Readme.txt
CastleFynn - a Final Fantasy II text editor v1.0 by Chaos Rush This program can edit the text in Final Fantasy II for the NES/Famicom. It supports both single-offset compiling and dynamic compiling - that means that it can recompile an entire text bank with a single click of a button which will maximize free space efficiency. Pointers are automatically adjusted.
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CastleFynn - a Final Fantasy II text editor v1.0 by Chaos Rush This program can edit the text in Final Fantasy II for the NES/Famicom. It supports both single-offset compiling and dynamic compiling - that means that it can recompile an entire text bank with a single click of a button which will maximize free space efficiency. Pointers are automatically adjusted. This program supports: * Final Fantasy II - Demiforce translation * Final Fantasy II - Refurbished translation * Final Fantasy II - Japanese version This program does NOT support the English Prototype version. ----------------------------------------------------------------------- HOW TO USE: 1. Click on 'Opn ROM', then find your Final Fantasy II ROM and open it. 2. Under the Table drop-down menu, select the appropriate table. 3. Select the text bank and message number you would like to edit. 4. Once you have edited your text, click on either, "Compile Single Messsage" to compile the message into the ROM at that given offset, or click on, "Compile Selected Bank" to recompile the entire selected text bank. ----------------------------------------------------------------------- WHAT DOES EACH BUTTON DO? * "Open Last Loaded ROM" - opens the ROM file that's indicated in config.ini, which is in the Resources folder. * "Open ROM" - opens the file select menu. Find your ROM and select it. * "Table: " drop-down menu - the currently selected text table used to interpret the text data. The default table is, "Yours", which is identical to the Refurbished table, but can be edited by editing the tbl files in the Resources folder. * "View Text Table" - opens up a new window that simply shows you the current contents of the text table used to interpret the text data. * "Bank #" drop-down menu - select one of these to view the respective text bank's messages. * "Message #" drop-down menu - select one of these to view a message. * "Save Changes to Memory" - will temporarily save what you have typed while the program is still open. This button does NOT compile anything to the ROM. All it does is that whatever changes you made will be retained if you view another message in the same bank and then go back to the one you edited. * "Import Bank" - imports entire text bank from an external text file located in the Resources folder. * "Export Bank" - exports entire text bank to an external text file located in the Resources folder. * "Compile Single Message" - compiles the currently typed message at the offset that is listed by "Message Offset". * "Compile Selected Bank" - compiles the entire text bank, with the first message being compiled at the offset listed by "Bank Offset", and the rest of the messages being compiled and inserted immediately after the previous message was compiled. * "Four Lines [up]" - shift the text preview four lines up. * "Four Lines [down]" - shift the text preview four lines down. * "Update Text Preview" - refresh the text preview box with the changes you have made to the currently selected message number. ----------------------------------------------------------------------- OTHER INFORMATION: * When compiling a bank, the first message will be compiled at the offset listed by "Bank Offset", and the rest immediately following. Message 1 of every bank is the same as the Bank offset. The Bank Space is the total amount of bytes that the text bank is allowed to take up. You are free to edit this in the config.ini file in the Resources folder. Please be careful with it though, as this program clears out the entire text bank with 0xFF bytes before doing bank compiling because it's helpful to see how many bytes in the text bank you have left. * All name codes are contained in the "Misc. 1" bank. To use a name code, surround the key term with brackets. For example, [Hilda] will compile as bytes 0x18 0xEF, which will show up in-game as, "Hilda". For using item name codes put, "Item_" before the name of the item (brackets are still required). Item name codes are only supported for Misc. 1 messages 1-14, but internally any message in the "Misc. 1" text bank can be used as a name code if you have the right byte codes. * To compile a learnable Keyword for use of Final Fantasy II's keyword system, use this format: [$[XX][keyword]] where XX = number of 8x8 tiles (aka number of letters) that the position of the word is from the left side of the message box. * Note that modifying the Japanese table file won't affect how it shows up in the text editor because I had to hardcode parts of it, due to the IDE I'm using having issues with showing Japanese text properly when reading it from an external text file.
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