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Dragon Warrior II (NES)/TBL: Difference between revisions
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== Dragon Warrior == | == Dragon Warrior == | ||
*Text is built up out of pieces that are five or ten bits in length. | |||
*The underlying characters for each piece are from {{0x|B49B}} to {{0x|B686}}. Abbreviated TBL below. | |||
*The piece lengths are at {{0x|B44B}} - {{0x|B49A}}. One nibble per piece. | |||
*You can think of the pieces as one table with 160 entries, or five tables with 32 entries each. | |||
*The 1st table handles bit patterns {{hex|00000}} through {{hex|11011}}. | |||
*The 2nd table handles {{hex|11100 xxxxx}}, the 3rd {{hex|11101 xxxxx}}, the 4th {{hex|11110 xxxxx}}, the 5th {{hex|11111 xxxxx}}. | |||
<pre> | |||
TBL for 0xB49B: | |||
00-09 = 0-9 | |||
0A-23 = a-z | |||
24-3D = A-Z | |||
3E-57 = a-z again | |||
58=A | |||
59=(space) | |||
5A=[SUN] | |||
5B=[STAR] | |||
5C=[MOON] | |||
5D=[DROP] | |||
5E=[HEART] | |||
5F=(space) | |||
60=(space) | |||
61=' | |||
62=" | |||
63=-> | |||
64=" | |||
65=' | |||
66=' | |||
67=' | |||
68=.' | |||
69=, | |||
6A=- | |||
6B=. | |||
6C=& | |||
6D=(space) | |||
6E=? | |||
6F=! | |||
70=; | |||
</pre> | |||
{{source|1=[https://www.romhacking.net/forum/index.php?topic=27053.msg364170#msg364170 Alchemic]}} | |||
{{Internal Data|game=Dragon Warrior II}} | {{Internal Data|game=Dragon Warrior II}} |
Revision as of 00:55, 22 September 2018
The following article is a Text Table for Dragon Warrior II (NES).
Dragon Quest
00=0 01=1 02=2 03=3 04=4 05=5 06=6 07=7 08=8 09=9 0A=あ 0B=い 0C=う 0D=え 0E=お 0F=か 10=き 11=く 12=け 13=こ 14=さ 15=し 16=す 17=せ 18=そ 19=た 1A=ち 1B=つ 1C=て 1D=と 1E=な 1F=に 20=ぬ 21=ね 22=の 23=は 24=ひ 25=ふ 26=へ 27=ほ 28=ま 29=み 2A=む 2B=め 2C=も 2D=や 2E=ゆ 2F=よ 30=ら 31=り 32=る 33=れ 34=ろ 35=わ 36=を 37=ん 38=っ 39=ゃ 3A=ゅ 3B=ょ 3C=ア 3D=イ 3E=オ 3F=カ 40=キ 41=ク 42=コ 43=サ 44=シ 45=ス 46=タ 47=テ 48=ト 49=ナ 4A=ウ 4B=ヌ 4C=ハ 4D=ヒ 4E=フ 4F=ホ 50=マ 51=ミ 52=ム 53=メ 54=モ 55=ラ 56=ル 57=レ 58=ロ 59=ン // Heroic symbols. 5A=☼ 5B=★ 5C=◑ 5D=[SLIME] 5E=♥ 5F= 60=E 61=G 62=H 63=L 64=M 65=P 66=V 67=X 68=。 69=、 // 6A and 6B are 6C and 6D put below. 6C=″ 6D=° 6E=? 6F=! 70=「 71=* 72=→ 73=↓ 74=: 75=… // Text box corners. // West. 76=[WC] // North. 77=[NC] // North, last line stripped. 78=[NSC] // Northwest. 79=[NWC] // Southwest. 7A=[SWC] // East. 7B=[EC] // Northeast. 7C=[NEC] // South. 7D=[SC] // Southeast. 7E=[SEC] 7F=ー 80=じ 81=だ 82=ぶ 83=ド 85=A 86=B 87=C 88=D 89=F 8A=ッ // "Equipped" marking corner. 8B=[|E] 8C=ど // Referential bank beginning. 8F=そなたに ふっかつのじゅもんを 90=ローレシア 91=サマルトリア 92=ムーンブルク 93=ハーゴン 94=ポイントの 95=ゴールド 96=だいしんかんハーゴン 97=しそんたち 98=あなたがた 99=ふくびきけん 9A=ございま 9B=もんしょう 9C=どうくつ 9D=ください 9E=ゆうしゃ 9F=おうじ A0=わたしは A1=ざいほう A2=のカギ A3=じゅもん A4=です。 A5=ましょう A6=どこか A7=もってい A8=ています A9=ロトの AA=わたし AB=あなた AC=だい AD=じゃ AE=どう AF=たび B0=ます。 B1=です B2=しかし B3=おおカミよ! B4=います B5=ります B6=しょう B7=てくれ B8=ている B9=すか? BA=かった BB=おお BC=よう BD=ここ BE=まし BF=ます C0=しま C1=なか C2=い。 C3=もの C4=れた C5=ない C6=た。 C7=た! C8=たち C9=には CA=たか CB=して CC=した CD=しは CE=から CF=かい D0=おう D1=おし D2=きた D3=この D4=いて D5=いま D6=うこ D7=が D8=ぎ D9=げ DA=ご DB=ざ DC=じ DD=ず DE=ぞ DF=だ E0=で E1=ど E2=ば E3=び E4=ぶ E5=ありがとうございま E6=どこからともなく うつくしい E7=どうぐ E8=ざい E9=ダメージを EA=こえが きこえる……。 EB=ロンダルキア
Pointers
Most of them works just like Dragon_Warrior:TBL. Some dialogues can be programmed to close after some time, so the wait for response, from end-strings, may not work.
