - 2nd Column X Coordinates
3FBF22 - 2nd Column Y Coordinates
3FBF23 - 2nd Column Background Box Width
3FBF24 - 2nd Column Background Box Height
3FBF25 - ???
3FBF26 - Background Design
3FBF27 - Background Design
3FBF28 - Background Design speed?
3FBF37 - HDMA Pointer


Main Menu Editing
==============================
02FC93 - Bank to load portraits from.
02FC94-5 - number of bytes to load for portraits


3FB51B - Beginning of Menu Icon Data

02A6F4 - Possible editing of Weapon/Armor/Helmet/Accessory data!  (Might be able to add another piece of equipment =] )

02A251 - X Coordinates of Equipment
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

02F2EF - Length of Item Names

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 EVERY 6 BYTES IS ANOTHER ONE UNTIL THE END OF THE ONES YOU CAN SEE

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

3FBAB0 - HDMA Length on character select in menu - Top Half
3FBAB1 - HDMA Length on stats on right in menu - Top Half
3FBAB5 - HDMA Length on character select in menu - Middle
3FBAB6 - HDMA Length on stats on right in menu - Middle
3FBABA - HDMA Length on character select in menu - Bottom Half
3FBABB - HDMA Length on stats on right in menu - Bottom Half

3FBC83 - HDMA Length on character select in menu when you select it
3FBC84 - HDMA Length on stats on the right when you select

3fB825 - Character Scrolling Main Menu Editing
3FBBB0 - 3FBC57  - Set all to FF and menu has no shading
3FBD5C-3FBD73 - "I have listed as Coordinates and other data for six main menu icons" (Quoted by: Geiger)
3FBD75 - X coordinates of Power/Evade/etc..
3FBD7D - Gold Text Modifying
3FC4FC - Gold 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
0285E8 - Menu X Coordinate?
3fBD8A - Menu Y Cooridnate

3FBE1D - X Coordinates of Spd PWR etc etc Name/Level in Status area of menu

3FBE56 - X Coordinate of Description Box

3FBE4F - X Coordinate of weapon box when you select it
3FBE50 - Y Coordinate of weapon box when you select it

3fBD8E - Character Scrolling Menu X Coordinate (back)
3fBD8F - Character Scrolling Menu Y Coordinate (back)

3FBD75 - X coordinate of PWR SPD etc etc

3fBD90 - Character Scrolling Menu Width
3fBD91 - Character Scrolling Menu Height

3FBD93 - Character Scrolling Menu Bottom 3 Objects X Coordinate
3fBD94 - Character Scrolling Menu Bottom 3 Objects Y coordinate
3fBD97 - Character Scrolling Menu Bottom 3 Objects Height

3fBD99 - Character Scrolling Column Menu Height
3FBE7D - Character Scrolling Menu X Coordinate, when you select it
3FBE7E - Character Scrolling Menu Y Coordinate, when you select it
3FBE7F - Character Scrolling Menu Width, when you select it
3FBD97 - Character Scrolling Menu Width of other 2 scrolling boxes - Change 3FBD93 & 3FBD95 to 01 for it to be 1 left and 1 extended right

3FBE1D - X Coordinate of ** Character stats
3FBE35 - Something to do with X Coordinate of top of weapon box
3FBE38 - Something to do with background boxes?

3FBE43 - "Weapon" box X Coordinates
3FBE4F - X coordinate of top part of weapon list?
3FBEAC - Weapon Box Width when you're choosing a weapon
3FBE51 - Weapon Box Width

3FBE56 - Description Box


3FBE6A - Character Scrolling last 2 columns Width when you select it 3FBE66 & 3FBE68 - Change both to 01 for it to be 1 left and extended 1 right
3FBE61 - Time Box X Coordinate, when you select it.
3FBE80 - Character Scrolling Menu Height, when you select it
3FBE84 - Weapon Box X Coordinates
3FBE78 - Change to 02 to bump entire character column over 1 spot (front boxes) --> use this to possibly fix weapon box
3FBE86 - Width of Weapon Box

3FBEAC - X Coordinate of Front Weapon Box
3FBEAD - Y Coordinate of Front Weapon Box
3FBEBE - Width of "weapon"/weapon box
3FBEC3 - Width of Description Box when you leave it

3FBE8B - "Weapon" Box X Coordinates?
3FBE8D - Blackness Width?
3FBECA - Weapon Box Coordinate
3FBECC - Weapon Box Width after you leave the weapon area
3FBED3 - Weapon Box List Width after you leave the weapon area

