Final Fantasy VII Field Script Debugger: Difference between revisions
| Revision as of 00:54, 2 November 2026 RemmyLee (Final Fantasy VII: every finding checked against the discs and the StationX runs) | Revision as of 00:58, 2 November 2026 RemmyLee (Final Fantasy VII: the two SCPH-5501 debugger photographs and the Uso capture, with their file pages) | ||
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| These changes were made on a SCPH-5501 on 31 October 2026 in room MDS5_3. The screen then showed AUTHR:AKIYAMA and EVENT:MDS5_3 in window 5 with the GO, STOP, STEP, ACTOR OFF and INFO OFF rows below them. Window 4 showed ACTOR:FURYOB with its RQLV, MAN, DIR and position rows (X FE32, Y FF34), and window 3 showed WORD:RET.[^run1] | These changes were made on a SCPH-5501 on 31 October 2026 in room MDS5_3. The screen then showed AUTHR:AKIYAMA and EVENT:MDS5_3 in window 5 with the GO, STOP, STEP, ACTOR OFF and INFO OFF rows below them. Window 4 showed ACTOR:FURYOB with its RQLV, MAN, DIR and position rows (X FE32, Y FF34), and window 3 showed WORD:RET.[^run1] | ||
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| The text draw routine at 800D9C04h draws at most 344 character sprites in one frame, whereas the four windows together need about 400. Consequently, when window 1 is filled as well, the text is cut off: in the StationX emulator, window 5 stopped partway through its author line. A routine placed in the unused field pointer code at 800BC4D4h fills window 1 for the party leader, and a second one at 800BC538h skips spaces and extends the sprite buffers, so that the four windows need only 357 sprites. With both routines in place, a SCPH-5501 showed all four windows on 1 November 2026 in room MDS5_2, and window 1 read CTRL:CLOUD.[^bench][^run2] | The text draw routine at 800D9C04h draws at most 344 character sprites in one frame, whereas the four windows together need about 400. Consequently, when window 1 is filled as well, the text is cut off: in the StationX emulator, window 5 stopped partway through its author line. A routine placed in the unused field pointer code at 800BC4D4h fills window 1 for the party leader, and a second one at 800BC538h skips spaces and extends the sprite buffers, so that the four windows need only 357 sprites. With both routines in place, a SCPH-5501 showed all four windows on 1 November 2026 in room MDS5_2, and window 1 read CTRL:CLOUD.[^bench][^run2] | ||
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| ## GameShark Codes | ## GameShark Codes | ||