Manually Setting Up Battle Roster Nicknames
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The game may not load Unit Nicknames into Battle if your units are flagged as out on a Proposition. It's unlikely that most people will do anything with this, but on the off chance someone else wants to make characters talk about a unit according to their Nickname or something like that, here's the commands I used to manually generate unit names.
LUI(x0070,x8016)//The first byte of the Roster Unit Nicknames ADD(x0070,x38C0)//used by the Text Format stuff. LUI(x0071,x8005)//First unit's World Stat address. ADD(x0071,x7F74) SET(x0073,x0013)//Number of jumps. GoToTarget(x04) LoadAddress(x00,x0001,x71,001)//Load the unit's Party ID. SET(x0001,x00FF)//Check for xFF, which means no unit. EQ() If()//Party ID equals xFF: ignore this unit and move on. SET(x0000,x00FE) GoTo(x06) EndIf() SETVar(x0072,x0071)//First character of unit's Nickname ADD(x0072,x00BE) GoToTarget(x05) LoadAddress(x00,x0000,x72,001)//Load byte from Nickname GoToTarget(x06) SET(x0001,x00FE) SaveAddress(x00,x0000,x70,001)//Save byte to the Nickname List ADD(x0070,x0001)//Advance the Nickname address EQ() If()//Was this an end of name character? SETVar(x0000,x0073)//Was this the end of the jumps? If()//Nope, still more jumps left. ADD(x0071,x0100)//Move the Roster Unit address to the next unit. SUB(x0073,x0001)//Subtract from the Number of Jumps. GoTo(x04) EndIf() Else()//Nope, there are more characters left. ADD(x0072,x0001)//Move to the next Roster Unit Nickname byte. GoTo(x05) EndIf()