
New item names must be edited in a hex editor. The address for the new item list is C4/A4C0, used the enclosed table file to read the item names and other menu text.

Note that while some spots in this code will LOAD 16 letters (10) for item names, they will DRAW 15 letters (0F). This is because I listed the items with 16-letter names in the rom as it would be simpler to read and edit the list like that, but there is only room for 15 characters in the menus, which look crowded already and I'm dubious if 16 could be done. When editing item names, make sure you leave the last space on each line blank.

================================================================

Dialogue captions

If changing the item names, observe the following dialogue captions that include the names of items; you'll need to remember to change them too. This does not include captions that rename Rare Items, which that patch does not rename or effect.

286		Found Potion
287		Found Ether
288		Found Remedy
310		Genji Glove at Returners' Hideout
317		Gauntlet at Returners' Hideout
617		Status tutorial mentions Revivify
758		Dried Meat NPC in Mobliz
769		Lola's letter mentions Tonic
770		Send Tonic to Lola
777		Lola mentions receiving Tonic
781		Tintinabar gift from wounded soldier
790		Finding Tonic in Gau's cave
1518		NPC who gives the Ragnarok
1522		NPC who gives the Cursed Shld
1593		Atma/Ultima Weapon scholar
1693		Inviz Edge in Sealed Cave
1695		Super Ball in Sealed Cave
1696		Bolt Edge in Sealed Cave
1698		Fire Skean in Sealed Cave
1699		Water Skean in Sealed Cave
1700		Shadow Edge in Sealed Cave
1741		Take Gold Hairpin from Lone Wolf
1745		Relics tutorial
1747		Save Point tutorial mentions Sleeping Bag and Tent
1756		Pearl Lance received from White Dragon
1764		Lone Wolf mentions Gold Hairpin
1873		Tintinabar gift after Imperial Banquet
1875		Charm Bangle gift after Imperial Banquet
1996		Mayor of Thamasa mentions Fire Rods
2005		Shadow uses a Smoke Bomb
2443		Striker mentioned by NPC in Kohlingen
2530		Exp Egg message in Darill's Tomb
2610		Items found by Locke in the Phoenix Cave
2628/2629	Auction dialogue for buying Cherub Down
2630/2631	Auction dialogue for buying Cure Ring
2632/2633	Auction dialogue for buying Hero Ring
2634/2635	Auction dialogue for buying Zephyr Cape

================================================================

Items found in treasure chests and in the field

Original
C0/811E:	A90D		length of item name
C0/8127:	A90C    	draw item name
C0/812F:	BF01B3D2	item index +1
C0/83DD:	A90D    	multiplier
C0/83EE:	BF01B3D2	item index +1
C0/83FE:	C00C00	check for 12 letters

-----------------------------------

Modified
C0/811E:	A910		length of item name
C0/8127:	A90F    	draw item name
C0/812F:	BFC1A4C4	item index +1
C0/83DD:	A910    	multiplier
C0/83EE:	BFC1A4C4	item index +1
C0/83FE:	C00F00	check for 15 letters

================================================================

In-battle equip menu

Original
C1/4BE9:	0502    	text position of equip menu
C1/4BEB:	0421    	
C1/4BED:	0E00  	
C1/4BEF:	FFFF
C1/4BF1:	0421	
C1/4BF3:	0E00    
C1/4BF5:	FF00    

-----------------------------------

Modified
C1/4BE9:	0502    	
C1/4BEB:	0421    	
C1/4BED:	0E00  	
C1/4BEF:	0421
C1/4BF1:	0E00	
C1/4BF3:	00FF    
C1/4BF5:	0000   

-----------------------------------

Code copied and modified from ROSE by SilentEnigma, documentation unavailable. See thread on FF6hacking.com for details.
https://www.ff6hacking.com/forums/thread-4237-post-41194.html#pid41194

C1/4BAC - C1/4BE2
C1/5645 - C1/5650*
C1/5D9C - C1/5DBA*
C1/8283 - C1/8284
C1/88D6 - C1/88D8
C1/8DB6 - C1/8DB9
C1/8DCD - C1/8DD0
C1/8E28 - C1/8E2F
C1/8E34 - C1/8E3F
C1/8EA7 - C1/8EB2
C1/8F0E - C1/8F19
C1/8F62 - C1/8F6B

C2/E172 - C2/E184

F2/E670 - F2/E6DC

================================================================

In-battle item names

Original
C1/4C1C:	8D6057  	related to Tools menu
C1/4C4C:	8D5D57	related to Throw menu
C1/4C52:	8D5D57	related to Throw menu
C1/4C57:	8D5B57  	related to Throw menu
C1/4C9A:	8D5D57  	related to Items menu
C1/4CA0:	8D5D57 	related to Items menu
C1/4CA5:	8D5B57	related to Items menu

