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Where Blitz characters locations??
I want asking about characters locations for Blitz??
my question is how to change only GFX characters for skill not command Is this possible ?
my question is how to change only GFX characters for skill not command Is this possible ?
Do you mean you have changed both font to Arabic already and Blitz input still show in English button GFX? I thought this would be in one on the two fonts you can modify with FF3usME but if the Blitz input have their own special font / GFX, I have no idea where this is...
Edit: My first guest would the small or big font:
Edit: My first guest would the small or big font:
Yes. as you can see blitz read characters from small font,
so i want add GFX A,B,X,Y,L,R to the player understands which buttons he presses.
Edit: But I do not know where to search and blitz using small font ...
so i want add GFX A,B,X,Y,L,R to the player understands which buttons he presses.
Edit: But I do not know where to search and blitz using small font ...
This is the table you need to change:
Each entry is 2 bytes, first byte is font tile ID and 2nd byte "attributes" (not sure what this mean).. Maybe A and B are 0000 because the blitz input use those to confirm / cancel.. Let's say you draw a "X" in the small font in tile #FE, first byte would be FE. You'll have to test the 2nd byte, maybe use 20 like other letters.
For the small font I don't remember if you can use free tiles below ID #78.
Code:
Tile attributes for Blitz inputs
C3/5C1C: 0000 ; Terminator
C3/5C1E: 0000 ; Bogus; for A
C3/5C20: 0000 ; Bogus; for B
C3/5C22: 9720 ; X
C3/5C24: 9820 ; Y
C3/5C26: 8B20 ; L
C3/5C28: 9120 ; R
C3/5C2A: D620 ; Down-left
C3/5C2C: D4A0 ; Down
C3/5C2E: D660 ; Down-right
C3/5C30: D520 ; Right
C3/5C32: D6C0 ; Up-right
C3/5C34: D420 ; Up
C3/5C36: D6A0 ; Up-left
C3/5C38: D560 ; Left
Each entry is 2 bytes, first byte is font tile ID and 2nd byte "attributes" (not sure what this mean).. Maybe A and B are 0000 because the blitz input use those to confirm / cancel.. Let's say you draw a "X" in the small font in tile #FE, first byte would be FE. You'll have to test the 2nd byte, maybe use 20 like other letters.
For the small font I don't remember if you can use free tiles below ID #78.
02-21-2018, 08:04 AM
(02-20-2018, 10:40 PM)madsiur Wrote: This is the table you need to change:
Code:Tile attributes for Blitz inputs
C3/5C1C: 0000 ; Terminator
C3/5C1E: 0000 ; Bogus; for A
C3/5C20: 0000 ; Bogus; for B
C3/5C22: 9720 ; X
C3/5C24: 9820 ; Y
C3/5C26: 8B20 ; L
C3/5C28: 9120 ; R
C3/5C2A: D620 ; Down-left
C3/5C2C: D4A0 ; Down
C3/5C2E: D660 ; Down-right
C3/5C30: D520 ; Right
C3/5C32: D6C0 ; Up-right
C3/5C34: D420 ; Up
C3/5C36: D6A0 ; Up-left
C3/5C38: D560 ; Left
Each entry is 2 bytes, first byte is font tile ID and 2nd byte "attributes" (not sure what this mean).. Maybe A and B are 0000 because the blitz input use those to confirm / cancel.. Let's say you draw a "X" in the small font in tile #FE, first byte would be FE. You'll have to test the 2nd byte, maybe use 20 like other letters.
For the small font I don't remember if you can use free tiles below ID #78.
thank you so much madsiur Task completed ...
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