Template:AlterParameter

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
  • 0xC0
    • 0x00: Overwrite 1 Byte
    • 0x40: Overwrite 2 Bytes
    • 0x80: Overwrite 3 Bytes
    • 0xC0: Overwrite 4 Bytes
  • 0x00-0x3F: Offset (in bytes)

You can use any combination of instruction and # of bytes to overwrite. For example, AlterParameterByte(x40,x01) will write 0x0001 to the first parameter of the next instruction.

Here's a table to make your life easier so you don't have to calculate it yourself. For example, if we look at WalkTo(), the values for X and Y are x02 and x03 respectively, which are the values you'd use for this parameter.

Instruction Example Parameter Value
DisplayMessage(x10,xDT,xMSG#,xID,x00,xPR,+XXXXX,+YYYYY,+ARPOS,xOT) DisplayMessage(x00,x01,x42,x04,x05,x06,x47,x49,x4B,x0D)
UnitAnim(xAU,xMT,xANIM,x00) UnitAnim(x00,x01,x42,x04)
ChangeMapBeta(MAP,x00) ChangeMapBeta(x00,x01)
PlayTrack(xSG) PlayTrack(x00)
Effect(xEFID,xID,XXX,YYY,x00) Effect(x40,x02,x03,x04,x05)
Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER) Camera(x40,x42,x44,x46,x48,x4A,x4C,x4E)
MapDarkness(xBM,+RED,+GRN,+BLU,TIM) MapDarkness(x00,x01,x02,x03,x04)
MapLight(+00000,+00000,+?????,+RRRED,+GREEN,+BBLUE,+TIMER) MapLight(x40,x42,x44,x46,x48,x4A,x4C)
EventSpeed(xSP) EventSpeed(x00)
Focus(xID,x00,xID,x00,x00) Focus(x00,x01,x02,x03,x04)
SoundEffect(xSDID) SoundEffect(x40)
SwitchTrack(x01,+VOL,TIM) SwitchTrack(x00,x01,x02)
WalkTo(xID,x00,XXX,YYY,xEL,x00,+SPD,x01) WalkTo(x00,x01,x02,x03,x04,x05,x06,x07)
WaitWalk(xID,x00) WaitWalk(x00,x01)
FaceUnit2(xFU,x00,xAU,xMT,xCL,xRS,xDL) FaceUnit2(x00,x01,x02,x03,x04,x05,x06)
RotateUnit(xAU,xMT,xDR,xCL,xRS,xDL) RotateUnit(x00,x01,x02,x03,x04,x05)
Background(RDT,GRT,BLT,RDB,GRB,BLB,TIM,x00) Background(x00,x01,x02,x03,x04,x05,x06,x07)
BlockLoop(LPA,xVR,xDEST) BlockLoop(x00,x01,x42)
ColorBGBeta(xPR,+RED,+GRN,+BLU,TIM) ColorBGBeta(x00,x01,x02,x03,x04)
ColorUnit(xAU,xMT,xPR,+RED,+GRN,+BLU,TIM) ColorUnit(x00,x01,x02,x03,x04,x05,x06)
ColorField(xPR,+RED,+GRN,+BLU,TIM) ColorField(x00,x01,x02,x03,x04)
FocusSpeed(+SPEED) FocusSpeed(x40)
SpriteMove(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+TIMER) SpriteMove(x00,x01,x42,x44,x46,x08,x09,x4A)
Weather(xWP,x01) Weather(x00,x01)
RemoveUnit(xID,x00) RemoveUnit(x00,x01)
ColorScreen(xBM,IRD,IGR,IBL,TRD,TGR,TBL,+TIMER) ColorScreen(x00,x01,x02,x03,x04,x05,x06,x47)
EarthquakeStart(MAG,MER,SMG,SSD) EarthquakeStart(x00,x01,x02,x03)
CallFunction(xFC) CallFunction(x00)
Draw(xID,x00) Draw(x00,x01)
AddUnit(xID,x00,xDR) AddUnit(x00,x01,x02)
Erase(xID,x00) Erase(x00,x01)
AddGhostUnit(xSP,x00,xID,XXX,YYY,xEL,xFD,xDR) AddGhostUnit(x00,x01,x02,x03,x04,x05,x06,x07)
ChangeMap(MAP,x00) ChangeMap(x00,x01)
Reveal(TIM) Reveal(x00)
UnitShadow(xID,x00,xSH) UnitShadow(x00,x01,x02)
SetDaytime(xDT) SetDaytime(x00)
PortraitCol(xPC) PortraitCol(x00)
ChangeDialog(xDB,xMSG#,xPR,xPP) ChangeDialog(x00,x41,x03,x04)
FaceUnit(xFU,x00,xAU,xMT,xCL,xRS,xDL) FaceUnit(x00,x01,x02,x03,x04,x05,x06)
Use3DObject(xID,xST) Use3DObject(x00,x01)
UseFieldObject(xID,x00) UseFieldObject(x00,x01)
LoadEVTCHR(xBL,xEV,x00) LoadEVTCHR(x00,x01,x02)
SaveEVTCHR(xBL) SaveEVTCHR(x00)
SaveEVTCHRClear(xBL,x00) SaveEVTCHRClear(x00)
LoadEVTCHRClear(xBL,x00) LoadEVTCHRClear(x00)
EndTrack(x??) EndTrack(x00)
WarpUnit(xID,x00,XXX,YYY,xEL,xFD) WarpUnit(x00,x01,x02,x03,x04,x05)
