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Joelsmith380

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Expanding the command window
« on: August 22, 2008, 01:40:11 PM »
I found this the other day and didn't find it in any posted docs.  The battle command window width is located at B8068. I think the default width is set at 07, j2e expanded it to 0C. 

B8060 -  0D00 120D A6C1 0600 (07)0D A6C1 0100 0C0D  here's the complete line.

The problem I have now is finding how to increase or decrease the command name length. Everything I have tried has ended up being a pointer of some kind. The closest I have found to changing the command length is at 11F4B but if the length is decreased it leaves a black space where the letters were supposed to be, if increased it cuts off the first letters of the command. If anyone can help me out I would really appreciate it.

Hope this info is helpful.

Deathlike2

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Re: Expanding the command window
« Reply #1 on: August 22, 2008, 01:52:33 PM »
I wouldn't know exactly what's going on, but I presume there's some code that actually prints the text out, to some limit. You could try to see if the number 5 (in hex) is involved.

Those code is probably also shared with the Change and Parry command.. where the Change command is 5 letters plus some inserted "e'".
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DarknessSavior

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Re: Expanding the command window
« Reply #2 on: August 25, 2008, 01:32:33 PM »
This is all a guess, by my part. But I'd imagine an easy way to do this would be set a breakpoint for the battle commands in RAM (look for them with a table loaded in Geiger's hex editor, you'll find them.). Then, look for a command like this:

LDA #$05

This should then be proceeded by a routine to put the letters in the correct place in RAM. The key is to find a routine with that LDA, and also a DEC. The DEC will be in the same place the $05 is stored.

Hope that helps,

Edit: Actually, I looked into that. It's not designed that way, they use some other method of determining how long battle commands can be. When I figure out what it is, I'll post it here.

~DS
« Last Edit: August 27, 2008, 12:23:46 PM by DarknessSavior »

HHIPDragonFox

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Re: Expanding the command window
« Reply #3 on: November 10, 2008, 06:42:06 AM »
 :cycle: :happy:
Say, I finally found this post you were talking about JS.

I just posted a new thread topic
http://slickproductions.org/forum/index.php?topic=864.0

And I'm still looking into finding which data offsets effect the command routines, although I always find something else when looking for one thing.

I believe the data presented on the thread will be self explainatory and in proper grounping.
If not, then here's a hint:
  Finding the data is tasky and fort night, the order of successfully finding in difficult levels are
  (1)Info & used Item, (2)Parry/Change, (3)Item Select/Equip(4), (5)Spell Select, (7)Player/Enemy, and finally the Commands(10)
It seems there's more data references I have not found yet, but will soon collect them all. <- :lame:                      :wtf: -^
I've done the Info/Used, Parry/Change(no need though), ItemSelect/Equip.
Working on SpellSelect, Player/Enemy(pointless, yet still useful).
And hopefully figure out the routine and combinations to make the commands happen!
updated Table
http://www.geocities.com/holyplasmadragonfox/DragonFox_Pages0.html
(look for the Chozo Stautes facing each other in the updated &^^& updated section) or this:
http://www.geocities.com/holyplasmadragonfox/FF4wy_ItemAddresses.zip
« Last Edit: November 10, 2008, 07:14:50 AM by HHIPDragonFox »
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Phoenix

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Re: Expanding the command window
« Reply #4 on: November 10, 2008, 09:52:37 AM »
If you're looking for command routine offsets, they're here (FF2us 1.0 headered):

