Author Topic: FF2us Window Data  (Read 11854 times)

Dragonsbrethren

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Re: FF2us Window Data
« Reply #30 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.

JCE3000GT

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Re: FF2us Window Data
« Reply #31 on: June 08, 2008, 10:53:07 AM »
Awsome, more and more documentation is sweet.   :omghax:

HHIPDragonFox

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Re: FF2us Window Data
« Reply #32 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.
« Last Edit: June 25, 2008, 03:50:56 AM by HHIPDragonFox »
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JCE3000GT

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Re: FF2us Window Data
« Reply #33 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...

HHIPDragonFox

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Re: FF2us Window Data
« Reply #34 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.
« Last Edit: June 25, 2008, 01:10:07 PM by HHIPDragonFox »
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Dragonsbrethren

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Re: FF2us Window Data
« Reply #35 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

You'll need some basic assembly knowledge to make us of that though.

HHIPDragonFox

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Re: FF2us Window Data
« Reply #36 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.
« Last Edit: July 02, 2008, 01:08:23 AM by HHIPDragonFox »
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Dragonsbrethren

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Re: FF2us Window Data
« Reply #37 on: June 26, 2008, 03:17:53 AM »
Cool, nice to see you got it working. :happy:

HHIPDragonFox

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Re: FF2us Window Data
« Reply #38 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
« Last Edit: June 27, 2008, 02:43:54 AM by HHIPDragonFox »
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JCE3000GT

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Re: FF2us Window Data
« Reply #39 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?

HHIPDragonFox

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Re: FF2us Window Data
« Reply #40 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


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.
« Last Edit: June 28, 2008, 04:56:47 AM by HHIPDragonFox »
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HHIPDragonFox

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Re: FF2us Window Data
« Reply #41 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]
« Last Edit: October 26, 2008, 01:14:54 PM by HHIPDragonFox »
Cool is the Holy feeling after being Iced by Hyper Plasma.