C1/6053:	A90D    	item name length
C1/6069:	BF01B3D2	item index
C1/6527:	A90D    	item name length
C1/6530:	BF00B3D2	item index
C1/6561:	A90D		item name length in Throw menu
C1/6568:	A90D		item name length in Items menu
C1/6574:	A90D		item name length in Tools menu
C1/6578:	BF00B3D2	item index
C1/6A47:	A90D    	item name length
C1/6A58:	BF00B3D2	item index
C1/6A8B:	A90D    	item name length
C1/6A91:	A90D    	item name length
C1/6AA2:	BF00B3D2	item index

C1/8F62:	6903    	cursor offset

-----------------------------------

Modified
C1/4C1C:	8D5E57 	related to Tools menu 	
C1/4C4C:	8D5E57 	related to Throw menu
C1/4C52:	8D5E57	related to Throw menu
C1/4C57:	8D5C57	related to Throw menu
C1/4C9A:	8D5E57	related to Items menu
C1/4CA0:	8D5E57	related to Items menu 
C1/4CA5:	8D5C57	related to Items menu

C1/6053:	A910    	item name length
C1/6069:	BFC1A4C4	item index
C1/6527:	A910    	item name length
C1/6530:	BFC0A4C4	item index
C1/6561:	A910		item name length in Throw menu
C1/6568:	A910		item name length in Items menu
C1/6574:	A90F		item name length in Tools menu (MUST be 0F to have items positioned correctly relative to cursor. Tools CANNOT have longer names!)
C1/6578:	BFC0A4C4	item index
C1/6A47:	A910    	item name length
C1/6A58:	BFC0A4C4	item index
C1/6A8B:	A910    	item name length
C1/6A91:	A910    	item name length
C1/6AA2:	BFC0A4C4	item index

C1/8F62:	6900    	cursor offset

================================================================

In-battle item menu

Original

C2/E074:	05 04		draw 4 spaces
C2/E076:	04 21		change tile palette to #$21
C2/E078:	0E 00		draw Item name
C2/E07A:	C1		draw ":"
C2/E07B:	02 00		draw quantity
C2/E07D:	FF FF		draw 2 spaces
C2/E07F:	12 00		draw Item type
C2/E081:	FF		draw a space, for some reason
C2/E082:	00		end script

C1/8287:	1080		cursor position

-----------------------------------

Modified
C2/E074:	05 02		draw 2 spaces
C2/E076:	04 21		change tile palette to #$21
C2/E078:	0E 00		draw Item name
C2/E07A:	FF		draw a space
C2/E07B:	D7		draw "x" (special x, not just a lowercase)
C2/E07C:	02 00		draw quantity
C2/E07E:	FF		draw a space
C2/E07F:	12 00		draw Item type
C2/E081:	FF		draw a space
C2/E082:	00		end script

C1/8287:	0080		cursor position

================================================================

Field menus

Original
C3/0929:	A9E800  	scroll bar X position for item menu
C3/093D:	A97800  	scroll bar X position for equip menu

-----------------------------------

Modified

C3/0929:	A9F000  	scroll bar X position for item menu
C3/093D:	A98800  	scroll bar X position for equip menu

================================================================

Subroutines for drawing portaits in Status menu

Original 
C3/0A34:	20F10A  	set base X loc (member 1)
C3/0A5E:	20F10A  	set base X loc (member 2)
C3/0A89:	20F10A  	set base X loc (member 3)
C3/0AB4:	20F10A  	set base X loc (member 4)

C3/5D14:	4CAC61 	load subroutine to draw portrait
C3/5D89:	20A261  	load subroutine to draw portrait when switching

C3/6363:	20DA61  	subroutine to draw portrait in Status menu when accessed from lineup
C3/6374:	20FB61 	subroutine to set portrait Y position in Status menu when accessed from lineup
C3/6397:	A91A00	portrait X position (back row) in Status menu when accessed from lineup
C3/639E:	A90E00  	portrait X position (front row) in Status menu when accessed from lineup
 

-----------------------------------

Modified
C3/0A34:	20F0A4  	set base X loc (member 1)
C3/0A5E:	20F0A4  	set base X loc (member 2)
C3/0A89:	20F0A4  	set base X loc (member 3)
C3/0AB4:	20F0A4  	set base X loc (member 4)

C3/5D14:	4C6AF3 	load subroutine to draw portrait
C3/5D89:	2060F3  	load subroutine to draw portrait when switching

