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Copy pathGeneral Popup Notes.txt
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General Popup Notes.txt
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FE8U
Some related Proc (Item Got Manager):
54 | word | unit
58 | word | item
Popup Proc: (use for general battle map stuff, including map battle animations)
2C | word | pointer to "popup definition"
30 | word | timer (when reaches 0, closes popup, if negative, waits for button press)
34 | byte | tile X
35 | byte | tile Y
36 | byte | popup window style?
37 | byte | tile X again
38 | byte | tile Y again
39 | byte | tile width
3A | byte | tile height (3?)
3B | byte | text color
3E | short | icon id?
40 | short | icon obj tile index
42 | byte | icon palette id (out)
44 | byte | icon x?
46 | short | gfx len?
48 | short | Sound Id to Play
NOTE: in my rework, I use 4C+ for other stuff:
4C | word | Icon Adder (Args: r0 = Popup Proc, r1 = Icon short, r2 = local x)
50 | word | Icon Updater Proc
Popup Proc OAM Updater (for Icon Obj):
2C | word | x
30 | word | y
4A | short | OAM2
NOTE: I redo this completely in my rework
"popup definitions":
It's just a list of "Components". One component is 8 byte long and is composed of one "Code" and one "Argument" (each of those is a word)
Popup Component Codes:
00 | END
01 | SPACE; Argument = Size in pixels
02 | RAW ITEM NAME
03 | "Some " + Item Name (well, depends on item)
04 | "some " + Item Name (same)
05 | String of character name
06 | String; Argument: Text ID
07 | String; Argument: String Pointer
08 | Change color; Argument: Color ID
09 | Icon (Item)
0A | Icon (Weapon Type)
0B | Number String
0C | Sets sound to play; Argument: Sound ID
Relevant RAM offsets:
030005F0: pointer to relevant Unit Struct
030005F4: item short / weapon type index
030005F8: number word
==========================================================================================================================================================
BATTLE ANIMS ON POPUP (because those are different for some reason (Actually the reason is probably because the BG/Obj layout during battle is different))
02020140 is where Popup Proc pointers seem to be stored
ekrPopup: (Anims On Popup)
2C | short | Counter (incremented by 1 each frame a popup is up)
2E | short | Counter End Value
44 | word | W-Rank up Item Short
48 | word | Weapon broke Item Short
4C | word | W-Rank up Item Short (2)
50 | word | Weapon broke Item Short (2)
60 | word | AIS
ekrPopup2:
44 | word | W-Rank up Weapon type?
48 | word | Same???????
60 | word | AIS