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Star Fox/Notes: Difference between revisions
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Credit animation sequence - screens are constructed like this: bytes 3 and 4 is position on screen, bytes 11 and 12 is text, bytes beyond 19 is probably timer information? | |||
<pre> POSITIONING TXT PTR | |||
----- ----- | |||
6F4AE: d0 07 38 ff b8 0b e4 3e ea fc 2c c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 | |||
6F4C6: d0 07 c8 00 b8 0b e4 3e ea fc 3f c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 | |||
6F4E5: d0 07 38 ff b8 0b e4 3e ea fc 50 c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 | |||
6F4FD: d0 07 c8 00 b8 0b e4 3e ea fc 59 c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 | |||
6F51C: d0 07 38 ff b8 0b e4 3e ea fc 6a c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 | |||
6F534: d0 07 c8 00 b8 0b e4 3e ea fc 73 c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 | |||
6F553: d0 07 38 ff b8 0b e4 3e ea fc 82 c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 | |||
6F56B: d0 07 c8 00 b8 0b e4 3e ea fc 95 c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 | |||
6F58A: d0 07 a8 fd b8 0b e4 3e ea fc 0c c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 74 00 00 | |||
6F5A6: d0 07 d4 fe b8 0b e4 e3 ea fc 17 c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 | |||
6F5BE: d0 07 00 00 30 11 e4 e3 ea fc a3 c9 8c dc 45 3c df fc 0e 3c f4 fc 64 8a 3e 74 00 00 | |||
6F5DA: d0 07 90 01 30 11 e4 3e ea fc b2 c9 8c dc 45 3c df fc 0e 3c f4 fc 64 8a 3e 74 00 00 | |||
6F5F6: d0 07 20 03 30 11 e4 3e ea fc c0 c9 8c dc 45 3c df fc 0e 3c f4 fc 64 8a 3e 12 88 13 74 00 00 | |||
... | |||
</pre> | |||
{{Internal Data|game=Star Fox}} | {{Internal Data|game=Star Fox}} |
Revision as of 06:13, 22 November 2017
In-game text (ROM address 00F7DB
-00FBD8
) has prefix of two bytes and 0E
, and is null-terminated. The first byte is the text position and character that speaks. The second byte is the color index for the text.
Example:
82 02 0E 72 6F 6C 6C 2C 20 66 6F 78 .... 6E 20 72 6F 6C 6C 2C 00 ^^ \/ ^ ^ || | | | || | start of text null terminator || color |character | text position
The text position nibble can be either 0
or 8
. 0
vertically aligns the text with the middle of the character picture, and 8
aligns the text to its top.
0
|
8
|
---|---|
+-------+ | FALCO | ROLL, FOX!! +-------+ ROCK'N ROLL!! |
+-------+ ROLL, FOX!! | FALCO | ROCK'N ROLL!! +-------+ |
Nibble | Character |
---|---|
0
|
Fox |
1
|
Peppy |
2
|
Falco |
3
|
Slippy |
4
|
Pepper |
5
|
Andross |
Credit animation sequence - screens are constructed like this: bytes 3 and 4 is position on screen, bytes 11 and 12 is text, bytes beyond 19 is probably timer information?
POSITIONING TXT PTR ----- ----- 6F4AE: d0 07 38 ff b8 0b e4 3e ea fc 2c c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 6F4C6: d0 07 c8 00 b8 0b e4 3e ea fc 3f c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 6F4E5: d0 07 38 ff b8 0b e4 3e ea fc 50 c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 6F4FD: d0 07 c8 00 b8 0b e4 3e ea fc 59 c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 6F51C: d0 07 38 ff b8 0b e4 3e ea fc 6a c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 6F534: d0 07 c8 00 b8 0b e4 3e ea fc 73 c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 6F553: d0 07 38 ff b8 0b e4 3e ea fc 82 c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 6F56B: d0 07 c8 00 b8 0b e4 3e ea fc 95 c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 12 88 13 74 00 00 6F58A: d0 07 a8 fd b8 0b e4 3e ea fc 0c c9 8c dc 45 3c df fc 0e 3c f4 fc 20 8a 3e 74 00 00 6F5A6: d0 07 d4 fe b8 0b e4 e3 ea fc 17 c9 8c dc 45 3c df fc 0e 8a 3e 74 00 00 6F5BE: d0 07 00 00 30 11 e4 e3 ea fc a3 c9 8c dc 45 3c df fc 0e 3c f4 fc 64 8a 3e 74 00 00 6F5DA: d0 07 90 01 30 11 e4 3e ea fc b2 c9 8c dc 45 3c df fc 0e 3c f4 fc 64 8a 3e 74 00 00 6F5F6: d0 07 20 03 30 11 e4 3e ea fc c0 c9 8c dc 45 3c df fc 0e 3c f4 fc 64 8a 3e 12 88 13 74 00 00 ...
Internal Data for Star Fox
| |
---|---|