FadeSound(x00,TIM) FadeSound(x00,x01)
WaitRotateUnit(xID,x00) WaitRotateUnit(x00,x01)
MirrorSprite(xID,x00,xMI) MirrorSprite(x00,x01,x02)
FaceTile(xAU,xMT,XXX,YYY,x00,xCL,xRS,xDL) FaceTile(x00,x01,x02,x03,x04,x05,x06,x07)
EditBGSound(xSD,+ECH,+VOL,x00,x??) EditBGSound(x00,x01,x02,x03,x04)
BGSound(xSD,+ECH,+VOL,xST,TIM) BGSound(x00,x01,x02,x03,x04)
SpriteMoveBeta(xID,x00,+XXXXX,+ZZZZZ,+YYYYY,xMV,x??,+SPEED) SpriteMoveBeta(x00,x01,x42,x44,x46,x08,x09,x4A)
WaitSpriteMove(xID,x00) WaitSpriteMove(x00,x01)
Jump(xID,x00,DST,xDR) Jump(x00,x01,x02,x03)
DarkScreen(x00,xSH,ESP,RTS,x00,SES) DarkScreen(x00,x01,x02,x03,x04,x05)
DisplayConditions(xMG,DST) DisplayConditions(x00,x01)
WalkToAnim(xID,x00,xANIM) WalkToAnim(x00,x01,x42)
DismissUnit(xJB,x00) DismissUnit(x00,x01)
ShowGraphic(xGR) ShowGraphic(x00)
WaitValue(xADDR,xVALU) WaitValue(x40,x42)
EVTCHRPalette(xID,x00,xBL,xPL) EVTCHRPalette(x00,x01,x02,x03)
March(xAU,xMT,TIM) March(x00,x01,x02)
ChangeStats(xAU,xMT,xST,+VALUE) ChangeStats(x00,x01,x02,x43)
PlayTune(xSG) PlayTune(x00)
UnlockDate(xTL) UnlockDate(x00)
TempWeapon(xID,x00,xIT) TempWeapon(x00,x01,x02)
Arrow(xTG,x00,xSH,x00) Arrow(x00,x01,x02,x03)
UnitAnimRotate(xID,x00,xDR,xANIM,x00) UnitAnimRotate(x00,x01,x02,x43,x05)
ShowMapTitle(+XXX,+YYY,+SPD) ShowMapTitle(x00,x01,x02)
InflictStatus(xID,x00,xSS,x0C,x00) InflictStatus(x00,x01,x02,x03,x04)
TeleportOut(xID,x00) TeleportOut(x00,x01)
ResetPalette(xID,x00) ResetPalette(x00,x01)
TeleportIn(xID,x00) TeleportIn(x00,x01)
BlueRemoveUnit(xID,x00) BlueRemoveUnit(x00,x01)
PushTextVal(xVALU) PushTextVal(x40)
PushTextVar(xVR) PushTextVar(x00)
SetTextVal(xTV,xVALU) SetTextVal(x00,x41)
SetTextVar(xTV,xVR) SetTextVar(x00,x01)
LUI(xVARI,xVALU) LUI(x40,x42)
SET(xVARI,xVALU) SET(x40,x42)
SETVar(xVAR1,xVAR2) SETVar(x40,x42)
ADD(xVARI,xVALU) ADD(x40,x42)
ADDVar(xVAR1,xVAR2) ADDVar(x40,x42)
SUB(xVARI,xVALU) SUB(x40,x42)
SUBVar(xVAR1,xVAR2) SUBVar(x40,x42)
MULT(xVARI,xVALU) MULT(x40,x42)
MULTVar(xVAR1,xVAR2) MULTVar(x40,x42)
DIV(xVARI,xVALU) DIV(x40,x42)
DIVVar(xVAR1,xVAR2) DIVVar(x40,x42)
MOD(xVARI,xVALU) MOD(x40,x42)
MODVar(xVAR1,xVAR2) MODVar(x40,x42)
AND(xVARI,xVALU) AND(x40,x42)
ANDVar(xVAR1,xVAR2) ANDVar(x40,x42)
OR(xVARI,xVALU) OR(x40,x42)
ORVar(xVAR1,xVAR2) ORVar(x40,x42)
ZERO(xVARI) ZERO(x40)
Random(xVR,MODUL) Random(x00)
LoadAddress(xVR,xVALU,xVA,LEN) LoadAddress(x00,x41,x03,x04)
UnitAddress(xID,xVR) UnitAddress(x00,x01)
WorldUnitAddress(xID,xVR) WorldUnitAddress(x00,x01)
SaveAddress(xVR,xVALU,xVA,LEN) SaveAddress(x00,x41,x03,x04)
UpdateUnit(xID,xPR) UpdateUnit(x00,x01)
MinMax(xVR,xPR,MINIM,MAXIM) MinMax(x00,x01,x42,x44)
ResetTurnCounter(xID) ResetTurnCounter(x00)
PostEvent(xAC,xSCEN) PostEvent(x00,x41)
LoadConditionals(xCOND) LoadConditionals(x40)
Routine(rROUTINEA) Routine(x00)
JumpForwardIfNot(xJF) JumpForwardIfNot(x00)
JumpForward(xJF) JumpForward(x00)
ForwardTarget(xJF) ForwardTarget(x00)
JumpBack(xJB) JumpBack(x00)
BackTarget(xJB) BackTarget(x00)
WaitForInstruction(xIN,x00) WaitForInstruction(x00,x01)
Wait(TIMER) Wait(x40)
Template:IE F3 ex Template:IE F3(x00,x01)
Template:IE F4 ex AlterParameterByte(x00,x01)
Template:IE F5 ex AlterParameterHalf(x00,x41)
Template:IE F6 ex AlterParameterWord(x00)
Template:IE FA ex Template:IE FA(x40,x42)
Template:IE FB ex Template:IE FB(x00,x01,x02,x03)
Template:IE FC ex Template:IE FC(x00)