Code: [Select]
Offsets Command
------- -------
1C689-1CB13 Fight
1CB14-1CE35 (damage subroutines)
1CE36-1D496 White/Black/Call/Ninja
1D497-1E33D (spell subroutines)
1E33E-1E39C Peep/Study
1E39D-1E3B6 (enemy runs away)
1E3B7-1E4C6 Steal/Sneak
1E4C7-1E536 Heal/Medicine
1E537-1E5BB Throw/Dart
1E5BC-1E5E4 Change
1E5E5-1E628 Regen
1E629-1E7F9 Twin
1E7FA-1E83D Cover
1E83E-1E880 Off
1E881-1E89E Gird/Endure
1E89F-1E9DA Kick
1E9DB-1EA20 Power
1EA21-1EA3C Aim
1EA3D-1EA60 Pray
1EA61-1EAA5 Hide
1EAA6-1EAEA Show
1EAEB-1EB3E Sing
1EB3F-1EBC8 Jump
1EBC9-1EBD3 Parry
1EBD4-1EC04 DarkWave
1EC05-1ECAD Recall
1ECAE-1ECD0 Bluff
1ECD1-1ED87 Cry
1ED14-1ED87 (part of Throw/Dart, item check?)
1ED88-1EDF7 Item

HHIPDragonFox

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Re: Expanding the command window
« Reply #5 on: November 11, 2008, 02:45:27 AM »
 :hmm: In the Difficulty section, I meant about referring to to command print out data. However the subroutines......
 :eek: But:  :omg: this clears up a lot of my confusion about why the data I was searching thru refered to those pointers and subroutines, Thanks :laugh:
« Last Edit: November 11, 2008, 03:22:50 AM by HHIPDragonFox »
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HHIPDragonFox

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Re: Expanding the command window
« Reply #6 on: May 05, 2009, 02:35:12 AM »
 :cookie: :laugh:
This is for The FF2us_v1.1(Headered) version.

Main Part is the Lengthening of the Commands:
Code: [Select]
    11B9F = BattleMenu, CommandMenu, Select Every# Generate Each Pstn.--(A2) 64 00      to (A2) A0 00   ?FE?(?A2 00 01 ?)
    11EDE = BattleMenu, CommandMenu, MainLine Space/Chr$ Length.      --(A9) 05           to 06, 07, 08  true.
    11EE8 = BattleMenu, CommandMenu, MainLine Wrap Position.          --(A9) 14 [85 28]   to 18, 1C, 20 true.
                  Must Realize This Efx all 4 Section Print Fields.     Must Change 11B9F & 11EDE & B80AD
    11EFE = BattleMenu, CommandMenu, Pointers to CmdStartPositions.    -(BF) AD FE 16       to 0B7EAD/0B80AD
    11F1D = BattleMenu, CommandMenu, Select every # Generate.         --(A9) 05 [85 28]  to 08  true.
    11F4A = BattleMenu, CommandMenu, Length value of Spaces/Chr$.     --(C0) 07 00 [D0 F2]                  to 0A for 08 chr$?? 
    11F62 = BattleMenu, CommandMenu, Length of Spaces/Chr$ After.       (C0) 07 00 [D0 F7]                  to 0A

