Donkey Kong Country (SNES)/ROM map: Difference between revisions

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================================================================================================================
{{rommap|game=Donkey Kong Country (SNES)}}
OFFSETS        | TYPE | DATA
 
----------------+------+----------------------------------------------------------------------------------------
== Game Text ==
00F428 | PTR  | Funky's Fugue music pointer
These addresses are for the (U) v1.0 version of the game.  See the [http://datacrystal.romhacking.net/wiki/Donkey_Kong_Country:TBL table file] to extract the text.
00C5BD - 00C954 | PTR  | level function pointer pairs (230 levels, 4 bytes each)
 
----------------+------+----------------------------------------------------------------------------------------
$3C03C8 - $3C35C9: English script for the game<br>
018B94 - 018BBD | PTR  | Level Tilemap pointers
$3C35CA - $3C5839: German script for the game<br>
018BBE - 018BE7 | PTR  | Level Tileset pointers
$38A246 - $38A50D: German level names<br>
018BE8 - 018C03 | PTR  | Level Screen frames
$38A50D - $38A7E7: English level names<br>
018C04 - 018C2D | PTR  | physical tile property map
$1EFE0 - $1F3E7: End game credits<br>
018C2E - 018C49 | PTR  | ??? phys
$2DE076 - $2DFC94: Fragment of the English script of the game, probably from a beta version. Some differences include:
018C4A - 018C65 | PTR  | ??? phys
 
----------------+------+----------------------------------------------------------------------------------------
* The name of "Slippa" being "Hister"
016AD2 - 016B83 | TILE | Physmap (Temples)
* Three text blocks are in different orders
016B84 - 01____ | SND  | SPC Track 0x0C
* The line "the colors are all too rich" is "the colors are all to rich" (spelling mistake)
----------------+------+----------------------------------------------------------------------------------------
* The level "Jungle Hijinxs" is referred to as "Jungle Japes"
01D102 - 01D301 | PAL  | level's object palettes
 
----------------+------+----------------------------------------------------------------------------------------
$3D72D0 - $3D7DB4: Another fragment of the English script of the game, similar to above, but about half the size.
020000 - 021BFF | GFX  | level icons; character heads
 
022ECC - 02____ | SND  | SPC Track 0x18
Copy the following into a text file to use as input for [http://www.romhacking.net/utils/647/ Cartographer].
----------------+------+----------------------------------------------------------------------------------------
 
030000 - 0351FF | TILE | Tilemap (Treetowns)
<pre>#GAME NAME: Donkey Kong Country (U) v1.0
035200 - 0361FF | TILE | Tileset (Treetowns)
 
036200 - 03BCFF | TILE | Tilemap (Forests)
 
03BD00 - 03ED9F | TILE | Tileset (Forests)
 
03EDA0 - 03EF9F | TILE | Tilemap (Boss Lairs)
#BLOCK NAME: Dialogue Block - English(RAW)
03EFA0 - 03FFFF | TILE | Tileset (Boss Lairs)
 
----------------+------+----------------------------------------------------------------------------------------
#TYPE: NORMAL
050000 - 05____ | SND  | SPC Track 0x0D
 
05EBC6 - 05FFFF | SND  | SPC Track 0x13
#METHOD: RAW
060000 - 06____ | SND  | SPC Track 0x14
 
070000 - 0821E3 | SND  | Audio Sample Data
#SCRIPT START: $3C03C8
090000 - 090837 | SND  | SPC Track 0x01
 
090838 - 090F82 | SND  | SPC Track 0x02
#SCRIPT STOP: $3C35C9
090F83 - 091CF7 | SND  | SPC Track 0x07
 
091CF8 - 093BBE | SND  | SPC Track 0x05
#TABLE: dkc.tbl
093BBF - 09____ | SND  | SPC Track 0x04
 
09FF00 - 09FFFF | SND  | Audio Sample Pointers (70 samples, 3 bytes each)
#COMMENTS: Yes //start first line with //
0A8000 - 0A8C64 | SND  | SPC Track 0x03
 
0A8C65 - 0A9360 | SND  | SPC Track 0x17
#END BLOCK //remainder of comment placement
0A9361 - 0AA341 | SND  | SPC Track 0x00
 
0AA342 - 0AAFFC | SND  | SPC Assembly Code (start: $04B8)
//is handled by control codes
0AB159 - 0AB1A9 | PTR  | SPC track pointers (26 songs, 3 bytes each)
 
