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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Dragonsbrethren on December 05, 2007, 10:02:47 PM

Title: FF2us Window Data
Post by: Dragonsbrethren on December 05, 2007, 10:02:47 PM
All offsets are in unheadered SNES LoROM SlowROM format:

(Format 1: Positioning Byte 1, Positioning Byte 2, Width, Height - Windows)
(Format 2: Positioning Byte 1, Positioning Byte 2 - Text)
(Format 3: Y Position - Cursors)
(Format 4: Durr, it's a pointer - Equip Menu Transition)

01/D81E: Main Menu Party Window (1)

01/D822: Main Menu GP Window (1)

01/D826: Main Menu Time Window (1)

01/D82A: Main Menu Selection Window (1)
01/D82E: Main Menu Item Selection Text (2)
01/D835: Main Menu Magic Selection Text (2)
01/D83D: Main Menu Equip Selection Text (2)
01/D845: Main Menu Status Selection Text (2)
01/D84E: Main Menu Form Selection Text (2)
01/D855: Main Menu Change Selection Text (2)
01/D85E: Main Menu Custom Selection Text (2)
01/D867: Main Menu Save Selection Text (2)

01/D8CC: Namingway Menu "ABC" Cursor (3)
01/D8CD: Namingway Menu "END" Cursor (3)
01/D8CE: Namingway Menu "ABC" Text (2)
01/D8D4: Namingway Menu "END" Text (2)

01/D8E0: Item Menu Inventory Window (1)

01/D8E4: Main Menu to Item Menu Transition (1)

01/D8E8: Item Menu Description Window (1)

01/D8ED: Item Menu "No Need" Window (1)
01/D8F0: Item Menu "Ne Need" Text (2)

01/D906: Item Menu "Item" Window (1)
01/D90A: Item Menu "Item" Text (2)

01/D911: Item Menu Unused "Recover HP." Text (2)
01/D91F: Item Menu "Whom?" Text (2)
01/D927: Item Menu "Cannot use here." Text (2)
01/D93A: Item Menu "Nothing here." Text (2)

01/D94A: Item Usage Menu Left Party Window (1)
01/D94E: Item Usage Menu Right Party Window (1)

01/D952: Main Menu "Cannot Use" Window (1)
01/D956: Main Menu "Cannot Use" Text (2)

01/D963: Magic Menu Magic Window (1)

01/D967: Main Menu to Magic Menu First Character Status Window Transition (1)
01/D96B: Main Menu to Magic Menu Second Character Status Window Transition (1)
01/D96F: Main Menu to Magic Menu Third Character Status Window Transition (1)
01/D973: Main Menu to Magic Menu Fourth Character Status Window Transition (1)
01/D977: Main Menu to Magic Menu Fifth Character Status Window Transition (1)

01/D97B: Magic Menu Category Selection Window (1)

01/D97F: Magic Usage Menu Party Window (1)

01/D983: Magic Usage Menu "Whom?" Window (1)

01/D987: Magic Usage Menu "Need MP" Window (1)
01/D98B: Magic Usage Menu "Need MP" Text (2)

01/D995: Magic Usage Menu "Whom?" Text (2)

01/D99D: Main Menu to Equip Menu First Character Transition (4)
01/D99F: Main Menu to Equip Menu Second Character Transition (4)
01/D9A1: Main Menu to Equip Menu Third Character Transition (4)
01/D9A3: Main Menu to Equip Menu Fourth Character Transition (4)
01/D9A5: Main Menu to Equip Menu Fifth Character Transition (4)

01/D9A7: Equip Menu (Hidden) First Character Status Window (1)
01/D9AB: Equip Menu (Hidden) Second Character Status Window (1)
01/D9AF: Equip Menu (Hidden) Third Character Status Window (1)
01/D9B4: Equip Menu (Hidden) Fourth Character Status Window (1)
01/D9B7: Equip Menu (Hidden) Fifth Character Status Window (1)

01/D9BB: Equip Menu Equipment Window (1)

01/D9BF: Equip Menu "RHand" Text (2)
01/D9C7: Equip Menu "LHand" Text (2)
01/D9CF: Equip Menu "Head" Text (2)
01/D9D6: Equip Menu "Body" Text (2)
01/D9DD: Equip Menu "Arms" Text (2)

01/D9E4: Equip Menu (Unused?) "Items full." Text (2)
01/D9F6: Equip Menu " To equip" Text (2)
01/DA02: Equip Menu Unused "with both" Text (2)
01/DA0E: Equip Menu Unused "hands." Text (2)

01/DA17: Status Menu Character Status Window (1)

01/DA1B: Status Menu "Status" Window (1)
01/DA1F: Status Menu "Status" Text (2)

01/DA28: Status Menu "Lv." Text (2)
01/DA2E: Status Menu "Exp." Text (2)
01/DA35: Status Menu "HP" Text (2)
01/DA3A: Status Menu "MP" Text (2)
01/DA3F: Status Menu "Ability" Text (2)
01/DA49: Status Menu "Str." Text (2)
01/DA50: Status Menu "Agil." Text (2)
01/DA58: Status Menu "Vit." Text (2)
01/DA5F: Status Menu "Wis." Text (2)
01/DA66: Status Menu "Will" Text (2)
01/DA6D: Status Menu "Attack" Text (2)
01/DA76: Status Menu "Attack%" Text (2)
01/DA80: Status Menu "Defence" Text (2)
01/DA8A: Status Menu "Defence%" Text (2)
01/DA95: Status Menu "Mag Def" Text (2)
01/DA9F: Status Menu "Mag Def%" Text (2)
01/DAAA: Status Menu Attack "x" Text (2)
01/DAAE: Status Menu Defence "x" Text (2)
01/DAB2: Status Menu Mag Def "x" Text (2)
01/DAB6: Status Menu "For level up" Text (2)

