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Messages - Yakibomb

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1
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: July 15, 2018, 12:33:42 pm »
Wow, that Sigma looks great! I would love to see that implemented.

What were they thinking when they made his head smaller? Did they think his head couldn't fit in the final boss armor?

Anyway, it's about time I tried this patch. Have only played X3 once (more of an X2 fanboy) so I can't say much until I play it again!

2
Another update.

==V1.2.5 + V1.2.6 CHANGELOG 2018-7-13==
Spoiler:
ANIMATIONS
- At 0xD5: Added formation position #, fixed bug
- At 0x00: Removed "use palette row 4", added "Palette Row #" value
- A5 0x96: Battle Messages can now be set above 6

EVENTS
- Changed "$70Ax = $7xxx" to "$70Ax = $7000" due to mislabel
- Increased length of HEX display at the bottom
- Added "(NOT including {xx})" to randomized number codes.
- Changed description of 3A and 3B commands to be more accurate

FORMATIONS
- Clearing a formation will set the event # to 102 (from 0) and music to CURRENT (from Normal)

MONSTERS
- Clearing a Monster's Stats will reset win items and Yoshi cookie to the correct value

3
You're welcome! ;D

I released v1.2.4. In this version, I added a neat menu to jump to a hex offset for items:
Spoiler:

Right now you can write out the price, name or stats in hex! I'll add this for monsters and shops too eventually. This was a feature I wanted for years!

Another planned feature is a checkbox that changes the order of items from alphabetical to index number. That way, you can easily jump to <NONE> in the shop menu!

(I better hold off on updating this so often. I released two versions in one day)

4
For example I was going to put Geno at the beginning of the forest maze so he would be available slightly earlier but then I realized I had to set bytes in order to keep the events from repeating, but I scrapped the idea because I was scared of overwriting something.

So I guess what I’m looking for is anything that lets you know whats safe to store under and what isnt.
Ah, yes. Giangurgolo (author of LS) made a document with most of the RAM addresses used, but unfortunately not all are documented. I'm 99% sure that memory $709F bits 0-7 are unused.

I'll package it into the next release (which'll be in a couple minutes)

EDIT: That was more like 2 hours. Anyway, new changelog here:

Changelog v1.2.3
Spoiler:
MAIN
- Added original SMRPG Documents by giangurgolo, updated by Yakibomb

ANIMATIONS
- Added new scripts: Faint, Run Away and Victory (under Monster Behavior #1-3)
- At 0xD5: Fixed Summon monster display
- Added numerals next to opcodes

EVENTS
- To Open menu commands: Added "close menu and refresh VRAM" and now script displays what menu/event will run
- Removed numerals from sound lists

Also, the file you're looking for is folder "ROM and RAM Map and 65c816" -> file "doc_ram-addr.txt".

5
Version 1.2.1 is here! This time I updated some quality-of-life changes to the Animations and Events editors.

==CHANGELOG 2018-6-24==
Spoiler:
AUDIO
- Changed names of event sounds and battle sounds (which might need to be revised if it's too confusing!)

ANIMATIONS
- At 0xD5: Added undocumented Summon Monster
- Added ability to select and edit unused DUMMY spells for allies
- Changed the ability to select sounds and music using an index number
- Removed the numbers from the left of the sound list (for faster searching)
- At 0x00: added undocumented "behind all sprites" and "overlap all sprites" properties

EVENTS
- Switched joypad commands descriptions in category list
- Fixed parameters for "Display pre-game intro title..." to display correctly in the editor script
- Fixed bug where "If Memory $704x [x @ 7000] bit {xx} clear..." auto-jumped to another command
- Fixed bug where "Shadow On" was unselectable
- Added undocumented 3A and 3B commands: Jump to if object is less than x tiles close to Mario
- Switched Memory commands $7xxxx = $7xxxx because it was confusing to read

=====================================================================================
Glad to see this is getting some love again! I'm willing to do what I can for expansive features in SMRPG or any slight documentation you need for other things. I'm more than willing to help where I can!
Thank you so much, Justin! :P If the expansive SMRPG project is available, I can try to make it compatible with this version of LS. If you want. :)

It should include a note somewhere that lets you know what ram addresses are free.
I'm sure there is plenty of space in the RAM, though I don't know where. What did you have in mind?

