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Final Fantasy VI/Combat Menu Format: Difference between revisions

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Note that these only set up *graphics*. No gameplay is affected by these formats.
Note that these only set up *graphics*. No gameplay is affected by these formats.


The magic menu format begins at C2:E036:
* C2:E036: Magic
05 03 04 21 0F 00 FF FF 04 21 0F 00 05 0A 00
* C2:E045: Lore
 
* C2:E04D: Magitek
The Lore menu format begins at C2:E045:
* C2:E05A: Dance
FF FF FF 04 21 19 00 00
* C2:E067: Rage
 
* C2:E074: Item
The Magitek Armour menu format begins at C2:E04D:
* C2:E083: Esper (submenu in the Magic menu)
05 04 04 21 06 00 05 03 04 21 06 00 00
 
The Dance menu format begins at C2:E05A:
05 04 04 21 17 00 05 02 04 21 17 00 00
 
The Rage menu format begins at C2:E067:
05 04 04 21 18 00 05 02 04 21 18 00 00
 
The Item menu format begins at C2:E074:
05 04 04 21 0E 00 C1 02 00 FF FF 12 00 FF 00




* 00 marks the end of a line
* 00 marks the end of a line
* 02 uses 1 byte as an argument to write a number, 2 tiles.
* 02 uses 1 byte as an argument to write a number, 2 tiles right-aligned.
* 04 uses 1 byte as an argument to decide on the tilepalette for tiles placed.
* 04 uses 1 byte as an argument to decide on the tilepalette for tiles placed.
* 05 uses 1 byte as an argument, and creates that many empty spaces.
* 05 uses 1 byte as an argument, and creates that many empty spaces.
Line 28: Line 18:
* 0F uses 1 byte as an argument to display a Spell name.
* 0F uses 1 byte as an argument to display a Spell name.
* 12 uses 1 byte as an argument to display an item type. (needs some research)
* 12 uses 1 byte as an argument to display an item type. (needs some research)
* 16 uses 1 byte as an argument to write a number, 3 tiles right-aligned.
* 17 uses 1 byte as an argument to display a Dance name.
* 17 uses 1 byte as an argument to display a Dance name.
* 18 uses 1 byte as an argument to display a Rage name.
* 18 uses 1 byte as an argument to display a Rage name.
* 19 uses 1 byte as an argument to display a Lore name.
* 19 uses 1 byte as an argument to display a Lore name.
* 1A uses 1 byte as an argument to display an Esper name.


20 - FF simply draw a tile to the line. See [[Final_Fantasy_VI:TBL|Battle Dialogue]]
20 - FF simply draw a tile to the line. See [[Final_Fantasy_VI:TBL|Battle Dialogue]]

Revision as of 04:53, 6 July 2006

This is the format for combat menus, such as spell lists, ability lists, item lists, etc. The format is loaded into RAM and then updated as necessary (specifically, arguments to determine names for selections). It's run once for each line. Note that these only set up *graphics*. No gameplay is affected by these formats.

  • C2:E036: Magic
  • C2:E045: Lore
  • C2:E04D: Magitek
  • C2:E05A: Dance
  • C2:E067: Rage
  • C2:E074: Item
  • C2:E083: Esper (submenu in the Magic menu)


  • 00 marks the end of a line
  • 02 uses 1 byte as an argument to write a number, 2 tiles right-aligned.
  • 04 uses 1 byte as an argument to decide on the tilepalette for tiles placed.
  • 05 uses 1 byte as an argument, and creates that many empty spaces.
  • 06 uses 1 byte as an argument to display a Magitek name.
  • 0F uses 1 byte as an argument to display a Spell name.
  • 12 uses 1 byte as an argument to display an item type. (needs some research)
  • 16 uses 1 byte as an argument to write a number, 3 tiles right-aligned.
  • 17 uses 1 byte as an argument to display a Dance name.
  • 18 uses 1 byte as an argument to display a Rage name.
  • 19 uses 1 byte as an argument to display a Lore name.
  • 1A uses 1 byte as an argument to display an Esper name.

20 - FF simply draw a tile to the line. See Battle Dialogue