FF6 Hacking
Field RAM question - Printable Version

+- FF6 Hacking (https://www.ff6hacking.com/forums)
+-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html)
+--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html)
+--- Thread: Field RAM question (/thread-3314.html)



Field RAM question - funkydiscogod - 08-21-2016

When adding characters to the party, I wanted to be able to have them in the start off in the back row.  Last night I was attempting to make a new event code that would simply switch the character's rows.

In the Field RAM page of the Wiki, there is this:

Code:
$0867-$1068 Object Data (50 items, 41 bytes each, $00-$0F are characters, $10-$2F are NPC's, $30 is camera ($07B0), $31 is showing character or for unused objects ($07D9))
-----------
     $0867 verbbppp Object Settings
           v: Visible
           e: Enabled (active)
           r: Battle Row (back row if set) \
           b: Battle Order                 |--> characters only, though $1850 is "master" data
           p: Party                        /

It took me all night to figure out that changing row in $1850 has no effect.  But, changing row in the $0867 block does.

It seems like the $0867 is the "master" data.

Where did this claim of "master" data come from?


RE: Field RAM question - madsiur - 08-21-2016

I'm not sure if I understand your question but $0867 is a RAM address, while $1850 is a SRAM address (SRAM is part of RAM). SRAM data is your save game data, meaning the "live" data is $0867 that is stored in $1850 prior or upon game saving. When you load a game, $1850 will be used to apply row or / and it will be transferred into $0867 that will do its job.

Edit: SRAM block is $1600 to $1FFF.


RE: Field RAM question - funkydiscogod - 08-21-2016

Now, I see what it meant by "master".

Every time the game went into the menu, it copied the value of $0867 to $1850.

I was confused on why the "master" was doing nothing. I get it now.


RE: Field RAM question - B-Run - 08-22-2016

You also might not need a custom event for this. You can probably just tack this on to the "Set Properties ID" code or another portion of the character setup...

Edit: to clarify, you probably don't need a whole new event command, rather, just add the new code to an existing event command.