I'm looking forward to anything related to Mario RPG, wish you the best on the development of this tool.
Thank you.

Was there ever a hack that restored a lot of the Cut Enemies?
I want to say SMRPG:Revolution v5.0 adds some of the cut enemies, but I'd have to check the hack out.

6
Cross-posting from Board2:

Hello! I am a passionate Super Mario RPG hacker. If you don't know who I am, I am the guy who compiled a list of all SMRPG hacks available (which can be found here), and I have also bug tested LazyShell's earlier builds. Now as of recent, I'm updating the source code to LazyShell v3.19.0 (The Super Mario RPG Editor).

The changelog is pretty small so far. I've only added a few things (changelog below), like some missing commands and features.

You can get LAZYSHELL_3.19.0_UPDATED_EDITION here.

==V1.2.5 + V1.2.6 CHANGELOG 2018-7-13==
Spoiler:
ANIMATIONS
- At 0xD5: Added formation position #, fixed bug
- At 0x00: Removed "use palette row 4", added "Palette Row #" value
- A5 0x96: Battle Messages can now be set above 6

EVENTS
- Changed "$70Ax = $7xxx" to "$70Ax = $7000" due to mislabel
- Increased length of HEX display at the bottom
- Added "(NOT including {xx})" to randomized number codes.
- Changed description of 3A and 3B commands to be more accurate

FORMATIONS
- Clearing a formation will set the event # to 102 (from 0) and music to CURRENT (from Normal)

MONSTERS
- Clearing a Monster's Stats will reset win items and Yoshi cookie to the correct value

==V1.2.4 CHANGELOG 2018-6-26==
Spoiler:
MAIN
- Increased height of search box results

ANIMATIONS
- Fixed bug with monster behavior scripts

ITEMS
- Added hex editor next to item index

==V1.2.3 CHANGELOG 2018-6-26==
Spoiler:
MAIN
- Added original SMRPG Documents by giangurgolo, updated by Yakibomb

ANIMATIONS
- Added new scripts: Faint, Run Away and Victory (under Monster Behavior #1-3)
- At 0xD5: Fixed Summon monster display
- Added numerals next to opcodes

EVENTS
- To Open menu commands: Added "close menu and refresh VRAM" and now script displays what menu/event will run
- Removed numerals from sound lists

==V1.2.1 CHANGELOG 2018-6-24==
Spoiler:
AUDIO
- Changed names of event sounds and battle sounds (which might need to be revised if it's too confusing!)

ANIMATIONS
- At 0xD5: Added undocumented Summon Monster
- Added ability to select and edit unused DUMMY spells for allies
- Changed the ability to select sounds and music using an index number
- Removed the numbers from the left of the sound list (for faster searching)
- At 0x00: added undocumented "behind all sprites" and "overlap all sprites" properties

EVENTS
- Switched joypad commands descriptions in category list
- Fixed parameters for "Display pre-game intro title..." to display correctly in the editor script
- Fixed bug where "If Memory $704x [x @ 7000] bit {xx} clear..." auto-jumped to another command
- Fixed bug where "Shadow On" was unselectable
- Added undocumented 3A and 3B commands: Jump to if object is less than x tiles close to Mario
- Switched Memory commands $7xxxx = $7xxxx because it was confusing to read

==V1.0.0 RELEASE 2018-6-17==
Spoiler:
MAIN
-Changed file icon for LazyShell
-Changed the ABOUT LAZY SHELL... to this editor's changelog

ANIMATIONS
- Added ability to edit Flower Bonus Messages, Toad's Battle Tutorial and Weapon Miss Sounds

EVENTS
- Added undocumented bit 7 of Run Background Event... as "Run as second script"
- Added move script thread commands under category "Events"
- Added undocumented commands to walk and transfer to Memory $7016-1B
- Added undocumented "Play sound (ch4.5.) ..."

LEVELS
 - Added undocumented commands {B2,b4} and {B3,b0} as "Can't enter doors" and "Can't walk up stairs".