C3/6363:	206AF3  	subroutine to draw portrait in Status menu when accessed from lineup
C3/6374:	20C1F0 	subroutine to set portrait Y position in Status menu when accessed from lineup
C3/6397:	A9C200	portrait X position (back row) in Status menu when accessed from lineup
C3/639E:	A9B600  	portrait X position (front row) in Status menu when accessed from lineup



-----------------------------------

C3/F0A0 has copied several menu routines to function for the Status menu and reposition portraits in it

C3/F0A0:			copies C3/0AF1
C3/F0C1:			copies C3/61FB
C3/F0D1:			copies C3/61E6
C3/F0E6:			copies C3/61AC
C3/F360:			copies C3/61A2 AND C3/61AC

61AC calls 61E6, 61E6 calls 0AF1 and 61FB
F0E6 calls F0D1, F0D1 calls F0A0 and F0C1

C3/F0B1:	A9C200  	set portrait X position in Status menu for front row
C3/0B08:	A9B600  	set portrait X position in Status menu for back row
C3/F0C3:	A92000  	set portrait Y position in Status menu

================================================================

Remove option to view entire party's equipment in main menu
Due to longer item names, that screen simply cannot display properly

Original
C3/1EC0:	8901    	pushing right?
C3/1EC2:	F021    	branch if not

-----------------------------------

Modified
C3/1EC0:	EAEA    	NOP
C3/1EC2:	EAEA    	NOP

================================================================

Item name length in field menus

Original 
C3/2714:	A90D    	name length
C3/271F:	BF00B3D2	item icon (item index)

-----------------------------------

Modified
C3/2714:	A910    	name length
C3/271F:	BF00B3D2	item icon (item index)

================================================================

Modified subroutines for item and spell usage menu
Due to the longer names of items, portraits do not display in this menu

Original
C3/2A99:	20982F  	load nav data

C3/2BDE:	20012C  	redraw party after spell use

C3/2DB7:	20982F  	revert from multi-target to single-target

C3/5836:	208A31  	draw party info for spell use
C3/5843:	8B580702	window for spell name
C3/5847:	8B590703	window for MP cost
C3/588E:	4D7A		position of "Needed" in "MP Needed"

C3/8A32:	208A31  	draw party info for item use
C3/8A3F:	8B580D02	window for item
C3/8A43:	8B590703	window for quantity
C3/8A64:	8F989E7E	limits number of letters drawn
C3/8A7B:	A2937A  	position of item

C3/8AFB:	20012C  	dedraw party after item use

-----------------------------------

Modified
C3/2A99:	20D0F2  	load nav data

C3/2BDE:	20EDF0  	redraw party after spell use

C3/2DB7:	20D0F2  	revert from multi-target to single-target

C3/5836:	20B0F1  	draw party info for spell use
C3/5843:	8B580D02	window for spell name
C3/5847:	8B590D02	window for MP cost
C3/588E:	1B7A		position of "Needed" in "MP Needed"

C3/8A32:	20B0F1  	draw party info for item use
C3/8A3F:	8B580E02	window for item
C3/8A43:	8B590E02	window for quantity
C3/8A64:	8F9A9E7E	limits number of letters drawn
C3/8A7B:	A21B7A  	position of item

C3/8AFB:	20EDF0  	redraw party after item use

-----------------------------------

New subroutine to draw party menu without portraits when using items or spells 

C3/F1B0:			draw party, copied from C3/318A
C3/F1D0			draw member 1, copied from C3/32EB
C3/F210			draw member 2, copied from C3/3337
C3/F250			draw member 3, copied from C3/3383
C3/F290			draw member 4, copied from C3/33CF
C3/F0ED:			redraw party, copied from C3/2C01

-----------------------------------

New cursor subroutine to position cursor by names in item and spell use window

C3/F2D0:			copied from C3/2F98
C3/F2E9:			copied from C3/2FB1
C3/F2F8:			copied from C3/3042

C3/F2FD:	40 14		cursor positions
		40 44
		40 74
		40 A4 

================================================================

Adjust position of boxes for Steps and Time/GP in main menu
Due to the names of characters and their status icons being nudged right, Steps was moved up into the Time menu and GP given its own window that is smaller to avoid clipping

Original
C3/31BF:	775C0602	time window
C3/31C3:	755D0705	steps/GP window

C3/3804:	BB7C 		position of "Time" text
C3/380F:	B77D 		position of "Steps" text
C3/3817:	777E 		position of "Gp" text
C3/3252:	A2F77D  	position of # of steps

-----------------------------------

Modified
C3/31BF:	775C0605	time window
C3/31C3:	355E0702	steps/GP window

C3/3804:	BD7C 		position of "Time" text
C3/380F:	7B7D 		position of "Steps" text
C3/3817:	817E 		position of "GP" text
C3/3252:	A2B77D  	position of # of steps
text moved to right-align with each other, GP capitalized

