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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Some default FF1 party name problems. Help please | |
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Keikonium
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Posted on 11-07-04 10:33 PM Link | Quote
I posted something like this is the FF sticky but not many people read that so I will make a new thread.

I am trying to change it so that a default party and names are selected. I have accomplished the party and no-name change part but I can't set the actual names.

So I have 4 default characters with no names. Everything I read tells me to use a DTE table, and I have no clue what that is, so I edit the names thru hex which just makes messed up letters when I play. I thought 61(hex) was lower case "a" but it shows up as a sword?

I am making my hack like FFX-2, so I will have to start learning some 6502, but if someone could tell me how to delete one character so I only have 3 that would be great.

So my questions are:

1. What is a DTE table?
2. How do I make default names (BTW, I have it set so its 5 letters not 4)
3. How can I get rid of one character?

Any help would be great, thanks


(edited by Keikonium on 11-07-04 01:33 PM)
neotransotaku

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Posted on 11-07-04 10:59 PM Link | Quote
I can answer 1...

A DTE is a dual-tile-entry table. This means that it takes two bytes to load up 1 tile. Normally, there is a 1 byte to 1 tile correlation but that gives you only 256 different tiles to use. With DTE, you can have as many as 65,536 tiles. However, with the NES referencing system, you probably will not be able to use that many tiles...
dan

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Posted on 11-08-04 12:26 AM Link | Quote
Originally posted by neotransotaku
I can answer 1...

A DTE is a dual-tile-entry table. This means that it takes two bytes to load up 1 tile. Normally, there is a 1 byte to 1 tile correlation but that gives you only 256 different tiles to use. With DTE, you can have as many as 65,536 tiles. However, with the NES referencing system, you probably will not be able to use that many tiles...


Is DTE not that it takes 1 byte to load up 2 tiles? The way you have it doesn't sound right at all.
Dish

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Posted on 11-08-04 12:36 AM Link | Quote
erm.... I already replied to this in the other thread on this very board.

And yeah @ Dan. I think neotransotaku got things mixed up. I've always know DTE to be 1 byte = 2 characters.
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Posted on 11-08-04 04:05 AM Link | Quote
I thought DTE = Dictionary Text Encoding, where you use the normal 1-byte-per-tile system, but have certain characters that display certain words... Like maybe putting in an @ would show the word 'the', or a % would show 'potatoes', etc.
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Posted on 11-08-04 04:55 AM Link | Quote
*Disch shrugs

basically the same thing. I was always under the impression that DTE = dual tile encoding , and what you described was MTE (mutli-tile encoding). But as far as I'm conserned, the 2 terms are pretty much synonymous and both yours and Dan's description basically state the same thing.
neotransotaku

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Posted on 11-08-04 11:57 AM Link | Quote
hmm...okay, i got it backwards? heh...i guess I stand corrected...i've been carrying that concept around for 4 years now... so then, what do you call two bytes = 1 character?
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Posted on 11-08-04 09:48 PM Link | Quote
Originally posted by neotransotaku

so then, what do you call two bytes = 1 character?
Unicode. To name one.
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Posted on 11-08-04 10:06 PM Link | Quote
Originally posted by neotransotaku
so then, what do you call two bytes = 1 character?


A waste of space?

ZING

nah I have no idea.

EDIT: ahahahaa... oh yeah.... UTF-16 whoops XD


(edited by Disch on 11-08-04 01:07 PM)
neotransotaku

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Posted on 11-08-04 11:02 PM Link | Quote
UTF-16...unicode makes more sense but I was talking in terms of games and not character sets, oh well...
Heian-794

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Posted on 11-11-04 01:03 AM Link | Quote
I'd call that "double-byte encoding". In the Japanese sequels to Extra Innings*, the katakana and Roman letters are single-byte, and the 300 or so kanji that are used have their standard SJIS encodings, despite not being consecutive!

*: And if you play this game, you're my friend.
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