Author Topic: Arrangement Data For Menu And Battle  (Read 2566 times)

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #45 on: February 03, 2009, 06:06:48 pm »
I was trying to do that, but haven't tried everything yet.  I just tried the basic skip a line code to allow that, but no worky.  There's definitely enough room for it though, that's for sure.

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #46 on: February 06, 2009, 07:39:21 pm »
02C785 - Change to 02 so it copies over ALL letters on 1st Column
02C78D - Change to 12 so it copies over ALL letters on 2nd Column

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

02CAFF - Original A9, change to AA maybe for it to have a perfect HDMA in exchange?
02CB19 - X Coordinate of Hand in Exchange Menu
« Last Edit: February 07, 2009, 12:41:00 am by justin3009 »

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #47 on: February 19, 2009, 04:35:09 pm »
Could I request a little help?  I was wondering what bytes change the position of MP, HP, and the character names.  I've been going through the data but I can't find anything except this

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

103D0 - Symbol for /
103D2 - X Coordinate for /
- Which I think those bytes are wrong for the HP.  I'm trying to re-arrange the menu a bit to see what we can do to expand names and stuff.

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #48 on: April 10, 2009, 08:47:38 pm »
Shopping Menu Editing ~Crono's Y/X Coordinates read C0 20~ - Based off of Party Swap menu's data.~
============================
0288B8 - Somewhere around here is the item price stats

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

02F2EF - Length of Item Names

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

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

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

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

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

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

3FC319 - X Coordinate of Character Stat XX/**
3FC31A - Y Coordinate of Character Stat XX/**

Zakyrus

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Re: Arrangement Data For Menu And Battle
« Reply #49 on: April 10, 2009, 09:50:17 pm »
Great findings! I'm taking notes guys, some point I hope to use this information for FF9 style synth-shops someday.  :P

~Z

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #50 on: April 11, 2009, 03:59:42 pm »
Battle Item Menu Editing
==============================
010960 - Start of the Item Name Routine?

010A12 - X Coordinate of :
010A5F to 10A86 - Routine of the text "Item"
010A62/010A67 - X Coordinate of "I"
010A6C/010A71 - X Coordinate of "T"
010A76/010A7B - X Coordinate of "E"
010A80/010A85 - X Coordinate of "M"


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

Edit 3:
010A4D/52 - X Coordinate of first item # (Bump the values up 2, so going from E0 E1 go to E3 E4)
010A58/5D - X Coordinate of second item # (Bump the values up 2, so going from E0 E1 go to E3 E4)
« Last Edit: April 11, 2009, 04:32:29 pm by justin3009 »

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #51 on: April 13, 2009, 11:01:50 pm »
- FOund the item length in battle.

0109D7 - Length of Item Names In Battle

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #52 on: April 15, 2009, 09:23:07 am »
Triple post but could I receive some help on the item names?  The only thing changed is how many bytes it reads per string, but I'm not sure WHERE the actual thing is for how many bytes each item name reads then goes to the next.  It's like, permanently stuck on 0B for 11 but there must be an actual routine for the item names somewhere.

Vehek

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Re: Arrangement Data For Menu And Battle
« Reply #53 on: April 16, 2009, 01:53:44 am »
For battle, it's right before the "bytes per string" you changed.
Code: [Select]
C1/09B7 BD 80 15    LDA $1580,x //The item number
$C1/09BA D0 03       BNE $03    [$09BF]
$C1/09BF C2 20       REP #$20
$C1/09C1 85 84       STA $84    [$00:0084]
$C1/09C3 0A          ASL A
$C1/09C4 0A          ASL A
$C1/09C5 85 8E       STA $8E    [$00:008E]
$C1/09C7 0A          ASL A
$C1/09C8 18          CLC
$C1/09C9 65 8E       ADC $8E    [$00:008E]
$C1/09CB 38          SEC
$C1/09CC E5 84       SBC $84    [$00:0084]
$C1/09CE 69 5E 0B    ADC #$0B5E

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

It uses this value to create the table:
Code: [Select]
$C2/98FA 69 0B 00    ADC #$000B
« Last Edit: April 16, 2009, 02:05:55 am by Vehek »

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #54 on: April 16, 2009, 07:57:48 pm »
Wow I AM a fucking moron!  I knew about that byte Vehek, and I thought it was wrong cause it screwed up a lot of names.  Then realized, NO SHIT SHERLOCK!  IT'S 15 LETTERS, IT'S GOING TO READ FARTHER!  THANK YOU for confirming that byte though.

- Here you go!  Here's a little preview!

Edit: All item names are now 15 letters.  The only thing not working is in battle as something isn't being changed correctly.
« Last Edit: April 17, 2009, 09:13:45 am by justin3009 »

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #55 on: April 17, 2009, 09:14:14 am »
Double post. - DS Item names are working so far.  I just realized that "Carpenter's Tools" and "Prism Spectacles" will have to be changed somehow to fit.

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #56 on: April 17, 2009, 07:34:55 pm »
Triple Post.  I'm wondering a bit what caused the menu's to be sluggish.  Was it the VWF routine it had to load?  The font it had to load?  The pointers?  I'm really hoping it's not the VWF routine.  I'm planning to see if I can isolate ONLY the VWF routine and put that in the menu.  I did a little testing with a mock-up of what it'd look like, I could easily fit another 1-2 letters more if the items were VWF'd, which would leave a little more room for naming that's needed.

Edit: Yea, I just tested it with a little mock-up, I could EASILY fit "*Prism Spectacles" and have room for an extra letter.  Hopefully it can be isolated X-x
« Last Edit: April 17, 2009, 07:39:48 pm by justin3009 »

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #57 on: April 19, 2009, 02:35:52 pm »
God, I feel like a spam whore.  But I decided to make all the labels like "ITEM" "ARMOR" ACCESSORY" "WEAPON" to be lower cased.  By doing so, we can now have 16 letters as a max for names.

Mauron

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Re: Arrangement Data For Menu And Battle
« Reply #58 on: April 19, 2009, 09:10:38 pm »
Menu Selection Box - Area behind icons:

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

I'm not sure how exactly it determines where to grab those tiles from.

justin3009

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Re: Arrangement Data For Menu And Battle
« Reply #59 on: April 19, 2009, 09:37:51 pm »
Ah, I was meaning to get those.  Thank you for grabbing that!