News: 11 March 2016 - Forum Rules

Author Topic: Searching damn Max HP ~ symbol in Final Fantasy VI / III us during battles  (Read 2291 times)

RodMerida

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Hello. I have finished a translation of Final Fantasy IIIus to Spanish, and it's ready to be released, but I have a damn problem. I need to reuse some symbols that are unused (or mostly unused) in the game, to replace them by accented letters, "ñ", and those, that are necessary in Spanish not to commit orthograph and accenting mistakes. One of those symbols is "~". Recently I discovered when the ATB gauge is set off, this is substitued during battles by Maximum health ( HP ) number, and a ~ symbol is used for separating current HP from Max HP. Since I reused such ~ character since the beginning like á, it appears an uggly á during battles in that case. I need to find that ~ symbol in the ROM and to replace it by a slash, "/", as it was in the original Japanese version of the game, by the way (I don't understand why they changed it; just for bothering me?).

Does anybody know in what ROM offset that "~" symbol is located, or does somebody have any clue of how can it be found? It doesn't seem to be mentioned in any single ROM map document that I have found and searched this far.
« Last Edit: April 03, 2020, 09:42:55 am by RodMerida »

Lenophis

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Code: [Select]
Character subcommand 02, draw Max HP or Gauge
C1/6872: AD2120  LDA $2021      (from C1/6814, X = 2)
C1/6875: 2901    AND #$01       (check Gauge on bit?)
C1/6877: F01F    BEQ $6898      (branch if it's off)
C1/6879: A54E    LDA $4E        (load text color)
C1/687B: 48      PHA            (save it)
C1/687C: A518    LDA $18
C1/687E: AA      TAX
C1/687F: BD9E61  LDA $619E,X
C1/6882: C9FF    CMP #$FF
C1/6884: D004    BNE $688A      (branch if ATB isn't fully charged)
C1/6886: A929    LDA #$29       (Set yellow palette for ATB fully charged)
C1/6888: 8002    BRA $688C
C1/688A: A935    LDA #$35       (Set white palette for ATB charging)
C1/688C: 854E    STA $4E        (set text color)
C1/688E: BD9E61  LDA $619E,X
C1/6891: 205468  JSR $6854
C1/6894: 68      PLA            (load saved text color)
C1/6895: 854E    STA $4E        (set text color)
C1/6897: 60      RTS
 
C1/6898: A9CE    LDA #$CE       ("~") (from only C1/6877)
C1/689A: 20F366  JSR $66F3      (draw tile A)
C1/689D: A909    LDA #$09       (because max HP starts on the 9th byte)
C1/689F: 207569  JSR $6975
C1/68A2: A9FF    LDA #$FF       (a space)
C1/68A4: 4CF366  JMP $66F3      (draw tile A)

C1/68A7: A90B    LDA #$0B       (cur. MP starts at 11th byte) (from C1/6814, X = 3)
C1/68A9: 4C8469  JMP $6984

At 0x16898, you should see A9 CE in a hex editor. The CE is what you want to change. The / is C0, if you didn't change it.


https://ff6randomizer.codeplex.com/ - Randomize your FF6 experience!

RodMerida

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Thank you very much, my friend. How have you discovered it? You are familiar with the assembly code of the game?

Lenophis

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https://ff6randomizer.codeplex.com/ - Randomize your FF6 experience!

RodMerida

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Hehe. Of course, for making a FF6 randomizer you need to be familiar with the assembly code of the game.