0AB20D - 0AB244 | PTR  | SPC sample set assignment pointers (26 songs, 2 bytes each)
 
0AB245 - 0AB3F0 | DATA | SPC sample set assignments
 
----------------+------+----------------------------------------------------------------------------------------
#BLOCK NAME: Dialogue Block - German (RAW)
0B0000 - 0BE03F | TILE | Tilemap (Mine Carts, Platforms)
 
----------------+------+----------------------------------------------------------------------------------------
#TYPE: NORMAL
0C64DE - 0C83FD | GFX  | banana hoard
 
0E3B2A - 0EC72D | GFX  | Diddy Kong
#METHOD: RAW
0F0000 - 0F849F | CGFX | Compressed GFX: Gankplank Galleon
 
----------------+------+----------------------------------------------------------------------------------------
#SCRIPT START: $3C35CA
100000 - 10____ | TILE | Tileset (Water Corals)
 
----------------+------+----------------------------------------------------------------------------------------
#SCRIPT STOP: $3C5839
13D484 - 13DEAA | SND  | SPC Track 0x09
 
13DEAB - 13____ | SND  | SPC Track 0x19
#TABLE: dkc.tbl
----------------+------+----------------------------------------------------------------------------------------
 
14DF52 - 14EB51 | TILE | Temple trees tileset
#COMMENTS: Yes //start first line with //
14EB52 - 14FFFF | GFX  | Temple trees
 
----------------+------+----------------------------------------------------------------------------------------
#END BLOCK //remainder of comment placement
158FC0 - 15____ | CGFX | Compressed GFX: Jungles
 
1F0680 | GFX  | Snow Mountains
//is handled by control codes
----------------+------+----------------------------------------------------------------------------------------
 
180000 - 18____ | CGFX | Compressed GFX: Ice Caves
 
190000 - 19A3BF | TILE | Tilemap (Jungles)
 
19A3C0 - 19ECFF | TILE | Tileset (Jungles)
#BLOCK NAME: Level Names - German (RAW)
19ED00 - 19F191 | TILE | Physmap (Jungles)
 
1A0000 - 1ABEFF | TILE | Tilemap (Caves)
#TYPE: NORMAL
1ABF00 - 1AFFFF | TILE | Tileset (Caves)
 
1B05CC - 1BA0CB | TILE | Tilemap (Mines)
#METHOD: RAW
1BA0CC - 1BCC4B | TILE | Tileset (Mines)
 
1BCC4C - 1BCCD1 | TILE | Physmap (Mines)
#SCRIPT START: $38A246
1BCCD2 - 1BEF91 | GFX  | Millstone
 
----------------+------+----------------------------------------------------------------------------------------
#SCRIPT STOP: $38A50D
1BF5D8 - 1BFFFF | SND  | SPC Track 0x10
 
1C0000 - 1C____ | CGFX | Compressed GFX: Caves
#TABLE: dkc.tbl
1D9CCE - 1D____ | CGFX | Compressed GFX: Mine Carts
 
1F1650 - 1F____ | SND  | SPC Track 0x06
#COMMENTS: Yes //start first line with //
1FDBB4 - 1FFFFF | SND  | SPC Track 0x0E
 
----------------+------+----------------------------------------------------------------------------------------
#END BLOCK //remainder of comment placement
203636 - 20AAD5 | TILE | Tilemap (Snow Mountains)
 
20AAD6 - 20DB15 | TILE | Tileset (Snow Mountains)
//is handled by control codes
20DB16 - 20FFFF | TILE | Physmap (Snow Mountains)
 
----------------+------+----------------------------------------------------------------------------------------
 
210000 - 2101E4 | SND  | SPC Track 0x17
 
----------------+------+----------------------------------------------------------------------------------------
#BLOCK NAME: Level Names - English (RAW)
2101E5 - 213BE4 | TILE | Tilemap (Ice Cave)
 
213BE5 - 216CE4 | TILE | Tileset (Ice Cave)
#TYPE: NORMAL
220000 - 2261FF | TILE | Tilemap (Factories)
 
226200 - 227C9F | TILE | Tileset (Factories)
#METHOD: RAW
227CA0 - 22____ | TILE | Physmap (Factories)
 
