Thread: JJM-Script
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Violet CLM

JCF Éminence Grise

Joined: Mar 2001

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Jan 4, 2011, 01:24 PM
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Okay, I did some poking, and that list is not conclusive. For instance, I found trigger ID 0 (in 1.23) at 5C68E0 ( the other thirty-one are right after it in a row) and the beginning of the dictionary at 29759B0. Does anyone have a better list of memory addresses, or is it time for a lot of trial and error?

ETA: Realtime palette editing looks... potentially possible, I guess? I can find the palette in the memory, but the actual colors used for display only read it (update) when you change the color depth or resolution or something like that. If there's a flag in the memory that gets turned on briefly when one of those options is selected which causes the palette to update, and that flag could be found, palette editing is a go; otherwise, asking the player to reselect their resolution at various intervals doesn't seem like the best idea.

ETA2: I can't get convert() to work at all, and I notice it's not in any of the examples. And it turns out that the dictionary (didn't recheck triggers) is not at the same memory location every time you run the game, which is a powerful argument for this getting a little smarter and providing the user with the addresses, rather than him/her going hunting every time. JJM should have some way of figuring out where the dictionary is; the user does not.
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Last edited by Violet CLM; Jan 5, 2011 at 11:58 AM.