1. Introduction 2. VWF8 font |
3. VWF8 code 4. Conversion of the tables in script 5. Downloading |
This consists of the following components:
DOCS/ct8fnV.tga
and
edit it to match your character set.
Edit the font8vfn
setting in the [font]
section of your configuration file so that the insertor knows the font.
ct.cfg
in the [linker]
section:
# VWF8 load_code "ct-vwf8.o65" add_call_of "EquipLeftItemFunc" $C2A5AA 4 false add_call_of "EquipRightItemFunc" $C2F2DC 1 true add_call_of "ItemListFunc" $C2B053 13 false add_call_of "TechListFunc" $C2BDB2 52 true add_call_of "EquipLeftHelper" $C2A57D 14 false add_call_of "EquipLeftHelper2" $C2A5B6 2 false add_call_of "BattleItemFunc" $C109C1 32 false #add_call_of "BattleTechFunc" $C10B5B 32 false add_call_of "DialogItemCall" $C25BA1 36 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 ct-vwf8.o65
by compiling the
included ct-vwf8.a65
file with
snescom,
a SNES assembler, or asking me to send it to you.
*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
.
However at the moment only the item conversion works.
Generated from
source/VWF8.php (last updated: Wed, 28 Jan 2004 20:31:19 +0200)
with docmaker.php (last updated: Sun, 9 May 2004 04:55:44 +0300)
at Sun, 9 May 2004 06:09:20 +0300