Dragon Warrior III (NES)/TBL: Difference between revisions

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{{TBL|game=Dragon Warrior III}}
{{TBL}}


<pre>00 = Empty characters at end of names, dialog text disregards all '0x00'
<pre>00 = Empty characters at end of names, dialog text disregards all '0x00'

Latest revision as of 22:33, 18 April 2024

Chip tiny.png The following article is a Text Table for Dragon Warrior III (NES).

00 = Empty characters at end of names, dialog text disregards all '0x00'
01 = 0
02 = 1
03 = 2
04 = 3
05 = 4
06 = 5
07 = 6
08 = 7
09 = 8
0A = 9

0B = a
0C = b
0D = c
0E = d
0F = e
10 = f
11 = g
12 = h
13 = i
14 = j
15 = k
16 = l
17 = m
18 = n
19 = o
1A = p
1B = q
1C = r
1D = s
1E = t
1F = u
20 = v
21 = w
22 = x
23 = y
24 = z

25 = A
26 = B
27 = C
28 = D
29 = E
2A = F
2B = G
2C = H
2D = I
2E = J
2F = K
30 = L
31 = M
32 = N
33 = O
34 = P
35 = Q
36 = R
37 = S
38 = T
39 = U
3A = V
3B = W
3C = X
3D = Y
3E = Z

3F = <blank>

These are the letters used in class abbreviations. The small letters can differ, 
like the "r" in "Fr" is smaller than most of the other "r"s.
40 = H
41 = r (small)
42 = S
43 = r (small)
44 = P
45 = r (small)
46 = W
47 = z (small)
48 = F
49 = r (small)
4A = M
4B = r (small)
4C = G
4D = f (small)
4E = S
4F = g (small)

50 = <SPACE> - As entered in the name selection menu.

51 = <blank>
52 = t (thin)
53 = u (thin)
54 = v (thin)
55 = w (thin)
56 = x (thin and curly)
57 = . (right justified)
58 = - (wide dash)
59 = <blank>
5A = *
5B = Br (one space)
5C = Ma (one space)
5D = Bi (one space)
5E = Me (one space)
5F = Ie or Le (one space)

60 = <blank>
61 = <blank>
62 = ` (opening single quote)
63 = " (closing double quote)
64 = -> (right pointing arrow)
65 = " (opening double quote)
66 = ` (opening single quote)
67 = ' (closing single quote)
68 = ' (closing single quote, from name menu)
69 = . (period)
6A = , (closing single quote)
6B = - (dash, from name menu)
6C = . (period, from name menu)
6D = ( (opening parenthesis, from name menu)
6E = ) (closing parenthesis, from name menu)
6F = ? (question mark, from name menu)
70 = ! (exclamation mark, from name menu)
71 = ; (semi-colon)
72 = ' (closing single quote)
73 = > (right pointing cursor arrow)
74 = v (down pointing cursor arrow)
75 = : (colon)
76 = ..(2 periods, one character width)

Dialog box drawing characters
77 = |  (left aligned vertical bar)
78 = "" (top aligned horizontal bar)
79 = "" (top aligned horizontal bar)
7A = |" (top left corner)	
7B = |_ (bottom left corner)
7C =  | (right aligned vertical bar)
7D = "| (top right corner)
7E = __ (bottom aligned horizontal bar)
7F = _| (bottom right corner)

Characters from 80-9f can cause dialog to freeze, additional codes may as well. 
They show up fine on the party menu that pops up when idle, since I think that is considered map drawing. 
That's how I identified all of the following characters. 
Results in menus are typically better than dialog, but freezes can happen there as well.
80 = <blank>
81 =   (Japanese character)
82 =   (Japanese character)
83 =   (Japanese character)
84 =   (Japanese character)
85 = || (solid block)
86 = A (thin)
87 = B (thin)
88 = C (thin)
89 = D (thin)
8A = F (thin)
8B =   (Japanese character)
8C = IE or LE (the capital E is small) (one space)
The characters past this point (0x8D - 0xFF) are map graphics. All graphics are drawn as text. 
Which graphics each code represents depends on what map the character is on. 
The set is different for each type of map.

Each tile is 1/4 of a square and most graphics are made up of 4 or more tiles. 
If (1) is top-left, (2) top-right, (3) bottom-left, and (4) bottom-right, I'll write it like this:

1-2 (Description of graphic)
3-4

I'll just list one set for now:

Graphics in town, base level:
8D-8E-91-92 (bed on stone floor)
8F-90-93-94

95-96 (short pillar/seat)
97-98

99-9A (stool, like in New Town theater)
9B-9C

9D (solid white block)

9E-9F (House of Healing Star)
A0-A1

A2-A3 (Weapon Store sign)
A4-A5

A6-A7 (Inn sign)
A8-A9

AA-AB (red stone floor)
AC-AD

AE-AF (stairs down)
B0-B1

B2-B3 (stairs up)
B4-B5

B6 (brick wall)

B7-B8 (Thief's Door)
B9-BA

BB-BC (Magic Door)
BD-BE

BF-C0 (store counter)
C1-C2

C3-C4 (closed chest)
C5-C6

C7-C8-CB-CC (Castle)
C9-CA-CD-CE
D7-D8-DB-DC
D9-DA-DD-DE

CF-D0 (fence posts)
D1-D2

D3-D4 (well)
D5-D6


DF-E0 (flowers)
E1-E2

E3-E4 (tombstone)
E5-E6

E7-E8 (brick walkway)
E9-EA

EB-EC (tree)
ED-EE

EF-F0 (shrubs)
F1-F2

F3 (wall front)

F4-F5 (water)
F6-F7

f8 (grass)
f9 (sand)

FA-FB (open chest)
FC-FD

FE (rooftop top)
FF (rooftop bottom)