230000 - 2301FF | TILE | Tilemap (Kong's Cabin)
#SCRIPT START: $38A50D
230200 - 23117F | TILE | Tileset (Kong's Cabin)
 
----------------+------+----------------------------------------------------------------------------------------
#SCRIPT STOP: $38A7E7
231180 - 23____ | CGFX | Compressed GFX: Forests
 
----------------+------+----------------------------------------------------------------------------------------
#TABLE: dkc.tbl
23CDA7 - 23FFFF | SND  | SPC Track 0x08
 
----------------+------+----------------------------------------------------------------------------------------
#COMMENTS: Yes //start first line with //
2406B0 - 2417EF | GFX  | 1994 Nintendo
 
2417F0 - 24____ | CGFX | Compressed GFX: Mine Shafts
#END BLOCK //remainder of comment placement
----------------+------+----------------------------------------------------------------------------------------
 
24A349 - 24____ | TILE | Physmap (Ice Cave)
//is handled by control codes
----------------+------+----------------------------------------------------------------------------------------
 
250000 - 25____ | CGFX | Compressed GFX: Mines
 
25EC5B - 25EEFA | GFX  | THISGAMEPKNODFRUYC/.L
 
25EEFB - 25F17B | GFX  | Nintendo Logo
#BLOCK NAME: Credits - English (RAW)
----------------+------+----------------------------------------------------------------------------------------
 
260D88 - 26A187 | TILE | Tilemap (Mine Carts)
#TYPE: NORMAL
26A188 - 26BE47 | TILE | Tileset (Mine Carts)
 
26BE48 - 26C223 | TILE | Physmap (Mine Carts)
#METHOD: RAW
26C224 - 26____ | SND  | SPC Track
 
----------------+------+----------------------------------------------------------------------------------------
#SCRIPT START: $1EFE0
26C224 - 26FFFF | GFX  | Nintendo Intro Graphics
 
26C484 - 26E6C3 | GFX  | Nintendo Presents
#SCRIPT STOP: $1F3E7
26E6C4 - 26EAA3 | GFX  | Rareware Logo
 
----------------+------+----------------------------------------------------------------------------------------
#TABLE: dkc.tbl
27FCE9 - 280009 | GFX  |
 
----------------+------+----------------------------------------------------------------------------------------
#COMMENTS: Yes //start first line with //
2804A0 - 280EC0 | GFX  | Language Select: English, French, German
 
280F06 - 282465 | GFX  | treetops from intro
#END BLOCK //remainder of comment placement
28E5C4 - 28EF03 | GFX  | EOPRS
 
28EEF4 - 28F3F3 | GFX  | Nintendo Logo; stretched
//is handled by control codes
----------------+------+----------------------------------------------------------------------------------------
 
290000 - 29C37F | TILE | Tilemap (Water Corals)
 
29C380 - 29C6A3 | TILE | Physmap (Water Corals)
 
----------------+------+----------------------------------------------------------------------------------------
 
29C6A4 - 29D6DB | SND  | SPC Track 0x15
 
----------------+------+----------------------------------------------------------------------------------------
#BLOCK NAME: Dialogue Block - English (beta text 2) (RAW)
29D6DC - 29DC9B | GFX  | alphanumeric symbols
 
29DC9C - 29E2BC | GFX  | alphanumeric symbols
#TYPE: NORMAL
----------------+------+----------------------------------------------------------------------------------------
 
2A0000 - 2A____ | SND  | SPC Track 0x0A
#METHOD: RAW
----------------+------+----------------------------------------------------------------------------------------
 
2B0000 - 2B____ | CGFX | Compressed GFX: Factories
#SCRIPT START: $2DE076
2BCC5C - 2BF419 | GFX  | boom box from intro
 
2BF41A - 2BF739 | GFX  | oil barrel
#SCRIPT STOP: $2DFC94
2BF73A - 2BFE77 | GFX  | alphanumeric symbols
 
----------------+------+----------------------------------------------------------------------------------------
#TABLE: dkc.tbl
2C15F4 - 2C1727 | TILE | Physmap (Caves)
 
2C1728 - 2C7D17 | TILE | Tilemap (Temples)
#COMMENTS: Yes //start first line with //
2C7E28 - 2C____ | TILE | Tileset (Temples)
 
----------------+------+----------------------------------------------------------------------------------------
#END BLOCK //remainder of comment placement
2D0CF8 - 2D24F7 | GFX  | Ice Cave glimmer
 