ITEMS
 - Added new attribute: "Add stats (item)"

WORLD MAPS
- Added ability to view (not edit) Mario's map sprite

-------
Screens
Spoiler:
Spoiler:
Spoiler:
Spoiler:

-------

I hope, in time, LazyShell will be even better than before! Thanks for reading, Happy Hacking!

7
ROM Hacking Discussion / Re: Screenshots
« on: February 22, 2018, 11:42:03 pm »


Battle stuff. Been working under the hood for a few days... phew.

Time to move onto spells next! :laugh:

(Hopefully)

8

Super Mario RPG hacking under way. Fun stuff.

9
Personal Projects / Re: Yaki's Super Mario RPG Project
« on: November 08, 2017, 01:29:15 pm »
Thank you so much for the support posts!

Alright, since I think the general agreement is "Make patches with the new features and ability to mix and match said features" is popular, I'll do that. I'm also interested in re-doing the whole game as well, with the new features included.

However, in order to keep this streamlined with LS, I will be removing some features to these patches... like the addition of more buffs, different ailments, and the Power-Up/equip replacement system.

Here is a preview of what's to come:

New Stats (Replaces base stats with radical new stats and formulas)
    *INCOMPATIBLE PATCHES: "FORMULA_PATCH_A.ips"
 Patch1: STATS_CORE.ips.
 - New stats:
   Power (New stat that replaces Attack. There is no line between physical damage/magic damage, so all damage draws from this stat.)
   Defense (Updated. Defense formula changed--All damage reductions are flat and are calculated for all damage rather than physical/magic.)
   Speed (Updated. Now calculates turn order and accuracy of the monster. Attacker's Speed is compared to Opponent's Speed; If Attacker's is less than Opponent's, difference is calculated as MISS chance.)
   Recovery (New stat. Recovery changes the health recovered from items and spells.)
   Style (New stat. Increases chance of Flower Bonus and *Freebie chance.) (*NOTE: Freebie chance is only calculated in an item's animation script. This can be changed in LS without Hex.)

Battle UI Update (Updates the battle UI with more information)
 Patch1: UI_UPDATE_A.ips (Displays current buff(s) (Attack UP!; Defense UP!) on status bar)
 Patch2: UI_UPDATE_B.ips (Current HP and Max HP change colors depending on current health. Red if >25% of max, green if <100% of max, or yellow if neither.)
 Patch3: UI_UPDATE_C.ips (Turn timer now displays when the character has a status debuff or invincible.)
 Patch4: UI_CORE.ips (Includes all above UI UPDATE patches.)
 Technical Info on all Patches:
 - Expands the tile limit to display up to 112 different tiles (up from 48). (You MUST edit them using YY-CHR or another tile editor)
 - Moves location of debug menu alphabet and characters to new location (01:C000) to make room for new tiles (01:F000).

P-Gauge (Replaces FP with new P-Gauge system)
 Patch1: P-GAUGE_CORE.ips.
 - Adds P-Gauge to battle UI. Spells use P-Gauge instead of FP. Passively regenerates by +1 per turn. If Defend command used, gain +1 P-Gauge.
 - Updates P-Gauge to display under character's HP on battle UI. In battle, the spell menu is updated to display new P-Gauge cost with arrows and numbers.
 - Opponents do not draw from P-Gauge, thus can infinitely use spells.
 - Reprograms item attribute "+1 FP" to increase the character's P-Gauge by 1 (caps at 7).
 - Removes FP from the overworld menu.

Formulas and Bug Fixes (Includes JUST the damage formula updates)
 Patch1: FORMULAS_PATCH_A.ips (Changes damage calculation for character/opponent)
 - Damage = (Power * EnemyPhysAtkPowerLevel) - Defense. Previously, was (Power - Defense) * EnemyPhysAtkPowerLevel.
 - Updates damage increasing or reducing equation to run per check, rather than just check once.
 Patch2: FORMULAS_PATCH_B.ips (Changes enemy Physical Attack damage multiplier to x1/1.5/2/3/4/5/6/7. Previously, was x1/1.5/2/4/8/16/32/64.)
 Patch3: FORMULAS_PATCH_C.ips (Bug Fix: Fixes Status UP! buffs not applying when character has Red Essence effect)
 Patch4: FORMULAS_PATCH_D.ips (Fixes the unused ailment* by allowing it to be applied via items/spells, and sets it to only target foes and not allies) (*More info here: https://tcrf.net/Super_Mario_RPG:_Legend_of_the_Seven_Stars#Unused_Status_Ailment)
 Patch5: FORMULAS_PATCH_E.ips (If character is already using the defend command, player cannot manually defend to reduce damage further.)
 Patch6: FORMULAS_CORE.ips (Includes all above FORMULA patches)

CORES PATCH (Includes all above patches)
 Patch1: SMRPG_CORES.ips


Additionally, I will include a .txt file with all the changes in case anyone wants to add them by hand.