01/DAC5: Shop GP Window (1)

01/DAC9: Shop Selection Window (1)

01/DACD: Shop Type Window (1)

01/DAD1: Shop Dialogue Window (1)

01/DAD5: Shop Items Window (1)

01/DAD9: Shop Party Window (1)

01/DAF5: Shop "May I help you?" Text (2)
01/DB07: Shop "Buy  Sell Exit" Text (2)
01/DB18: Shop "Which one?" Text (2)
01/DB25: Shop "Qty.   1" Text (2)
01/DB30: Shop "GP" Text (2)

01/DB35: Shop "Your bag is full." Window (1)
01/DB39: Shop "Your bag is full." Text (2)
01/DB4D: Shop "Sort it out first!" Text (2)

01/DB62: Shop "Not enough GP!" Window (1)
01/DB66: Shop "Not enough GP!" Text (2)
01/DB77: Shop "Well, good-bye." Text (2)

01/DB89: Shop "Thank you." Window (1)
01/DB8D: Shop "Thank you." Text (2)

01/DB9A: Shop Sell Window (1)
01/DB9E: Shop Sell Window "That's " Text (2)
01/DBA8: Shop Sell Window "GP" Text (2)
01/DBAE: Shop Sell Window "x" Text (2)
01/DBB2: Shop Sell Window "Yes  No" Text (2)

01/DBD6: Save Menu File Windows (1)

01/DBDA: Save Menu Save/New Game Window (1)
01/DBDE: Save Menu "New Game" Text (2)
01/DBE9: Save Menu Unused "Battle Speed" Text (2)

01/DBF8: Save Menu "This Data?" Window (1)

01/DBFC: Save Menu Time Window (1)

01/DC00: Save Menu GP Window (1)

01/DC04: Save Menu "This" Text (2)
01/DC0B: Save Menu "data?" Text (2)
01/DC13: Save Menu "Yes" Text (2)
01/DC19: Save Menu "No" Text (2)

01/DC1E: Save Confirm Menu "Time" Text (2)

01/DC25: Save Confirm Menu "Empty" Text (2)

01/DC2D: Save Menu "Save" Text (2)
01/DC34: Save Menu "Canceled." Text (2)

01/DC41: Save Confirm Menu "Done!" Text (2)
01/DC49: Save Confirm Menu "Save" Text (2)
01/DC50: Save Confirm Menu "here?" Text (2)
01/DC58: Save Confirm Menu "Cancel" Text (2)

01/DC61: Save Confirm Menu "Done!" Window (1)

01/DC65: Namingway "Yes    No" Window (1)

01/DC69: Namingway "Namingway:Change name?" Text (2)
01/DC82: Namingway "Who's name?" Text (2)
01/DCA1: Namingway "Very well." Text (2)
01/DCAF: Namingway Dialogue Window (1)

01/DCB2: Namingway Name Window (1)

01/DCB6: Fat Chocobo Dialogue Window (1)

01/DCBA: Fat Chocobo Inventory Window (1)

01/DCBE: Fat Chocobo "Give  Take" Window (1)
01/DCC2: Fat Chocobo "Give  Take" Text (2)

01/DCCF: Fat Chocobo "What do you want?" Text (2)
01/DCE3: Fat Chocobo Unused "Did you call me?" Text (2)
01/DCF6: Fat Chocobo "What'll you give me?" Text (2)
01/DD0D: Fat Chocobo "What are you taking?" Text (2)
01/DD24: Fat Chocobo "I'm full!" Text (2)
01/DD30: Fat Chocobo "Clean your bag!     " Text (2)

01/DD47: Custom Menu "Customizer" Window (1)
01/DD4B: Custom Menu "Customizer" Text (2)

01/DD58: Custom Menu Options Window(1)
01/DD5C: Custom Menu Battle Speed "Fast" Text (2)
01/DD63: Custom Menu Battle Speed "Slow" Text (2)
01/DD6A: Custom Menu Battle Message "Fast" Text (2)
01/DD71: Custom Menu Battle Message "Slow" Text (2)
01/DD78: Custom Menu "Battle Speed" Text (2)
01/DD87: Custom Menu "Battle Message" Text (2)
01/DD98: Custom Menu "Window Color" Text (2)
01/DDA7: Custom Menu "Sound" Text (2)
01/DDAF: Custom Menu "Stereo Mono" Text (2)

01/DDC9: Treasure Menu Select Window (1)

01/DDCD: Treasure Menu Treasure Window (1)

01/DDD1: Treasure Menu "Treasure" Window (1)
01/DDD5: Treasure Menu "Treasure" Text (2)

01/DDE0: Treasure Menu "Exit" Text (2)
01/DDE7: Treasure Menu "Take all" Text (2)
01/DDF2: Treasure Menu "Exchange" Text (2)


(I'll update this thread as I find more)
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 05, 2007, 10:09:29 PM
ROM address conversion tool: http://fusoya.eludevisibility.org/la/index.html
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 06, 2007, 12:05:31 AM
I'm wrong about the bytes being X and Y positions, that's what they appear to be at first but they're both used in positioning. $00 is the upper left corner, $02 is one tile to the right, $04 is two tiles, etc. Once the end of the screen is reached it drops to the next line and continues. Once $FE is reached the second byte becomes $01 and the process repeats. Pretty simple:

$0000-$3E00: First line
$4000-$7E00: Second line

And so on.

Edit: Here's an example of what I mean, pay attention to the positioning of the "RHand" text:

(http://dragonsbrethren.elazulspad.net/images/ff4/rhand0000.png)
The is at $0000. As you can see it's in the top left corner.

(http://dragonsbrethren.elazulspad.net/images/ff4/rhand4200.png)
Here it is at $4200. It's on the second line and indented one tile.

