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Dragonsbrethren

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FF2us Window Data
« 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)
« Last Edit: December 13, 2007, 12:26:17 PM by Dragonsbrethren »

JCE3000GT

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Re: FF2us Window Data
« Reply #1 on: December 05, 2007, 10:09:29 PM »
« Last Edit: December 12, 2007, 05:07:42 PM by JCE3000GT »

Dragonsbrethren

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Re: FF2us Window Data
« Reply #2 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:


The is at $0000. As you can see it's in the top left corner.


Here it is at $4200. It's on the second line and indented one tile.


And here's what it looks like at $FE00. The game automatically starts printing any spilled over text on the next line.


Lastly, $0001. See how I got confused into thinking the second byte controlled the Y offset?
« Last Edit: December 06, 2007, 12:30:43 AM by Dragonsbrethren »

Dragonsbrethren

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Re: FF2us Window Data
« Reply #3 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.

JCE3000GT

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Re: FF2us Window Data
« Reply #4 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:


The is at $0000. As you can see it's in the top left corner.


Here it is at $4200. It's on the second line and indented one tile.


And here's what it looks like at $FE00. The game automatically starts printing any spilled over text on the next line.


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? 

Dragonsbrethren

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Re: FF2us Window Data
« Reply #5 on: December 06, 2007, 07:28:07 PM »
What do you mean "in byte form?" Those are bytes...

JCE3000GT

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Re: FF2us Window Data
« Reply #6 on: December 06, 2007, 08:10:49 PM »
What do you mean "in byte form?" Those are bytes...

$0001?  I'm confused.

Dragonsbrethren

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Re: FF2us Window Data
« Reply #7 on: December 06, 2007, 08:15:53 PM »
It's two bytes. $00 and $01. Understand now?

JCE3000GT

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Re: FF2us Window Data
« Reply #8 on: December 06, 2007, 08:19:23 PM »
It's two bytes. $00 and $01. Understand now?

Ya. 

Dragonsbrethren

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Re: FF2us Window Data
« Reply #9 on: December 06, 2007, 08:23:52 PM »
 :happy:

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

JCE3000GT

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Re: FF2us Window Data
« Reply #10 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.

Dragonsbrethren

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Re: FF2us Window Data
« Reply #11 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.

Deathlike2

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Re: FF2us Window Data
« Reply #12 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.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Dragonsbrethren

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Re: FF2us Window Data
« Reply #13 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.

JCE3000GT

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Re: FF2us Window Data
« Reply #14 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.
« Last Edit: December 07, 2007, 11:09:43 PM by JCE3000GT »