10
Programming / ASM Compiler? Help with spaghetti code problem
« on: November 05, 2017, 06:25:37 pm »
Hello! I'm working on a hack for a Super NES game (Super Mario RPG). I've documented and added a lot of different things to one area in the ROM, but now it's become a huge JSR/JMP spaghetti-code fiesta and it's hard to figure out what each thing does and where.

Is there any program or tool to help organize the code? I've looked around but have had no luck.

11
Personal Projects / Re: Yaki's Super Mario RPG Project
« on: November 03, 2017, 07:25:32 pm »
First of all, it's super nice to see you here Yaki! It's also nice to see this project is still going on too!

If you need any extra help with this project or anything else you want to dive into, feel free to spam me. I'm all on board to do what I can to help out!
Heya Justin! Thanks for the warming welcome! :D I know you're being nice, but I will not spam you, haha. I will ask for help some time in the future I'm sure, so thank you.

Super Mario RPG not only is my favorite SNES game, but also one of my favorite, if not my favorite RPG. I fully support this mod and will follow it very closely. Maybe, this might also lead to a new version of Lazy Shell, with the new stuff being able to be added in it.
Thank you for the support, Da_GPer! Actually, a need for a slightly altered LS might be a good idea... There are a few limitations to the way I programmed some things. Two examples of this:
- The new buff like HP Regen is on a byte that can't really be modified by traditionally LS unless it's through the hex editor.
- The way I programmed the new Power Up system, it only allows the last 12 spells to be addable. This is because 1. Each spell uses a bit, 2. There are 4 bytes, counting up to 32 applicable spells (32 bits), 3. I wanted to use 12 addable spells to my hack, and to do that I had to make sure that the already innate learned spells weren't removed if the Power Up uses the same byte as one of the innate learned spells.


Which brings up another discussion I should probably talk about... This mod is very "hacky", with lotsa spaghetti code and whatnot and additional artsy things that I would have to do without to make it more streamlined. Which begs the question: What should I do about the spaghetti code? What if someone wanted to add a new feature? Should I split up the different features into different patches ("Stat Base", "UI Update Base", "P-Gauge Base", "New Ailments Base" etc) with an included .txt document? I heard of ASAR but I haven't a clue how to use it.

In addition I was thinking of overhauling the entire battle system, since I have like... 80% documented so far, but it's all in a notepad!

Uhhh. :o

12
Personal Projects / Yaki's Super Mario RPG Project
« on: October 30, 2017, 09:39:16 am »



Overview
This is what I've been doing on-and-off for the past year and a half. Documenting, programming and revisiting the world of Super Mario RPG: Legend of the Seven Stars!

At first it started as a simple project after several other too ambitious projects failed. Then it evolved into a remake everything project, then it downsized into a documentation project... Now at this stage, I'm contacting the world in order to get a better perspective on things--Should I continue to have the patch work exclusively for my project, or allow others to use my project as a base for their own hacks?

But what is my project?