(http://dragonsbrethren.elazulspad.net/images/ff4/rhandfe00.png)
And here's what it looks like at $FE00. The game automatically starts printing any spilled over text on the next line.

(http://dragonsbrethren.elazulspad.net/images/ff4/rhand0001.png)
Lastly, $0001. See how I got confused into thinking the second byte controlled the Y offset?
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 06, 2007, 07:16:38 PM
Okay, I've got pretty much all the menus done, the only thing I have left is the treasure menu. Do you have a GG code so the enemies always drop treasure? If not I'll just hack my ROM later.
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 06, 2007, 07:20:04 PM
Edit: Here's an example of what I mean, pay attention to the positioning of the "RHand" text:

(http://dragonsbrethren.elazulspad.net/images/ff4/rhand0000.png)
The is at $0000. As you can see it's in the top left corner.

(http://dragonsbrethren.elazulspad.net/images/ff4/rhand4200.png)
Here it is at $4200. It's on the second line and indented one tile.

(http://dragonsbrethren.elazulspad.net/images/ff4/rhandfe00.png)
And here's what it looks like at $FE00. The game automatically starts printing any spilled over text on the next line.

(http://dragonsbrethren.elazulspad.net/images/ff4/rhand0001.png)
Lastly, $0001. See how I got confused into thinking the second byte controlled the Y offset?

So in byte form what would it equate to? 
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 06, 2007, 07:28:07 PM
What do you mean "in byte form?" Those are bytes...
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 06, 2007, 08:10:49 PM
What do you mean "in byte form?" Those are bytes...

$0001?  I'm confused.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 06, 2007, 08:15:53 PM
It's two bytes. $00 and $01. Understand now?
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 06, 2007, 08:19:23 PM
It's two bytes. $00 and $01. Understand now?

Ya. 
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 06, 2007, 08:23:52 PM
 :happy:

Mind if I move this to the public area once I do the treasure screen?
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 06, 2007, 08:29:17 PM
:happy:

Mind if I move this to the public area once I do the treasure screen?

Sure.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 07, 2007, 02:22:21 AM
Moving this now, I'll document the treasure screen tomorrow, completely forgot about it earlier and I don't feel like doing it now.
Title: Re: FF2us Window Data
Post by: Deathlike2 on December 07, 2007, 08:45:45 AM
Okay, I've got pretty much all the menus done, the only thing I have left is the treasure menu. Do you have a GG code so the enemies always drop treasure? If not I'll just hack my ROM later.

http://www.gamefaqs.com/console/snes/file/522596/11862

Quote
Ver.A:  6D32-D7DE
Ver.B:  6D3E-DD0E
  Always get a treasure from each enemy defeated (up to 8) after battle, even
  from enemies that don't normally drop anything, like bosses.  (those that
  don't normally drop items will just drop a Cure1 potion. :-/)


Ver.A:  DD3E-DFDE
Ver.B:  DD3D-040E
  Always get a treasure from each enemy defeated (up to 8) after battle,
  except from monsters (like bosses) that don't have any.  The only reason
  to use this code over the previous one is if you don't want to get useless
  Cure1 potions from bosses. =)  There may be subtle differences in the rarity
  of items enemies drop between these codes, but this hasn't been tested.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 07, 2007, 04:55:14 PM
Thanks, I'll get the treasure screen documented later on tonight. It's all of three windows so I probably could've guessed but I prefer to make sure I'm right.
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 07, 2007, 10:59:45 PM
Problem already.  Since there is no pointer table for text like say the main menu--then how can one increase the size of the entries if the data block is at a fixed length with no room?

Example: I want to change Custom to Configuration.  Etc.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 07, 2007, 11:15:32 PM
There are pointers somewhere, I just haven't found them yet. They point to the entire menu, rather than separate strings.

Edit: This was semi-incorrect. Each window has its own pointer, a number of text strings share a pointer but others have their own.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 08, 2007, 10:00:26 PM
Here's a better example of how to position something on the screen, made for my upcoming document:

(http://dragonsbrethren.elazulspad.net/images/screenpositioning.png)

To get your positioning byte first find the row you want the element to appear on (Remember, for text the letters will be one row below the one you select, a leftover from the Japanese game) and drop the last two digits from it. Add the value for the column you want your element to start on to that and use it as your first positioning byte. Then you simply need to use the last two digits of the row as your second byte.
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 08, 2007, 10:06:42 PM
Wow, that's actually a fantastic image   :omg:
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 12, 2007, 04:14:22 PM
01/9000 - Something to do with the job class names.

(offsets with 200 byte header) [pointers in LoROM format]

91E9 - pointer for job class text
9211 - pointer for the character portraits
9234 - pointer for item names [item menu]
9249 - pointer for item names [battle treasure menu]
3241 - pointers for item names [event item select popup menu--aka Tail Collector]
355A - pointer for item names [get item in event/treasure]
1204C - pointer for item names [battle R-hand/L-hand equip menu (when you press up)]
12214 - pointer for item names [battle item menu?]
127A3 - pointer for item names [?]
14D80 - pointer for item names [use equipped weapon/shield in battle (when you press up)]
9308 - pointer for party sprites in the shop menu
11F41 - pointer for battle command names

Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 12, 2007, 09:48:27 PM
Cool, I was just going to look for those later tonight/tomorrow. Looks like my document will take a bit longer to write than I was expecting, we keep finding new things to include.
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 12, 2007, 11:48:17 PM
I've found some more pointers but don't know what menu they pertain to.  Some list the same pointers to the same data that I've posted...odd.  o_O

Oh, and get that wiki up so we can start filling it up with the FF2us Hacking doc stuff.   :laugh:

*edit*
And I seem to be forgetting where the battle menu data is...I found the actual border drawing routine but not the menu data itself.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 13, 2007, 01:30:46 AM
01/88A1: Pointer to main menu party window.
01/8920: Pointer to main menu time window.
01/8926: Pointer to main menu GP window.
01/892F: Pointer to main menu selection window.
01/8B2D: Pointer to main menu "Swoon" text.

