Metal Slader Glory/ROM map: Difference between revisions

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==ROM==
==ROM==
{{note|1=Byte size = EntryNumber {{x}} 3 - 1}}
{{note|1=Byte size = EntryNumber x 3 - 1}}
<pre>* 0x001CC5 to 0x003D5B (02096) = Primary pointer table for the entire game's dialogue. 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.
<pre>* 0x001CC5 to 0x003D5B (02096) = Primary pointer table for the entire game's dialogue. 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.
* 0x003D5C to 0x005F57 (021FB) = Primary pointer table for dictionary. Pointer entries are three bytes each. Text is scattered around the ROM in small patches.  
* 0x003D5C to 0x005F57 (021FB) = Primary pointer table for dictionary. Pointer entries are three bytes each. Text is scattered around the ROM in small patches.  
Line 9: Line 9:
{{note|There's for pointers before {{0x|0x001CC5}}. Some are for the title screen graphics, some are used for the credits, screen adjustment screen dialogue, etc. The screen adjustment text is uncompressed.}}
{{note|There's for pointers before {{0x|0x001CC5}}. Some are for the title screen graphics, some are used for the credits, screen adjustment screen dialogue, etc. The screen adjustment text is uncompressed.}}
==Pointer structure==
==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 the bit, because {{0x|00}} is a valid CHR tile value.
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 {{0x|00}} is used for control codes.
 
{{note|The Stardust translation violates this pointer structure. A handful pointers for the dialogue menu options use the dictionary pointer structure.}}


===Address layout (in bits)===
===Address layout (in bits)===
The Stardust Crusaders translation uses the length bits to use the translation's expanded ROM space. This is only for the dialogue. The dictionary needs these bits.
There's two separate pointer processing routines for the dictionary and dialogue. Both are very similar, however, the dialogue pointer routine supports pointers for a 1 MB PRG mapper. It accomplishes this by using a bit used for the dictionary length. The final release uses a 0.5 MB PRG mapper and could have used one pointer reading routine.
<pre>
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


{{Color text|blue|a}}{{Color text|black|, }}{{Color text|blue|b    }}= length bytes
Length  = -  -  - a1 a2 b1 b2 b3
{{Color text|green|x}}{{Color text|black|, }}{{Color text|orange|y}}{{Color text|black|, }}{{Color text|purple|z  }}= Address bytes
Address  =  
   
{{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}}
    Dictionary:
    cccccccc =  0  0  0  0  0 x1 x2 x3
Length  = {{Color text|black|-  -  - }}{{Color text|blue|a1 a2 b1 b2 b3}}
    dddddddd = x4 x5 x6 z1 z2 z3 z4 z5
Address  =  
    eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
     
      {{Color text|black|Original:}}
      cccccccc = {{Color text|black| 0 0  0  0  0 }}{{Color text|green|x1 x2 x3}}
      dddddddd = {{Color text|green|x4 x5 x6 }}{{Color text|purple|z1 z2 z3 z4 z5}}
      eeeeeeee = {{Color text|orange|y1 y2 y3 y4 y5 y6 y7 y8}}
     
      {{Color text|black|Translation:}}
      cccccccc = {{Color text|black| 0  0  0 }}{{Color text|blue|a1 a2 }}{{Color text|green|x1 x2 x3}}
      dddddddd = {{Color text|green|x4 x5 x6 }}{{Color text|purple|z1 z2 z3 z4 z5}}
      eeeeeeee = {{Color text|orange|y1 y2 y3 y4 y5 y6 y7 y8}}
      
      
      Final PC address = cccccccc dddddddd eeeeeeee
    Dialogue:
    cccccccc =  0  0  0  0 a2 x1 x2 x3
    dddddddd = x4 x5 x6 z1 z2 z3 z4 z5
    eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
   
    Final PC address = cccccccc dddddddd eeeeeeee
</pre>


==Dictionary==
==Dictionary==
The dictionary stores dictionary entries for the dialogue to use. It uses bytes that correspond to the CHR, expect for control codes. Control codes start with {{0x|00}} (<tt>[BLACK 1]</tt> in the table file).
{{subpage|Dictionary|text=How the dictionary is stored in the NES and SNES version.}}
 
