Poll

Do you guys think that there will be an actual text editing program for FF3/6

Will you guys try to make one?
1 (33.3%)
Will you wait for Lord J?
2 (66.7%)

Total Members Voted: 3

Author Topic: Text Editing  (Read 6053 times)

Poco Loco

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Text Editing
« on: May 07, 2009, 12:22:16 AM »
I mean other then Yousei's incomplete version

this also includes in battle event texts (ex:M-M-M-M-M-M-M-M MAGIC?)

Will you guys try to work something out?

Or are you gonna wait a few years 4 Lord J to attempt something? lol

not trying 2 break balls here just a question lol :p
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Lenophis

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Re: Text Editing
« Reply #1 on: May 07, 2009, 01:37:28 AM »
I mean other then Yousei's incomplete version
If not for the dialogue, that poor thing has been completely obsoleted.

Quote
this also includes in battle event texts (ex:M-M-M-M-M-M-M-M MAGIC?)
At first I was editing that by hand, but it grew tiresome so I started using xkas to do it.

Quote
Will you guys try to work something out?

Or are you gonna wait a few years 4 Lord J to attempt something? lol
If he does, he does. If not, then so be it. It will certainly make those that like editors a lot happier, but it's not that difficult to edit otherwise.

119 bugs fixed and counting.

Poco Loco

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Re: Text Editing
« Reply #2 on: May 07, 2009, 01:07:00 PM »
how exactly does xkas work?

If it will make my life easier I'm down 4 that bro lol
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Odbarc

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Re: Text Editing
« Reply #3 on: May 07, 2009, 01:26:16 PM »
The download description says it's OS is dos? Seems like a universal hack program too. Not just for FF6 so would you also be able to edit other things (in this game and others)?

Poco Loco

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Re: Text Editing
« Reply #4 on: May 07, 2009, 02:56:53 PM »
I'm gonna mess around with it a little when I get the chance

is it difficult 2 use?
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Lenophis

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Re: Text Editing
« Reply #5 on: May 07, 2009, 03:46:44 PM »
It's an assembler, which means it's primary use is for programming. However, it can do data very easily, and text happens to be data. To use it, simply open up a command prompt, go to xkas's directory, do
Code: [Select]
xkas assembly.asm rom.smcand you're good to go. The way I typed it there, both the assembly file and rom need to be in xkas's directory.

To insert text, you do this:

Code: [Select]
table FF6table.tbl,rtl ; the table you want is FF6's "battle" table which handles everything except dialogue. it is initially labeled "Ff3battl.tbl" at Lord J's site.

DW ptr ; the pointer to change!

ptr:
DB "I'm text!",$00

I left out the other 254 pointers, which you'll have to also change, as well as a location. But that in a nutshell is basically how you would do this process. You could optionally use atlas, but I'm afraid I haven't used that program.


119 bugs fixed and counting.

Poco Loco

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Re: Text Editing
« Reply #6 on: May 07, 2009, 06:20:25 PM »
ok great I already have all the table files,

ur the man bro thnx a lot :)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Poco Loco

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Re: Text Editing
« Reply #7 on: May 07, 2009, 06:51:02 PM »
oh I noticed, the assembly file, I need it 4 my rom right?

how do I find it?

cuz I dont see it @ all
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Lenophis

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Re: Text Editing
« Reply #8 on: May 07, 2009, 09:16:58 PM »
You create one. It's just a plain text file, so you could right click -> new text document or just open up notepad/text editor of choice to create it. Input the following:

Code: [Select]
hirom
header ; since you're editing with FF3usME, you will need this argument

That's generally the first two lines in the file. The text locations:

D0D000-D0D1FF       PTR+D00000    Pointers to Battle Dialogue (Bank 1) (+100200/+D00000)
D0D200-D0FCFF       TXT2          Battle Dialogue (Bank 1) (256 items, variable length)
D1F000-D1F79F       TXT2          Battle Messages (256 items, variable length)
D1F7A0-D1F99F       PTR+D10000    Pointers to Battle Messages (+110200/+D10000)

To put text in those locations, you need to set the location in the assembly file. You do that with an "org" command, like so:

Code: [Select]
org $D0D000 ; set location to the pointers
; insert the 255 DW pointer commands here

; insert the text here

Now, one thing I should've mentioned previously is that labels cannot repeat. You can't have two "ptr" labels for example. xkas will give an error if you do. So how would you do this? Put numbers after them, "ptr001" and "ptr002" and so on. This does appear to be a lot to absorb all at once, but it's really easy once you get the hang of it. Any questions, feel free to ask.

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Poco Loco

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Re: Text Editing
« Reply #9 on: May 07, 2009, 10:24:59 PM »
thnx a lot man but this shit seems rlly complicated lol

so I gotta open a file in notepad and put

hirom
header;

after I have 2 put FF3USME correct?

the 2nd part I noticed isnt too bad I just have to look @ each location with the table file from Lord J right?

"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Lenophis

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Re: Text Editing
« Reply #10 on: May 07, 2009, 11:34:40 PM »
thnx a lot man but this shit seems rlly complicated lol
It's a lot better than doing it all by hand, cause then you'll have to manually change everything. And just imagine what'll happen if you make a mistake, you'll have to redo a ton.

Quote
so I gotta open a file in notepad and put

hirom
header;

after I have 2 put FF3USME correct?
Me mentioning FF3usME was for your benefit. The semicolon is just to signify that "everything else on this line is a comment." that xkas will ignore when assembling.

Quote
the 2nd part I noticed isnt too bad I just have to look @ each location with the table file from Lord J right?
Yeah.

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Poco Loco

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Re: Text Editing
« Reply #11 on: May 07, 2009, 11:51:18 PM »
oooo ok ok

well yea I was gonna put the FF3USME anyway but I think I got it now thnx a lot

if I have any drama I'll be sure to drop a line :D
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Vehek

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Re: Text Editing
« Reply #12 on: May 08, 2009, 12:03:40 AM »
Quote
You could optionally use atlas, but I'm afraid I haven't used that program.

The xkas method seems a lot more complicated than Atlas to me.

Example of an Atlas script on an unheadered ROM:
Code: [Select]
#VAR(Table, TABLE)
#ADDTBL("Ff3battl.tbl", Table)
#ACTIVETBL(Table)
#VAR(BattleDialog, POINTERTABLE)
#VAR(MyPtr, CUSTOMPOINTER)
#CREATEPTR(MyPtr, "LINEAR", 0, 16)
#PTRTBL(BattleDialog, $10D000, 2, MyPtr)

#JMP($10D200)
#AUTOWRITE(BattleDialog, "<end>")

Wedge:<LB>
Huh? What are you doing?<$07><end>

Girl:<LB>
...<$07><end>

Wedge:<LB>
Aaah! This light...<LB>
Aaaaaaaahhhh!!!<$07><end>

#DISABLE(BattleDialog, "<end>")
(Assuming proper entries are in table file and End String byte has a "/" in front of it in the table file, eg. "/00=<end>")
« Last Edit: May 08, 2009, 12:11:00 AM by Vehek »

Poco Loco

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Re: Text Editing
« Reply #13 on: May 08, 2009, 02:10:29 AM »
oh wow I think that looks way easier, can you give me a link so I can download it?
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Vehek

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Re: Text Editing
« Reply #14 on: May 08, 2009, 02:38:30 AM »
http://www.romhacking.net/utils/224/
It requires MSVCP70.DLL.