(This post will be updated as well)
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 17, 2007, 10:36:08 PM
Battle menu data?
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 17, 2007, 10:41:08 PM
I haven't even looked into it.
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 18, 2007, 01:00:31 PM
What about this...

[attachment deleted by admin]
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on December 18, 2007, 01:17:06 PM
It's probably in the 01 bank with the rest of the item menu code.
Title: Re: FF2us Window Data
Post by: JCE3000GT on December 18, 2007, 01:21:48 PM
It's probably in the 01 bank with the rest of the item menu code.

I just can't find it.

Added more pointer info here: http://slickproductions.org/forum/index.php?topic=88.msg927#msg927
Title: Re: FF2us Window Data
Post by: Deathlike2 on January 07, 2008, 06:04:12 PM
Someone's working on the menu as you are doing JCE, if you weren't aware: http://www.romhacking.net/forum/index.php/topic,5371.0.html
Title: Re: FF2us Window Data
Post by: JCE3000GT on January 07, 2008, 06:16:31 PM
I saw that.  I just haven't posted in it yet,   :happy:
Title: Re: FF2us Window Data
Post by: HHIPDragonFox on February 12, 2008, 03:54:24 AM
Request for Windows(Main menu , Item, Magic, Equip) selection cursor(hand) addresses.
   Just the base addresses, I can find the rest later.
For: FF2us_

Thanks for window starting addresses, it helps out alot!


My Projects Page.
   http://www.geocities.com/holyplasmadragonfox/DragonFox_Pages0.html


Editted:  2008-04-16.12:40pm
  Here's the dilema: http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_.JPG
  I got the number of every characters (09) to change (0B) in the battle menu, I just can't find the Main Menu stats(I didn't find it in the area where the window sizes were.)
  Also what i need is the address for spell menu for the spells placement and generate every character.


Editted:  2008-05-18.09:45pm
  If this helps on some windows data, placement of spell list.  Still need the generate every spell/item numbers. (all headed).

  09234 = Item Menu, Selection, Pointers Item offset Icon start.     BF, 00 80 (78000 nonheader(78200 header)). Seems to effect icons.
  0923D = Item Menu, Selection, effect on Beginning icons.           05 (DB) [34].
  09246 = Item Menu, Selection, Value for Item Length in Item Menu.--08 to 0A (A9)   Characters in length to show.  true
              This value only allows letters to show from 8 to 10. Effects Shop, Items won, and Main Menu Items.
              I would like to find Generate every 11(0B) letters.                                         
  09249 = Item Menu, Selection, Pointers Item Name Offset Chr$.      BF, 00 80 (78000 nonheader(78200 header)).

  0B307/0B507 = Magic Menu, Spell list, starting position of Icon 1st                 40 (9F)
  0B318/0B518 = Magic Menu, Spell list,  " position of Icon (shaded)                    40 (9F)
  0B31D/0B51D = Magic Menu, Spell list, Length of Spell letters displayed after Icon.                 --05 to 07 (A9) [85 45]
  0B32C/0B52C = Magic Menu, Spell list, starting position Spell letters 1st        40 (9F)
  0B337/0B537 = Magic Menu, Spell list,  " position of Spell letters (shaded)     40 (9F)

http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_Distorted_Name_List.JPG

Title: Re: FF2us Window Data
Post by: Dragonsbrethren on June 08, 2008, 12:40:36 AM
:bump:

Threads aren't marked as new from the index, and since this was on page 7 I never would've seen your edits if I hadn't been digging around for a few offsets I forgot to note. Feel free to double post as long as the thread isn't on the first page.
Title: Re: FF2us Window Data
Post by: JCE3000GT on June 08, 2008, 10:53:07 AM
Awsome, more and more documentation is sweet.   :omghax:
Title: Re: FF2us Window Data
Post by: HHIPDragonFox on June 22, 2008, 04:33:06 PM
 :blush:  :offtopic:
I have time between to make notes, and I can wait.

 :sleep:
My delima is where do I find the offset for the command to generate each item name.
I have the length of name to display and I've changed the length of all the items from 9 to 11.
It only shows the length from the original generation.
ie = "--/CFireyCla"  where as each name is 11 Chr$ long but it's generate where to show a 9.
- = space and /C = Claw Icon.

This delima is similar to JCE3000GT's first initial menu place of the ":", but I can't seem to find where the multiplier/generater for the names are.
Another hint is from 78000-78009  to  78000-78000B is what I like the game to look at for every item.
Same delima existed in the Item/Shop/Battle Won menus and the Event Treasure Get window and Event Item Give menu.
I couldn't figure out where in the section it's found.
00000-07FFF(Field Data), 08000-0DFFF(Menu Data), 0E000-0FFFF(MenuOther), or 10000-17FFF(Battle Data).
My thoughts were that 00000-0FFFF was to describe lengths and starting points and 10000-17FFFF was to generate every set.
so might I have been looking in the wrong locations?

here's my document list in zip:
http://www.geocities.com/holyplasmadragonfox/FF4wy_ItemAddresses.zip

project file is: (contains necessary files and document for showing) limit 1 download per hour due to free site issues.
http://www.geocities.com/holyplasmadragonfox/FF4wy_Project.zip

picture is:
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_Distorted_Name_List.JPG

as it seems this delima is in opposite contrast to the battle menus, where as I got the every item but the length won't change:
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_Items.JPG

Thanks for the notice and help.
Title: Re: FF2us Window Data
Post by: JCE3000GT on June 23, 2008, 05:22:03 PM
:blush:  :offtopic:
I have time between to make notes, and I can wait.