================================================================

Position of class/KO in main menu
Moves them a couple spaces right to align with LV/HP/MP

Original
C3/3306:	A02739  	class/KO position (member 1)
C3/3309:	A27815  	status icon position (member 1)
C3/331E:	A01939  	name position (member 1)

C3/3352:	A0A73A  	class/KO position (member 2)
C3/3355:	A27845  	status icon position (member 2)
C3/336A:	A0993A  	name position (member 2)

C3/339E:	A0273C    	class/KO position (member 3)
C3/33A1:	A27875  	status icon position (member 3)
C3/33B6:	A0193C  	name position (member 3)

C3/33EA:	A0A73D  	class/KO position (member 4)
C3/33ED:	A278A5  	status icon position (member 4)
C3/3402:	A0993D  	name position (member 4)

C3/34B8:	BF1B37C3	load "KO"
C3/34C0:	E00800  	draw 8 letters     

C3/62EF:	BF1B37C3	load "KO"
C3/62F7:	E00800  	draw 8 letters
     
-----------------------------------

Modified
C3/3306:	A05D39  	class/KO position (member 1)
C3/3309:	A27F15  	status icon position (member 1)
C3/331E:	A01D39  	name position (member 1)

C3/3352:	A0DD3A  	class/KO position (member 2)
C3/3355:	A27F45  	status icon position (member 2)
C3/336A:	A09D3A  	name position (member 2)

C3/339E:	A05D3C    	class/KO position (member 3)
C3/33A1:	A27F75  	status icon position (member 3)
C3/33B6:	A01D3C  	name position (member 3)

C3/33EA:	A0DD3D  	class/KO position (member 4)
C3/33ED:	A27FA5  	status icon position (member 4)
C3/3402:	A09D3D  	name position (member 4)

C3/34B8:	BFC764C3	load "Knocked Out"
C3/34C0:	E00B00  	draw 11 letters  

C3/62EF:	BFC764C3	load ""Knocked Out"
C3/62F7:	E00B00  	draw 11 letters  

================================================================

Re-arranged Status menu

Original
C3/5F7D:	EB5A0906	window for commands
C3/5FD5:	A2E17E  	position of Vigor stat
C3/5FE1:	A2617F  	position of Speed stat
C3/5FED:	A2E17F  	position of Stamina stat
C3/5FF9:	A26188  	position of Mag.Pwr stat
C3/5FFF:	207193  	load Bat.Power
C3/6002-C3/600F		draws ellipses
C3/6013:	A27D7E  	position of Bat.Pwr stat
C3/601F:	A2FD7E	position of Defense stat
C3/602B:	A27D7F  	position of Evade stat
C3/6037:	A2FD7F  	position of Mag.Def stat
C3/6043:	A27D88  	position of MBlock stat 
C3/604F:	A02739  	position of character's name
C3/6055:	A0B139  	position of character's esper
C3/6062:	A29660  	load coordinates for table
C3/607C:	A2D77C  	position of total exp
C3/6088:	A2D77D  	position of exp to level up
C3/6093:	4C5B62  	display status
C3/6096:	273A    	position of Level
C3/6098:	633A    	position of HP
C3/609A:	6D3A    	position of max HP
C3/609C:	A33A    	position of MP
C3/609E:	AD3A    	position of max MP

C3/625B:	A09D39  	position of status text
C3/625E:	A25020  	position of status icons
C3/62EF:	BF1B37C3	position of "Knocked Out"
C3/62F7:	E00800  	draw 8 letters
C3/6314:	E00800  	draw blank characters to erase "Knocked Out"
C3/6374:	20FB61  	data to create portrait
C3/6397:	A91A00  	X position of portrait depending on row
C3/639E:	A90E00  	X position of portrait depending on row

C3/6441:	C764    	position of ellipses
C3/645F:	8064    	positioned text for % for Evade
C3/6461:	8464    	positioned text for % for MBlock
C3/6478:	6B3A 		positioned text for / for HP
C3/647C:	AB3A		positioned text for / for MP
C3/6480:	837F		positioned text for %
C3/6484:	8388		positioned text for %
C3/6488:	1D3A 		positioned text for LV
C3/648D:	5D3A 		positioned text for HP
C3/6492:	9D3A 		positioned text for MP
C3/6497:	CF7E 		positioned text for Vigor
C3/649F:	CF7F		positioned text for Stamina
C3/64A9:	4F88 		positioned text for Mag.Pwr
C3/64B3:	697F 		positioned text for Evade
C3/64BD:	6988 		positioned text for MBlock
C3/64C7-C3/64EA		positioned text for ellipses
C3/64EB:	4F7F		positioned text for Speed
C3/64F3:	697E		positioned text for Bat.Pwr
C3/64FD:	E97E		positioned text for Defense
C3/6507:	E97F 		positioned text for Mag.Def
C3/6511:	4D7C 		positioned text for "Your Exp:"
C3/651D:	4D7D 		positioned text for "For level up:"

