I have made another script, this time for ff6. Though it is not as complete as I would have wanted, perhaps someone will find it useful.
Features:
1. Encounter prediction: predicts steps until encounter, and what will be encountered. Does not predict front/back/pincer/side/preemptive variants, not will it work properly on the floating continent. (there is tentative support for this (which actually makes up a good part of the code), but it is buggy, and only works well when one is on the world map, and has 3 or 4 chars in party, so it is disabled by default)
2. Outline treasure chests and show their contents and status (green = untaken, red = taken)
3. Outline squares that trigger events. Blue = transition to new area, light blue = transition to same area, very light blue = transition to map, yellow = unclassified event.
4. In battle, hp and mp bars are displayed over the enemies, as well as their battle gauges. Their level is also displayed. On Gau's turns, a "?" is displayed by any monster whose rage is not known. Additionally, the enemies' resistances etc. are displayed in a compact but hopefully readable manner, as a set of 4 3x3 squares of pixels, where each has the following format:
fil ; fire (red) ice (blue) lightning (yellow)
pwp ; poison (green) wind (gray) holy (white)
ew ; earth (brown) water (blue)
The order of the squares is, from left to right, absorb, nullify, resist, weak.
5. Extra information is displayed for the currently selected monster. Normally, only its drops and hp/mp are displayed, but if Locke is selecting the monster with the steal command, its steals are also listed. If Relm is selecting a monster with control or sketch, that information will also be indicated.
6. While in the rage menu, information about what the selected rage does is displayed. Only the attack part of the rage is displayed so far, since I haven't thought of a compact way of displaying all the status information associated with a rage.
This time, I have tested it on an unmodified snes9x improvement, and it should work there (as opposed to my super metroid script, which I am tempted to rewrite to accommodate the lacks of the current snes9x).
The script is available at
http://folk.uio.no/sigurdkn/ff6.lua
Suggestions for improvements are welcome, but it is unlikely that anything that has to do with 0x7e00be will be implemented, as I've been stuck on predicting what it will be for half a week now.