3FBEE3 - X Coordinate of all Attack/Defend/PWR/EVD stats 2 (The behind ones)

3FBEE8 - X Coordinate of Attack Stats when you select new weapon
3FBEE9 - Y Coordinate of Attack Stats when you select new weapon
3FBEED - X Coordinate of Back Description Box

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

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

3fBDB5 - Start of Editing Column

3FBE20 - Characters Name/LVl Text Modifying Status

3fC53C-41 - Editing the text "Level **"
3FC38D - Editing "Level **" text (JP FINAL)
3FC542 - Edits the max level symbol  07 = Star * 09 = 00
3FC546 - Pwr Hit Mag ** X COORDINATE
3FC549 - Edits Max symbol for Power 00 = ** 0a = 99
3FC4D8 - Name Pointer in Menu
3FC4ED - "LV" text modification
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
3FC571 - EXP ##### X COORDINATE
3FC579 - NEXT ##### X COORDINATE
3FC5BF - How many letters appear in Menu (Gets rid of 1 ><)
3FCB04 - Prelease (Same as above)
3FC5C3 - Pointer for "LV" Text
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

3FBE11 - Character Stats X Coordinate Scrolling Menu \
3FBE12 - Character Stats Y Coordinate Scrolling Menu / These move the ENTIRE status, including name, attack, defense etc..
3FBE20 - Characters Name/LVl Text Modifying Status?

3FC5BD-3FC5C1 - General Area for Character Name


Item Menu Editing
============================
02AA2C - Beginning of the Item Menu Routine
02AA84 - Beginning Area of ALL item Data?

02ADDF - Triangle Pointer X Coordinate
02ADE0 - Triangle Pointer Y Coordinate

3FB53E - Hand X Coordinate Item Slot 1
3FB53F - Hand Y Coordinate Item Slot 1

3FB544 - Hand X Coordinate Item Slot 2
3FB545 - Hand Y Coordinate Item Slot 2

3FB54A - Hand X Coordinate Item Slot 3
3FB54B - Hand Y Coordinate Item Slot 3

3FB550 - Hand X Coordinate Item Slot 4
3FB551 - Hand Y Coordinate Item Slot 4

3FB556 - Hand X Coordinate Item Slot 5
3FB557 - Hand Y Coordinate Item Slot 5

3FB55C - Hand X Coordinate Item Slot 6
3FB55D - Hand Y Coordinate Item Slot 6

3FB562 - Hand X Coordinate Item Slot 7
3FB563 - Hand Y Coordinate Item Slot 7

3FB568 - Hand X Coordinate Item Slot 8
3FB569 - Hand Y Coordinate Item Slot 8

3FB56E - Hand X Coordinate Item Slot 9
3FB56F - Hand Y Coordinate Item Slot 9

3FB574 - Hand X Coordinate Item Slot 10
3FB575 - Hand Y Coordinate Item Slot 10

3FB57A - Hand X Coordinate on Use/Move
3FB57B - Hand Y Coordinate on Use/Move

3FB580 - Hand X Coordinate on Organize
3FB581 - Hand X Coordinate on Organize


02AE32 - X Coordinate of Item when you use it
02AE4B - X Coordinate of Item: # Item Top
02ACAE - X Coordinate of Item: # Item Bottom
02AE54 - X Coordinate of Items? (Huh?)

02AEBC - Blackness when selecting an equip item
02AED6 - Change to 07 for it to do 7 letter names nicely?
02AF02 - Change to 07 for names again =/ (It's ugly with 07)
02AFBD - ???
02AFC8 - X Coordinates of the entire Character Box and Stats?
02AFD4 - Something to do with back box?
02AFF1 - X Coordinates of Character Stats when you try to use a healing item
02AFF2 - Y Coordinates of Character Stats when you try to use a healing item
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

02B05F - Length of Item Names !
02B06A - Symbol to use for dividing the item name and the # (:)
02B06C - X coordinate of :?
02B075 - Number of items that can be held (11 = 2 digits) (22 = 3 digits) (25 = 255 max)

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
3FC080 - Item Description Box WIDTH
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

3FC0AC - Character Box X Coordinates
3FC0AD - Character Box Y Coordinates

3FC0AE - Character Box Width
3FC0AF - Character Box Height

Tech Menu Editing
=============================
02B350 - Beginning of Routine? - Stopped at 2B3E0

