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Where Blitz characters locations?? - Printable Version

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Where Blitz characters locations?? - q8fft - 02-20-2018

I want asking about characters locations for Blitz??
my question is how to change only GFX characters for skill not command Is this possible ?


RE: Where Blitz characters locations?? - madsiur - 02-20-2018

Do you mean you have changed both font to Arabic already and Blitz input still show in English button GFX? I thought this would be in one on the two fonts you can modify with FF3usME but if the Blitz input have their own special font / GFX, I have no idea where this is...

Edit: My first guest would the small or big font:
[Image: r3yrsYE.png]


RE: Where Blitz characters locations?? - q8fft - 02-20-2018

Yes. as you can see blitz read characters from small font,
so i want add GFX A,B,X,Y,L,R to the player understands which buttons he presses.
[Image: s9O5ho0.png]

Edit: But I do not know where to search and blitz using small font ...


RE: Where Blitz characters locations?? - madsiur - 02-20-2018

This is the table you need to change:

Code:
Tile attributes for Blitz inputs
C3/5C1C:    0000        ; Terminator
C3/5C1E:    0000        ; Bogus; for A
C3/5C20:    0000        ; Bogus; for B
C3/5C22:    9720        ; X
C3/5C24:    9820        ; Y
C3/5C26:    8B20        ; L
C3/5C28:    9120        ; R
C3/5C2A:    D620        ; Down-left
C3/5C2C:    D4A0        ; Down
C3/5C2E:    D660        ; Down-right
C3/5C30:    D520        ; Right
C3/5C32:    D6C0        ; Up-right
C3/5C34:    D420        ; Up
C3/5C36:    D6A0        ; Up-left
C3/5C38:    D560        ; Left

Each entry is 2 bytes, first byte is font tile ID and 2nd byte "attributes" (not sure what this mean).. Maybe A and B are 0000 because the blitz input use those to confirm / cancel.. Let's say you draw a "X" in the small font in tile #FE, first byte would be FE. You'll have to test the 2nd byte, maybe use 20 like other letters.

For the small font I don't remember if you can use free tiles below ID #78.


RE: Where Blitz characters locations?? - q8fft - 02-21-2018

(02-20-2018, 10:40 PM)madsiur Wrote: This is the table you need to change:

Code:
Tile attributes for Blitz inputs
C3/5C1C:    0000        ; Terminator
C3/5C1E:    0000        ; Bogus; for A
C3/5C20:    0000        ; Bogus; for B
C3/5C22:    9720        ; X
C3/5C24:    9820        ; Y
C3/5C26:    8B20        ; L
C3/5C28:    9120        ; R
C3/5C2A:    D620        ; Down-left
C3/5C2C:    D4A0        ; Down
C3/5C2E:    D660        ; Down-right
C3/5C30:    D520        ; Right
C3/5C32:    D6C0        ; Up-right
C3/5C34:    D420        ; Up
C3/5C36:    D6A0        ; Up-left
C3/5C38:    D560        ; Left

Each entry is 2 bytes, first byte is font tile ID and 2nd byte "attributes" (not sure what this mean).. Maybe A and B are 0000 because the blitz input use those to confirm / cancel.. Let's say you draw a "X" in the small font in tile #FE, first byte would be FE. You'll have to test the 2nd byte, maybe use 20 like other letters.

For the small font I don't remember if you can use free tiles below ID #78.

thank you so much madsiur Task completed Smile...
[Image: vODmSWG.png]