Ooo... no, its the item names I want! I got the label list from something else--one of the other FF1 docs floating around here, I think.
The format is...
;; If the first byte is $00, the second byte is $70 or higher (80 possible amounts of gold)
;; If the first byte is $01, its an item, key item, or magic:
;; second byte: $1 through $0F are consumables (15 possible items)
;; second byte: $10 through $2F are key items (32 possible key items)
;; second byte: $30 through $6F are magic spells (64 possible spells)
;; If the first byte is $02, its weapons or armor:
;; $0 through $3F are weapons (64 possible weapons)
;; $40 through $7F are armors (64 possible armors)
The weapons/armour table is 0 based, so that it caps at $7F, but I think I kept the IDs the same, so nunchucks are 01, small knife is 02.. Everything else shares the same table as before, but spells are moved up before the amount of gold in chests.
This is how I've got the items organized now... probably not going to change them after this unless something drastic happens, but I think this is a good enough amount of new items.
lut_ItemNamePtrTbl:
.word BLANK ; 00
.word NAME_HEAL ; 01
.word NAME_X_HEAL ; 02
.word NAME_ETHER ; 03
.word NAME_ELIXIR ; 04
.word NAME_PURE ; 05
.word NAME_SOFT ; 06
.word NAME_P_DOWN ; 07
.word NAME_TENT ; 08
.word NAME_CABIN ; 09
.word NAME_HOUSE ; 0A
.word NAME_EYEDROPS ; 0B
.word NAME_SMOKEBOMB ; 0C
.word NAME_HORN ; 0D
.word BLANK ; 0E
.word BLANK ; 0F
;; Key Items
.word NAME_LUTE ; 10
.word NAME_CROWN ; 11
.word NAME_CRYSTAL ; 12
.word NAME_HERB ; 13
.word NAME_KEY ; 14
.word NAME_TNT ; 15
.word NAME_ADAMANT ; 16
.word NAME_SLAB ; 17
.word NAME_RUBY ; 18
.word NAME_ROD ; 19
.word NAME_FLOATER ; 1A
.word NAME_CHIME ; 1B
.word NAME_TAIL ; 1C
.word NAME_CUBE ; 1D
.word NAME_BOTTLE ; 1E
.word NAME_OXYALE ; 1F
.word NAME_CANOE ; 20
.word BLANK ; 21
.word BLANK ; 22
.word BLANK ; 23
.word BLANK ; 24
.word BLANK ; 25
.word BLANK ; 26
.word BLANK ; 27
.word BLANK ; 28
.word BLANK ; 29
.word BLANK ; 2A
.word BLANK ; 2B
.word ORB1 ; 2C
.word ORB2 ; 2D
.word ORB3 ; 2E
.word ORB4 ; 2F
.word SPELL1 ; 30
.word SPELL2 ; 31
.word SPELL3 ; 32
.word SPELL4 ; 33
.word SPELL5 ; 34
.word SPELL6 ; 35
.word SPELL7 ; 36
.word SPELL8 ; 37
.word SPELL9 ; 38
.word SPELL10 ; 39
.word SPELL11 ; 3A
.word SPELL12 ; 3B
.word SPELL13 ; 3C
.word SPELL14 ; 3D
.word SPELL15 ; 3E
.word SPELL16 ; 3F
.word SPELL17 ; 40
.word SPELL18 ; 41
.word SPELL19 ; 42
.word SPELL20 ; 43
.word SPELL21 ; 44
.word SPELL22 ; 45
.word SPELL23 ; 46
.word SPELL24 ; 47
.word SPELL25 ; 48
.word SPELL26 ; 49
.word SPELL27 ; 4A
.word SPELL28 ; 4B
.word SPELL29 ; 4C
.word SPELL30 ; 4D
.word SPELL31 ; 4E
.word SPELL32 ; 4F
.word SPELL33 ; 50
.word SPELL34 ; 51
.word SPELL35 ; 52
.word SPELL36 ; 53
.word SPELL37 ; 54
.word SPELL38 ; 55
.word SPELL39 ; 56
.word SPELL40 ; 57
.word SPELL41 ; 58
.word SPELL42 ; 59
.word SPELL43 ; 5A
.word SPELL44 ; 5B
.word SPELL45 ; 5C
.word SPELL46 ; 5D
.word SPELL47 ; 5E
.word SPELL48 ; 5F
.word SPELL49 ; 60
.word SPELL50 ; 61
.word SPELL51 ; 62
.word SPELL52 ; 63
.word SPELL53 ; 64
.word SPELL54 ; 65
.word SPELL55 ; 66
.word SPELL56 ; 67
.word SPELL57 ; 68
.word SPELL58 ; 69
.word SPELL59 ; 6A
.word SPELL60 ; 6B
.word SPELL61 ; 6C
.word SPELL62 ; 6D
.word SPELL63 ; 6E
.word SPELL64 ; 6F
.word MoneyChest1 ; 70
.word MoneyChest2 ; 71
.word MoneyChest3 ; 72
.word MoneyChest4 ; 73
.word MoneyChest5 ; 74
.word MoneyChest6 ; 75
.word MoneyChest7 ; 76
.word MoneyChest8 ; 77
.word MoneyChest9 ; 78
