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Adapting Angelo's Name Patch
I don't have time to test this but I can leave some info here. That #$9E94 might be a starting position so maybe reverting to #$9E92?
I would check if any of these offsets are changed too, this is the whole battle menu data for positioning and size (and maybe more):
Code:
(Magic menu drawing script.)
C2/E036: 05 03 (Draw 3 spaces)
C2/E038: 04 21 (Change tile palette to #$21)
C2/E03A: 0F 00 (Draw spell name)
C2/E03C: FF FF (Draw 2 spaces)
C2/E03E: 04 21 (Change tile palette to #$21)
C2/E040: 0F 00 (Draw spell name)
C2/E042: 05 0A (Draw 10 spaces)
C2/E044: 00 (End script)
I would check if any of these offsets are changed too, this is the whole battle menu data for positioning and size (and maybe more):
Code:
// windows sizes and positions
// 32-bit data called from C1/53AC.
C2/DD9E: 0C 08 15 8D // enemy name window
C2/DDA2: 12 08 2D 8D // character name / HP window
C2/DDA6: 0A 08 17 8D // skill window
C2/DDAA: 1E 08 15 8D
C2/DDAE: 1E 08 15 8D
C2/DDB2: 09 08 3F 8D
C2/DDB6: 1E 05 15 8D
C2/DDBA: 15 08 15 8D
C2/DDBE: 1E 04 15 8D
C2/DDC2: 07 04 13 8D
C2/DDC6: 0C 05 13 8D
C2/DDCA: 1E 04 C1 A9
C2/DDCE: 12 04 CD A9
C2/DDD2: 12 07 17 8D
C2/DDD6: 0C 08 17 8D
// unknown table
64-bit data.. This is called from a few places in a function located at C1/5165
C2/DDDA: 75 4E 51 4D 08 00 00 00
C2/DDE2: 75 4F 51 4D 08 00 00 00
C2/DDEA: D5 51 61 4D 08 00 00 00
C2/DDF2: D5 53 61 4D 05 00 00 00
C2/DDFA: 75 54 61 4D 06 00 00 00
C2/DE02: 75 4F 51 4D 05 00 00 00
C2/DE0A: 95 4F 71 4D 05 00 00 00
C2/DE12: C5 4F A1 4D 05 00 00 00
C2/DE1A: F5 4F D1 4D 05 00 00 00
C2/DE22: 75 4F 51 4D 06 00 00 00
C2/DE2A: 95 50 71 4D 08 00 00 00
// unknown table
// 32-bit data... This is called from a few places in a function located at C1/50FB
C2/DE32: 5C 02 08 00
C2/DE36: 5C 02 08 00
C2/DE3A: 6C 02 08 00
C2/DE3E: 6C 02 08 00
C2/DE42: 6C 02 08 00
C2/DE46: 7C 02 05 00
C2/DE4A: 6C 02 08 00
C2/DE4E: 7C 02 05 00
C2/DE52: 7C 02 04 00
C2/DE56: 7C 02 04 00
C2/DE5A: 5C 02 04 00
C2/DE5E: 8C 02 04 00
C2/DE62: BC 02 04 00
C2/DE66: EC 02 04 00
C2/DE6A: 5C 02 04 00
C2/DE6E: 8C 02 04 00
C2/DE72: BC 02 04 00
C2/DE76: EC 02 04 00
C2/DE7A: 6C 02 05 00
C2/DE7E: 6C 02 05 00
C2/DE82: 6C 02 08 00
C2/DE86: 6C 02 08 00
C2/DE8A: 5C 02 07 00
C2/DE8E: 5C 02 04 00
C2/DE92: 5C 02 04 00
C2/DE96: 7C 02 08 00
C2/DE9A: 7C 02 08 00
C2/DE9E: 7C 02 08 00
// unknown table
C2/DEA2: 00 00 68 00
C2/DEA6: 00 00 B8 00
C2/DEAA: 00 01 E4 00
C2/DEAE: 00 00 24 01
C2/DEB2: 00 01 64 00
C2/DEB6: 00 01 A0 00
C2/DEBA: 00 00 B8 00
C2/DEBE: 00 00 24 01
C2/DEC2: 00 01 20 01
C2/DEC6: 00 01 64 00
C2/DECA: F8 FF 68 FF
C2/DECE: F8 FF 5C FF
C2/DED2: F8 FF 50 FF
C2/DED6: F8 FF 44 FF
C2/DEDA: 00 00 00 00
C2/DEDE: 00 00 00 00
C2/DEE2: 00 00 00 00
C2/DEE6: 00 00 00 00
C2/DEEA: F0 FF A4 FF
C2/DEEE: 00 00 00 00
C2/DEF2: 00 00 24 01
C2/DEF6: 00 00 68 00
C2/DEFA: 00 00 B8 00
C2/DEFE: F0 FF 68 FF
C2/DF02: 00 00 00 00
C2/DF06: 00 00 60 00
C2/DF0A: 00 00 24 01
C2/DF0E: 00 01 64 00
// horizontal positionings, lengths
// This 32-bit data is used at C1/4E7E. The rightmost byte in each line is unused. Appears to be location data for drawing battle menus.