Features

1. All stats in battle are revised, and some new ones are added in place of old ones. Stats are now: Power, Defense, Speed, Recovery, and Style.
  • Power increases damage dealt by any attack, not just "A" button attacks.
  • Defense decreases damage taken from any attack, not just "A" button attacks.
  • Speed increases accuracy against the opponent, as well as turn order.
  • Recovery, as it increases, changes the healing value from healing spells and items.
  • And finally, Style is basically "Luck", increasing a character's item Freebie chance, the chance to get a flower bonus on enemy's defeat, and to deal Critical damage against the opponent.
2. The status UI has been completely changed to include new features.
  • The P-Gauge Meter, which replaces FP (Mana/MP of the Mario universe) in the original game. This works for each individual character, and is no longer shared between the party. The P-Gauge's cap can even be adjusted.
    Spoiler:
    (Thank you, thank you Justin3009 for your help programming this!)
  • HP now changes colors turns red if >25% of max, green if <100% of max, or yellow if neither.
  • Buffs are now shown on top of the status bar.
  • Turn timer now displays when the character has a status debuff or invincible.
  • A new Power Up system (which is described in the next point). The power up is displayed to the left of the HP.
3. The three equipment slots have been revised to implement more features: Utility, Power Up, and Passive.
  • Utility replaces Weapons. This gives characters an active secondary ability, like a status refresh, a self buff, a tattle or a light damaging attack. It doesn't cost P-Gauge.
  • Power Up replaces Armor. This grants a character a new spell in their specials menu. It does cost some P-Gauge.
    Spoiler:
  • Passive replaces Accessory. This grants the character a new supportive passive ability. Would you rather have health regeneration, blocking after using an attack, or some extra defense?


4. All the ailments have been replaced with new ones. It'd actually rather not get into all of these, but I will explain the ones above. From left to right:
  • We have Oil, reducing Speed and increasing fire damage taken one time.
  • Next is Angry, or Berserk, or Furious... Increases all damage dealt by 50%, but the character automatically attacks one enemy. (Side Note: SMRPG had an unused ailment that did this, only the character attacked an enemy OR an ally!)
  • Last (but not least) is Ghost. The character, upon being turned into a ghastly ghost, their Recovery values are flipped to damage them! If that doesn't scare you I don't know what will.
5. Most of the battle formulas have been changed.
  • Damage = (Power * Power Level) - Defense (was previously Power Level and Defense were switched.
  • By manually blocking and having the Defend command up does not further decrease damage taken.
  • Mushroom, manual Defend, and DEFENSE UP! buff now stack.
  • Attacking an enemy that has Fear while having the ATTACK UP! buff now increases damage further.
  • Accuracy = Attacker's Speed - Opponent's Speed. If Speed Attacker<Opponent's speed = 100% miss chance.
  • Healing Value from Item = Target's Recovery * Item's Power Level.
  • Healing Value from Spell = Spell power + Target'S Recovery
.



To-Do (or Not-To-Do?)
Over time, I've wanted to add some other new features but I'm unsure as to if I want to include them. One feature I wanted to implement was the Card system, adding character buffs throughout the battle... only thing is, it would have to be butchered into oversimplification (something I don't want to do) because I am not about to program a menu for decks and stuff, even if it does sound fun to use. You can see the card in the corner in the battle screen at the top of this post.

A friend gave me the idea that I could make this a patch for the original game, and build the game around that instead of making this exclusively for my own game. What do others think of this? Please post and/or poll. Thank you.

13
ROM Hacking Discussion / Re: Screenshots
« on: June 21, 2017, 01:40:43 am »
Yes, it would just be a few byte changes. Each menu is independent from each other I believe. I did try last night but was not able to locate the bytes needed to make this work. C3:1604 is the start of the address, according to giangurgolo (LS's author).

I did make another mockup. This is what it would have to look like if the box was extended by one 8x8 tile, so this is not exaggerated.


And this is my most recent try, based on feedback from several people:



That is an ambitious idea, and any game that has Kamek and Mario teaming up sounds pretty great to me! I'm curious to know what else you have planned considering in that one screenshot alone you have two of my favorite Mario characters (Kamek and Toad) in the party, so you've already caught my interest.
Actually, I want to extinguish this--it's not Toad or Kamek! They're going to be their own standalone characters, scripted by me. Mario will be Mario, though!

Kamek and Toad are both leftovers from hacks I attempted before where they were actually going to be those characters. That's why he's still named "Kamek".

14
ROM Hacking Discussion / Re: Screenshots
« on: June 18, 2017, 08:51:38 pm »
Going to place this here to get some feedback. This is what it looks like in game.


This is what I'm thinking I want it to look like.


Thoughts?

EDIT: Realize some info might help. Justin3009 and I implemented a P-Meter in Super Mario RPG, which is basically a regenerating FP gauge for each ally. It would be used for abilities.

