Hey Lenophis:
Would the Multiplier and index for the main menu items work with the following:
(o) 1) Event Get Treasure
(o) 2) Event Give Treasure
(*) 3) Main Menu Spell Menu/List
(*) 4) Main Menu class/name
(*?) 5) Main Menu player name
(o) = not done, (*) = has been done, (?) = in questionable status, why did I want this.
I just can't figure out where to poke the values or address reroute (JSR)Your previous asm worked for the item/shop/battle won menus.
thanks..

3) in headered offset format + explanation+base/changes.
it does work
0B4F2 = Magic Menu, Spell List, Spell Generate Index holder.
Original = 0A (85 45) 0A (65 45)
Changed = (85 45) 20 ## ## (EA)
where ## ## is the offset pointer of the rom for the index holder.
Picture:

Still have to rearrange the columns for the spells. yes the last part of the picture does include a couple of enemy spells.
Editted:
(4) The following Code is in headered format with starting areas and changed areas.
091D2 = E2 20 68 85 46 0A 85 45 0A 65 45 65 46 85 45 64 46 A6 45 A9 07 85 45 BF 64 A7 0F
091D2 = E2 20 68 85 46 C2 20 20 60 DF EA E2 20 85 45 64 46 A6 45 A9 08 85 45 BF 64 A7 0F
## ## address pointer to index sub-routine.
I figured that copying some routine command from the Spell Find/Print every # generate function and make similar to the Class functions and it seemed to work well so far.
I can variate most code given when basically given. now as to what this really does in asm is unknown to me yet. so feel free to verify this and contact me.

It seems to work and I haven't yet come accross any alterations in the program functionalities.
Just need to find that variable procedure that moderates how the class title disappears when status conditions are on.
(5) Strange, I can set the pointer to generate every number but it seems the program views this differently somehow.
I can change the name and length to show as well, but it still shows the orignal name for that area.
Slightly works, but found to be pointless as for the game memory will only store 6 letters when renamed. Also found that the pointer (BD) 00 15 E8 refers to some part of the rom in which I haven't deciphered yet. Help is welcomed.
085B8 = MainMenu, CHaracter Name, Generate Every # original code. 0A 85 45 0A 65 45 20 B4 87
085B8 = MainMenu, CHaracter Name, Generate Every # change code. 85 45 20 40 DF EA 20 B4 87
## ## pointer reference for index generate.
7A710(7A910) is just the reference viewing for what the rom does, changing this areadoes not reflect the names. It's hard coded elsewhere that I haven't found yet.