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{{stub}} | |||
{{TBL}} | |||
==Introduction== | ==Introduction== | ||
The text in Super Mario World is stored similar to an ASCII string in the ROM for most texts, the only difference being that different values mean A, and so forth. The exception to that rule is the text for Bowser, since that uses a special 4-byte data packet to describe the individual letters. | |||
===NOTE:=== | |||
If you change the graphics files described, these descriptions may not fully apply. | |||
== | ==Message Box and OW text== | ||
Message box and OW text supports both large and small letters. The Capital letters begin at 0x00 in the L3 graphics file, and the small letters begin at 0x40 in the same file. Numbers are stored, starting with 0, at entry 0x22. Message box strings end with the byte 0xFE. | |||
==Title Screen and Status Bar Text== | |||
Text for the title Screen and Status Bar is stored in a different graphics file, and uses a different format. This time, the numbers go from 0x00 to 0x09, from 0 to 9. This time, you do not have small letters, only capital ones (unless of course you edit the graphics file that contains this). These letters start with "A" at 0x0A in the graphics file. | |||
==Bowser Text== | |||
This section needs to be filled out. | This section needs to be filled out. | ||
{{Internal Data}} | |||
Latest revision as of 16:58, 27 October 2024
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
The following article is a Text Table for Super Mario World (SNES).
Introduction
The text in Super Mario World is stored similar to an ASCII string in the ROM for most texts, the only difference being that different values mean A, and so forth. The exception to that rule is the text for Bowser, since that uses a special 4-byte data packet to describe the individual letters.
NOTE:
If you change the graphics files described, these descriptions may not fully apply.
Message Box and OW text
Message box and OW text supports both large and small letters. The Capital letters begin at 0x00 in the L3 graphics file, and the small letters begin at 0x40 in the same file. Numbers are stored, starting with 0, at entry 0x22. Message box strings end with the byte 0xFE.
Title Screen and Status Bar Text
Text for the title Screen and Status Bar is stored in a different graphics file, and uses a different format. This time, the numbers go from 0x00 to 0x09, from 0 to 9. This time, you do not have small letters, only capital ones (unless of course you edit the graphics file that contains this). These letters start with "A" at 0x0A in the graphics file.
Bowser Text
This section needs to be filled out.
Internal Data for Super Mario World (SNES)
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