 :sleep:
My delima is where do I find the offset for the command to generate each item name.
I have the length of name to display and I've changed the length of all the items from 9 to 11.
It only shows the length from the original generation.
ie = "--/CFireyCla"  where as each name is 11 Chr$ long but it's generate where to show a 9.
- = space and /C = Claw Icon.

This delima is similar to JCE3000GT's first initial menu place of the ":", but I can't seem to find where the multiplier/generater for the names are.
Another hint is from 78000-78009  to  78000-78000B is what I like the game to look at for every item.
Same delima existed in the Item/Shop/Battle Won menus and the Event Treasure Get window and Event Item Give menu.
I couldn't figure out where in the section it's found.
00000-07FFF(Field Data), 08000-0DFFF(Menu Data), 0E000-0FFFF(MenuOther), or 10000-17FFF(Battle Data).
My thoughts were that 00000-0FFFF was to describe lengths and starting points and 10000-17FFFF was to generate every set.
so might I have been looking in the wrong locations?

here's my document list in zip:
http://www.geocities.com/holyplasmadragonfox/FF4wy_ItemAddresses.zip

project file is: (contains necessary files and document for showing) limit 1 download per hour due to free site issues.
http://www.geocities.com/holyplasmadragonfox/FF4wy_Project.zip

picture is:
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_Distorted_Name_List.JPG

as it seems this delima is in opposite contrast to the battle menus, where as I got the every item but the length won't change:
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_Distorted_Name_List.JPG

Thanks for the notice and help.

http://www.geocities.com/holyplasmadragonfox/FF4wy_Project.zip <-- Wasn't found...
Title: Re: FF2us Window Data
Post by: HHIPDragonFox on June 24, 2008, 02:09:31 PM
 :whoa:
I've reloaded the file and the site still does that.

here's the main page:
http://www.geocities.com/holyplasmadragonfox/DragonFox_Pages0.html

picture of battle menu with old Item menu:
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_Items.JPG

scroll down to Hexadecimal & Picture projects and select the second sitting chozo statue in the updated section.
<updated> b d <updated>

I welcome all updates done to the txt/tbl and rom files.
If you must do some other way, then addresses and codex in txt format accepted as well.
please no ips's, unless provided with a good ips patcher program that works well with winxp sp2 with ati radeon graphics (256mb & 128 aperture) and >1.5gb memory.
(the win ipx 2.0 version I have turns a 1 mb file into 16mb with corrupted data in the wrong places)
Thanks.

editted for the delima:
  I found that I need the number generater for every player name and class as well.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on June 25, 2008, 02:38:56 PM
Some of what you're looking for (Loading the item names and character classes) has already been mentioned in this topic:

http://slickproductions.org/forum/index.php?topic=108.0 (http://slickproductions.org/forum/index.php?topic=108.0)

You'll need some basic assembly knowledge to make us of that though.
Title: Re: FF2us Window Data
Post by: HHIPDragonFox on June 26, 2008, 02:51:08 AM
 :whoa:  Thanks for the reminder, almost forgot I read that.

I copied the asm codes into notepad and looking at it that way helped a lot.
I also have been reading that same area over and over for two months.

that's so wierd that Sqr made that type of code just to fill in space instead of using the value holders.

Picture of it works.  Thanks to Dragonsbrethren, JCE3000GT, Lenophis!!
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_SoHeresTheNewMenu.JPG

 :cycle:  Now I can figure out the rest......

editted:
 :laugh:  Uh! Hmmm.... seems I still need assistance on the other parts though.
   Item/Shop/Battle won section done.
  now for the Event Give/Get Treasure, and the name/class generate/multiplier.

editted:
done the name and class routines, found the name pointer is pointing to different area of rom (don't know exactly what part yet).
working on rerouting the pointer.
Title: Re: FF2us Window Data
Post by: Dragonsbrethren on June 26, 2008, 03:17:53 AM
Cool, nice to see you got it working. :happy:
Title: Re: FF2us Window Data
Post by: HHIPDragonFox on June 26, 2008, 04:44:52 AM
The hard part is finding and writing about where everything is and what is does first.
Then the easy part would be filling in what is needed, of course once the coding is done.

still continuing.....



Since this is a Window Data, Here my version of a Neater looking Window:
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_NeaterWindows.JPG
Title: Re: FF2us Window Data
Post by: JCE3000GT on June 26, 2008, 08:38:28 PM
Got a guide on how to get it working? 

And did you do the battle item menu too?
Title: Re: FF2us Window Data
Post by: HHIPDragonFox on June 27, 2008, 02:58:27 AM
 :hmm:
The only guide I have is the one I compiled from me exploring the rom itself and from what everyone else had noted with their experiences.
Then I checked their notes with what I found and verified most and made note of them in more details.
The rest is just that I hold a lot detail and data in my head........(mostly like a cluttered broom closet!).
>>The .tbl file linked to is the self made guide for rom mapping of ff2us that I have<<

I didn't get the window borders yet.
 :omg:
I got the value for the Commands, Items, Spells, and Monster Spells to show up at the given generation.
This is the wierder part, the Battle menus names and such.
The window data seems to overlap somehow, but I figure that out later.
As for the Battle Command Windows(Commands, Spells, Item, Item Equip), the data is where the generate # (A9) is before the pointer address (BF) is and seemingly no length value (might be coded differently).
Then there's the window for displaying the Command/Spell/Item used.
I found that the Generate # (tagged A9) is first, the Pointer (BF), and finally the Length of chr$ shown (C0)

 :cycle: Picture of Battle Commands and Items:
http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_BattleItems.JPG
(http://www.geocities.com/holyplasmadragonfox/FF2US-rv_ed_BattleItems.JPG)

Now to just find those window routines.....

