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Was that really what Edrin was asking? I don't see what PC slots have to do with this. I thought Edrin was expanding sprite sheets to player character-completeness.
EE/030B: B95018 LDA $1850,Y (Party information for the current character)
EE/030E: 8940 BIT #$40 (Is the character available?)
EE/0310: F017 BEQ $0329 (Branch if not)
EE/0312: 2907 AND #$07 (Isolate the party number for the character)
EE/0314: CD6D1A CMP $1A6D (Compare to the number of the active party)
EE/0317: D010 BNE $0329 (Branch if not equal)
EE/0319: B95018 LDA $1850,Y (Party information for the current character)
EE/031C: 4A LSR A (Divide by 2)
EE/031D: 4A LSR A (Divide by 4)
EE/031E: 4A LSR A (Divide by 8)
EE/031F: 2903 AND #$03 (Isolate the character's position in the party)
EE/0321: C558 CMP $58 (Compare to the value of the general-purpose variable)
EE/0323: B004 BCS $0329 (Branch if equal or greater)
EE/0325: 8558 STA $58 (Store the position number to said variable)
EE/0327: 845A STY $5A (Store the character number to another such variable)
EE/0329: C8 INY (Point to next character)
EE/032A: C01000 CPY #$0010 (Processed all 16 character slots?)
EE/032D: D0DC BNE $030B (Loop if not)
EE/032F: A55A LDA $5A (Slot number for leader)
EE/0331: 8D0242 STA $4202 (Save as multiplicand A)
EE/0334: A925 LDA #$25 (Number of bytes per character in SRAM)
EE/0336: 8D0342 STA $4203 (Set multiplier B to 37)
EE/0339: EA NOP
EE/033A: EA NOP
EE/033B: EA NOP
EE/033C: AE1642 LDX $4216 (Load X with the product)
EE/033F: BD0116 LDA $1601,X (Sprite number of leader)
2E0 DC:0 Terra is covered by the shop and item menus and Gogo's Status screen
CA/5E34: 7F Change character $00's name to $1D (????? )
CA/5E37: 40 Assign properties $00 to character $00 (Actor in stot 0)
CA/5E3A: 3D Create object $00
CA/5E3C: 3F Assign character $00 (Actor in stot 0) to party 1
CA/5E3F: 37 Assign graphics $00 to object $00 (Actor in stot 0)
CA/5E42: 43 Assign palette $02 to character $00 (Actor in stot 0)
CA/5E45: D4 Set event bit $1E80($2E0) [$1EDC, bit 0]
CA/5E47: D4 Set event bit $1E80($2F0) [$1EDE, bit 0]
Show Floating Island soaring into the sky
(gen. act. A8)
C0/BA51: 200505 JSR $0505
C0/BA54: 207403 JSR $0374 (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA57: 220668C2 JSL $C26806
C0/BA5B: 201505 JSR $0515
C0/BA5E: 207403 JSR $0374 (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA61: 207305 JSR $0573
C0/BA64: A901 LDA #$01
C0/BA66: 4C5C9B JMP $9B5C
Judging by the 4 character slots this would be for FFVI, I would presume?

C3/0B01: A91A00 LDA #$001A (front row default X position)
C3/0B04: 8005 BRA $0B0B
C3/0B06: C220 REP #$20 (16 bit memory/accum.)
C3/0B08: A90E00 LDA #$000E (back row default X position)
C3/0B0B: FA PLX
C3/0B0C: 9DCA33 STA $33CA,X (set as horizontal position)
character slot 1
C3/0A3E: A91500 LDA #$0015
C3/0A41: 9D4A34 STA $344A,X (set as vertical position)
character slot 2
C3/0A69: A94500 LDA #$0045
C3/0A6C: 9D4A34 STA $344A,X
character slot 3
C3/0A94: A97500 LDA #$0075
C3/0A97: 9D4A34 STA $344A,X
character slot 4
C3/0ABF: A9A500 LDA #$00A5
C3/0AC2: 9D4A34 STA $344A,X
C3/6AE9: 20136B JSR $6B13 (Function loads Fixed-Width Font Graphics Data)
C3/6AEC: 20376B JSR $6B37 (Function loads graphics for Menu)
C3/6AEF: 20E86B JSR $6BE8 (Function loads Menu Cursor Palette)
C3/6AF2: 20676E JSR $6E67 (Function loads Hand Cursor Graphics)
C3/6AF5: 20826E JSR $6E82
C3/6AF8: 20096C JSR $6C09 (Function loads Menu Portrait Palettes)
C3/6AFB: 20E96C JSR $6CE9
C3/6AFE: 20846C JSR $6C84
C3/6B01: 4C606C JMP $6C60
heh, i actually downloaded the patch back in Spring 2003. here it is:
http://home.comcast.net/~assassin17/cklein0001/24bithp.zip
iirc, it was incomplete in one or more aspects, so whatever Imzogelmo makes (or has made?) will probably be better.