----------------+------+----------------------------------------------------------------------------------------
//is handled by control codes
2E1476 - 2E____ | SND  | SPC Track 0x12
 
----------------+------+----------------------------------------------------------------------------------------
#BLOCK NAME: Dialogue Block - English (beta text 2) (RAW)
2F0700 - 2F75FF | GFX  | DONKEY KONG COUNTRY intro screen
 
2F8DBE - 2FB29D | GFX  | One Player/Two Player Team; Diddy/Donkey
#TYPE: NORMAL
2FB89E - 2FE4BD | GFX  | One Player/Two Player Contest
 
----------------+------+----------------------------------------------------------------------------------------
#METHOD: RAW
300000 - 30____ | TILE | Physmap (Mine Shafts)
 
----------------+------+----------------------------------------------------------------------------------------
#SCRIPT START: $3D72D0
3095BE - 30A88D | SND  | SPC Track 0x0B
 
----------------+------+----------------------------------------------------------------------------------------
#SCRIPT STOP: $3D7DB4
30A88E - 30FFFF | GFX  | Treetops
 
----------------+------+----------------------------------------------------------------------------------------
#TABLE: dkc.tbl
310000 - 31____ | CGFX | Compressed GFX: Treetowns
 
----------------+------+----------------------------------------------------------------------------------------
#COMMENTS: Yes //start first line with //
31BB58 - 31D386 | SND  | SPC Track 0x16
 
----------------+------+----------------------------------------------------------------------------------------
#END BLOCK //remainder of comment placement
31D387 - 31EA67 | GFX  | Select Game/Erase Game alphanumeric symbols
 
32FAA2 - 32FE41 | GFX  | alphanumeric symbols
//is handled by control codes</pre>
----------------+------+----------------------------------------------------------------------------------------
 