02B5EA - Change this to affect how much data scrolls over?
02B642 - How much data it reads on the right
02B67A - Ending data for character stats


02B5F8 - Change to 0B for it to get more data on the right
02B580 - Change to 04 \
02B5EF - Change to 04  > Change these to 04 for the name to not scroll strangely
02B5AF - Change to 04 /

02B5B0 - X Coordinate of Character stats when scrolling
02B5B4 - X Coordinate of 2nd half character stats
02B585 - X Coordinate of Character Stats when scrolling back up

02B5F0 - X Coordinate of Character Stats
02B5F1 - Y Coordinate of Character Stats

02B5F8 - How much data it copies from the right when you scroll

02B901 - Color of healing techs
02B90D - Color of * of healing techs

02BDE4 - Length of Tech Names?

02BB0B - X Coordinates of Characters
02BB1A - Y Coordinates of Characters

02B9FF - Y Coordinates of PC1 when you select for tech
02BA00 - X Coordinates of PC1 when you select for tech

02BB3B - X Coordinate of Mp Used "#" when you select someone to view techs
02BB4C - X Coordinate of Second/Third Character for dual/triple tech viewing

02BA74 - X Coordinates of Character Stats
02BA75 - Y Coordinates of Character Stats
02BB8A - X Coordinate of Character Stats when you select someone to view techs

02BADC - X Coordinate of Triangle Pointer
02BADD - Y Coordinate of Triangle Pointer

02BD40 - Tech Labels, 01 = Crono's 09 = Lucca's, etc etc

02BD6F - X Coordinates of Techs
02BD70 - Y Coordinates of Techs

02BEDO - X Coordinate of Stats / Tech 1 2 3 when you select someone's tech to heal
02BED1 - Y Coordinate of Stats / Tech 1 2 3 when you select someone's tech to heal

02BE91 - X Coordinate of Character Stats (In Character Column) when choosing to heal someone


02BF31 - Y Coordinate of PC 1 when you want to heal him/her
02BF33 - Y Coordinate of PC 2 when you want to heal him/her
02BF35 - Y Coordinate of PC 3 when you want to heal him/her
02BF30 - X Coordinate of PC 1 when you want to heal him/her
02BF32 - X Coordinate of PC 2 when you want to heal him/her
02BF34 - X Coordinate of PC 3 when you want to heal him/her

3FBFAB - Tech 1 2 3 X Coordinate
3FBFAC - Tech 1 2 3 Y Coordinate
3FBFAF - Menu X Coordinates
3FBFB4 - Character Area Box X Coordinate
3FBFB5 - Character Area Box Y Coordinate
3FBFB6 - Character Area Width
3FBFB7 - Character Area Height
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
3FC016 - Something to do with other HDMA
3FC01C - Tech Menu Hand Pointer?
3FC022 - Character Stats X Coordinate
3FC023 - Character Stats Y Coordinate

3FB7A6 - Hand X coordinate (There's 8 in total you have to change - 6 Bytes Each) ~Mauron~
3FB7A7 - Hand Y coordinate (There's 8 in total you have to change - 6 Bytes Each) ~Mauron~

3FB7D6 - Hand X Coordinate when you choose to heal someone.  (There's 3 in total you have to change - 6 Bytes Each) ~Mauron~

3FB7E8 - Hand X Coordinate PC 1
3FB7E9 - Hand Y Coordinate PC 1

3FB7EE - Hand X Coordinate PC 2
3FB7EF - Hand Y Coordinate PC 2

3FB7F4 - Hand X Coordinate PC 3
3FB7F5 - Hand Y Coordinate PC 3


Exchange Menu Data
==============================
02C5E0 - Beginning of routine data?

02C7A1 - Change to 08 for it to copy all 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

02C76A - How much data it reads from the left?

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


Save Menu Editing
============================
02D06C - Around here has something to do with all the text
02D14E - Chapter Names

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
3FC15F - X Coordinate of "Time" "Save #: ###" and "######## G"
3FC135 - HDMA Effects Pointer
3FC16B - Character Stats X Coordinate
3FC16C - Character Stats Y Coordinate

Settings Menu Editing
============================
3FC1BD - Background Box Editing

Shopping Menu Editing
============================
3FC225 - Background Box Editing
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on March 29, 2009, 06:40:56 pm
Found the area of the tech menu issue. It's somewhere in this range: 3FBD08-3FBD17

Edit: 3FBD0B-3FBD0C: 09 F6
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 29, 2009, 07:39:34 pm
Jees, all the way down there?  I didn't expect it to be in that range.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on March 29, 2009, 07:47:30 pm
I just set an execute breakpoint on C2F373, and started zeroing out the areas it returned.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 29, 2009, 08:01:59 pm
It actually returned values?

