Portraits in Dialog Boxes (Notes) - 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: Portraits in Dialog Boxes (Notes) (/thread-929.html) Pages:
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Portraits in Dialog Boxes (Notes) - Zeemis - 03-04-2011 I have never really played the GBA port of Final Fantasy VI because of the SNES version, however, I saw that in that game they have portraits in dialog boxes. This is thanks to BlackTelomeres in his patch released. An example: This thread is meant to be my notes on trying to get it to work for the SNES version. It seems like it'd be as simple as editing the dialog boxes window width so it is able to fit a portrait in it; in essence, scrunching up the text to fit a portrait. I want the portrait to work similar to how spell icons work. Similar to how icons in names, I want it to be customizable. Sword icon next to it's name work, or a spell icon next to it's name. Visual Example: Lightbringer I would need to route a variable to the dialog boxes and set it to the far left of the window. That variable would be interchangeable, meaning you can replace it with the portraits ID. The believe the variable that holds the characters portrait is in the following: Code: Display character portrait By finding this, maybe I can add some sort of "splitter", (like a coaxial cable splitter for your TV) so that it also adds this bit of code to the dialog box. If you can't view the Lightbringer text, download this font pack and install them. It should be viewable to the right of the sword icon. Download RE: Portraits in Dialog Boxes (Notes) - Lijj - 03-04-2011 O: I really wanted something like this for the portrait revamp base patch. I love you man!!! I'm almost done with all of them. If you get this done I'll do something for you in graphics as a return favor. RE: Portraits in Dialog Boxes (Notes) - Zeemis - 03-04-2011 This I feel won't be easy for me to complete, but I'll work at it. RE: Portraits in Dialog Boxes (Notes) - Angelo26 - 03-04-2011 Boy, zeemis, you sure have your hands full working on many projects at the same time, and you've started to learn assembly as well. I like you, you're not intimidated to work on assembly at all :p Initial idea on this: The code you found for it is for the display of portraits in the menu. Where's the code that displays the text in dialogue through the whole game? Maybe find that code, and insert a command there that makes you jump to the address C3/7003? RE: Portraits in Dialog Boxes (Notes) - Zeemis - 03-04-2011 That's the tricky part, finding the dialog window. PS. Lenophis says that won't work. <_< RE: Portraits in Dialog Boxes (Notes) - Angelo26 - 03-04-2011 Did he suggest something that may work? Can you post your conversation with him here? RE: Portraits in Dialog Boxes (Notes) - Zeemis - 03-11-2011 Email conversation between me and Lord J: Quote:Zeemis: Quote:Lord J: RE: Portraits in Dialog Boxes (Notes) - Angelo26 - 03-11-2011 Example of code used for displaying character portraits for endings. Calling the command E7 XX will not work by itself, just tested it... Code: CA/149A: E7 Unknown command, parameter $02 RE: Portraits in Dialog Boxes (Notes) - DjinnAndTonic - 03-11-2011 "Won't work"? Where did you try using it? RE: Portraits in Dialog Boxes (Notes) - Angelo26 - 03-11-2011 Tried using it at the burning house in thamasa, (after the fight with the flame eater cause I'm working on an event there) and nothing happened. I tried using it for different characters, including terra, locke, mog and leo. Nothing appeared. By the way, seems you're alright. It's been on the news all over since this morning, about the earthquake and tsunami over japan...glad you're alright. |