Right? That's why I wanted to help add a bestiary to FF6 Brave New World
, but BTB likes old school printouts.
There's some hangups to adding significantly more data to these screens though. There's limited real estate space, about 140x130 and 147x59 for the two windows.
Original status and equipment screens:
I can save a few lines by condensing the text. I *may* be able to eke out even more savings if I could make stat symbols (sword, shield) in the font. HP and MP are too long to fit on one line together, so unless I went with an unpopular smaller font change or removed current HP/MP, 3 lines is all I'm gonna be saving on the top panel.
For the bottom panel, I'd like to add the weapon crit rate and magic defense... but I can't think of an elegant way to place them. ALSO there's another weapon byte (looks like a NEGATIVE strength modifier), and ALSO some weapons and armor and accessories cast spells. Might just keep putting "this casts a spell" in the item description.
For the equipment screen (2nd picture), I was thinking it would be AMAZING if it displayed the description of the item you selected. (Normally to read the description, you have to go to sell the item. Not useful deep in a dungeon!) The bottom window is designed for this, so it would have to redraw the equipment if I wanted both the description and the atk/def section. Not sure how well that would work. Another thought is to draw a divider in the 7th row, and use the 8th row to put the character's Atk and Def values.
What are some of y'all thoughts? I'd love to hear input on stuff that could be feasible.
For reference, the status screen text is at $88C96A (4496A pc).
Mockup with grayed text
I added sixteen entries of 12 bytes to the free space at 46C30, for the sixteen combinations of damage flags (since Crystal Sword has all 4). So "Zombie", "Zombie/Dragn", "Zom/Drg/Mdsa" etc. If I can mimic a text-reading subroutine in the free space, all I have to do is call it on the current character's weapon race (which will be multiple steps, $1283,x for equipped weapon, then $85/E0E3,y for the weapon's race, then calling my new table for the text to display.)
Another mockup. I relocated the status screen (after spotting the start and end bytes with read breakpoints) to the end of the bank, so I have enough space to do whatever I want.
Mockup of the Equipment screen:
I did it! Crit rate is now displayed for all humans. ASM code splice follows.
New code at 80E030 (6030)
Save x/y registers
Loads character value
AE 3F 10 ldx $103F
BD C7 09 lda $09C7,x
22 60 F4 87 jsl $87F460
New at 87F460: Loads character offset (for getting their equipment)
I had to put this one line in a different section because it was in bank $87 versus bank $80.
20 F5 B0 jsr $B0F5
Call C6DC with x=0, y=character to get character's crit rate
A2 00 00 ldx 0000
20 DC C6 jsr c6dc
Store in display buffer and continue with attack code
8D F1 16 sta 16F1
BD C3 11 lda 11c3,x
29 FF 00 and #$00FF
Here's the latest!