But once Expanded, all other corresponding memory field addresses need to be updated:
Code: [Select]
    1196F = BattleMenu, SpellSelectMenu, LinePosition of "MP" text.   --(BD) 92 BA (99) D4 D3   to (BD) A6 C8 (99) 58/60 E2 (DC D3)
    11975 = BattleMenu, SpellSelectMenu, LinePosition of MP###/###.   --(BD) A0 BA (99) 14 D4   to (BD) B4 C8 (99) 98/A0 E2 (1C D4)
    11989 = BattleMenu, SpellSelectMenu, LinePosition of "NeedMP"Text.--(99) 94 D4   to (99) 18/20/1E E3 (9C/9A D4)
    119A6 = BattleMenu, ItemEquipMenu, R/S-Hand&Item Column1 Position.--(A2) EC D1 [86 00]   to 70/6E E0 (EA D1)
    119AB = BattleMenu, ItemEquipMenu, L/S-Hand&Item Column2 Position.--(A2) 08 D2 [86 02]   to 8C E0 
    11A48 = BattleMenu, All Select Menus, Effects inbetween Spaces.   --(A2) 36 C5 [86 00]   to BA D3
    11A6C = BattleMenu, SpellSelectMenu, Spell Column1 Position.      --(A2) 2A C5 [86 00]  to AE D3 (2A C5)
    11A71 = BattleMenu, SpellSelectMenu, Spell Column2 Position.      --(A2) 38 C5 [86 02]  to BE D3 (3A C5)
    11A76 = BattleMenu, SpellSelectMenu, Spell Column3 Position.      --(A2) 46 C5 [86 04]  to CE D3 (4A C5)
    11A93 = BattleMenu, SpellSelectMenu, SpellColumn1-BaseLine1 Format.-(BD) A6 97 [91 00]  to 52 9A  (every 18) to (20)
    11A98 = BattleMenu, SpellSelectMenu, SpellColumn2-BaseLine1 Format.-(BD) BE 97 [91 02]  to 72 9A
    11A9D = BattleMenu, SpellSelectMenu, SpellColumn3-BaseLine1 Format.-(BD) D6 97 [91 04]  to 92 9A
    11AAC = BattleMenu, SpellSelectMenu, SpellColumn1-MainLine2 Format.-(BD) A6 97 [91 00]  to 52 9A  (every 18) to (20)
    11AB1 = BattleMenu, SpellSelectMenu, SpellColumn2-MainLine2 Format.-(BD) BE 97 [91 02]  to 72 9A
    11AB6 = BattleMenu, SpellSelectMenu, SpellColumn3-MainLine2 Format.-(BD) D6 97 [91 04]  to 92 9A
    11AFD = BattleMenu, ItemSelectMenu, Item Column1 Position.        --(A2) 2A C5 [86 00]  to AE/AC D3 (28 C5)
    11B02 = BattleMenu, ItemSelectMenu, Item Column2 Position.        --(A2) 46 C5 [86 02]  to CA D3
    11B1E = BattleMenu, ItemSelectMenu, Item Column1-BaseLine1 Format.--(BD) A6 8E [91 00]        to D2 8F 'base Memory Field of Items
    11B23 = BattleMenu, ItemSelectMenu, Item Column2-BaseLine1 Format.--(BD) D6 8E [91 02]        to 0A 90 (DE 8E)(+30+8 for +38)
    11B32 = BattleMenu, ItemSelectMenu, Item Column1-MainLine2 Format.--(BD) A6 8E [91 00]        to D2 8F 'base Memory Field of Items
    11B37 = BattleMenu, ItemSelectMenu, Item Column2-MainLine2 Format.--(BD) D6 8E [91 02]        to 0A 90 (DE 8E)(+30+8 for +38)
    11B8C = BattleMenu, Player/Enemy-NameWindow, MainSection Position.--(BD) 65 BE   to E9 CC
    11B8F = BattleMenu, Player/Enemy-NameWindow, MainSection Position.--(9D) A5 C1   to 29 D0
    11C8B = BattleMenu, CommandMenu, Parry Line Positon Format.       --(A2) E8 D5 [86 00]   to 6C E4
    11C90 = BattleMenu, CommandMenu, Change/Parry Line Positon Format.--(A2) 18 D6 [86 02]   to 9C E4
    11D00 = BattleMenu, ItemEquipMenu, R/L-Hand Position.             --(9D) 65 BE  to E9 CC 
    11D0D = BattleMenu, AllSelectMenu, NeedMP/Parry/Change Position.  --(9D) 66 D3  to EA E1
    11D13 = BattleMenu, AllSelectMenu, UseOnPlayer Position.          --(9D) A6 D6  to 2A E5
    11D17 = BattleMenu, AllSelectMenu, PauseWindowText Position?.     --(9D) E6 DB  to 6A EA   
    1214C = BattleMenu, ItemSelectMenu, Pointer to gfx Shaded area.   --(99) A7 8E   to D3 8F  +1C/+18
    1214F = BattleMenu, ItemSelectMenu, Pointer to gfx Shaded area.   --(99) BF 8E   to EF 8F / EB 8F
    1218B = BattleMenu, ItemSelectMenu, Pointer to gfx Shaded area.   --(99) A7 8E   to D3 8F  +1C/+18
    1218E = BattleMenu, ItemSelectMenu, Pointer to gfx Shaded area.   --(99) BF 8E   to EF 8F / EB 8F
    121C0 = BattleMenu, ItemSelectMenu, Box Printed Position Format.  --[A5 2A] (18 69) A6 8E [8D 52 EF]      to D2 8F !?
    123BE = BattleMenu, PlayerHP, Position of H.                      --(9D) E2 B9   to F6 C7
    123BC = BattleMenu, PlayerHP, Position of P.                      --(9D) E4 B9   to F8 C7
    123ED = BattleMenu, SpellSelectMP, Position of "M".               --(99) 94 BA  to A8 C8   
    123F1 = BattleMenu, SpellSelectMP, Position of "P".               --(99) 96 BA  to AA C8   
    124A9 = BattleMenu, UseOnPlayer, PlayerName Box Position.         --(A2) 82 BE [86 00]  to 06/04 CD (80 BE)
    124AE = BattleMenu, UseOnPlayer, PlayerName Line Position.        --(A2) AA D6 [86 02]  to 2E/2A E5 (A6 D6)
    124EA = BattleMenu, UseOnPlayer, Abnormal Status Info Position.   --(A2) 10 D7   to 94 E5
    12592 = BattleMenu, UseOnPlayer, Efx Menu Border Gfx.             --(BD) A6 D6  to 2A E5
    12598 = BattleMenu, UseOnPlayer, Efx Menu Border Gfx.             --(9D) A6 D6  to 2A E5