C2/DF12: D5 5A 0C 00 // character names
C2/DF16: 95 5B 07 00
C2/DF1A: 05 5C 04 00
C2/DF1E: 45 5C 06 00
C2/DF22: 59 58 20 00 // skills menu text
C2/DF26: 61 8D 20 00
C2/DF2A: 4D 5E 20 00
C2/DF2E: A5 5C 07 00
C2/DF32: 3F 5D 07 00
C2/DF36: 85 5D 07 00
C2/DF3A: A5 5C 07 00
C2/DF3E: C1 5C 07 00
C2/DF42: DD 5C 07 00
C2/DF46: F9 5C 07 00
C2/DF4A: 05 5C 04 00
C2/DF4E: 15 5C 04 00
C2/DF52: 25 5C 04 00
C2/DF56: 35 5C 04 00
C2/DF5A: 45 5C 06 00
C2/DF5E: 5D 5C 06 00
C2/DF62: 75 5C 06 00
C2/DF66: 8D 5C 06 00
C2/DF6A: 45 5C 06 00
C2/DF6E: 5D 5C 06 00
C2/DF72: 75 5C 06 00
C2/DF76: 8D 5C 06 00
C2/DF7A: 45 5C 06 00
C2/DF7E: 5D 5C 06 00
C2/DF82: 75 5C 06 00
C2/DF86: 8D 5C 06 00
C2/DF8A: BD 5D 0C 00
C2/DF8E: 59 58 20 00
C2/DF92: 59 58 20 00
C2/DF96: CD 5E 0A 00
C2/DF9A: 57 8D 20 00
// positions, length, height?
// 64-bit data used at C1/470B
C2/DF9E: D5 5A 59 58 18 00 08 00
C2/DFA6: 95 5B 71 58 0E 00 08 00 // character names
C2/DFAE: 05 5C 7F 58 08 00 08 00
C2/DFB6: 45 5C 87 58 0C 00 08 00
C2/DFBE: 31 5D 15 8D 0E 00 05 00
C2/DFC6: 31 5D 95 8D 0E 00 05 00
C2/DFCE: 31 5D 15 8E 0E 00 05 00
C2/DFD6: 31 5D 95 8E 0E 00 05 00
C2/DFDE: 77 5D 21 8D 0E 00 05 00
C2/DFE6: 77 5D A1 8D 0E 00 05 00
C2/DFEE: 77 5D 21 8E 0E 00 05 00
C2/DFF6: 77 5D A1 8E 0E 00 05 00
C2/DFFE: 05 5C 7D 8D 08 00 08 00
C2/E006: 45 5C 85 8D 0C 00 08 00
C2/E00E: BD 5D 57 8D 18 00 06 00
C2/E016: 31 5D 17 8D 0E 00 05 00
C2/E01E: 77 5D 2F 8D 0E 00 05 00
C2/E026: CD 5E 57 8D 14 00 08 00
C2/E02E: 95 5B 6F 8D 0E 00 08 00 // character names
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