340000 - 34____ | SND  | SPC Track 0x0F
{{Internal Data|game=Donkey Kong Country (SNES)}}
----------------+------+----------------------------------------------------------------------------------------
35859F - 3585CE | DATA | ____
35BA79 - 35____ | DATA | Object properties (14 bytes for each object)
|      | byte 1,2
|      | byte 2,3  object byte
|      | byte 7,8  track platform duration
|      | byte 11,12 track platform speed
----------------+------+----------------------------------------------------------------------------------------
3887AF - 3891AE | GFX  | alphanumeric symbols
----------------+------+----------------------------------------------------------------------------------------
38A07A - 38A179 | TXT  | Level name 1-byte ptrs to 2-byte ptrs
38A17A - 38A245 | TXT  | Level name 2-byte ptrs
38A246 - 38A50C | TXT  | Level names (German)
38A50D - 38A7E6 | TXT  | Level names (English)
----------------+------+----------------------------------------------------------------------------------------
38B41D - 38B502 | PTR  | Banana Map pointers (230 levels, 1 byte each)
|      | add 1-byte pointer to $38C0E1
|      | add byte found at the sum address to $38C0E1
|      | new sum is address of banana map
38C0DF | DATA | Banana Set Map offset
38C0E1 - 38D630 | DATA | Banana Maps (4 bytes each)
|      | byte 1  banana group
|      | byte 2  Y coord
|      | byte 3,4 X coord
38D631 - 38D736 | DATA | Banana Set Map pointers
38D737 - 38DF44 | DATA | Banana Set Maps
----------------+------+----------------------------------------------------------------------------------------
398000 - 39801D | ASM  | level function ASM code
----------------+------+----------------------------------------------------------------------------------------
39801E - 3981E9 | PTR  | level BG1/2 pointers
3981EA - 3983B5 | PTR  | level background color/BG3 theme pointers
3983B6 - 398581 | PTR  | level music pointers
398582 | ASM  | load bonus music
398589 | ASM  | load boss music
----------------+------+----------------------------------------------------------------------------------------
3990C6 - 3990CD | DATA | animal bonus level bytes
----------------+------+----------------------------------------------------------------------------------------
3996E6 - 399989 | DATA | gradient & BG3 data: Jungle
|      | Grad:  515 bytes (103 lines, 5 bytes each line)
|      | byte 1,2,3 ...
|      | byte 4,5  color
|      | BG3:  160 bytes
----------------+------+----------------------------------------------------------------------------------------
399A14 - 39A4DA | PAL  | palette sets: mines, snow, corals, caves, jungles
----------------+------+----------------------------------------------------------------------------------------
39A50E - 39A53B | PTR  | BG tileset assignments (add value to $A50E)
39A53C - 39A923 | DATA | BG tileset data
----------------+------+----------------------------------------------------------------------------------------
39A924 | ASM  | ASM for level data
39A994 - 39A9CF | PTR  | level layout pointers (add 2-byte value to 39A994)
39A9D0 - 39AC8D | DATA | level layout bytes: tileset & GFX assignments
|      | byte 1-3 BG1/2 graphic offset (byte 1=bank, byte 2,3=offset)
|      | byte 8-10 BG3 graphic offset (byte 1=bank, byte 2,3=offset)
----------------+------+----------------------------------------------------------------------------------------
39AE65 - 39D7AD | PAL  | palette sets: caves, factories, treetowns, temples, world maps
----------------+------+----------------------------------------------------------------------------------------
39D7AE - 39DB44 | DATA | BG tint/brightness (230 levels, 4 bytes each)
|      | byte 1 
|      |  bit 1  brighter BG1
|      |  bit 2  brighter BG2
|      |  bit 3  brighter BG3
|      |  bit 6  brighter background
|      | byte 2  tint intensity
----------------+------+----------------------------------------------------------------------------------------
39DB45 - 39E144 | GFX  | alphanumeric symbols
39E365 - 39E664 | GFX  | numbers, alphabet A-F
39E465 - 39E764 | GFX  | KONG tokens
39E765 - 39E984 | GFX  | rope
39E7A5 - 39EA24 | GFX  | dummied banana
39E825 - 39EB64 | GFX  | banana/extra lives numbers
39EB65 - 39EF64 | GFX  | banana
39EF65 - 39FF64 | GFX  | animal friend point icons
----------------+------+----------------------------------------------------------------------------------------
3A219E - 3A842E | CGFX | Compressed GFX: Snow Mountains
3A842F - 3A____ | CGFX | Compressed GFX: Water Corals
3BC7FE - 3BCBFD | GFX  | flowers
----------------+------+----------------------------------------------------------------------------------------
3C0000 - 3C03C7 | PTR  | dialogue pointers
3C03C8 - 3C35C9 | TXT  | English dialogue
3C35CA - 3C5839 | TXT  | German dialogue
----------------+------+----------------------------------------------------------------------------------------
3C5A12 - 3C7FFF | SND  | SPC Track 0x1A
----------------+------+----------------------------------------------------------------------------------------
3C8000 - 3C81CB | PTR  | screen dimension/parameter pointers (subtract 4 for real actual start of data)
----------------+------+----------------------------------------------------------------------------------------
3C8226 - 3C9036 | PAL  | Object palettes
----------------+------+----------------------------------------------------------------------------------------
3C9038 - 3CAC91 | DATA | screen dimensions/parameters
|      | byte 1,2  screen starting coordinate on tilemap
|      | byte 3,4  screen ending coordinate on tilemap
|      | byte 5,6 
|      | byte 7,8 
|      | byte ...  screen focal coordinates (4 bytes each focus point)
|      | FFFF = end data
----------------+------+----------------------------------------------------------------------------------------
3CBABA - 3CBBBA | DATA | level appearance on completion
3CBEF0 - 3CC287 | DATA | level entrance starting coordinates (230 levels, 4 bytes each)
|      | byte 1,2  X coord
|      | byte 3,4  Y coord
3CC288 - 3CC387 | DATA | level name completion status (ie: ! for 100%)
----------------+------+----------------------------------------------------------------------------------------
3CE9E7 - 3CFB59 | CGFX | Compressed GFX: Caves
----------------+------+----------------------------------------------------------------------------------------
3CFB5A - 3CFF19 | GFX  | alphanumeric symbols
----------------+------+----------------------------------------------------------------------------------------
3D72D0 - 3D7DB4 | TXT  | extra English dialogue
----------------+------+----------------------------------------------------------------------------------------
3D8000 - 3D81CB | PTR  | Level/area object map pointers
3D81CC - 3DF1E5 | DATA | Level/area object maps (8 bytes for each object)
|      | byte 1,2  object function (if 00 00 end object map)
|      | byte 3,4  X coord
|      | byte 5,6  Y coord
|      | byte 7,8  object byte
3DF8B0 - 3DF8D1 | PTR  | object function pointers (16 functions)
3DF8D2 - 3DFFFF | ASM  | object functions
----------------+------+----------------------------------------------------------------------------------------
3FFD60 - 3FFF2B | DATA | level entrance style
|      | 86CF nothing
|      | 8725 run to the left
|      | 8733 run to the right as Rambi
|      | 873F run to the left as Winky
|      | 874B run to the right as Expresso
|      | 8757 start as Enguarde
|      | 877B run to the right
|      | 8810 barrel roulette style
|      | 8818 walk to the right
|      | 88E2 start at entrance
|      | 8915 swimming
================================================================================================================

