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Adapting Angelo's Name Patch

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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?

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
  Find
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[-] The following 1 user says Thank You to madsiur for this post:
  • DrakeyC (08-10-2018)



Messages In This Thread
Adapting Angelo's Name Patch - by DrakeyC - 08-10-2018, 09:27 AM
RE: Adapting Angelo's Name Patch - by madsiur - 08-10-2018, 09:51 AM
RE: Adapting Angelo's Name Patch - by DrakeyC - 08-10-2018, 03:15 PM
RE: Adapting Angelo's Name Patch - by madsiur - 08-11-2018, 12:11 AM
RE: Adapting Angelo's Name Patch - by DrakeyC - 08-11-2018, 12:38 AM

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