This is how it might look in the menu (quick mockup)


Not sure where LV would go...

15
Thank you for the feedback! I agree, the font should really be the same. I posted this on MFGG.net and they gave some feedback as well, and this is what came about:




This is the shot in-game.

I'm pret-ty satisfied, but I would like to hear any negative feedback on it. Positive is good, too. ;)

16
Hi, I would like some constructive criticism on my title screen for my hack. I thought posting it here might help the process along for me or anyone else.

I have two different versions of my title screen, I'm not sure if this is a step forward or a step backward.

First iteration:



Second iteration:



The second iteration is a revision of the first one. As it stands the first one I thought didn't look right because the water wasn't dripping, and the letters were completely flooded. This is all fine, but I wondered about the water with the sharp bottom left+right corners, it just didn't sit well with me.

The second iteration is a lighter version, but I still find it to be maybe... empty? Bland? I'm not sure what the right word is, but it doesn't seem to be as interesting as I want it.

I would like to keep the letters bold and contrast with the dark background, to help them stand out and give that "oomph" I want. I like the font I used (because it took awhile to make it to how I liked), so I would like to keep that as well if it looks ok.

It just seems... like something seems missing. I don't know. Anything helps. Thank you all.

17
Hello! After some breakthroughs with overworld menu hacking, I've decided to step even further out the deep end. Along the way I've gotten wonderful help to get by, however when it comes to me to search the deeper waters... I've unfortunately run into a few problems, as expected.

Now on the surface, I've come for help. What's my problem?

While working with Super Mario RPG:LotSS, I've run into a problem trying to locate how the animations change in battle. I'm not really sure what to do to look for these things, nor do I know what to look for. I'm looking for how sprites change, like when a character turns into a Scarecrow, or when a character is put to sleep. There is a bug when a character is invincible; When timing a block with the character being attacked, they "walk in place" for unknown reasons. I am trying to find the fix to this, so it plays the correct defending animation.

Not asking for someone to do this for me, but instead for someone to show me the method or direction I should go about this. (If someone did find the fix to that bug I mentioned for me, I could probably learn from it, so no harm done either way)

Thank you in advance! I will be patient waiting. :)

18
Programming / Re: Help with Overworld Menu ASM (SMRPG:LotSS)
« on: April 13, 2016, 03:46:57 pm »
Yes! Thank you for finding that. I'm so happy it works now! :crazy:

I think I'll post my hack here, it seems like I'll get more feedback + I can get more technical about things I need help with. SMWC is all cozy but it's very isolated.

I'll submit my information about the overworld values to both gian+romhacking.net. Just gotta find a few more things and it'll be ready! :)

19
Programming / Re: Help with Overworld Menu ASM (SMRPG:LotSS)
« on: April 12, 2016, 09:42:09 pm »
Oh, hey justin3009! I PMed you over on SMWC. Didn't even realize you were here on this site (or that you were the one who posted that thread stuffgnome showed me!).

On that ASM you posted, I had no idea the game works like that. How did you find that? I should say I'm still kind of a beginner at this. I literally started using Geiger's debugger not even a full week ago, so I'm sorry if I sound like a newbie.

This is the problem I have:


Selecting Mario views all his spells just fine. However, when I switch over to Toadstool...



The last spell lingers. If another member has 7 spells instead of Mario, that last spell will show the game's first usable ally spell. And switching to different characters does this:


Notice the last spell on the list.


If you want to give it a go yourself, you can enter these cheats to test it out:
Code: [Select]
C3374607 - Shows up to 7 spells on the list
C3:33510C - Increases width of box
Combine it with one of these:
Code: [Select]
7FF8107F - Gives Mario all his spells + Therapy (seven spells)
7FF824BF - Gives Toadstool all Mario's spells + Group Hug
Go into the debug room and talk to the Toad on the very left to add Toadstool. Enter these cheats below, start a new game and start walking through some room exits and you'll eventually land in the debug room.
Code: [Select]
7FF40400
7FF40501
And enter this code to open the overworld menu (alternatively, save the game and reload the file):
Code: [Select]
C004FA80
For some I can't heal with Therapy if it's the seventh spell right off the bat... For some reason, when I go straight to the Special menu, I can't use it, but when I into the Equip menu then the Special menu, I can use it. No idea why that is...