-----------------------------------

Modified
C3/5F7D:	ED5A0806	window for commands
C3/5FD5:	A2577F  	position of Vigor stat
C3/5FE1:	A2D77F  	position of Speed stat
C3/5FED:	A25788  	position of Stam. stat
C3/5FF9:	A27F7F  	position of Magic stat

C3/5FFF:	207193  	load Bat.Power
C3/6002-C3/600F		draws ellipses
C3/6013:	A26B7F  	position of Power stat
C3/6013:	A27D7E  	position of Bat.Pwr stat
C3/601F:	A2FD7E	position of Defense stat
C3/602B:	A26B88  	position of Evade stat
C3/6037:	A2FF7F  	position of M.Def stat
C3/6043:	A27F88  	position of M.Eva stat
C3/6049:	A03739  	position of character's name
C3/604F:	A03739  	position of class name (class names are not in this patch, just moving this to avoid conflicts)
C3/6055:	A04F3A  	position of character's esper
C3/6062:	A2C6F1  	load coordinates for table
C3/607C:	A2EF7E  	position of total exp
C3/6088:	A26F7E  	position of exp to level up
C3/6093:	205B62  	display status (no longer exits here)
C3/6096:	4C00F1	load new subroutine to show equipment
C3/6099-C3/609F		NOP

C3/625B:	A03738  	position of status text
C3/625E:	A25010  	position of status icons
C3/62EF:	BFC764C3	position of "Knocked Out"
C3/62F7:	E00B00  	draw 11 letters
C3/6314:	E00B00  	draw blank characters to erase "Knocked Out"
C3/6374:	2061F0  	data to create portrait
C3/6397:	A91A00  	X position of portrait depending on row
C3/639E:	A90E00  	X position of portrait depending on row

C3/6441:	8064    	position of colon for exp text
C3/6443-C3/6451		NOP
C3/645F:	EAEA    	NOP
C3/6461:	EAEA    	NOP
C3/6478:	EB39 		positioned text for / for HP
C3/647C:	2B3A		positioned text for / for MP
C3/6480:	E97E 		positioned text for : for exp text
C3/6484:	8388 		positioned text for % (no longer used)
C3/6488:	9D39 		positioned text for LV
C3/648D:	DD39 		positioned text for HP
C3/6492:	1D3A 		positioned text for MP
C3/6497:	4D7F 		positioned text for Vigor
C3/649F:	4D88		positioned text for Stam.
C3/64A9:	757F 		positioned text for Magic
C3/64B3:	6188 		positioned text for Evade
C3/64BD:	7588 		positioned text for M.Eva
C3/64C7:			new positioned text for "Knocked Out"
C3/64D2-C3/64EA		NOP
C3/64EB:	CD7F		positioned text for Speed
C3/64F3:	617F		positioned text for Power
C3/64FD:	E17F		positioned text for Def.
C3/6507:	F57F 		positioned text for M.Def
C3/6511:	D17E 		positioned text for "Total Exp" (the colon is added elsewhere because the string was too long, and this was safer and easier than repositioning everything else to make room here)
C3/651D:	517E 		positioned text for "For level up:"

-----------------------------------

Moved subroutine to load pointer coordinates

C3/F1C6:	A739    	position of Level
C3/F1C8:	E339    	position of HP
C3/F1CA:	ED39    	position of max HP
C3/F1CC:	233A    	position of MP
C3/F1CE:	2D3A    	position of max MP

-----------------------------------

New subroutine to display equipment in the Status menu

These subroutines are copied from C3/93FC-C3/945F, but have been modified to be functional in the Status menu from the main menu and in the Status menu accessed from the line-up menu. 

Note that with the exception of the last one, the "4C" JMP commands to draw the item names are changed to "20", as this is one consecutive string.