Also update the window frame memory field addresses:
Code: [Select]
    B7FD6 = BattleMenu, MainMenu, Window Frame BackTop Position Format.0(66 BE) 00 70 [40 03]  to (EA CC) 00 70 [40 03]
    B7FDC = BattleMenu, MainMenu, Window Frame FrontTopPosition Format.1(A6 C1) A0 71 [40 03]  to (2A D0) A0 71 [40 03]
    B7FE2 = BattleMenu, ItemMenu, Window Frame Position Format.        2(E6 C4) 00 74 [00 04]  to (6A D3) 00 74 [00 04]
    B7FE8 = BattleMenu, ItemMenu, Window Frame Position Format.        3(E6 C8) 00 76 [00 04]  to (6A D7) 00 76 [00 04]
    B7FEE = BattleMenu, SpellSelect, Window Frame Position Format.     4(E6 CC) 00 7C [C0 04]  to (6A DB) 00 7C [C0 04]
    B7FF4 = BattleMenu, ItemEquipMenu, Window Frame Position Format.   5(A6 D1) 00 78 [C0 01]  to (2A E0) 00 78 [C0 01]
    B7FFA = BattleMenu, NeedMP/Parry/Change Window Position Format.    6(66 D3) 60 5E [40 03]  to (EA E1) 60 5E [40 03]
    B8000 = BattleMenu, UseOnMenu, Window Top Frame Position Format.   7(A6 D6) 80 79 [40 03]  to (2A E5) 80 79 [40 03]
    B8006 = BattleMenu, Pause, Window Frame Position Format.           8(E6 DB) 80 7E [00 01]  to (6A EA) 80 7E [00 01] / []
    B800C = BattleMenu, MainMenu, Window Frame Position Format.        0(A6 BE) 20 70 [80 02]  to (2A CD) 20 70 [80 02]
    B8012 = BattleMenu, MainMenu, Window Frame Position Format.        1(E6 C1) C0 71 [80 02]  to (6A D0) C0 71 [80 02]
    B8018 = BattleMenu, SpellSelect, Window Frame Position Format.     4(26 C5) 20 74 [00 04]  to (AA D3) 20 74 [00 04]
    B801E = BattleMenu, ItemMenu, Window Frame Position Format.        2(E6 C4) 00 74 [00 04]  to (6A D3) 00 74 [00 04]
    B8024 = BattleMenu, ItemMenu, Window Frame Position Format.        3(E6 C8) 00 76 [00 04]  to (6A D7) 00 76 [00 04]
    B802A = BattleMenu, ItemMenu, Window Frame Position Format.        4(E6 CC) 00 7C [40 04]  to (6A DB) 00 7C [40 04]
    B8030 = BattleMenu, SpellSelect, MPneeded Frame Position Format.   6(66 D3) 60 5E [40 01]  to (EA E1) 60 5E [40 01]
    B8036 = BattleMenu, ItemEquipMenu, Window Frame Position Format.   5(A6 D1) 00 78 [C0 01]  to (2A E0) 00 78 [C0 01]
    B803C = BattleMenu, UseOnMenu, Window Side Frame Position Format.  7(E6 D6) A0 79 [80 02]  to (6A E5) A0 79 [80 02]
    B8042 = BattleMenu, Enemy Name/Count Length, Position & Format.     (14 08) 1E BB [AA BE]  to (18 08) 32 C9 [2E/2C CD]/[A8 BE]
    B8048 = BattleMenu, Player Name Length, Position & Format.          (0C 0A) 66 B9 [C2 BE]  to (10 0A) 52 C7 [46 CD]/[C2 BE]
    B804E = BattleMenu, Player HP Length, Position & Format.            (12 0A) DE B9 [D0 BE]  to (12 0A) F2 C7 [54/56 CD]/[D2 BE]
    B8054 = BattleMenu, Command Text Side? Length, Position & Format.   (0A 0A) B2 8C [F4 C1]  to (10 0A) B2 8C [78/74 D0]/[F0 C1]
