I'd rather try and show you how to make the changes you want. Very seriously, this is a 30 second change (then +5 minutes to add the Relocalized fixup, and maybe +50 minutes for the VWF Edition fixup), but since this one's fairly straightforward I'd rather spend an hour trying to explain how event scripts work and what needs to be changed since it's not too complicated.
This one is really simple, other than the VWF text fixup, but I can also show one of the approaches that keeps things from being too difficult. Also, yes, you identified the gold adding command correctly.
First I'll break down event 67F. Starting at $CA8E8C is:
ZPS RAW syntax and annotated:
RAW 50 ' open text box
RAW 5D ' open gold box
RAW 5F ' refresh gold box
' _ _ F o u n d _ 5 0 _ G P !
RAW 363200 ' add 50 (0x32) gold
RAW 5F ' refresh gold box
RAW 2800 ' wait for input
RAW 51 ' close text box
RAW 5E ' close gold box
RAW 02 ' return
RAW 00 ' end
And in ZPS event syntax:
TEXT _ _ ^F o u n d _ 5 0 _ ^G ^P !
So the tricky part with the vanilla text edit is the event has to stay the same total size. It's 27 (0x1B) bytes total. If you make it larger, even 28 bytes, it will overwrite part of event 680, which happens to be the Potos basement chest (which calls event 67F); at best it would break that chest, at worst it would break the game.
To change that "Found 50 GP!" message to say, for example, "Found 250 GP!" you'll need 1 more byte to add the "2" so here are some options:
- relocate the event so it has more space (overkill in this case)
- steal the "\end" byte because the event has a "\ret" which causes the event to return so the "\end" is never used
- steal one of the leading spaces; this will change how it looks, but might be a bearable compromise
- convert some text into DTE, meaning 1 byte displays two characters; "ou" has a DTE value for example, so in ZPS event syntax it would be:
TEXT _ _ ^F ou n d _ 2 5 0 _ ^G ^P !
Notice how the ou don't have a space between them. The list of the game's text encoding is available in the Turbo ZPS if you search for &(engine)\EventSystem\chartable.adf (it's somewhat near the beginning of the file).
There's also a DTE value for d_ which would mean even less bytes changed:
TEXT _ _ ^F o u n d_ 2 5 0 _ ^G ^P !
Personally, I'd either steal the \end byte or use DTE. The second DTE option (d_) is probably the most elegant (2 byte change for the text, 1 byte for the gold amount).
I hope that made the change for vanilla look pretty painless. There are multiple solutions, the change itself is fairly small, etc.
What complicates things for Relocalized compatibility is how much the text changed (in addition to it being located somewhere else). Instead of:
TEXT _ _ ^F o u n d _ 5 0 _ ^G ^P !
in Relocalized the message becomes:
TEXT \n _ _ _ _ _ _ & & & & ^F o u n d _ 5 0 _ ^L u c r e !
(and event 67F is located at $E2EA12). Those "&"s don't show in the text box as & symbols, but instead as very small spaces.
If you just redirected the Relocalized event to the vanilla event, it wouldn't be centered in the text box (that's what the \n and all the spaces are for), and it would show GP instead of Lucre.
The same change that was made to the vanilla event could be made to the Relocalized event (for example, using DTE for the ou or d_ in Found_). Alternatively, taking one of the spaces or tiny spaces (&) may make more sense to keep the message centered. This would probably require testing in game to see what looks best (hence the 5 minute estimate).
Before starting on this post, I assumed that redirecting the event would be the easy approach, but if you want to avoid changing how the message looks and preserve the GP -> Lucre change, you'd need to change the Relocalized event itself.
And now the difficult one, VWF Edition. Event 67F is located at $E2E941, but if you go look there, the text appears to be scrambled. Because it is. VWF Edition uses a text encoding where each letter depends on the previous that makes it very difficult to edit.
It's safest to just assume that changing the encoded text isn't a viable option (it can be done, but it's super annoying). Instead you can make VWF Edition treat it as un-encoded text and then just use the game's vanilla text encoding to overwrite all the text in that specific event.
First, we need to change the VWF Edition event pointer for event 67F. VWF Edition (and by extension, Relocalized) has a single huge list of 24-bit addresses for all 0x800 of its events located at $E06000. 24-bit addresses means 3 bytes each, so the address for event 67F is stored at $E0737D ($E06000 + 0x67F * 3). Like its text though, VWF Edition encodes its event pointers. A second list of 24-bit values is located at $E07E03, and is a value that's XOR'd against the value from the list at $E06000. Event 67F's pointer XOR is located at $E09180 ($E07E03 + 0x67F * 3).
To make VWF Edition use un-encoded text, the final address it is told to locate the event script needs to be changed from $E2E941 to $A2E941 (which is $E2E941 XOR 0x400000). The reason for this is complicated and has to do with SNES memory mapping, mirroring, and VWF Edition's own logic that decides whether to process the text as encoded or not.
You have 4 options. In all cases, keep little-endian byte order in mind.
1) Change the value at $E0737D to 0x50D3AF (0x10D3AF XOR 0x400000).
2) Change the value at $E09180 to 0xB23AEE (0xF23AEE XOR 0x400000).
3) Change the value at $E0737D to $A2E941 and $E09180 to 0x000000.
4) Change the value at $E0737D to $E2E941 and $E09180 to 0x400000.
I'd argue option 4 is the best and most correct. $E0737D then contains a literal pointer to the real address of event 67F, and $E09180 contains a XOR value to disable text encoding for event 67F.
With that change made (I know this part is much more complicated than vanilla or Relocalized, don't be discouraged if you've gotten lost or confused) but without changing the event yet, the text in game should now be scrambled for event 67F. If you went and opened a 50 GP chest you'd see a text box containing:
But now you can replace the text, first with what it's supposed to be:
TEXT \n _ _ _ _ _ _ _ _ & & & & ^F o u n d _ 5 0 _ ^G ^P !
Notice it has 2 more leading spaces than Relocalized, again related to centering the text.
Which you can then change into what you want.