C3/F100:			copied from C3/93FC to display hands 
C3/F11B:			copied from C3/9435 to display head 
C3/F127:			copied from C3/9443 to display body 
C3/F133:			copied from C3/9451 to display 1st Relic
C3/F13F:			copied from C3/945F to display 2nd Relic

================================================================

Item menu

Original
C3/7FB1:	A21100  	X position of item quantity
C3/7FED:	692400  	skip characters to draw item type
C3/80D4:	A90D    	item name length
C3/80DF:	A00D00  	length of spot in menu for item names
C3/80E2:	BF00B3D2	item index
C3/80ED:	A9C1    	draw ":"
C3/80F6:	A01000  	blank 16 spaces for no item name

C3/854C:	A9E000	BG1 shift
C3/85CE:	E00D00  	check next letter from item name

-----------------------------------

Modified
C3/7FB1:	A21400  	X position of item quantity
C3/7FED:	692800  	skip characters to draw item type
C3/80D4:	A910    	item name length
C3/80DF:	A01000  	length of spot in menu for item names
C3/80E2:	BFC0A4C4	item index
C3/80ED:	A9D7    	draw "x" (special x, not just a lowercase)
C3/80F6:	A01300  	blank 19 spaces for no item name

C3/854C:	A9F000	BG1 shift (prevents text overflow)
C3/85CE:	E00F00  	check next letter from item name

================================================================

Item info screen

Original

C3/85C7:	C01100  	length of "can be used by:"
C3/8D34:	FF		text "can be used by:"

C3/8D7F:	2F85 		positioned text for Stamina
C3/8D89:	AF85 		positioned text for Mag.Pwr
C3/8D93:	2F87 		positioned text for Evade %
C3/8D9D:	2F88 		positioned text for MBlock%
C3/8DD3:	2F86 		positioned text for Bat.Pwr
C3/8DDD:	AF86 		positioned text for Defense
C3/8DE7:	AF87 		positioned text for Mag.Def

-----------------------------------

Modified

Text shortened to avoid overflow with longer item names
C3/85C7:	C00C00  	length of "Usable by:"
C3/8D34:	FF		text "usable by:"

Positions not changed, but text rewritten for consistency
C3/8D7F:	2F85 		positioned text for Stam.
C3/8D89:	AF85 		positioned text for Magic
C3/8D93:	2F87 		positioned text for Evade
C3/8D9D:	2F88 		positioned text for M.Eva
C3/8DD3:	2F86 		positioned text for Power
C3/8DDD:	AF86 		positioned text for Def,
C3/8DE7:	AF87 		positioned text for M.Def

-----------------------------------

C3/F093			repositioned subroutine to draw item name in item info menu

================================================================

Equip and Relic menus

Original
C3/9002:	A90D    	load item name
C3/900D:	A00D00  	draw 13 letters
C3/9010:	BF00B3D2	item index
C3/901F:	A00D00  	blank item name when removing

C3/90ED:	20E593 	character name position

C3/9D32:	A90D    	load item name
C3/9D3D:	A00D00  	load item name
C3/9D40:	BF00B3D2	item index
C3/9D4F:	A00D00  	blank item name

C3/A371:	A97C 		positioned text for Vigor
C3/A379:	A97D 		positioned text for Stamina
C3/A383:	297E 		positioned text for Mag.Pwr
C3/A38D:	A97F 		positioned text for Evade %
C3/A397:	A980 		positioned text for MBlock%
C3/A3C5:	297D 		positioned text for Speed
C3/A3CD:	A97E 		positioned text for Bat.Pwr
C3/A3D7:	297F 		positioned text for Defense
C3/A3E1:	2980 		positioned text for Mag.Def

-----------------------------------

Modified
C3/9002:	A910    	load item name
C3/900D:	A00F00  	draw 15 letters
C3/9010:	BFC0A4C4	item index
C3/901F:	A00F00  	blank item name when removing 
If you restore the names to the Equip screen, make sure these values are no higher than 0F; otherwise unless you reposition the names, they will overlap the name

C3/90ED:	EAEAEA 	NOP
Blanked for consistency with Relic menu, and to avoid name bumping into item names

C3/9D32:	A910    	load item name
C3/9D3D:	A01000 	load item name
C3/9D40:	BFC0A4C4	item index
C3/9D4F:	A01000  	blank item name

C3/A371:	AD7C 		positioned text for Vigor
C3/A379:	AD7D 		positioned text for Stam.
C3/A383:	2D7E 		positioned text for Magic
C3/A38D:	AD7F 		positioned text for Evade
C3/A397:	AD80 		positioned text for M.Eva
C3/A3C5:	2D7D 		positioned text for Speed
C3/A3CD:	AD7E 		positioned text for Power
C3/A3D7:	2D7F 		positioned text for Def.
C3/A3E1:	2D80 		positioned text for M.Def

================================================================

Coliseum screen

Original 
C3/AE3F:	A043B3  	prize box coordinates
C3/AE42:	204103  	draw prize box
C3/B250:	A22B79	position of wagered item
C3/B260:	A20D79	position of prize item
C3/B27F:	8F989E7E	limits number of letters drawn
C3/B33F:	8B580D02	dimensions of prize window
C3/B347:	CB5C1C07	dimensions of party window