Latest revision as of 18:42, 4 February 2024

Chip tiny.png The following article is a ROM map for Donkey Kong Country (SNES).

Game Text

These addresses are for the (U) v1.0 version of the game. See the table file to extract the text.

$3C03C8 - $3C35C9: English script for the game
$3C35CA - $3C5839: German script for the game
$38A246 - $38A50D: German level names
$38A50D - $38A7E7: English level names
$1EFE0 - $1F3E7: End game credits
$2DE076 - $2DFC94: Fragment of the English script of the game, probably from a beta version. Some differences include:

  • The name of "Slippa" being "Hister"
  • Three text blocks are in different orders
  • The line "the colors are all too rich" is "the colors are all to rich" (spelling mistake)
  • The level "Jungle Hijinxs" is referred to as "Jungle Japes"

$3D72D0 - $3D7DB4: Another fragment of the English script of the game, similar to above, but about half the size.

Copy the following into a text file to use as input for Cartographer.

#GAME NAME:		Donkey Kong Country (U) v1.0



#BLOCK NAME:		Dialogue Block - English(RAW)

#TYPE:			NORMAL

#METHOD:		RAW

#SCRIPT START:		$3C03C8

#SCRIPT STOP:		$3C35C9

#TABLE:			dkc.tbl

#COMMENTS:		Yes		//start first line with //

#END BLOCK				//remainder of comment placement

					//is handled by control codes



#BLOCK NAME:		Dialogue Block - German (RAW)

#TYPE:			NORMAL

#METHOD:		RAW

#SCRIPT START:		$3C35CA

#SCRIPT STOP:		$3C5839

#TABLE:			dkc.tbl

#COMMENTS:		Yes		//start first line with //

#END BLOCK				//remainder of comment placement

					//is handled by control codes



#BLOCK NAME:		Level Names - German (RAW)

#TYPE:			NORMAL

#METHOD:		RAW

#SCRIPT START:		$38A246

#SCRIPT STOP:		$38A50D

#TABLE:			dkc.tbl

#COMMENTS:		Yes		//start first line with //

#END BLOCK				//remainder of comment placement

					//is handled by control codes



#BLOCK NAME:		Level Names - English (RAW)

#TYPE:			NORMAL

#METHOD:		RAW

#SCRIPT START:		$38A50D

#SCRIPT STOP:		$38A7E7

#TABLE:			dkc.tbl

#COMMENTS:		Yes		//start first line with //

#END BLOCK				//remainder of comment placement

					//is handled by control codes



#BLOCK NAME:		Credits - English (RAW)

#TYPE:			NORMAL

#METHOD:		RAW

#SCRIPT START:		$1EFE0

#SCRIPT STOP:		$1F3E7

#TABLE:			dkc.tbl

#COMMENTS:		Yes		//start first line with //

#END BLOCK				//remainder of comment placement

					//is handled by control codes





#BLOCK NAME:		Dialogue Block - English (beta text 2) (RAW)

#TYPE:			NORMAL

#METHOD:		RAW

#SCRIPT START:		$2DE076

#SCRIPT STOP:		$2DFC94

#TABLE:			dkc.tbl

#COMMENTS:		Yes		//start first line with //

#END BLOCK				//remainder of comment placement

					//is handled by control codes

#BLOCK NAME:		Dialogue Block - English (beta text 2) (RAW)

#TYPE:			NORMAL

#METHOD:		RAW

#SCRIPT START:		$3D72D0

#SCRIPT STOP:		$3D7DB4

#TABLE:			dkc.tbl

#COMMENTS:		Yes		//start first line with //

#END BLOCK				//remainder of comment placement

					//is handled by control codes