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Antinomia: FF6
10-09-2020, 08:45 PM
I've finished scripting out all the remaining major new scenes and it looks like I have juuuust enough available and unused dialogue pointers to fit it all.
However, it also looks like if I really need to, I can simply move the dialogue pointer table to a larger block of empty space so it has more room to grow and update the address reference to it in the call routine, which I assume would give me however many extra pointers it would take to completely fill bank F0 (bank CD has about 1200 lines in it, so...). I tested this and it seems to be working, but it then makes it incompatible with the FF3usME dialogue editor. Really wish FF3usME was open-source so I can tweak where it's looking for the pointer table, because that seems to be all that's confounding it. But without it, that means if I want to manually add more dialogue beyond what can fit at its original address, I'll have to make absolutely sure I'm done editing all the existing lines before I move it so that I'm only ever adding pointers to the end of the table.
However, it also looks like if I really need to, I can simply move the dialogue pointer table to a larger block of empty space so it has more room to grow and update the address reference to it in the call routine, which I assume would give me however many extra pointers it would take to completely fill bank F0 (bank CD has about 1200 lines in it, so...). I tested this and it seems to be working, but it then makes it incompatible with the FF3usME dialogue editor. Really wish FF3usME was open-source so I can tweak where it's looking for the pointer table, because that seems to be all that's confounding it. But without it, that means if I want to manually add more dialogue beyond what can fit at its original address, I'll have to make absolutely sure I'm done editing all the existing lines before I move it so that I'm only ever adding pointers to the end of the table.
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