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Pony Fantasy VI Remake

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The offset where the Magic-type names are stored appears to be at C3/4AD3! Each entry is ten bytes wide.

Code:
Data, 10 bytes wide
C3/4AD3:    E8 87 9E 9A A5 A2 A7 A0 FF FF    (Healing  )
C3/4ADD:    E9 80 AD AD 9A 9C A4 FF FF FF    (Attack   )
C3/4AE7:    EA 84 9F 9F 9E 9C AD FF FF FF    (Effect   )


Current Project: FF6: Tensei | Discord ID: TristanGrayse
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  • DrakeyC (10-24-2017)

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A document that I have, posting the entire thing.

# ROM (header)   CPU address
# 02AFE1-02B11F  C2ADE1-C2AF1F  Status effect names
# 02E285-02E381  C2E085-C2E181  Battle submenu terms
# 031C26-031C89  C31A26-C31A89  Load/Save Screen terms
# 03391B-033A57  C3371B-C33857  Main Menu terms
# 034B0D-034D4F  C3490D-C34B4F  Config Screen terms
# 035E4A-035F04  C35C4A-C35D04  Skill Screen terms
# 035A8B-035A96  C3588B-C35896  "MP Needed"
# 036671-03672C  C36471-C3652C  Status screen terms
# 036AE5-036AF9  C368E5-C368F9  "Please enter a name."
# 037C97-037CE4  C37A97-C37AE4  Party Selection screen terms
# 038F18-03904F  C38D18-C38E4F  Item Screen terms
# 03A4BC-03A623  C3A2BC-C3A423  Equip/Relic Screen terms
# 03AE8C-03AEA9  C3AC8C-C3ACA9  Final Battle Order Screen terms
# 03AF9C-03AFB6  C3AD9C-C3ADB6  Colosseum Screen terms
# 03B608-03B636  C3B408-C3B436  Colosseum Subscreen terms
# 03C4FE-03C605  C3C2FE-C3C405  Shop Screen terms
# 047AC0-047C3F  C478C0-C47A3F  Actor names
# 0EFDA0-0EFE9F  CEFBA0-CEFC9F  Rare item names
# 0F3E40-0F3E9F  CF3C40-CF3C9F  SwdTech names
# 0FC250-0FD13F  CFC050-CFCF3F  Monster names
# 1000AE-100146  CFFEAE-CFFF46  Esper bonuses
# 127100-12716F  D26F00-D26F6F  Item class names
# 12B500-12C1FF  D2B300-D2BFFF  Item names
# 18D0A0-18D172  D8CEA0-D8CF72  Command names
# 18EAC8-18EB0D  D8E8C8-D8E90D  Naming Screen characters
# 26F767-2701FF  E6F567-E6FFFF  Attack names

00=<end>
01=<line>
80=A
81=B
82=C
83=D
84=E
85=F
86=G
87=H
88=I
89=J
8A=K
8B=L
8C=M
8D=N
8E=O
8F=P
90=Q
91=R
92=S
93=T
94=U
95=V
96=W
97=X
98=Y
99=Z
9A=a
9B=b
9C=c
9D=d
9E=e
9F=f
A0=g
A1=h
A2=i
A3=j
A4=k
A5=l
A6=m
A7=n
A8=o
A9=p
AA=q
AB=r
AC=s
AD=t
AE=u
AF=v
B0=w
B1=x
B2=y
B3=z
B4=0
B5=1
B6=2
B7=3
B8=4
B9=5
BA=6
BB=7
BC=8
BD=9
BE=!
BF=?
C0=/
C1=:
C2=”
C3=’
C4=-
C5=.
C6=,
C7=…
C8=;
C9=#
CA=+
CB=(
CC=)
CD=%
CE=~
CF=<glyph $CF>
D2==
D3=<dotted line>
D4=<N arrow>
D5=<E arrow>
D6=<SW arrow>
D7=×
D8=<Dirk icon>
D9=<Sword icon>
DA=<Lance icon>
DB=<Knife icon>
DC=<Rod icon>
DD=<Brush icon>
DE=<Stars icon>
DF=<Special icon>
E0=<Gambler icon>
E1=<Claw icon>
E2=<Shield icon>
E3=<Helmet icon>
E4=<Armor icon>
E5=<Tool icon>
E6=<Skean icon>
E7=<Relic icon>
E8=<White Magic icon>
E9=<Black Magic icon>
EA=<Grey Magic icon>
FE=
FF=<special space>
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  • DrakeyC (10-24-2017)

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Ah, wonderful, can fix some other minor things too like the equip screen using "hands" and "Enter pony nickname." Thanks!
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I keep forgetting to mention this to you, so I look into your latest version and notice that you forgot to change "Cave in the Veldt" to "Cave in the Prancing Plains" for the location name. Pretty sure that "Cave in the Prancing Plains" is too long to fit.
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(02-20-2018, 11:30 AM)Fenrir Wrote: I keep forgetting to mention this to you, so I look into your latest version and notice that you forgot to change "Cave in the Veldt" to "Cave in the Prancing Plains" for the location name. Pretty sure that "Cave in the Prancing Plains" is too long to fit.

I think the only limit to location names is the width of the screen. If it fits on a single line in a dialogue caption, it should fit as location name.
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Well first, sorry for the late reply but thanks for pointing that out. Seems "Cave in the Prancing Plains" fits fine so yay.

On to why I'm posting. TL;DR the Eight Dragon replacements in my hack, the Eight Wraths, each drop ultimate weapons for a character. Being that two of them are found in Kefka's Tower I found it unfair that two characters have their ultimate weapons buried in the final dungeon, so I decided to relocate them to elsewhere in the world. Grogar, the Wrath of Darkness, is in Darill's Tomb (Grogar is a necromancer), and Smooze, the Wrath of Poison, will be moved to Hidon's Cave to replace the save point (in my hack Hidon and the cave enemies are the Diamond Dogs, gem-hoarding dogs, and the Smooze is attracted to shiny things).

Problem. I added Grogar to the Tomb, the large room with Darill's coffin, but he doesn't want to behave, seemingly the Memory Byte part. I variably get him appearing in the middle of the water in one of the turtle rooms when I hit one of the water switches, or else leaving a room with such a switch causes the rom to crash. I know nothing of what the Memory Byte portion actually means so yeah, not quite sure what to do here. I will presume when I move the Smooze over I would encounter a similar problem as well.
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(02-27-2018, 12:36 PM)DrakeyC Wrote: Problem. I added Grogar to the Tomb, the large room with Darill's coffin, but he doesn't want to behave, seemingly the Memory Byte part. I variably get him appearing in the middle of the water in one of the turtle rooms when I hit one of the water switches, or else leaving a room with such a switch causes the rom to crash. I know nothing of what the Memory Byte portion actually means so yeah, not quite sure what to do here. I will presume when I move the Smooze over I would encounter a similar problem as well.

Did you add custom event code? If so, this is likely the problem. What I understand is flipping a switch set the appearance bit of your NPC? Either you don't set the good bit or your custom code is making the game crash.

If the crash happen when you leave the room, it might be an issue with the entrance event of the map. More code / detail of changes could help as I don't remember well what is going on in vanilla Daryl's tomb..
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At a glance I figured out the problem and it wasn't really related to memory bits. I had initially given him a "neutral" bit used by numerous generic NPCs. I gave that a whirl again and noticed I was riding the boss instead of the turtle - the turtle was NPC1, and when I insert his sprite he became NPC1 and break.

Got him working now though, yay!
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Is the spell Image suppose to be blockable? I ask because Haste cannot be evaded along with other similar spells.
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Hm, never had that reported, but thanks.
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