EDIT: Added codes for debug room and opening the overworld menu.

EDIT2: This is what the debugger spits out when a cursor selects a new ally in the Special ability menu:
Code: [Select]
$C3/3335 20 19 36    JSR $3619  [$C3:3619]   A:2001 X:0009 Y:44BC P:envMxdIZc
I followed the code after $C3/3338 and it apparently loads the boxes every time the game loads a new spell list? First let me show you what comes after, then I'll show you why I think it loads the boxes every time:
Code: [Select]
$C3/3335 20 19 36    JSR $3619  [$C3:3619]   A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3338 20 0C 2D    JSR $2D0C  [$C3:2D0C]   A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/333B 20 64 2C    JSR $2C64  [$C3:2C64]   A:0001 X:0000 Y:10E3 P:envMxdIzC
$C3/333E 20 9A 0D    JSR $0D9A  [$C3:0D9A]   A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3341 20 11 0E    JSR $0E11  [$C3:0E11]   A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3344 20 C8 10    JSR $10C8  [$C3:10C8]   A:0001 X:0078 Y:0597 P:envMxdIzc
$C3/3347 20 86 05    JSR $0586  [$C3:0586]   A:0001 X:0078 Y:0597 P:envMxdIzc
***$C3/334A 82 D4 FF    BRL $FFD4  [$3321]      A:0001 X:0078 Y:0597 P:envMxdIzc

***After all the JSR commands, it starts to load the boxes. Observe:
Code: [Select]
82 D4
FF - New list (boxes)
C3:334D: 03 - Number of boxes
C3:334E-51: 60 58 0F 0B
C3:3352-5: 60 5B 0F 03
C3:3356-9: 20 5C 0F 0B

It continues:

Code: [Select]
C3:335A: 02 (Number of listed items)
C3:335B-E: A2 45 00 16 ("Flowers Used")
C3:335F-2: 26 46 00 17 ("Mg.Power")
C3:3363: 03 - New items list
C3:3364-7: 04 47 00 1C ("learns a new")
C3:3367-B: 84 47 00 1D ("technique at")
C3:336C-F: 08 48 00 0B ("Level")
C3:3370+: AD 31 09 (???) (I see this often, but I don't know what it does)

It's read like:
Quote
FOR TEXT LISTS
Each item uses 4 bytes:
Xpos/Ypos/Palette/Text index

FOR COUNTER LISTS
Each counter listed uses 4 bytes:
Xpos/Ypos/Read two bytes/Counter

FOR BOXES
Each box uses 4 bytes
Xpos/Ypos/Length/Width

For whatever reason, the other things that display (Ally's name, number of Flowers/FP on the list, descriptions) show up in rather different places:
Code: [Select]
C3:32F9-A: A2 44 (xpos, ypox)
C3:32FB-D: 86 62 A9 (unknown, changing changes text index)
C3:32FE: 37 ("Flowers")
C3:32FF: 82 (unknown, changing changes text index)

DESCRIPTIONS
C3:32F1-2: 22 5D (xpos, ypos)

DYNAMIC TEXT
- Ally Character's Name
A2
C3:35A2-3: 88 46 (xpos,ypos)


COUNTERS
- Current/Max FP
C3:35EB-C: B2 44 (xpos, ypos)
- Flower Used Counter
Haven't found it yet
- Mg.Attack Counter
C3:366E-F: 36 46 (xpos, ypos)


EDIT3:

Huh, when I was trying to find the Flower Used counter I stumbled upon the code that removes them from view. Yippie! Now I know what I'm looking for.
Code: [Select]
C3:3633-4: A2 45 (I guess they're for xpos, ypos
EDIT4:

Code: [Select]
SPELL LIST
C3:3741-2: A2 40 (xpos,ypos)

20
Programming / Re: Help with Overworld Menu ASM (SMRPG:LotSS)
« on: April 11, 2016, 03:14:25 pm »
Thanks, I'll take a look at those.

EDIT: I found the notes showing the start of where all the pointers and functions are! But nothing on what each thing does, so my search isn't in vain.

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