FF3us/FF6j codes contained in DTE dialogue, written by Lord J lord_j@hotmail.com, http://www.angelfire.com/pq/jumparound/index.html Notes: Dynamic extended code requires an end indicator (that's 0x12). Static extended codes have a specific number of data bytes, the end indicator is not required. Basic codes: 00: kill window (press A) (routine calls RTS soon) 01: endl 02 to 0F: the name of your first 14 players 10: small fixed delay 11: ??? extended code indicator, some have end indicators, some don't events such as dialogue in Vector are delays (1101) 12: end dynamic extended codes, skipped if alone 13: clear window, next window (press A) 14: extended code: 1 data byte = n (static) variable tabulation: make n-1 spaces, if n=0 bugs, if n>128 prints byte equivalent to DTE string at the end 15: selectable choice (routine place choice in register or stack) 16: extended code (dynamic): 1 data byte, then end extended code next value is a timer setup, when timer elapse, routine will "press A" for you ( nb sec. timer = value X 1/4 ) 17: not used, extended dynamic code with value<0x20 makes endl in FF6j ... 18: not used in FF3us, in FF6j ... 19: transform content of register ??? into a string representing numbers 1A: transform content of register ??? into a string representing an item 1B: transform content of register ??? into a string representing a spell name (test to try: if byte > last spell) 1C: not used in FF3us, in FF6j my guess would be: keyword "years" in japanese 1D: not used in FF3us, in FF6j ... 1E: not used in FF3us, in FF6j ... 1F: not used 60: slash 6F: asterix 74: dummy logo 75: dummy logo others: DTE text, consult ff3us.tbl