C3/AECB:	A968		Y position of Shadow's sprite as opponent
C3/AEFA:	A0117C	position of Shadow's name as opponent

C3/B070:	69513A	position of enemy sprite
C3/B0AD:	694938	add base address
C3/B28F:	A94F7C	position of monster's name

C3/B183:	A04F7E	X position of character 1's name
C3/B18D:	A9A8		Y position of character 1's sprite
C3/B19D:	A05D7E	X position of character 2's name
C3/B1A7:	A9A8		Y position of character 2's sprite
C3/B1B7:	A06B7E	X position of character 3's name
C3/B1C1:	A9A8		Y position of character 3's sprite
C3/B1D1:	A0797E	X position of character 4's name
C3/B1DB:	A9A8		Y position of character 4's sprite

C3/B337:	10B0		cursor coordinates for character 1
C3/B339:	48B0		cursor coordinates for character 2
C3/B33B:	80B0		cursor coordinates for character 3
C3/B33D:	B8B0		cursor coordinates for character 4

C3/B2B5:	A0757C	position of challenger's name in match-up
C3/B2D3:	A968;		Y position of challenger's sprite in match-up

C3/B30B:	A96000	position of "VS" text
C3/B40F:	157D 		positioned text "Select the challenger"
C3/B427:	0D79 		positoned text "?????????????"

-----------------------------------

Modified
C3/AE7C:	2010F3	jump to subroutine C3/F310
Includes new subroutine to draw "Wager:" and "Prize:"

C3/AE3F:	EAEAEA  	NOP
C3/AE42:	EAEAEA  	NOP
C3/B250:	A2DF78	position of wagered item
C3/B260:	A21F79	position of prize item
C3/B33F:	8B581C02	dimensions of prize window
C3/B347:	CB5D1C05	dimensions of party window
C3/B283:	4CD97F  	draw item name
C3/B27F:	8F9A9E7E	limits number of letters drawn

C3/AECB:	A975		Y position of Shadow's sprite as opponent
C3/AEFA:	A08F7C	position of Shadow's name as opponent

C3/B070:	69D13A	position of enemy sprite
C3/B0AD:	69C938	add base address
C3/B28F:	A9CF7C	position of monster's name

C3/B183:	A08F7E	X position of character 1's name
C3/B18D:	A9AE		Y position of character 1's sprite
C3/B19D:	A09D7E	X position of character 2's name
C3/B1A7:	A9AE		Y position of character 2's sprite
C3/B1B7:	A0AB7E	X position of character 3's name
C3/B1C1:	A9AE		Y position of character 3's sprite
C3/B1D1:	A0B97E	X position of character 4's name
C3/B1DB:	A9AE		Y position of character 4's sprite

C3/B337:	10B8		cursor coordinates for character 1
C3/B339:	48B8		cursor coordinates for character 2
C3/B33B:	80B8		cursor coordinates for character 3
C3/B33D:	B8B8		cursor coordinates for character 4

C3/B2B5:	A0F57C	position of challenger's name in match-up
C3/B2D3:	A974		Y position of challenger's sprite in match-up

C3/B30B:	A97000	position of "VS" text
C3/B40F:	957D 		positioned text "Select the challenger"
C3/B427:	1F79 		positoned text "?????????????"


C3/F310:	20156A	duplicates original function at C3/AE7C
C3/F313:	A020F3	text pointer to "Wager:"
C3/F316:	20F902	draw text
C3/F319:	A029F3	text pointer to "Prize:"
C3/F31C:	4CF902	draw text

		First two bytes determine position
C3:F120:	CF 78 96 9A A0 9E 1B C1 00
		Positioned text for "Wager:"
C3/F129:	0F 79 8F AB A2 B3 9E C1 00
		Positioned text for "Prize:"

================================================================

Shop menus

Original
C3/B97F:	A2337A  	position for GP amount

C3/B9D9:	691A00  	skip characters

C3/BB0E-C3/BB2F		draw Defense in shop window

C3/BB3A:	A2A97B  	position of Bat.Pwr in shop window
C3/BB43:	A057C3  	text pointer for "Bat.Pwr"

C3/BB49:	A06BC3  	text pointer for ellipses
C3/BB4C:	20F902  	draw ellipses

C3/BBC3:	A03DC3	text pointer for GP
C3/BBD1:	A22B7A  	text position for item quantity
C3/BBDA:	A2A17A  	text position for total price

C3/C07D:	A90D    	item name length
C3/C088:	A00D00  	draw item name
C3/C08B:	BF00B3D2	item index

Initial shop screen
C3/BC23:	8B591002	coordinates of Options window
C3/BC27:	AF590A02	coordinates of GP window
C3/BC2B:	8B5A1C10	coordinates of Items window

