11 March 2016 - Forum Rules
Started by Chaos Rush, September 19, 2015, 05:28:57 PM
Quote from: Chaos Rush on September 19, 2015, 07:36:36 PMThank you, that is really helpful. Am I right in assuming that NES pointers can only reference data within the ROM bank it's located in?
Quote from: Chaos Rush on September 19, 2015, 05:28:57 PMSo for GBA games, VBA has an ASM decompiler that lets you type in a ROM offset and attempts to interpret it as ASM code.
Quote from: KingMike on September 20, 2015, 09:59:27 PMThough I recall FF1's windows using hard-coded size/location parameters.I don't know if FF2 is similar. I suspect out of battle menus might be possible to expand.However, in-battle menus might be a bit more restricted.From looking at the Name Table Viewer in FCEUX, it looks like FF2 is using some kind of CPU trickery where the main battle screen is a static tilemap, but the menu part of the screen is actually scrolled horizontally (without affecting the top part of the screen). Like you notice FF2 has basically three windows: the enemy name window, the main stats window, and the command window. All three are actually loaded into the VRAM (across the NES' 2-screen wide tilemap) but the enemy and command windows are hidden at appropriate times using that partial-screen scroll.FF1 looks like it's erasing the old windows before redrawing new ones (that is, something different).
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