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Dialogue.txt
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43 lines (40 loc) · 2.54 KB
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FE8U
FE8U:030000D0 is an array of 3(?) Text Data for Dialogue Text (see Drawing Text Notes)
FE8U:030000F0 is Font Data for Dialogue Text (see Drawing Text Notes)
FE8U:0859133C is a pointer to FE8U:03000048, which is the "state" struct for the Dialogue system engine thing.
Dialogue Struct Layout: (FE8U:03000048)
+00 | word | character iterating pointer (aka the pointer to the next character/text code)
+04 | word |
+08 | byte | default text color id?
+09 | ubyte | current/next display line?
+0A | ubyte | number of lines displayed (aka number of FE8U:030000D0 text data used)
+0B | ubyte | line index of current top line?
+0C | byte |
+0D | byte |
+0E | byte | tile width of the text box?
+0F | sbyte | speaking face position index (0xFF for none?)
+10 | byte | some face position index
+11 | byte | selected face position index (0xFF for none)
+12 | byte | when non-zero, text is displayed instantly (set when user presses a button mid-scroll)
+13 | byte | delay between character display
+14 | byte | frame counted for character display
+15 | byte | set when text has been drawn?
+16 | byte | "something about ToggleMouthMove" - Teq
+17 | byte | "something about ToggleSmile (if set, sets bit 8 in FaceDisplayBits (word at 0x30 of FaceProc)" - Teq
+18 | word[8] | Face proc pointer array (one for each possible face position?)
+38 | word |
+3C | word | a number (gold amount, apparently)
+40 | char[] | string repr of [+3C], displayed with code '[0x80][0x05]'
+60 | char[] | string to be displays with text code '[0x80][0x06]' (?)
+80 | short | config bitfield/dialogue flags
& 0x001 | don't scroll text lines up on clear
& 0x002 |
& 0x004 | disallow skipping through user input
& 0x008 | disallow fast-forwarding through user input
& 0x010 | puts faces on another sprite layer?
& 0x020 | don't do graphics automatically?
& 0x040 | no sounds?
& 0x080 | world map dialogue (a lot of things changes, most notably text is now displayed on sprites and sound changes).
& 0x100 | text boxes are flat (no transparency). Used in FE7 for the scene where Ephidel dies because there's already color effects (can't do more than one at a time).
+82 | byte |
+83 | byte | "0x1 is set if ToggleInvert is currently set, 0x2 is set if ToggleInvert is to be set (do the palette changes)" - Teq