 :offtopic:
 :sad: My only problem is that I'm jumping between sections to0 much, but eventually learn something about the coding.
 :happy: My code viewing is limited with thingy32 and I can't see what I changed, but I least I know I editted something.
Title: Re: FF2us Window Data
Post by: HHIPDragonFox on June 27, 2008, 03:45:27 AM
Double Post.....but here's the reference.
written for headered ff2us rom.
Code: [Select]
    111A9 = Battle, Graphics, Enemy Pointer.                            BF, 5E FF
    111DB = Battle, Graphics, Enemy Pointer.                            BF, 5E FF
    1121C = ????  09 (69)  seems to be apart of enemy graphics.
    112A4 = ? 10 (A9) effects mp needed box graphics.
    112BC = ? 0A (A9) effects mp needed box graphics.
    1133D = ? 0A (A9) effects menu graphics.
    11620 = ? 06
    11887 = ????  Pointer to BF, 96 96 ()

    11E31 = Battle, Main Windows, seems to offset window borders?       (69) 40 00 [85]
    11E3F = Battle, Main Windows, seems to offset left window borders?  (A5) 06 [9D 00 00]
    11E44 = Battle, Main Windows, seems to offset left window borders?  (A5) 02 [9D 01 00]
    11E73 = Battle, Main Windows, seems to offset window borders?       (69) 40 00 [85]

    11EB8 = ? (C9) 05 messes with item menu?
    11EDE = Battle, Command Menu, seems to offset the command by ??     (A9) 05 [8D] Repositions where the start of the printed text is displayed and leaves behind the  backup original command text in the background.
    11F1E = Battle, Command Menu, Select every #.                     --05 to 07 (A9) true.
    11F41 = Battle, Command Menu, Pointer to Commands.                  BF, C6 A7 (7A7C6, 7A9C6)
    11F4B = Battle, Command Menu, Length value??                        07 (C0)           unknown viewing frame position
    11F63 = Battle, Command Menu, Length value??                        07 (C0)           unknown viewing frame position
    11F6C = Battle, Command Menu, setter?.                              5D to 7D?  interesting?
    11F8E = ? 05 messes with commands, show multiple of one command.

    12023 = Battle, Item Equip Menu, select every # Item.               09 to 0B (A9)  true?.
    1202F = Battle, Item Equip Menu?, effects Length/Group?             06
    1204C = Battle, Item Equip Menu, Pointers for Item Names.           BF, 00 80 (78000 nonheader(78200 header)).
    12061 = Battle, Item Equip Menu, Value Length?                      08  unknown
    12064 = Battle, Item Equip Menu, OffPointers for Item Names.        BF, 01 80 (over 1 to eliminate icon).

    121F8 = Battle, Item Select Menu, Every # Item.                     09 to 0B (A9)  true.
    12214 = Battle, Item Select Menu, Item Pointer.                     BF, 00 80 (78000 nonheader(78200 header)).  true.
    12229 = Battle, Item Select Menu, Value Position?                   08 to 0A (A9) ??
    1222C = Battle, Item Select Menu, Item Offsetter.                   BF, 01 80 does something relative to items

    1229D = ????  Battle, Spell Select Menu, offset displayed.          06 to 08
    122E3 = ????  06       does something to spells in battle.
    122EB = Battle, Spell Select Menu, Every # Spell.                   06 to 08 (A9)   true.
    12307 = Battle, Spell Select Menu, Spell Pointer.                   BF, 00 89 (78900 nonheader(78B00 header)).  BF, 00 8B   true.
    1231F = Battle, Spell Select Menu, Spell Offset.                    BF, 01 89 does something relative to spells.
    1233F = ????  06       does something to spell mp ###/### in battle.
    12755 = Battle?, Monster Spell Menu?, generate every #?             08 (A9)
    12758 = Battle?, Pointers for Monster Spells.                       BF, B0 8A (78AB0 nonheader(78CB0 header)).  BF, 40 8D
    1275F = ? 08 (F0) ?Ditto?
    1275F = Battle?, Monster Spell Menu?,length value?                  08 (C0) ?Ditto
    1276C = ? 06 (A9)
    12774 = Battle, Pointers for Spell Names, ??                        BF, 00 89 (78900 nonheader(78B00 header)).  BF, 00 8B
    1277F = Battle, Spell Select Menu, Spell Offset.                    BF, 01 89 does something relative to spells.
    12796 = ? 09 seems to be something?.    (A9) 09 [85]
    127A3 = Pointers for Item Names, ??                                 BF, 00 80 (78000 nonheader(78200 header)).

    14D46 = Battle, Used Command Window, every Command #.             --05 to 07 (A9) true
    14D51 = Battle, Used Command window, Command name Pointer.          BF, C6 A7    (7A7C6 nohead(7A9C6 head)).
    14D5A = Battle, Used Command Window, length value.                  05 to 07 (C0 ## 00 D0 F2 99 FD 74 4C A0 BC)  true.
    14D74 = Battle. Used Item window, every Item #.                   --09 to OB (A9) true.
    14D80 = Battle, Used Item window, Item name pointer.                BF, 00 80    (78000 nohead(78200 head)).
    14D89 = Battle, Used Item window, value length.                     08 to 0A (C0 ## 00 D0 F2 99 FD 74 4C A0 BC)  true.
    14DA4 = Battle, Casted Monster Spell, generate every #.           --08       (A9) true.
    14DAF = Battle, Casted Monster Spell, M-Spell name Pointer.         BF, B0 8A    (78AB0 nohead(78CB0 head)).
    14DB8 = Battle, Casted Monster Spell, given length value.           08 (C0 ## 00 D0 F2 99 FD 74 4C A0 BC)  true.
    14DC9 = Battle, Casted Spell Window, every Spell #.               --06 to 08 (A9) true
    14DDA = Battle, Casted spell window, Spell name Pointer.            BF, 00 89    (78900 nohead(78B00 head)).
    14DE3 = Battle, Casted Spell Window, length value.                  07 to 09 (C0 ## 00 D0 F2 99 FD 74 4C A0 BC)  true.
    14E04 = Battle, BF, 00 B0
    14E0E = Battle, 0F (A9)

That command length value??'s were a 5 and changing to 7 didn't damage the code functions for battle. Well still didn't find that griping code for changing the viewing length of the Command/Item/Spell Text, only found where the positioning pointers are for where the viewing frame is looking at.
Items marked "true" are what definitely changes or effects given area noted.
Viewing Frames, Printing Frames, and actual sizes to print are all separate entities in too many places to find at once.