===Hex values===
The dictionary values are stored sequentially in the pointer table. The dictionary byte values go from {{0x|00}} to {{0x|7F}} then jumps from {{0x|8080}} to {{0x|862F}}. The {{0x|7F}} pointer entry would correspond to {{0x|7F}} in hex. The {{0x|80}} pointer entry would correspond to {{0x|8080}}, and the {{0x|81}} pointer entry would correspond to {{0x|8081}}. For translations, use the first byte range for your most used characters to save space.
 
===Character codes===
Character codes display character's names in the dialogue. Here's some examples from the English translation:
 
<pre>
<e no="32" PrimaryAddress="0x548D0" Byte_Length="0x0E">[BLACK 1][!?]Tadashi:[BLACK 1]%[BLACK 1]5</e>
<e no="33" PrimaryAddress="0x548DE" Byte_Length="0x0C">[BLACK 1][!!]Elina:[BLACK 1]%[???1]”</e>
<e no="34" PrimaryAddress="0x548EA" Byte_Length="0x0C">[BLACK 1][!!]Azusa:[BLACK 1]%[BLACK 2]M</e>
<e no="35" PrimaryAddress="0x548F6" Byte_Length="0x0D">[BLACK 1]?Charmy:[BLACK 1]%[TILE 09][!!]</e>
<e no="36" PrimaryAddress="0x54903" Byte_Length="0x0A">[BLACK 1][???3]Gen:[BLACK 1]%%[???3]</e>
</pre>
 
The format is as so:
 
:{{0x|00 }}{{hex|• BYTE_FOR_TEXT_LENGTH • TEXT • }}{{0x|00 }}{{hex|• CODE}}
* The {{0x|00}}s are constants.
* The second byte is for the length of the speaker's name entry. "Tadashi:" is eight character's long and the "<tt>[!?]</tt>" is {{0x|08}} in the CHR. For some reason, the translation doesn't include the space in these entries and instead has a space in the script each and every time these character codes are used. Seems like a waste of space.
* The code entry needs further research, although it deals with the character's speech pitch and pattern and maybe other things as well.


{{Internal Data|game=Metal Slader Glory}}
{{Internal Data|game=Metal Slader Glory}}

Latest revision as of 18:11, 28 January 2024

Chip tiny.png The following article is a ROM map for Metal Slader Glory.

ROM

Note for template.png
Note:
Byte size = EntryNumber x 3 - 1
* 0x001CC5 to 0x003D5B (02096) = Primary pointer table for the entire game's dialogue. 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.
* 0x003D5C to 0x005F57 (021FB) = Primary pointer table for dictionary. Pointer entries are three bytes each. Text is scattered around the ROM in small patches. 
* 0x05485C to 0x07400E (-----) = Dialogue region.
Note for template.png
Note:
There's for pointers before 0x0x001CC5. Some are for the title screen graphics, some are used for the credits, screen adjustment screen dialogue, etc. The screen adjustment text is uncompressed.

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.

Note for template.png
Note:
The Stardust translation violates this pointer structure. A handful pointers for the dialogue menu options use the dictionary pointer structure.


Address layout (in bits)

There's two separate pointer processing routines for the dictionary and dialogue. Both are very similar, however, the dialogue pointer routine supports pointers for a 1 MB PRG mapper. It accomplishes this by using a bit used for the dictionary length. The final release uses a 0.5 MB PRG mapper and could have used one pointer reading routine.

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  = 
     
     Dictionary:
     cccccccc =  0  0  0  0  0 x1 x2 x3
     dddddddd = x4 x5 x6 z1 z2 z3 z4 z5
     eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
     
     Dialogue:
     cccccccc =  0  0  0  0 a2 x1 x2 x3
     dddddddd = x4 x5 x6 z1 z2 z3 z4 z5
     eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
    
     Final PC address = cccccccc dddddddd eeeeeeee

Dictionary

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