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FFVI Advance on SNES Project
The battle dialog are originally stored here (Header is taken in account). There is the pointers and the dialog data (for two Banks):
The next two routine is where the pointers are loaded. One is for bank 1 the other bank 2. There might be other data to change but I believe only battle event command 10 do that job, not sure though:
Without a long explication you would have to change the values at C1/981A (this might or might not be the bank), C1/9828, C1/9838(this might or might not be the bank) and C1/9846 I think.
I don't know the difference between bank 1 and 2, one might be the big quotes and the other the small quotes but you should make sure when you move those dialog to keep the pointers right before them and like just change the value of the bank so it would mean as an example something like F6E3E0 for bank 2 and F6E130 for the pointers...It's just a suggestion.
And after that you won't be able to edit them with FF3usME.
Edit: Well after a second look here is the battle messages:
and where the pointers are loaded (change C1/98FE(not sure again) and C1/990C):
I think that's all. If there is more to change you'll know when your ROM crash or glitch...
Code:
0FE1E0 0FE3DF PTR No Pointers to Battle Dialogue (Bank 2) (+0F0200) 7/16/2002
0FE3E0 0FF64F TXT No "Battle Dialogue (Bank 2) (256 items, variable length)" 7/16/2002
10D200 10D3FF PTR No Pointers to Battle Dialogue (Bank 1) (+100200) 7/16/2002
10D400 10FEFF TXT No "Battle Dialogue (Bank 1) (256 items, variable length)" 7/16/2002
The next two routine is where the pointers are loaded. One is for bank 1 the other bank 2. There might be other data to change but I believe only battle event command 10 do that job, not sure though:
Code:
C1/981A: A9D0 LDA #$D0 (from C1/96CA, C1/970F)
C1/981C: 8DD988 STA $88D9
C1/981F: A00100 LDY #$0001
C1/9822: B78F LDA [$8F],Y
C1/9824: C220 REP #$20
C1/9826: 0A ASL A
C1/9827: AA TAX
C1/9828: BF00D0D0 LDA $D0D000,X (pointer to battle dialogue, bank 1)
C1/982C: 8DD788 STA $88D7
C1/982F: E68F INC $8F
C1/9831: 7B TDC
C1/9832: E220 SEP #$20
C1/9834: 60 RTS
Battle Dynamics Command 10
C1/9835: 200F98 JSR $980F (from C1/956B, X = 10)
C1/9838: A9CF LDA #$CF
C1/983A: 8DD988 STA $88D9
C1/983D: A00100 LDY #$0001
C1/9840: C220 REP #$20
C1/9842: B176 LDA ($76),Y (parameter 1 for command 10)
C1/9844: 0A ASL A
C1/9845: AA TAX
C1/9846: BFE0DFCF LDA $CFDFE0,X (pointer to battle dialogue, bank 2)
C1/984A: 8DD788 STA $88D7
C1/984D: 7B TDC
C1/984E: E220 SEP #$20
C1/9850: 9CAC62 STZ $62AC
C1/9853: 8025 BRA $987A
Without a long explication you would have to change the values at C1/981A (this might or might not be the bank), C1/9828, C1/9838(this might or might not be the bank) and C1/9846 I think.
I don't know the difference between bank 1 and 2, one might be the big quotes and the other the small quotes but you should make sure when you move those dialog to keep the pointers right before them and like just change the value of the bank so it would mean as an example something like F6E3E0 for bank 2 and F6E130 for the pointers...It's just a suggestion.
And after that you won't be able to edit them with FF3usME.
Edit: Well after a second look here is the battle messages:
Code:
11F200 11F99F TXT No "Battle Messages (256 items, variable length)" 7/16/2002
11F9A0 11FB9F PTR No Pointers to Battle Messages (+110200) 7/16/2002
and where the pointers are loaded (change C1/98FE(not sure again) and C1/990C):
Code:
C1/98FE: A9D1 LDA #$D1
C1/9900: 8DD988 STA $88D9
C1/9903: A00100 LDY #$0001
C1/9906: B176 LDA ($76),Y
C1/9908: C220 REP #$20
C1/990A: 0A ASL A
C1/990B: AA TAX
C1/990C: BFA0F7D1 LDA $D1F7A0,X (Load pointer to battle message)
C1/9910: 8DD788 STA $88D7
C1/9913: 7B TDC
C1/9914: E220 SEP #$20
C1/9916: 60 RTS
I think that's all. If there is more to change you'll know when your ROM crash or glitch...
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