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Mother 3/Submenu Graphic Arrangements Pointers Table: Difference between revisions
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Lorenzooone (talk | contribs) (Created page with "{{Infobox table|name=Submenu Graphic Arrangements Pointers Table |game=MOTHER 3 |loc=ROM |start=0x00C6260 |end=0x00C67AF |numentries=68 (0x44) |entrylength=20 bytes |totalleng...") |
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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 | ||
|loc=ROM | |loc=ROM | ||
|start=0x00C6260 | |start={{hex|0x00C6260}} | ||
|end=0x00C67AF | |end={{hex|0x00C67AF}} | ||
|numentries=68 (0x44) | |numentries=68 ({{hex|0x44}}) | ||
|entrylength=20 bytes | |entrylength=20 bytes | ||
|totallength=1360 bytes | |totallength=1360 bytes | ||
}} | }} | ||
==Table overview== | ==Table overview== | ||
This table contains 20 bytes entries for a lot of the graphics used in menus and submenus in the game. | This table contains 20 bytes entries for a lot of the graphics used in menus and submenus in the game. | ||
===Table Structure=== | ===Table Structure=== | ||
* | * {{hex|00}} = Graphic's number of tiles to be printed vertically. | ||
* | * {{hex|01}} = ??? Changing this from {{hex|00}} makes the game crash when the graphic is loaded. | ||
* | * {{hex|02}} - {{hex|03}} = Pointer to the offset of the graphic's pointer in {{hex|0x1AF3790}}. It's read backwards. ({{hex|60 02}} must be read as {{hex|0260}}) | ||
* | * {{hex|04}} = Graphic's palette from a set group of them. | ||
* | * {{hex|05}} = Unused byte. | ||
* | * {{hex|06}} = How much tiles the game must skip after doing one line of them to print the next vertical ones. | ||
* | * {{hex|07}} = Graphic's bottom pixel palette from a set group of them. If {{hex|00}} is the same as {{hex|04}} byte. | ||
* | * {{hex|08}} = Graphic's bottom pixel distance from the beginning of it. (Left to Right) | ||
* | * {{hex|09}} = Graphic's upper pixel distance from the beginning of it. (Bottom to Top) | ||
* | * {{hex|0A}} = If this graphic has more than one vertical set of tiles, it's set to {{hex|01}}. Otherwise it's {{hex|00}} or everything else. | ||
* | * {{hex|0B}} = Graphic's number of tiles to be printed horizontally. | ||
* | * {{hex|0C}} - {{hex|13}} = Unused Bytes? |
Latest revision as of 02:03, 20 May 2024
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 from00
makes the game crash when the graphic is loaded.02
-03
= Pointer to the offset of the graphic's pointer in0x1AF3790
. It's read backwards. (60 02
must be read as0260
)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. If00
is the same as04
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 to01
. Otherwise it's00
or everything else.0B
= Graphic's number of tiles to be printed horizontally.0C
-13
= Unused Bytes?