Purchase screen
C3/BC47:	8B691107	coordinates of Items window
C3/BC53:	B1690907	coordinates of Amount window

C3/BC8C:	A23F7B  	position of item quantity owned
C3/BFBC:	A23F7C  	position of item quantity equipped
C3/C2E4:	A042C3  	text pointer
C3/C2E7:	20F902  	draw "Owned:"
C3/C2EA:	A04BC3  	text pointer
C3/C2ED:	20F902  	draw "Equipped:"

C3/C338:	377A		positioned text "GP" (owned)
C3/C33D:	2B7B 		positioned text "GP" (trade)
C3/C342:	B37A 		positioned text "Owned:" 
C3/C34B:	B37B 		positioned text "Equipped:" 
C3/C357:	8F7B 		positioned text "Bat Pwr"
C3/C361:	8F7B 		positioned text "Defense"

-----------------------------------

Modified
C3/B97F:	A2B77A  	position for GP amount

C3/B9D9:	691E00  	skip characters

C3/BB0E:	4C70F1	jump to new subroutine at C3/F170 to draw Defense and M.Defense in shop window
C3/BB11-C3/BB2F		NOP

C3/BB3A:	A2217B  	position of Bat.Power in shop window
C3/BB43:	A066C3  	text pointer for "Bat.Pwr"

C3/BB49:	EAEAEA  	NOP
C3/BB4C:	EAEAEA  	NOP

C3/BBC3:	A03EC3	text pointer for GP
C3/BBD1:	A22F7A  	text position for item quantity
C3/BBDA:	A2A57A  	text position for total price

C3/C07D:	A910	   	item name length
C3/C088:	A00F00  	draw item name	
C3/C08B:	BFC0A4C4	item index	

Initial shop screen
C3/BC23:	8B591303	coordinates of Options window
C3/BC27:	B5590703	coordinates of GP window
C3/BC2B:	CB5A1C0F	coordinates of Items window

Purchase screen
C3/BC47:	8B691307	coordinates of Items window
C3/BC53:	B5690707	coordinates of Amount window

C3/BC8C:	A2417B  	position of item quantity owned
C3/BFBC:	A2C17B	position of item quantity equipped  
C3/C2E4:	A044C3  	text pointer
C3/C2E7:	20F902  	draw "Own:"
C3/C2EA:	A04BC3  	text pointer
C3/C2ED:	20F902  	draw "Use:"

C3/C338:	377A		positioned text "GP" (owned)
C3/C33E:	2D7B 		positioned text "GP" (trade)
C3/C344:	377A 		positioned text "Own:" 
C3/C34B:	B37B 		positioned text "Use:"  
C3/C352:	0F7B 		positioned text "Defense"
C3/C35C:	8F7B 		positioned text "Mag.Def"
C3/C366:	0F7B 		positioned text "Power"
Spacing of positioned GP text is positioned to allow use of Gil instead, if necessary

-----------------------------------

New subroutine to draw both Defense and Magic Defense in purchase window
Copied and modified from C3/BB0E

C3/F170:	20F2C2  	font color
C3/F173:	BF1450D8	load item Defense
C3/F177:	20E004  	turn into text
C3/F17A:	A2217B  	text position
C3/F17D:	20C004  	draw 3 digits
C3/F180:	AE3421	related to loading Magic Defense
C3/BB11:	BF1550D8	load item Magic Defense
C3/F187:	20E004  	turn into text
C3/F18A:	A2A17B  	text position
C3/F18D:	20C004  	draw 3 digits
C3/F190:	20F7C2	font color
C3/F193:	A052C3	text pointer to Defense
C3/F196:	20F902	draw "Defense"
C3/F199:	A05CC3	text pointer to Mag.Def
C3/F19C:	20F902	draw "Mag.Def"
C3/F19F:	4CF2C2	font color

================================================================

Adjusted gradient for Coliseum match-up window

Modified from Gems' adjusted Coliseum screen
https://www.ff6hacking.com/forums/thread-4196.html

Only addresses of changed bytes will be given

Original
D4/CB60:	03
D4/CB62:	67
D4/CB66:	04
D4/CB68:	04
D4/CB6A:	04
D4/CB6C:	04
D4/CB6E:	04
D4/CB70:	04
D4/CB72:	04
D4/CB74:	04
D4/CB76:	04
D4/CB78:	04
D4/CB7A:	04

-----------------------------------

Modified
D4/CB60:	02
D4/CB62:	7A
D4/CB66:	02
D4/CB68:	02
D4/CB6A:	02
D4/CB6C:	02
D4/CB6E:	02
D4/CB70:	02
D4/CB72:	02
D4/CB74:	02
D4/CB76:	02
D4/CB78:	02

================================================================