Metal Slader Glory: Director's Cut/ROM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
No edit summary
mNo edit summary
Line 18: Line 18:


===Address layout (in bits)===
===Address layout (in bits)===
  {{Color text|blue|a}}{{Color text|black|, }}{{Color text|blue|b    }}= length bytes
  a, b    = length bytes
  {{Color text|green|x}}{{Color text|black|, }}{{Color text|orange|y}}{{Color text|black|, }}{{Color text|purple|}}= Address bytes
  x, y, z  = Address bytes
   
   
  {{Color text|blue|a1 a2 }}{{Color text|green|x1 x2 x3 x4 x5 x6      }}{{Color text|orange|y1 y2 y3 y4 y5 y6 y7 y8    }}{{Color text|blue|b1 b2 b3 }}{{Color text|purple|z1 z2 z3 z4 z5}}
  a1 a2 x1 x2 x3 x4 x5 x6      y1 y2 y3 y4 y5 y6 y7 y8    b1 b2 b3 z1 z2 z3 z4 z5
Length  = {{Color text|black|-  -  - }}{{Color text|blue|a1 a2 b1 b2 b3}}
Address  =
     
      {{Color text|black|Original:}}
      cccccccc = {{Color text|black| 0  0  1  0 }}{{Color text|green|x1 x2 x3 x4}}
      dddddddd = {{Color text|black| 1 }}{{Color text|green|x5 x6 }}{{Color text|purple|z1 z2 z3 z4 z5}}
      eeeeeeee = {{Color text|orange|y1 y2 y3 y4 y5 y6 y7 y8}}
     
      Final LoROM address = cccccccc dddddddd eeeeeeee


<pre>
Length  = -  -  - a1 a2 b1 b2 b3
Address  =
   
    Original:
    cccccccc =  0  0  1  0 x1 x2 x3 x4
    dddddddd =  1 x5 x6 z1 z2 z3 z4 z5
    eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
   
    Final LoROM address = cccccccc dddddddd eeeeeeee
</pre>
==Dictionary==
==Dictionary==
{{subpage|Dictionary|text=How the dictionary is stored in the NES and SNES version.}}
{{subpage|Dictionary|text=How the dictionary is stored in the NES and SNES version.}}


{{Internal Data|game=Metal Slader Glory - Director's Cut}}
{{Internal Data|game=Metal Slader Glory - Director's Cut}}

Revision as of 06:11, 27 January 2024

Chip tiny.png The following article is a ROM map for Metal Slader Glory: Director's Cut.

ROM

Note for template.png
Note:
Byte size = EntryNumber Template:X 3 - 1
* 0x10207B to 0x10575B (036E0) = Primary pointer table for the entire game's dialogue. 4683 entries. Pointer entries are three bytes each. Text is scattered around the ROM haphazardly. Length bits in the address pointer are zeroed out for every entry. The byte 00 is used as a delimeter.
* 0x10575C to 0x10843B (02CE1) = Primary pointer table for dictionary. 3830 entries (excluding the line break command). Pointer entries are three bytes each. Text is scattered around the ROM in small patches. 
* 0x10843E to 0x109FFE (01BC0) = Dialogue region.
* 0x14ED03 to 0x175896 (26B93) = Dialogue region.
* 0x175897 to 0x175FFF (00768) = Empty space.
* 0x176000 to 0x17A29F (0429F) = ????
* 0x17A2A0 to 0x17BFFF (01D5F) = Empty space.
* 0x180000 to 0x185FFF (-----) = Character portrait graphics.
* 0x168000 to 0x300000 (-----) = Empty space.
* 0x188000 to 0x18E01F (-----) = Character portrait graphics.

Pointer structure

Although typically for SNES games, this game uses three byte pointers; however, this game adopts a space saving measure by storing a dialogue entry's length within a pointer. The dialogue's pointers have the length bits zeroed out because it uses a delimeter. The dictionary's pointers use these bits because 0x00 is used for control codes.

Address layout (in bits)

a, b     = length bytes
x, y, z  = Address bytes

a1 a2 x1 x2 x3 x4 x5 x6      y1 y2 y3 y4 y5 y6 y7 y8     b1 b2 b3 z1 z2 z3 z4 z5
Length   = 		-  -  - a1 a2 b1 b2 b3
Address  = 
     
     Original:
     cccccccc =  0  0  1  0 x1 x2 x3 x4
     dddddddd =  1 x5 x6 z1 z2 z3 z4 z5
     eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
     
     Final LoROM address = cccccccc dddddddd eeeeeeee

Dictionary

SubpageIcon.png
Dictionary
How the dictionary is stored in the NES and SNES version.