Every pointer that searches trough memory, uses absolute addresses trough little-endian: 5A00 reads the address 0x00A5, where it is often found the main character's name. It is important to notice: each one from these memory searching routines, can be used anywhere!
The reserved space for integers threats the forthcoming zeroes as blank space.
Wait for Response
- 73=↓
Paragraph
- 8D=*「
Not Used
- 8E=0000「
The old princess Lola one.
Accenting
- EE=″
- EF=°
String of Characters from Memory
Print the selected entry from the memory. The end-strings are used as breakpoints for reading, or else: FA, FC, and FF break the loop. Even though each one is used accordingly, wasn't noticed differences between them.
Menus
EDxxyy, values used: 0001.
Dialogues
F2xxyy, values used: 5A00.
Integer Value from Memory
They print an integer value read from the memory, with a imposed limit for reading (number of bytes) and printing (number of characters).
There is also the positioning difference, being some proper for menus: the number of used characters is unique, and not according to the printing (fixed), with forward reservation (at the beginning).
1 Byte
F0xxyy, values used: ...
2 Bytes
3 Fixed Characters
ECxxyy, limit: 999, 0x3E7. Values used: 0701; 3B06; 4D06; 5F06.
5 Characters
F3xxyy, limit: 65.535, 0xFFFF. Values used: 8F00; ...
5 Fixed Characters
F1xxyy, values used: 0101; 0401; 0701; 0A01; 0D01; 1001; 2406.
3 bytes
F4xxyy, limit: 7 characters, 9.999.999, 0x98967F. Values used: 0C01; 3306; 4506; 5706. Always related to experience.
Referential Bank Indexes
They are 1 byte values, at the memory address told by the posterior word, that presents the index, but starting from different addresses in the binary image.
The fixed ones reserve characters for printing, like those from the integer fetching, but backwardly! The dynamic ones are only used with the word 9500.
Magic
Starting at address 0x18BCC.
Fixed
F5xxyy, limit: 5 characters. Values used: 0001; 0101; 0201; 0301; 0401; 0501; 0601; 0701; 0801; 0901.
Dynamic
F8xxyy, used only once.
Item
Starting at address 0x18748.
Fixed
F6xxyy, limit: 7 characters. Values used: 0001; 0101; 0201; 0301; 0401; 0501; 0601; 0701; 0901; 0C01; 0F01.
Dynamic
F9xxyy.
Run Length Encoding
F7xxyy, the main difference, from the original Dragon Quest, is that it works correctly at dialogues!
End-string for the Referential Bank
- FA
This end-string only acts at the place it has been called, breaking the operation. That is why it is used in the memory.
End-string 1
- FC
Variable
- FD
It always seems to be the same as F25A00.
Line Break
- FE
End-string 2
- FF
Dragon Warrior
- Text is built up out of pieces that are five or ten bits in length.
- The underlying characters for each piece are from
0xB49B
to0xB686
. Abbreviated TBL below. - The piece lengths are at
0xB44B
-0xB49A
. One nibble per piece. - You can think of the pieces as one table with 160 entries, or five tables with 32 entries each.
- The 1st table handles bit patterns
00000
through11011
. - The 2nd table handles
11100 xxxxx
, the 3rd11101 xxxxx
, the 4th11110 xxxxx
, the 5th11111 xxxxx
.
TBL for 0xB49B: 00-09 = 0-9 0A-23 = a-z 24-3D = A-Z 3E-57 = a-z again 58=A 59=(space) 5A=[SUN] 5B=[STAR] 5C=[MOON] 5D=[DROP] 5E=[HEART] 5F=(space) 60=(space) 61=' 62=" 63=-> 64=" 65=' 66=' 67=' 68=.' 69=, 6A=- 6B=. 6C=& 6D=(space) 6E=? 6F=! 70=;
Internal Data for Dragon Warrior II
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