Mother 3/Submenu Graphic Arrangements Pointers Table: Difference between revisions

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{{Infobox table|name=Submenu Graphic Arrangements Pointers Table
{{Subpage|game=MOTHER 3:ROM map}}
{{Infobox table
|name=Submenu Graphic Arrangements Pointers Table
|game=MOTHER 3
|game=MOTHER 3
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==Table overview==
==Table overview==
This table contains 20 bytes entries for a lot of the graphics used in menus and submenus in the game.<br>
This table contains 20 bytes entries for a lot of the graphics used in menus and submenus in the game.


===Table Structure===
===Table Structure===

Revision as of 21:45, 28 June 2016

This is a sub-page of Mother 3.

Submenu Graphic Arrangements Pointers Table
Game MOTHER 3
Start Address 0x00C6260
End Address 0x00C67AF
# of Entries 68 (0x44)
Entry Length 20 bytes
Total Length 1360 bytes
Back to the ROM map

Table overview

This table contains 20 bytes entries for a lot of the graphics used in menus and submenus in the game.

Table Structure

  • [00]= Graphic's number of tiles to be printed vertically.
  • [01]= ??? Changing this from 00 makes the game crash when the graphic is loaded.
  • [02]-[03]= Pointer to the offset of the graphic's pointer in 0x1AF3790. It's read backwards. (60 02 must be read as 0260)
  • [04]= Graphic's palette from a set group of them.
  • [05]= Unused byte.
  • [06]= How much tiles the game must skip after doing one line of them to print the next vertical ones.
  • [07]= Graphic's bottom pixel palette from a set group of them. If 00 is the same as [04] byte.
  • [08]= Graphic's bottom pixel distance from the beginning of it. (Left to Right)
  • [09]= Graphic's upper pixel distance from the beginning of it. (Bottom to Top)
  • [0A]= If this graphic has more than one vertical set of tiles, it's set to 01. Otherwise it's 00 or everything else.
  • [0B]= Graphic's number of tiles to be printed horizontally.
  • [0C]-[13]= Unused Bytes?