Quote from: Snes9X
$C2/F373 54 7E FF    MVN 7E FF               A:0021 X:B808 Y:9100 P:eNvMxdizc
- That's all I get
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on March 29, 2009, 08:05:33 pm
Oh, sorry for not being clear. The X register holds the location in bank FF that starts the section, and the accumulator (A) holds the length of the area. The Y register holds the destination in memory.

In your quote, it's telling you that the data range is FFB808-FFB829.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 29, 2009, 08:10:34 pm
OH!  So THAT'S how those work!  That's a huge help!  Thanks for that tidbit of info
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on March 29, 2009, 08:12:44 pm
You're welcome.

Unfortunately the data for the graying out of unselected characters seems to be handled by another routine, unless I missed something.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 29, 2009, 08:17:41 pm
Yea, it's definitely something else.  I've gone through and can't find anything on it.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on March 29, 2009, 08:25:00 pm
What was your plan of attack for finding HDMA data?
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 29, 2009, 08:32:05 pm
I was hoping the HDMA data would be somewhere around those areas for it, but as shown and suspected it wasn't.  I'm not sure but maybe set a breakpoint at the start of the menu data and see if it reads anything that we haven't checked.  That's very undescriptive but I think Geiger's offset guide lists a few unknown routines near the beginning of the rom.  I would think it's something around there.

Quote from: Geiger's Offset Guide
02754D   027DE3   CODE   N   Unknown routines   2003.05.06
027DE4   027FFF   ---   N   UNUSED SPACE (540 bytes)   2003.05.22
028000   0286DC   CODE   N   "Unknown routines, contains clock routines"   2007.02.09
0286DD   0286EC   CODE   N   Load Menu HDMA into RAM   2007.01.15
0286ED   028770   CODE   N   Unknown routines   2007.01.15
028771   028790   DATA   N   Menu HDMA table   2007.01.15
028791   028C5A   CODE   N   Unknown routines   2007.01.15
028C5B   028C74   PTR   N   Pointers to character maintenance routines   2004.06.17
028C75   0299C9   CODE   N   Unknown routines   2004.06.17
0299CA         N      2003.05.06
029AAD   029B4F   CODE   N   Main menu assembly / drawing   2005.04.04
029B50         N      2005.04.04
02C511   02C547   CODE   N   Unknown routines   2003.05.06
02C548         N      2003.05.06

These for example.  It's around the setup of the menu and the HDMA.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: Mauron on March 29, 2009, 09:11:07 pm
I just noticed a minor glitch. The game isn't overwriting the wider window properly when passing to the save, exchange, and settings menus.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 29, 2009, 09:15:54 pm
Yea, I'm not sure on that one either.  I really don't know what to do with that little bug.

Edit: Then there's the matter of the Tech Icons being half highlighted because I had to nudge them over one.  Then there's the other issue of the 7th letter not working properly in save, and in battle, and when selecting equipment in the item menu X_X
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on March 30, 2009, 03:58:28 pm
Experimenting a bit and came up with this ugly little thing.  (http://i44.tinypic.com/14y6f4m.png) - Possibly getting closer to a VWF battle font?
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on May 08, 2009, 08:50:11 pm
(http://i41.tinypic.com/wk5w2f.png) - Slight update.  They all fit with 7 letters now, only issue is that it's still a little screwy.  Hopefully that'll be fixed :D
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: FaustWolf on May 08, 2009, 09:34:34 pm
Fantastic. I think I've asked this before, but do you foresee a lot of problems editing the dialogue and the game code once the patch is applied justin? I think someone raised questions about that, with character names specifically, but I'm wondering if it couldn't be solved by hardcoding names into the dialogue.
Title: Re: 6 Letters Available! (Complete!) - Now Doing 7!
Post by: justin3009 on May 09, 2009, 02:05:27 pm
7 letters works perfectly fine in the dialogue from what I'm seeing.

Update!

(http://i39.tinypic.com/2eeezxw.png) - Fixed :]!