    B805A = BattleMenu, Comm-EnemyName Window, Position & Size.         01 00  0C 0D [A6 C1]  to  00 00  0C 0D  [2A D0] 
    B8060 = BattleMenu, Comm-PlayerName Window, Position & Size.        0D 00  12 0D [A6 C1]  to  0D 00  13 0D  [2A D0] 
    B8066 = BattleMenu, Command Window, Position & Size.                06 00  07 0D [A6 C1]  to  04 00  0A 0D  [2A D0] 
    B806C = BattleMenu, Main-EnemyName Window, Position & Size.         01 00  0C 0D [66 BE]  to  00 00  0E 0D  [EA CC] 
    B8072 = BattleMenu, Main-PlayerName Window, Position & Size.        0D 00  12 0D [66 BE]  to  0D 00  13 0D  [EA CC] 
    B8078 = BattleMenu, Item Window, Position & Size.                   01 00  1E 33 [E6 C4]  to  00 00  20 33  [6A D3] 
    B807E = BattleMenu, EquipItem Window, Position & Size.              01 00  1E 07 [A6 D1]  to  00 00  20 07  [2A E0] 
    B8084 = BattleMenu, MagicNeed Window, Position & Size.              16 00  09 08 [66 D3]  to  1A 00  05 08  [EA E1] 
    B808A = BattleMenu, Change Window, Position & Size.                 00 09  08 04 [66 D3]  to  00 09  08 04  [EA E1]   
    B8090 = BattleMenu, Parry Window, Position & Size.                  18 09  08 04 [66 D3]  to  18 09  08 04  [EA E1] 
    B8096 = BattleMenu, UseOnPlayer Window, Position & Size.            01 00  13 0D [A6 D6]  to  00 00  14 0D  [2A E5] 
    B809C = BattleMenu, UseOnStatInfo Window, Position & Size.          14 00  0B 0D [A6 D6]  to  14 00  0C 0D  [2A E5] 
    B80A2 = BattleMenu, Pause Window, Position & Size.                  0C 00  09 03 [E6 DB]  to  0C 00  09 03  [6A EA]/[] 
    B80A8 = BattleMenu, Pause Window, Text.                             51 42 56 54 46 (P A U S E)
    B8143 = BattleMenu, EnemyNameWindow, Print Frame Format.            FD 74  1E BB  0A 00
    B8145 = BattleMenu, EnemyNameWindow, Print Area.                  --1E BB   to 32 C9  [36 44]
    B8147 = BattleMenu, EnemyNameWindow, Print Length.                --0A 00   to 0C 00
    B8149 = BattleMenu, PlayerNameWindow, Print Frame Format.           FD 74  66 B9  06 00
    B814B = BattleMenu, PlayerNameWindow, Print Area.                 --66 B9   to 52 C7  [36 E9]
    B814D = BattleMenu, PlayerNameWindow, Print Length.               --06 00   to 08 00
    B814F = BattleMenu, PlayerHPWindow, Print Frame Format.             FD 74  DE B9  09 00
    B8151 = BattleMenu, PlayerHPWindow, Print Area.                   --DE B9   to F2 C7  [DE B9]
    B8153 = BattleMenu, PlayerHPWindow, Print Length.                 --09 00   to 09 00
    B8155 = BattleMenu, MP & Pause Window, Print Frame Format.          FD 74  92 BA  07 02
    B8159 = BattleMenu, MP & Pause Window, Print Length.              --92 BA   to A6 C8  [92 BA]
    B8159 = BattleMenu, MP & Pause Window, Print Length.              --07 02   to 07 02  (to 0500??)