.word MoneyChest10 ; 79
.word MoneyChest11 ; 7A
.word MoneyChest12 ; 7B
.word MoneyChest13 ; 7C
.word MoneyChest14 ; 7D
.word MoneyChest15 ; 7E
.word MoneyChest16 ; 7F
.word MoneyChest17 ; 80
.word MoneyChest18 ; 81
.word MoneyChest19 ; 82
.word MoneyChest20 ; 83
.word MoneyChest21 ; 84
.word MoneyChest22 ; 85
.word MoneyChest23 ; 86
.word MoneyChest24 ; 87
.word MoneyChest25 ; 88
.word MoneyChest26 ; 89
.word MoneyChest27 ; 8A
.word MoneyChest28 ; 8B
.word MoneyChest29 ; 8C
.word MoneyChest30 ; 8D
.word MoneyChest31 ; 8E
.word MoneyChest32 ; 8F
.word MoneyChest33 ; 90
.word MoneyChest34 ; 91
.word MoneyChest35 ; 92
.word MoneyChest36 ; 93
.word MoneyChest37 ; 94
.word MoneyChest38 ; 95
.word MoneyChest39 ; 96
.word MoneyChest40 ; 97
.word MoneyChest41 ; 98
.word MoneyChest42 ; 99
.word MoneyChest43 ; 9A
.word MoneyChest44 ; 9B
.word MoneyChest45 ; 9C
.word MoneyChest46 ; 9D
.word MoneyChest47 ; 9E
.word MoneyChest48 ; 9F
.word MoneyChest49 ; A0
.word MoneyChest50 ; A1
.word MoneyChest51 ; A2
.word MoneyChest52 ; A3
.word MoneyChest53 ; A4
.word MoneyChest54 ; A5
.word MoneyChest55 ; A6
.word MoneyChest56 ; A7
.word MoneyChest57 ; A8
.word MoneyChest58 ; A9
.word MoneyChest59 ; AA
.word MoneyChest60 ; AB
.word MoneyChest61 ; AC
.word MoneyChest62 ; AD
.word MoneyChest63 ; AE
.word MoneyChest64 ; AF
.word MoneyChest65 ; B0
.word MoneyChest66 ; B1
.word MoneyChest67 ; B2
.word MoneyChest68 ; B3
.word MoneyChest69 ; B4
.word MoneyChest70 ; B5
.word MoneyChest71 ; B6
.word MoneyChest72 ; B7
.word MoneyChest73 ; B8
.word MoneyChest74 ; B9
.word MoneyChest75 ; BA
.word MoneyChest76 ; BB
.word MoneyChest77 ; BC
.word MoneyChest78 ; BD
.word MoneyChest79 ; BE
.word MoneyChest80 ; BF
My treasure table looks like this so far:
lut_Treasure:
.byte $00, $00 ; 00 ; "Unused" ;
.byte $02, ARMOR4 ; 01 ; "Coneria 1" ; Iron Armor
.byte $02, $55 ; 02 ; "Coneria 2" ; Iron shield
.byte $01, TNT ; 03 ; "Coneria 3" ; TNT
.byte $02, $26 ; 04 ; "Coneria 4" ; Iron staff
.byte $02, $27 ; 05 ; "Coneria 5" ; Sabre
.byte $02, $2B ; 06 ; "Coneria 6" ; Silver knife
.byte $01, CABIN ; 07 ; "Temple of Fiends 1" ; Cabin
.byte $01, HEAL ; 08 ; "Temple of Fiends 2" ; Heal
.byte $02, $5D ; 09 ; "Temple of Fiends 3" ; Cap
.byte $02, $36 ; 0A ; "Temple of Fiends 4" ; Rune sword
.byte $02, $35 ; 0B ; "Temple of Fiends 5" ; Were sword
.byte $01, SOFT ; 0C ; "Temple of Fiends 6" ; Soft
.byte $02, $2D ; 0D ; "Elfland 1" ; Silver helm
.byte $00, $81 ; 0E ; "Elfland 2" ; 400 g
.byte $00, $7E ; 0F ; "Elfland 3" ; 330 g
.byte $02, $65 ; 10 ; "Elfland 4" ; Copper gloves
.byte $02, $37 ; 11 ; "NorthWest Castle 1" ; Power staff
.byte $02, $66 ; 12 ; "NorthWest Castle 2" ; Iron gloves
.byte $02, $2A ; 13 ; "NorthWest Castle 3" ; Falchon
.byte $00, $7B ; 14 ; "Marsh Cave 1" ; 259 g
.byte $00, $4E ; 15 ; "Marsh Cave 2" ;
.byte $01, HOUSE ; 16 ; "Marsh Cave 3" ; House
.byte $00, $80 ; 17 ; "Marsh Cave 4" ;
.byte $00, $86 ; 18 ; "Marsh Cave 5" ;
.byte $00, $21 ; 19 ; "Marsh Cave 6" ;
.byte $00, $87 ; 1A ; "Marsh Cave 7" ;
.byte $00, $25 ; 1B ; "Marsh Cave 8" ;
.byte $01, CROWN ; 1C ; "Marsh Cave 9" ; CROWN
I was gonna make it really easy to edit by putting like, WEAPON1, WEAPON2, etc, in Constants. Maybe even sub-categorize that, so its KNIFE1, SWORD1, HAMMER1, STAFF1, and so on for weapons, and BODY1, HEAD1, ARMS1 and such for armors.
Just having the original item for reference in a list would be a big help, so don't go out of your way to convert it all perfectly unless... that's fun for you? XD