Hey JCE###: as of October 2008 I can now move the columns of spells in battle menu, but can't find the column data for main field menu.
Code: [Select]
    11A6C = BattleMenu, SpellSelectMenu, Spell Column1 Position.        (A2) 2A C5 [86 00]  to 28
    11A71 = BattleMenu, SpellSelectMenu, Spell Column2 Position.        (A2) 38 C5 [86 02]  to 3A
    11A76 = BattleMenu, SpellSelectMenu, Spell Column2 Position.        (A2) 46 C5 [86 04]  to 4C
moves each column.

    11A93 = BattleMenu, SpellSelectMenu, Spell Column1-Line1 Format.    (BD) A6 97 [91 00]
    11A98 = BattleMenu, SpellSelectMenu, Spell Column2-Line1 Format.    (BD) BE 97 [91 02]
    11A9D = BattleMenu, SpellSelectMenu, Spell Column3-Line1 Format.    (BD) D6 97 [91 04]
    11AA2 = BattleMenu, SpellSelectMenu, Spell Length to View/Print.    [C8 E8] (C0) 0C 00 [D0 EA]  to 10 00 [?? ??]
    11AA9 = BattleMenu, SpellSelectMenu, Three Columns Position.        (A0) 40 00
    11AAC = BattleMenu, SpellSelectMenu, Spell Column1-Line2 Format.    (BD) A6 97 [91 00]
    11AB1 = BattleMenu, SpellSelectMenu, Spell Column2-Line2 Format.    (BD) BE 97 [91 02]
    11AB6 = BattleMenu, SpellSelectMenu, Spell Column3-Line2 Format.    (BD) D6 97 [91 04]
    11ABB = BattleMenu, SpellSelectMenu, Spell Length to View/Print.    [C8 E8] (C0) 4C 00 [D0 EA]
    11AC4 = BattleMenu, SpellSelectMenu, Troth Columns effected.        [8A] (18 69) 30 00 [AA]
    11ACA = BattleMenu, SpellSelectMenu, 1st Column Position.           [A5 00] (18 69) 80 00 [85 00]
    11AD2 = BattleMenu, SpellSelectMenu, 2nd Column Position.           [A5 02] (18 69) 80 00 [85 02]
    11ADA = BattleMenu, SpellSelectMenu, 3rd Column Position.           [A5 04] (18 69) 80 00 [85 04]
column formating.
[/code[