    B80AD = BattleMenu, CommandMenu, Command Starting Position Pointer Data??.  Increases 64h[100d] (B28C + 6400 = 168D)
              Player1  Player2  Player3  Player4  Player5 
         Was   B2 8C    16 8D    7A 8D    DE 8D    42 8E   (Increases Every 064)  05cmd * (A9) 14 = 64     Ends A6 8E
         Now   B2 8C    52 8D    F2 8D    92 8E    32 8F   (Increases Every 0A0)  05cmd * (A9) 20 = A0     Ends D2 8F
                                   5cmd x (14h)20dspc = 64h(100d)                  5cmd x (20h)32dspc = (A0h)160d
                                   05h & 05h & 05h & 05h = 0Ah & 0Ah = 14H[20d]    08h & 08h & 08h & 08h = 10h & 10h = 20h[32d]
         Problem Now Is That The Commands Runs Into the Items List Memory Field.
    B80B7 = BattleMenu, CommandMenu, Command Starting Position Pointer Data??.  Increases 1Ch[028d] (0233 + 1C00 = 1E33)
         Was   02 33    1E 33    3A 33    56 33    72 33                     
    B80C1 = BattleMenu, ItemEquipMenu, Player Equipable Item Starting Position Pointer Data.       Increases Every +60 00
              Player1  Player2  Player3  Player4  Player5 
          Was  86 BC    E6 BC    46 BD    A6 BD    06 BE   (Increases Every +60 00)  Ends 66 BE
          Now  BA CA    2A CB    9A CB    0A CC    7A CC   (Increases Every +70 00)  Ends EA CC
    B80CB = BattleMenu, ItemEquipMenu, Player Equipable Item Starting Position Pointer Data.       Increases Every +08 00
              Player1  Player2  Player3  Player4  Player5 
          Was  DA 32    E2 32    EA 32    F2 32    FA 32   (Increases Every +08 00)  Ends 02 33
    B80D5 = BattleMenu, ItemEquipMenu, Player RHand/LHand Text Starting Position Pointer Data.     Increases Every +28 00
              Player1  Player2  Player3  Player4  Player5 
          Was  BE BB    E6 BB    0E BC    36 BC    5E BC   (Increases Every +28 00)  Ends 86 BC
          Now  52 C9    1A CA    42 CA    6A CA    92 CA   (Increases Every +28 00)  Ends BA CA
    B80DF = BattleMenu, SpellSelectMenu, Player Spell Starting Position Pointer Data.              Increases Every +C0 06
              Player1  Player2  Player3  Player4  Player5                                          [Factors 18*48]
          Was  A6 97    66 9E    26 A5    E6 AB    A6 B2   (Increases Every +C0 06)  Ends 66 B9
          Now  52 9A    52 A3    52 AC    52 B5    52 BE   (Increases Every +00 09)  Ends 52 C7
    B80E9 = BattleMenu, SpellSelectMenu, Player Spell Starting Position Pointer Data.              Increases Every +20 01
              Player1  Player2  Player3  Player4  Player5  (Factors=20*09, 10*12, 0C*18, 08*24, 06*30, 04*48, 03*60, 02*90)
               7A 2C    9A 2D    BA 2E    DA 2F    FA 30   (Increases Every +20 01)  Ends 1A 32 (06*30)


