Final Fantasy VI/Combat Menu Format: Difference between revisions

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


The magic menu format begins at C2:E036:
05 03 04 21 0F 00 FF FF 04 21 0F 00 05 0A 00
The Lore menu format begins at C2:E045:
FF FF FF 04 21 19 00 00
The Magitek Armour menu format begins at C2:E04D:
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:
* C1:4BAC: Equipment (R-Hand  L-Hand box)
05 04 04 21 0E 00 C1 02 00 FF FF 12 00 FF 00
* C1:4BE9: Tools
* C2:E036: Magic
* C2:E045: Lore
* C2:E04D: Magitek
* C2:E05A: Dance
* C2:E067: Rage
* C2:E074: Item (Also Throw)
* C2:E083: Esper (submenu in the Magic menu)
* C2:E165: Row (Left of Main menu)
* C2:E16B: Def. (Right of Main menu)
* C2:E172: R-Hand    L-Hand




* 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.
* 06 uses 1 byte as an argument to display a Magitek name.
* 06 uses 1 byte as an argument to display a Magitek name.
* 0E uses 1 byte as an argument to display an Item name (includes symbol, if there is one)
* 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]]

Latest revision as of 14:58, 24 January 2024

This is a sub-page of Final Fantasy VI.

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.


  • C1:4BAC: Equipment (R-Hand L-Hand box)
  • C1:4BE9: Tools
  • C2:E036: Magic
  • C2:E045: Lore
  • C2:E04D: Magitek
  • C2:E05A: Dance
  • C2:E067: Rage
  • C2:E074: Item (Also Throw)
  • C2:E083: Esper (submenu in the Magic menu)
  • C2:E165: Row (Left of Main menu)
  • C2:E16B: Def. (Right of Main menu)
  • C2:E172: R-Hand L-Hand


  • 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.
  • 0E uses 1 byte as an argument to display an Item name (includes symbol, if there is one)
  • 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