Editted for new references thanks js@gm.c
[code]
    B7D87 = BattleMenu, Magic Window, text half case "mp".              76 78
    B7D89 = BattleMenu, Magic Window, text separator "/".               C7 
    B7D8A = BattleMenu, Magic Window, text "NeedMP".                    4F 60 60 5F 4E 51
    B7D90 = BattleMenu, Command Window, text "Pary".                    51 5C 6D 74
    B7D94 = BattleMenu, Command Window, text "Chnge".                   44 63 69 62 60
somehow the programing "knowns" wher to put a space, a "r", and an "a" in the three text above.
    B7E3C = BattleMenu, Item/Spell Select, Scoll Arrow Up Head Posit.   EC 90 [4F] {B1}  to F1 90
    B7E40 = BattleMenu, Item/Spell Select, Scoll Arrow Up Shaft Posit.  EC 98 [4E] {B1}  to F1 98
    B7E44 = BattleMenu, Item/Spell Select, Scoll Arrow Down Hd Posit.   EC CC [4E] {31}  to F1 CC
    B7E48 = BattleMenu, Item/Spell Select, Scoll Arrow Down Shft Posit. EC D4 [4F] {31}  to F1 D4
    B7E56 = BattleMenu, Spell Selection, Cursor Hort Positions.         04 3C 74       to 00 3C 7C
    B7E59 = BattleMenu, Items Selection, Cursor Hort Positions.         0C 7C          to 00 7C
    B7FD6 = BattleMenu, MainMenu, Window Frame BackTop Position Format. (66 BE) 00 70 [40 03]
    B7FDC = BattleMenu, MainMenu, Window Frame FrontTopPosition Format. (A6 C1) A0 71 [40 03]
    B7FE2 = BattleMenu, ItemMenu, Window Frame Position Format.         (E6 C4) 00 74 [00 04]
    B7FE8 = BattleMenu, ItemMenu, Window Frame Position Format.         (E6 C8) 00 76 [00 04]
    B7FEE = BattleMenu, SpellSelect, Window Frame Position Format.      (E6 CC) 00 7C [C0 04]
    B7FF4 = BattleMenu, ItemEquipMenu, Window Frame Position Format.    (A6 D1) 00 78 [C0 01]
    B7FFA = BattleMenu, NeedMP/Parry/Change Window Position Format.     (66 D3) 60 5E [40 03]
    B8000 = BattleMenu, UseOnMenu, Window Top Frame Position Format.    (A6 D6) 80 79 [40 03]
    B8006 = BattleMenu, Pause, Window Frame Position Format.            (E6 DB) 80 7E [00 01]
    B800C = BattleMenu, MainMenu, Window Frame Position Format.         (A6 BE) 20 70 [80 02]
    B8012 = BattleMenu, MainMenu, Window Frame Position Format.         (E6 C1) C0 71 [80 02]
    B8018 = BattleMenu, SpellSelect, Window Frame Position Format.      (26 C5) 20 74 [00 04]
    B801E = BattleMenu, ItemMenu, Window Frame Position Format.         (E6 C4) 00 74 [00 04]
    B8024 = BattleMenu, ItemMenu, Window Frame Position Format.         (E6 C8) 00 76 [00 04]   
    B802A = BattleMenu, ItemMenu, Window Frame Position Format.         (E6 CC) 00 7C [40 04]   
    B8030 = BattleMenu, SpellSelect, MPneeded Frame Position Format.    (66 D3) 60 5E [40 01]
    B8036 = BattleMenu, ItemEquipMenu, Window Frame Position Format.    (A6 D1) 00 78 [C0 01]
    B803C = BattleMenu, UseOnMenu, Window Side Frame Position Format.   (E6 D6) A0 79 [80 02]
    B8042 = BattleMenu, Enemy Name/Count Position & Format?.            (14 08) 1E BB [AA BE]  to (14 08) 1E BB [A8 BE]
    B8048 = BattleMenu, Player Name Position & Format.                  (0C 0A) 66 B9 [C2 BE]  to (0C 0A) 66 B9 [C0 BE]   Length?
    B804E = BattleMenu, Player HP Position & Format.                    (12 0A) DE B9 [D0 BE]  to (12 0A) DE B9 [D2 BE]   Length?
    B8054 = BattleMenu, Command Text Side? Position & format.           (0A 0A) B2 8C [F4 C1]  to (0E 0A) B2 8C [F0 C1]   Length?
    B805A = BattleMenu, Comm-EnemyName Window, Position & Size.         01 00  0C 0D [A6 C1]  to  00 00  0C 0D
    B8060 = BattleMenu, Comm-PlayerName Window, Position & Size.        0D 00  12 0D [A6 C1]  t0  0D 00  14 0D
    B8066 = BattleMenu, Command Window, Position & Size.                06 00  07 0D [A6 C1]  to  04 00  09 0D  A6 C1
    B806C = BattleMenu, Main-EnemyName Window, Position & Size.         01 00  0C 0D [66 BE]  to 00 00  0D 0D
    B8072 = BattleMenu, Main-PlayerName Window, Position & Size.        0D 00  12 0D [66 BE]  to 0D 00  13 0D
    B8078 = BattleMenu, Item Window, Position & Size.                   01 00  1E 33 [E6 C4]  to 00 00  20 33
    B807E = BattleMenu, EquipItem Window, Position & Size.              01 00  1E 07 [A6 D1]  to 00 00  20 07
    B8084 = BattleMenu, MagicNeed Window, Position & Size.              16 00  09 08 [66 D3]  to 0 
    B808A = BattleMenu, Change Window, Position & Size.                 00 09  08 04 [66 D3]  to 0
    B8090 = BattleMenu, Parry Window, Position & Size.                  18 09  08 04 [66 D3]  to 0
    B8096 = BattleMenu, UseOnSelect Window, Position & Size.            01 00  13 0D [A6 D6]  to 00 00  15 0D
    B809C = BattleMenu, UseOnInfo Window, Position & Size.              14 00  0B 0D [A6 D6]  to 15 00  0B 0D
    B80A2 = BattleMenu, Pause Window, Position & Size.                  0C 00  09 03 [E6 DB] 
    B80A8 = BattleMenu, Pause Window, Text.                             51 42 56 54 46 (P A U S E)
    B80F3 = BattleMenu, EquipedItem Window, If NoHanded    = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B80F8 = BattleMenu, EquipedItem Window, If NoHanded    = [??(R)Hand]    (Main-Font)
    B80FD = BattleMenu, EquipedItem Window, If NoHanded    = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B8102 = BattleMenu, EquipedItem Window, If NoHanded    = [??(L)Hand]    (Main-Font)
    B8107 = BattleMenu, EquipedItem Window, If LeftHanded  = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B810C = BattleMenu, EquipedItem Window, If LeftHanded  = SHand          (Main-Font)
    B8111 = BattleMenu, EquipedItem Window, If LeftHanded  = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B8116 = BattleMenu, EquipedItem Window, If LeftHanded  = LHand          (Main-Font)
    B810B = BattleMenu, EquipedItem Window, If RightHanded = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B8120 = BattleMenu, EquipedItem Window, If RightHanded = RHand          (Main-Font)
    B8125 = BattleMenu, EquipedItem Window, If RightHanded = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B812A = BattleMenu, EquipedItem Window, If RightHanded = SHand          (Main-Font)
    B812F = BattleMenu, EquipedItem Window, If BothHanded  = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B8134 = BattleMenu, EquipedItem Window, If BothHanded  = RHand          (Main-Font)
    B8139 = BattleMenu, EquipedItem Window, If BothHanded  = Line-Above-Main-Font (For Main Font of next set of 5 CHR$)
    B813E = BattleMenu, EquipedItem Window, If BothHanded  = LHand          (Main-Font)
    B8143 = BattleMenu, EnemyNameWindow, Print Frame Format.            FD 74  1E BB  0A 00 
    B8149 = BattleMenu, PlayerNameWindow, Print Frame Format.           FD 74  66 B9  06 00 
    B814F = BattleMenu, PlayerHPWindow, Print Frame Format.             FD 74  DE B9  09 00 
    B8155 = BattleMenu, EnemyNameWindow, Print Frame Format.            FD 74  92 BA  07 02 
not done yet, still finding lots of stuff![/code]