And Here's a Chart of the areas effected to expanded that I've found useful:
Code: [Select]
      |------------------------------------------------------------------------------------------|
      |                         MainBase                Changed                                  |
      |01) Commands:       old = B2 8C    ~    A6 8E  ->   B2 8C    ~    B6 91                   |
      |                    new = B2 8C    ~    A6 8E  ->>  B2 8C    ~    D2 8F            dif    |
      |                          @(64)x5p     +F4 01       @(A0)x5p     +20 03 = 2C 01  >>2C 01<<|
      |                           (^14spc x 5cmd)           (^20spc x 5cmd)                      |
      |                           (^5spc x  4sec)           (^8spc x  4sec}                      |
      |           Was   B2 8C  16 8D  7A 8D  DE 8D  42 8E   (Increases Every 064)  Ends A6 8E    |
      |           Now   B2 8C  52 8D  F2 8D  92 8E  32 8F   (Increases Every 0A0)  Ends D2 8F    |
      |------------------------------------------------------------------------------------------|
      |02) Items:          old = A6 8E    ~    A6 97  ->   B6 91    ~    36 9C                   |
      |                    new = A6 8E    ~    A6 97  ->>  D2 8F    ~    52 9A            dif    |
      |                          @(30 x 30bx) +00 09       @(38 x 30b)  +80 0A = 80 01  >>AC 02<<|
      |                           (^C spc x  4sec)          (^E spc x  4sec}                     |
      |------------------------------------------------------------------------------------------|
      |03) Spells:         old = A6 97    ~    66 B9  ->   36 9C    ~    36 C9                   |
      |                    new = A6 97    ~    66 B9  ->>  52 9A    ~    52 C7            dif    |
      |                          @(C006)x5p +C0 21         @(0009)x5p   +00 2D = 40 0B  >>EC 0D<<|
      |                          @(4002 x3) +00 00         @(0003 x3)   +00 00                   |
      |                           (^60x6)>{18spc x 18spl}   (^60x8)>{20spc x 18spl}              |
      |                                   (^6spc x  4sec)           (^8spc x  4sec}              |
      |          Was  A6 97  66 9E  26 A5  E6 AB  A6 B2   (Increases Every +C0 06)  Ends 66 B9   |
      |          Now  52 9A  52 A3  52 AC  52 B5  52 BE   (Increases Every +00 09)  Ends 52 C7   |
      |------------------------------------------------------------------------------------------|
      |04) PlayerName:     old = 66 B9    ~    DE B9  ->   36 C9    ~    D6 C9                   |
      |                    new = 66 B9    ~    DE B9  ->>  52 C7    ~    F2 C7            dif    |
      |                          @(78)        +78 00       @(A0)        +A0 00 = 28 00  >>14 0E<<|
      |                           (^18x5p)    +00 00        (^20x5p)    +00 00                   |
      |                            (^06spc x 4sec)           (^08spc x 4sec)                     |
      |------------------------------------------------------------------------------------------|
      |05) PlayerHPstat:   old = DE B9    ~    92 BA  ->   36 C9    ~    D6 C9                   |
      |                    new = DE B9    ~    92 BA  ->>  F2 C7    ~    A6 C8                   |
      |                          @(B4)        +00 00       @(B4)        +00 00                   |
      |                           (^24x5p)    +00 00        (^24x5p)    +00 00                   |
      |                            (^9spc x 4sec)            (^9spc x 4sec}                      |
      |------------------------------------------------------------------------------------------|
      |06) PlayerMPstat:   old = 92 BA    ~    1E BB  ->   8A CA    ~    16 CB                   |
