Hey PinkPuff, I have sort of an abstract question about FF4kster behavior that I figure might be worth asking you before I attempt to do what I want to try doing.
I want to make two different events draw from the same event data, but from different starting points.
So, for an entirely hypothetical example... let's say I wanted to make two events that call the Mist Dragon battle. We'll call them Event 01 and Event 02 for the sake of this example.
Event 01 (the normal Mist Dragon battle event) looks like this:
D8 Toggle music fade
F8 8D Show bank 1 message 18D with Yes/No box
EF 02 Show bank 2 message 02 starting from pointer ??
FB 47 Play sound effect 47
FD 07 Play visual effect 07
FB 00 Play sound effect 00
EC DE Fight battle with enemy set DE
F2 0D Set event flag 0D
FA 25 Play song 25
FF END
FA 00 Play song 00
C2 Main Character: move down
FA 25 Play song 25
FF END
Event 02 would remove the choice to turn away from the event, but would otherwise be the same, and therefore would look like this:
EF 02 Show bank 2 message 02 starting from pointer ??
FB 47 Play sound effect 47
FD 07 Play visual effect 07
FB 00 Play sound effect 00
EC DE Fight battle with enemy set DE
F2 0D Set event flag 0D
FA 25 Play song 25
FF END
Because those strings of event data are identical (for the portion that is event 02), the game should, in theory, work just fine if I simply change the pointer for event 02 to point to that location within event 01 (that's a statement, not a question).
The question is, how will FF4kster react to a manual pointer change like this? I imagine everything will be fine as long as I don't edit events in FF4kster after that, but what if I do? will FF4kster look through all of my event data and come up with its best guess as to what location within event data to point? And if so, given the unorthodox method employed, will it likely guess wrong?
It's really all just theoretical at this point, but this might be something I'd be doing for my hack if you think it wouldn't cause more problems than it's worth.