ff3:ff3us:tutorial:events:basic

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ff3:ff3us:tutorial:events:basic [2018/05/06 17:57]
lockirby2
ff3:ff3us:tutorial:events:basic [2019/02/12 11:20] (current)
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 Now we can start modifying this event.  We should probably notify the player of what's happening, which can be be accomplished by showing them a text box.  We can change text boxes in FF3usME, as you may have seen already.  But which text box should we modify?  Since we're removing the original cutscene that played here, we know that "The Esper's gotta be in here. Move out!" can be changed to our new text.  Open the dialogue editor in FF3usME and modify the text to something fitting.  Press Apply and OK to save the text and then press Save in the main window to write the new text to the ROM.  Now we have a text box to display. Now we can start modifying this event.  We should probably notify the player of what's happening, which can be be accomplished by showing them a text box.  We can change text boxes in FF3usME, as you may have seen already.  But which text box should we modify?  Since we're removing the original cutscene that played here, we know that "The Esper's gotta be in here. Move out!" can be changed to our new text.  Open the dialogue editor in FF3usME and modify the text to something fitting.  Press Apply and OK to save the text and then press Save in the main window to write the new text to the ROM.  Now we have a text box to display.
  
-{{:ff3:ff3us:tutorial:events:before_text_change.png?500|}} {{ :ff3:ff3us:tutorial:events:after_text_change.png?500|}}+{{ :ff3:ff3us:tutorial:events:text_change.png |}}
  
 The next step is to figure out which parameters we need to use to display this particular text box.  In FF3usME, you can see that the text box we modified is at index 11, which is highlighted in the images above.  Remember that 11 is in decimal, but our parameters are in hexadecimal.  Looking at the Event Command Document, we can see that we will need to convert //12// (one greater than 11) to hexadecimal if we want to display the text box at index 11.  In hexadecimal, this is $C, or $000C.  Now we invert the bytes as we did previously, determining that 0C 00 should be our parameters.  I see no reason to either move the text box to the bottom of the screen or remove the background, but you can play around with that if you want.  Therefore, the full command to display this text box is 4B 0C 00.  We can type this into HxD at the address we found previously, which gives us the following result: The next step is to figure out which parameters we need to use to display this particular text box.  In FF3usME, you can see that the text box we modified is at index 11, which is highlighted in the images above.  Remember that 11 is in decimal, but our parameters are in hexadecimal.  Looking at the Event Command Document, we can see that we will need to convert //12// (one greater than 11) to hexadecimal if we want to display the text box at index 11.  In hexadecimal, this is $C, or $000C.  Now we invert the bytes as we did previously, determining that 0C 00 should be our parameters.  I see no reason to either move the text box to the bottom of the screen or remove the background, but you can play around with that if you want.  Therefore, the full command to display this text box is 4B 0C 00.  We can type this into HxD at the address we found previously, which gives us the following result:
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 This command has two parameters, like command $4B. Looking at EX1 and EX2, it looks as though the first parameter controls which formation is encountered. The Event Command Document is directing us to look in FF3usME again.  This time, we want to look under the "Packs" tab of the Formation Editor.  If the first parameter is $00, it corresponds to formation 256 in this editor.  This means that the player would encounter a single Lobo if we set the parameter to $00. This command has two parameters, like command $4B. Looking at EX1 and EX2, it looks as though the first parameter controls which formation is encountered. The Event Command Document is directing us to look in FF3usME again.  This time, we want to look under the "Packs" tab of the Formation Editor.  If the first parameter is $00, it corresponds to formation 256 in this editor.  This means that the player would encounter a single Lobo if we set the parameter to $00.
  
-{{:ff3:ff3us:tutorial:events:ff3usme_lobos.png|}}+{{ :ff3:ff3us:tutorial:events:ff3usme_lobos.png |}}
  
 From the second example, we can see how to specify the encounter that we really want.  The parameter is being added to 256, and the result is the formation that will be fought by the party.  If the parameter is $01, the party will fight formation 257.  If it is $02, the party will fight 258.  If it is $19, the party will fight 256 + $19 (which would be 256 + 25 = 281 in decimal).  Now we just need to figure out which formation contains two guards.  Thankfully, we don't need to look very far, as this is formation 257.  Therefore, the first parameter should be $01. From the second example, we can see how to specify the encounter that we really want.  The parameter is being added to 256, and the result is the formation that will be fought by the party.  If the parameter is $01, the party will fight formation 257.  If it is $02, the party will fight 258.  If it is $19, the party will fight 256 + $19 (which would be 256 + 25 = 281 in decimal).  Now we just need to figure out which formation contains two guards.  Thankfully, we don't need to look very far, as this is formation 257.  Therefore, the first parameter should be $01.
  
-{{:ff3:ff3us:tutorial:events:ff3usme_guards.png|}}+{{ :ff3:ff3us:tutorial:events:ff3usme_guards.png |}}
  
 The second parameter controls the background of the encounter.  EX1 shows us that each background corresponds to a specific ID that we could look up in FF3usME.  However, EX2 gives us a better alternative in this case.  The parameter $3F is special, as it instructs the game to use the background for the area that the party is currently in.  Since we're in Narshe, it will use the Narshe background.  That is exactly what we want, so let's set the second parameter to $3F. The second parameter controls the background of the encounter.  EX1 shows us that each background corresponds to a specific ID that we could look up in FF3usME.  However, EX2 gives us a better alternative in this case.  The parameter $3F is special, as it instructs the game to use the background for the area that the party is currently in.  Since we're in Narshe, it will use the Narshe background.  That is exactly what we want, so let's set the second parameter to $3F.
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