      |      Parry,Change  new = 92 BA    ~    1E BB  ->>  A6 C8    ~    32 C9                   |
      |      Pause?              @(8C)        +00 00       @(8C)        +00 00                   |
      |                           (^1Cx5p)    +00 00        (^1Cx5p)    +00 00                   |
      |                            (^7spc x 4sec)            (^7spc x 4sec}                      |
      |------------------------------------------------------------------------------------------|
      |07) EnemyName:      old = 1E BB    ~    BE BB  ->   16 CB    ~    D6 CB                   |
      |                    new = 1E BB    ~    BE BB  ->>  32 C9    ~    F2 C9            dif    |
      |                          @(A0)        +A0 00       @(C0)        +C0 00 = 20 00  >>34 0E<<|
      |                           (^28x4e)    +00 00        (^30x4e)    +00 00                   |
      |                            (^A spc x 4sec)           (^C spc x 4sec}                     |
      |------------------------------------------------------------------------------------------|
      |08) Item-R/LHand:   old = BE BB    ~    86 BC  ->   D6 CB    ~    9E CC                   |
      |                    new = BE BB    ~    86 BC  ->>  F2 C9    ~    BA CA                   |
      |                          @(C8)        +00 00       @(C8)        +00 00                   |
      |                           (^28x5p)    +00 00        (^28x5p)    +00 00                   |
      |                            (^A spc x 4sec)           (^A spc x 4sec}                     |
      |          Was  BE BB  E6 BB  0E BC  36 BC  5E BC   (Increases Every +28 00)  Ends 86 BC   |
      |          Now  F2 C9  1A CA  42 CA  6A CA  92 CA   (Increases Every +28 00)  Ends BA CA   |
      |------------------------------------------------------------------------------------------|
      |09) Item-EquipStat: old = 86 BC    ~    66 BE  ->   9E CC    ~    86 CE                   |
      |                    new = 86 BC    ~    66 BE  ->>  BA CA    ~    EA CC            dif    |
      |                          @(E001)      +E0 01       @(3002)      +30 02 = 50 00  >>84 0E<<|
      |                           (^60x5p)    +00 00        (^70x5p)    +00 00                   |
      |                            (^18spc x 4sec)           (^1Cspc x 4sec}                     |
      |          Was  86 BC  E6 BC  46 BD  A6 BD  06 BE   (Increases Every +60 00)  Ends 66 BE   |
      |          Now  BA CA  2A CB  9A CB  0A CC  7A CC   (Increases Every +70 00)  Ends EA CC   |
      |------------------------------------------------------------------------------------------|
      |10) Menu Positions: old = 66 BE / A6 BE                                                   |
      |                    new = EA CC / 2A CD                                                   |
      |------------------------------------------------------------------------------------------|

 :whoa:  Now the problem that I've have left is that the Spell & Item Equip Windows gets screwed Up when the Used/Casted Info Screen comes up after using a Throw/Peep Command, Item, or Spell.
Also Changing the Pause Window Frame seem to misplace the print on The "PAUSE" Text that should show up, and not changing the pause window data prints a blue bar/space in the background behind the battle scene.


 :hmm:  I'm wondering if there's an extra memory space that isn't used in the battle functions that could be used to Separate the Command/Item/Spell/Player&EnemyNames Data to where it won't effect or get effectedby the window frame data or the text letter/number/icon data.
« Last Edit: May 12, 2009, 01:49:04 AM by HHIPDragonFox »
Cool is the Holy feeling after being Iced by Hyper Plasma.