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FFVI Advance on SNES Project

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The battle dialog are originally stored here (Header is taken in account). There is the pointers and the dialog data (for two Banks):

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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Messages In This Thread
FFVI Advance on SNES Project - by pjmcphee87 - 02-09-2012, 03:44 PM
RE: FF6 GBA Script Project - by madsiur - 02-09-2012, 04:39 PM
RE: FF6 GBA Script Project - by pjmcphee87 - 02-09-2012, 05:56 PM
RE: FF6 GBA Script Project - by madsiur - 02-09-2012, 07:11 PM
RE: FF6 GBA Script Project - by pjmcphee87 - 02-10-2012, 02:49 PM
RE: FF6 GBA Script Project - by pjmcphee87 - 02-22-2012, 01:56 PM
RE: FF6 GBA Script Project - by madsiur - 02-22-2012, 06:33 PM
RE: FF6 GBA Script Project - by pjmcphee87 - 02-22-2012, 07:25 PM
RE: FF6 GBA Script Project - by Angelo26 - 02-22-2012, 10:10 PM
RE: FF6 GBA Script Project - by pjmcphee87 - 02-22-2012, 11:07 PM
RE: FF6 GBA Script Project - by DarkPhoenix - 02-23-2012, 11:03 AM
RE: FF6 GBA Script Project - by pjmcphee87 - 02-23-2012, 11:52 AM
RE: FF6 GBA Script Project - by pjmcphee87 - 02-28-2012, 12:30 PM
RE: FF6 GBA Script Project - by Angelo26 - 03-01-2012, 09:01 AM
RE: FF6 GBA Script Project - by pjmcphee87 - 03-01-2012, 10:16 AM
RE: FFVI Advance on SNES Project - by Binarynova - 04-06-2012, 05:16 PM
RE: FFVI Advance on SNES Project - by pjmcphee87 - 04-11-2012, 09:01 PM
RE: FFVI Advance on SNES Project - by Binarynova - 01-06-2013, 01:43 AM

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