1. Introduction 2. VWF8 font |
3. VWF8 code 4. Conversion of the tables in script 5. Downloading |
In Chronotools, this consists of the following components:
Edit the font8vfn
setting in the [font]
section of your configuration file so that the insertor knows the font.
Please read the fonts and character sets guide regarding the character mapping of this (and other) fonts.
[linker]
section:
# VWF8 load_code "ct-vwf8.o65" # VWF for items: If your item list begins with *i11 (not *l11): add_call_of "EquipLeftItemFunc" $C2A5AA 4 false add_call_of "EquipRightItemFunc" $C2F2DC 1 true add_call_of "ItemListFunc" $C2B053 13 false add_call_of "EquipLeftHelper" $C2A57D 14 false add_call_of "EquipLeftHelper2" $C2A5B6 2 false add_call_of "BattleItemFunc" $C109C1 32 false add_call_of "DialogItemCall" $C25BA1 36 false # VWF for techs: If your tech list begins with *t11 (not *l11): add_call_of "BattleTechFunc" $C10B5B 32 false add_call_of "BattleTechHelper" $C10A99 0 false add_call_of "DialogTechCall" $C25A90 55 false add_call_of "" $C10ABE 16 false add_call_of "TechListFunc" $C2BDB2 52 true # For monsters: If your monster list begins with *m11 (not *l11): add_call_of "BattleMonsterFunc" $CCED13 60 false add_call_of "DialogMonsterCall" $C25AD2 35 falseThis tells the insertor that it must include code from ct-vwf8.o65 and insert calls of several routines to your ROM.
add_call_of
lines you select
which features of the ROM you want to patch.
You can create a new ct-vwf8.o65 file by compiling the included ct-vwf8.a65 file with snescom.
*l11
in your script.
When you are ready to get rid of the item length limit, replace the
*l11
in the script with i11
.
Same goes for techs: *l11
is changed to t11
,
and for monsters *l11
is changed to m11
.
Note: Monster names are not displayed in VWF8, but their lon.
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at Sun, 04 Mar 2012 02:36:13 +0200